[4e][Paragon] Kombat Kraziness (closed)

The character is still a very rough WIP. I just had copied over a fighter from another game and was about 1/4 of the way through the build when I thought about wanting the lvl 15 item. Thanks for the ruling and I expect to be done this morning :)
 

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I'll return as well, I just need to look over and see what roles are open,
the last round was fun, but the difficult terrain/conditions made it impossible for my fighter to help against the artifact. Thus Im looking at a ranged hero of some sort.

Starwinds
Female Dragon born, Radiant servant of Bahamut
[sblock]
Starwinds 13th level Dragonborn cleric – good, radiant servant of Bahmut
initiative +8 ; perception +11; move 5
Str 13+3 (16) con 12+2(14), dx 12+2(14) int 8+1(9) wis 17+3(20) chr 13+3(16)
Feats: Enlarge Breath, light shield prof, armor of Bahamut, Pact Initiate (star), Astral Fire,
Utility power swap, Devastating Critical, Empower Breath
Hp 12+14+(5x12) =86; # surges 9, Healing Surge: 23 hp
AC (26) 6+3+1+6 Fort: 22 Ref 22 Will 26
Skills: Religion-10, Arcana-10 Heal-16, insight 16;
Devoted cleric:
Healers Lore (+5 hp to healing spells)
Channel Divinity
Healing Word (encounterx2, minor) target spends surge & 3d6+5 healing
Illuminating attack – radiant powers crit on 19-20 (all attacks except where noted)
Radiant action : when you spend action point target within 5 takes 13 ongoing damage (sv ends)

At Will:
Lance of Faith +14 vs ref (1d8+10); one ally gets +2 power to hit target; Ranged 5 ;
Sacred Flame + 14 vs ref (1d6+10) ; one ally makes a save or get 8 temp hp. range 5

Encounter:
R: Dragon Breath: (cold, NR) +13 vs reflex (2d10+2) close blast 5
Pact – Dire Radiance +8 vs Fort (1d6+4) if target moves closer on its next turn, it takes 1d6+4 again. Range 10.
3 Split the Sky (weapon, thunder, NR) + 13 vs con (1d8+5) push 2, knockdown
7 Break Spirit +14 vs will (2d8+10) target -3 to attack until end of your next turn
11 Solar Wrath +13 vs will enemies take 3d8+10, if undead or demon also stunned 1 round.
13 Mantle of Glory +14 vs will (2d10+10); allies can spend surge, close blast 5


Daily (none do radiant damage)
1 Avenging Flame (weapon, fire) +13 (2d8+7) ongoing 5 fire damge (sv ends)
- miss ½ damage, 0 ongoing damage; special if target attacks, it cant make a save to end damage.
5 Spiritual Weapon +14 vs AC (1d10+8) creates combat advantage, move 10 as mv action, minor to sustain & attack again
9 Blade Barrier; if creature enters or starts turn in barrier, 3d6+8 damage & 5 ongoing (sv ends) wall 5 within 10 squares ; difficult terrain, sustain minor

Utility
2 bless (standard, daily) all targets get +1 power to hit for the encounter, cb 20
6 Bastion of Health(encounter, minor) ; Range 10; target spends surge +13 hp
10 Shadow Form (star pact, minor, daily) assume shadowy insubstantial form for the encounter, fly 6, can’t take standard actions, minor action to end.
12 Healing Sun (standard, daily,zone) allies ending in zone heal 13 hp; demons or undead entering or starting in the zone take 1d10+5 damage. Lasts until end of next turn; or Sustain Standard, ends if cleric is bloodied at the end of her turn.

Equipment
Lvl 14 : Symbol of victory +3 +3d8 on crit; (daily–a character within 5 who scores a crit, gains an action point.)
Lvl 13 : Amulet of Health +3 property- resist poison 10
Lvl 12 : light shield of deflection: property- resist 5 to all ranged attacks
Cash:1,400 gp(13k) +3 magic chain mail (9k); +2 resounding mace (daily-daze on hit) 2.6k
[/sblock]

Starwind is aggressive in pursuit of righteousness. Although She does not believe that the stars she taps for power are evil. She will attack when she can, and defends when she must.

Her scales are silver, and even in her shadowy form she still sparkles with silvery lights from within. She enjoys the form and if its necessary to use it she will linger, healing as needed and sustaining powers before returning to a more solid state.
 
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I suggest we limit these combats to 2 battles, and maybe say eveyone has used a few surges (2-5?) and 1 daily earlier that day.


3 encounters of this complexity and the slow pace of PbP combat
is likely to burn out more DMs than just Graf.
 

FYI, I just updated my PC above, post 346

Initiative is 1 too high still, since Torment only has +1 Dex mod.

I think that your Will defense should be two higher. You have Iron Will, but I see no feat bonus listed in the defense section.

Note that if you don't use the powers from your Flaming Weapon, then attack and damage each drop by 1.

I'll return as well, I just need to look over and see what roles are open,
the last round was fun, but the difficult terrain/conditions made it impossible for my fighter to help against the artifact. Thus Im looking at a ranged hero of some sort.

Starwinds
Female Dragon born, Radiant servant of Bahamut
Str 16 (13+2 racial, +1 lvl)
Con 14 (12 +2 lvl)
Int 11 (10+1 lvl)
Dx 12 (10+2 lvl)
Wis 20 (17+3 lvl)
chr 16 (15+1 lvl)

I suggest we limit these combats to 2 battles, and maybe say eveyone has used a few surges (2-5?) and 1 daily earlier that day.

Stat array looks fine.

I've already planned out 3 encounters, so I'm going to aim for 3. We'll see how this goes - maybe we should reduce the number of encounters in the future.

Hmm!

Still looking for another player?

Sure. Even if I perhaps opened the door prematurely, I'm not going to slam it in your face. I can add a monster or two easily enough. As posted above, please a character sheet up by tommorrow.
 
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Evil, you know clerics don't have shield proficiency, right?

You don't have the defense (fort) that Split the Sky targets listed.

You haven't fully listed those powers that aren't radiant (breath weapon, split the sky, avenging flame and blade barrier all lack the radiant descriptor.)

Your fort defense should be 22, I think (+3 str, +3 amulet, +6 level), and reflex is too high (no bonus for shield without proficiency).

I think you're a feat short.
 

Astral Fire and Quickdraw both require 13 DEX, Starwinds only has 12.

You are missing 1 feat.

Clerics don't have any shield proficiency feats by default. It takes two feats to gain heavy shield proficiency. So AC and Reflex or item selection may need to be corrected.

As a dragonborn, your character gets Con mod added to healing surge value, so that should be 23, not 21.

Fort defense should be 22.

AC bonuses are wrong. Starwinds should have +9 from armor (+3 chain; chain is +6 normally) and +6 from level. So that's 25 without any shield. So if she goes for a light shield via her missing feat, then the total AC is correct.

Avenging Flame goes against AC. I don't see how 2d8+7 was figured for damage. I get 2d8+5 (2w, +3 STR, +2 weapon)

Split the Sky goes against Fort. With 16 STR and a +2 mace, Split the Sky should do 1d8+5, not +4.

Per the errata, Solar Wrath has the implement keyword, so you get your +3 attack and damage with it.

You can use STR for the attack on Dragonbreath, making your attack +13 (+3 STR, +4 from power, +6 level) with it, not +12. Breath weapon damage is too high: it should be 2d6+2. You can take the Paragon feat Empowered Dragon Breath to make the damage d10s, but Starwinds still wouldn't be doing 3d10.

With 16 STR and a +2 mace, Split the Sky should do 1d8+5, not +4.

Note that Mantle of Glory has the healing keyword, so Healer's Lore applies.

Lance of Faith and Bless both provide power bonuses to attack - please include this information ahead of time so it's trivial to handle stacking issues in play.

You should have the level 12 Utility Healing Sun from your paragon path. This power also has the healing keyword. :.-(

Starwinds
Female Dragon born, Radiant servant of Bahamut
[sblock]
Starwinds 13th level Dragonborn cleric – good, radiant servant of Bahmut
initiative +9 ; perception +11; move 5
Str 13+3 (16) con 12+2(14), dx 10+2(12) int 10+1 wis 17+3(20) chr 13+3(16)
Feats: Enlarge Breath , Astral Fire, Armor of Bahmut, Quick Draw, Pact Initiate (star)
Utility power swap, Devastating Critical
Hp 12+14+(5x12) =86; # surges 9, Healing Surge: 21 hp
AC (26) 5+3+2+6 Fort: 21 Ref 22 Will 26
Skills: Religion-11, Arcana-11 Heal-16, insight 16;
Devoted cleric:
Healers Lore (+5 hp to healing spells)
Channel Divinity
Healing Word (encounterx2, minor) target spends surge & 3d6+5 healing
Illuminating attack – radiant powers crit on 19-20 (all attacks except where noted)
Radiant action : when you spend action point target within 5 takes 13 ongoing damage (sv ends)

At Will:
Lance of Faith +14 vs ref (1d8+10); one ally gets +2 to hit target; Ranged 5 ;
Sacred Flame + 14 vs ref (1d6+10) ; one ally makes a save or get 8 temp hp.

Encounter:
R: Dragon Breath: (cold) +12 vs reflex (3d10+2) close blast 5
Pact – Dire Radiance +8 vs Fort (1d6+4) if target moves closer on its next turn, it takes 1d6+4 again.
3 Split the Sky (weapon, thunder) + 13 (1d8+4) push 2, knockdown
7 Break Sprit +14 vs will (2d8+10) target -3 to attack until end of your next turn
11 Solar Wrath +11 vs will enemies take 3d8+10, if undead or demon also stunned 1 round.
13 Mantle of Glory +14 vs will (2d10+10); allies can spend surge, close blast 5


Daily
1 Avenging Flame (weapon, fire) +13 (2d8+7) ongoing 5 fire damge (sv ends)
- miss ½ damage, 0 ongoing damage; special if target attacks, it cant make a save to end damage.
5 Spiritual Weapon (not radiant) +14 vs AC (1d10+8) creates combat advantage, move 10 as mv action, minor to sustain & attack again
9 Blade Barrier; if creature enters or starts turn in barrier, 3d6+8 damage & 5 ongoing (sv ends) wall 5 within 10 squares ; difficult terrain, sustain minor

Utility
2 bless (standard, daily) all targets get +1 to hit for the encounter, cb 20
6 Bastion of Health(encounter, minor) ; Range 10; target spends surge +8 hp
10 Shadow Form (star pact, minor, daily) assume shadowy insubstantial form for the encounter, fly 6, can’t take standard actions, minor action to end.

Equipment
Lvl 14 : Symbol of victory +3 +3d8 on crit; (daily–a character within 5 who scores a crit, gains an action point.)
Lvl 13 : Amulet of Health +3 property- resist poison 10
Lvl 12 : Heavy shield of deflection: property- resist 5 to all ranged attacks
Cash:1,400 gp(13k) +3 magic chainmail (9k); +2 resounding mace (daily-daze on hit) 2.6k
[/sblock]

Thanks Redclaw for the help.
 

Starwind's avenging flame does +2 damage from the astral fire feat.
everything else was errors, which should now be fixed.


Does astral fire add +2 damage to the ongoing damage of radiant action or avenging flame?
 
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