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

Starwind's avenging flame does +2 damage from the astral fire feat.
everything else was errors, which should now be fixed.
including dropping Armor of B. for shield prof, sorry companions...

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

Lol. I forgot that Astral Fire adds to fire. "It's not radiant, where's the extra 2 coming from?"

Don't worry so much about dropping Armor of Bahamut. PCs get all kinds of bonus on crits from magic weapons, devastating critical, high crit weapons, etc to make their criticals events. Most monsters don't get anything like that, so their crits are pretty tame. In KotS the pregen cleric had that feat. It would save us from about 2-3 damage when it came up, since the damage difference between a crit and a normal attack just isn't usually that big. My personal opinion is that I'd rather have a better defended cleric - more likely to be conscious or not to have needed healing itself - than one with the armor of bahamut. On the other hand, maybe I have a bunch of monsters with crit related special abilities...

The damage bonus from Astral Fire, magic items, etc applies to damage rolls. So it does not apply to the ongoing damage from your power or PP ability. Clerics are weird in that they get some ongoing damage that adds stat mods though.

Your Sacred Flame should provide 9 temp HP, not 8.

You still should have the Utility power from Radiant Servant. I mean, if you don't want it for some reason then feel free to just drop it. :)
 

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This is not a character sheet, but more like a scratch pad...
I could use one more feat, either paragon or heroic

Glib Rolie (Rolen Longwind) cat burgler extroardiane. Who is occasionaly forced by circumstance to engage in such unwholesome and undigified activites as crawling around in muddy holes and stabbing things; usually when he's tried to steal some spectacularly important and vindictive persons prized possession and he needs some "free" bodyguards.
(the monsters in the dungeon of course... naturally not the PCs, his trusted and beloved friends ;) )
[sblock=Non-character sheet character sheet --- Im sick at home resources are limited]
elf rogue/warlock 13

paragon cat burger
acrobatic action (AP = move & standard)
body control -1 square on forced move

Powers
Cat Burgler shift 3 dex vs AC 3w+dex
Instant escape (immediate Interrupt) trigger imm, rest, or slow -> end imm, rest, or slow and shift 2

Magic Items
14, Goggles of night (darkvision)
13 shadow flow armor +3 stealth & gain concealment TSNT(m)
15 Lifedrinker +3 (drop enemy +10 temp hits)
gold 17,000
12 (13k) cloak of resistance+3 (gain resist 10 all TSNT)
"lucky" Burglers gloves (+1 theivery)
boots of striding (4.2)+1 speed

17-12-0.360-4.2
440 after magic items

Level 13
all stats +1 and dex and cha +2
Str 9 +1= 10
Dex 17 +5 = 22 (+5)
Wis 12 = 13 (+1)
Con 9+1 =10
Int 11 = 12 (+1)
Cha 15 +3 = 18(+4)

elf
dex wis
7 sq +1 feat +1 item
low light
nature percept
longbow shortbow prof
wild step (shift on difficult)
elven accuracy Encounter power

AC 10 +6 (leve) 5+5 (leather +3) 26
Fort 10 +6 (leve) 0+3 (item +3) 19
Ref 10 +6 (leve) 5+3 (item +3) +2 (rog)+2 feat 28
Will 10 +6 (leve) 4+3 (item +3) 23


Heroic Feats 8
Pact Initiate (Fey) train bluff, eyebite once an encounter
Nimble Blade (+1 with CA)
Elvin Precision (reroll +2)


Paragon Feats (max 5)
Combat Anticipation (+1 vs close, ranged, area attacks)
Defensive Advantage (+2 to defenses when have CA)
Evasion (missed ref/ac area close attack no damage)
Fleet Footed (speed +1)
???

rogue
12+10(con)+60 =82/41/20
surges 6

trained: Acro, Athl, Insight, Perception, Stealth Theivery
+2 Ref
Dagger, Shuriken, Shortsword, Longbow, Shortbow
First Strike - CA vs all not yet gone
Rogue Tactics Artful Dodger (cha to AC vs AoO)
R Weap Talent (dagger+1, shuriken 1d6)
Sneak Attack +3d6

skills
Acrobatics 6(level)+5(trained)+6(dex)-1(armor) +16
Athletics 6(level)+5(trained)+0(str)-1(armor) +10
Bluff 6(level)+5(trained)+4(cha) +14
Endurance 6(level)+0(con)-1 armor +5
Steath 6(level)+5(trained)+6(dex)+3(armor) -1 armor+19
Perception 6(level)+5(trained)+1(wis)+2(race) +14
Theivery 6(level)+5(trained)+6(dex)+1(gloves)-1armor +17

Basic Attack
Lifedrinking Shortsword +3
+6dex+6level+3prof+3magic=+18 1d6+3
w/CA +18 4d6+3

Power 2 / 4(P,13,7,3) / 3(9,5,1) / 4(P,10,6,2)
Deft Strike move 2 then Dex vs AC and 1W+dex
+18 1d6+8
Sly Flourish Dex vs AC and W+dex+cha
+18 1d6+12

Enc
Cat Burglers gambit shift 3, dex vs ac, shift to square adj target
+18 3d6+8

Eyebite
+6+4 =+10 vs will 1d6+4 and invisible to opponent

13 Tornado Strike Dex vs AC two opponents Hit: 2w+dex and slide 1+cha AND move 3 afterward
TWICE +18 2d6+8 and slide 5 and move 3

7 Sand in the eyes Dex vs Ref, 1w+dex and target blinded TENT
+18 1d6+8 & blind TENT

3 Bait and Switch Dex vs Will 2w+dex, switch places with target and shift CHA mod squares
+18 2d6+8, switch and shift 4

Ult
2 Tumble (shift 1/2 speed=4) encounter
6 Ignoble Escape (not marked shift speed 9) encounter
10 shadow stride (at will)

Daily
9 Knockout Dex vs Fort 2W+dex and unconcious (save ends) til damaged; half and dazed
+18 2d6+8 unc|half and dazed

5 Walking Wounded Dex vs Fort 2W+dex and prone if moves more than half speed falls prone at end; half
+18 2d6+8

1 Easy Target Dex vs AC 2W+dex and slowed and grants me CA(save ends) ; half and CA TENT
+18 2d6+8

[/sblock]
 
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You should have level 12, 13, and 14 items, not level 15, 14, and 13. SImilarly, you have 13k in gold, not 17.

You can only start with 1 stat below 10.

Leather armor doesn't have a skill penalty.

You have a feat bonus of 2 listed under Ref, but you have Combat Anticipation, not Lightning Reflexes.

Your defenses list Dex as +5, when it should be +6

This is not a character sheet, but more like a scratch pad...
I could use one more feat, either paragon or heroic

Glib Rolie (Rolen Longwind) cat burgler extroardiane. Who is occasionaly forced by circumstance to engage in such unwholesome and undigified activites as crawling around in muddy holes and stabbing things; usually when he's tried to steal some spectacularly important and vindictive persons prized possession and he needs some "free" bodyguards.
(the monsters in the dungeon of course... naturally not the PCs, his trusted and beloved friends ;) )
[sblock=Non-character sheet character sheet --- Im sick at home resources are limited]
elf rogue/warlock 13

paragon cat burger
acrobatic action (AP = move & standard)
body control -1 square on forced move

Powers
Cat Burgler shift 3 dex vs AC 3w+dex
Instant escape (immediate Interrupt) trigger imm, rest, or slow -> end imm, rest, or slow and shift 2

Magic Items
14, Goggles of night (darkvision)
13 shadow flow armor +3 stealth & gain concealment TSNT(m)
15 Lifedrinker +3 (drop enemy +10 temp hits)
gold 17,000
12 (13k) cloak of resistance+3 (gain resist 10 all TSNT)
"lucky" Burglers gloves (+1 theivery)
boots of striding (4.2)+1 speed

17-12-0.360-4.2
440 after magic items

Level 13
all stats +1 and dex and cha +2
Str 9 +1= 10
Dex 17 +5 = 22 (+5)
Wis 12 = 13 (+1)
Con 9+1 =10
Int 11 = 12 (+1)
Cha 15 +3 = 18(+4)

elf
dex wis
7 sq +1 feat +1 item
low light
nature percept
longbow shortbow prof
wild step (shift on difficult)
elven accuracy Encounter power

AC 10 +6 (leve) 5+5 (leather +3) 26
Fort 10 +6 (leve) 0+3 (item +3) 19
Ref 10 +6 (leve) 5+3 (item +3) +2 (rog)+2 feat 28
Will 10 +6 (leve) 4+3 (item +3) 23


Heroic Feats 8
Pact Initiate (Fey) train bluff, eyebite once an encounter
Nimble Blade (+1 with CA)
Elvin Precision (reroll +2)


Paragon Feats (max 5)
Combat Anticipation (+1 vs close, ranged, area attacks)
Defensive Advantage (+2 to defenses when have CA)
Evasion (missed ref/ac area close attack no damage)
Fleet Footed (speed +1)
???

rogue
12+10(con)+60 =82/41/20
surges 6

trained: Acro, Athl, Insight, Perception, Stealth Theivery
+2 Ref
Dagger, Shuriken, Shortsword, Longbow, Shortbow
First Strike - CA vs all not yet gone
Rogue Tactics Artful Dodger (cha to AC vs AoO)
R Weap Talent (dagger+1, shuriken 1d6)
Sneak Attack +3d6

skills
Acrobatics 6(level)+5(trained)+6(dex)-1(armor) +16
Athletics 6(level)+5(trained)+0(str)-1(armor) +10
Bluff 6(level)+5(trained)+4(cha) +14
Endurance 6(level)+0(con)-1 armor +5
Steath 6(level)+5(trained)+6(dex)+3(armor) -1 armor+19
Perception 6(level)+5(trained)+1(wis)+2(race) +14
Theivery 6(level)+5(trained)+6(dex)+1(gloves)-1armor +17

Basic Attack
Lifedrinking Shortsword +3
+6dex+6level+3prof+3magic=+18 1d6+3
w/CA +18 4d6+3

Power 2 / 4(P,13,7,3) / 3(9,5,1) / 4(P,10,6,2)
Deft Strike move 2 then Dex vs AC and 1W+dex
+18 1d6+8
Sly Flourish Dex vs AC and W+dex+cha
+18 1d6+12

Enc
Cat Burglers gambit shift 3, dex vs ac, shift to square adj target
+18 3d6+8

Eyebite
+6+4 =+10 vs will 1d6+4 and invisible to opponent

13 Tornado Strike Dex vs AC two opponents Hit: 2w+dex and slide 1+cha AND move 3 afterward
TWICE +18 2d6+8 and slide 5 and move 3

7 Sand in the eyes Dex vs Ref, 1w+dex and target blinded TENT
+18 1d6+8 & blind TENT

3 Bait and Switch Dex vs Will 2w+dex, switch places with target and shift CHA mod squares
+18 2d6+8, switch and shift 4

Ult
2 Tumble (shift 1/2 speed=4) encounter
6 Ignoble Escape (not marked shift speed 9) encounter
10 shadow stride (at will)

Daily
9 Knockout Dex vs Fort 2W+dex and unconcious (save ends) til damaged; half and dazed
+18 2d6+8 unc|half and dazed

5 Walking Wounded Dex vs Fort 2W+dex and prone if moves more than half speed falls prone at end; half
+18 2d6+8

1 Easy Target Dex vs AC 2W+dex and slowed and grants me CA(save ends) ; half and CA TENT
+18 2d6+8

[/sblock]

with evil back and cov in were full right?
__________________

Yep.
 

ok thanks

I thought you could buy stats up and down... That's why a nthe nine shows a minus 1 ... Don't think it matters recall having an extra point floating about... Will fix when I redo.
 

I'd had backstabber in originally . You think its better than a paragon level feat? E even something like Lightning Reflexes (synergy with existing ref and evasion) or great fortitude b/c my fort is... Low.
I have six healing surges; if I get pinned and mauled it'd be annoying to be the-guy-with-no-hit-points. Not that I don't love damage but even my desire to min-max-toward-glass-cannon has (some) limits. So i was also thinnking durable has a bit of an appeal.

Still playing straight rogue to see how it goes has an appeal. I'll probably go with backstabber.
 

ok thanks

I thought you could buy stats up and down... That's why a nthe nine shows a minus 1 ... Don't think it matters recall having an extra point floating about... Will fix when I redo.

Please look at the astrerix for scores 9 and 10 - that's not a minus sign, it's showing that the cost for a 9 is normally n/a.

But yeah, it looks like your INT would go down. Boo hoo.

------------------------

Evilhalfling, Starwinds looks good to go!
 

He's finished as best I can tell, though surely I missed something...

Narbel Nogginsplitter, dwarf fighter

[Sblock=Racial & Class Abilities]
Racial
Cast-Iron Stomach: +5 racial bonus to saving throws against poison.
Dwarven Resilience: You can use your second wind as a minor action instead of a standard action.
Dwarven Weapon Proficiency: You gain proficiency with the throwing hammer and the warhammer.
Encumbered Speed: You move at your normal speed even when it would normally be reduced by armor or a heavy load. Other effects that limit speed (such as difficult terrain or magical effects) affect you normally.
Stand Your Ground: When an effect forces you to move—through a pull, a push, or a slide—you can move 1 square less than the effect specifies. This means an effect that normally pulls, pushes, or slides a target 1 square does not force you to move.

In addition, when an attack would knock you prone, you can make an immediate saving throw to avoid falling prone.

Class
COMBAT CHALLENGE
In combat, it’s dangerous to ignore a fighter. Every time you attack an enemy, whether the attack hits or misses, you can choose to mark that target. The mark lasts until the end of your next turn. While a target is marked, it takes a –2 penalty to attack rolls if its attack doesn’t include you as a target. A creature can be subject to only one mark at a time. A new mark supersedes a mark that was already in place.

In addition, whenever an enemy marked by you is adjacent to you and shifts or makes an attack that does not include you, you can make a melee basic attack against that enemy as an immediate interrupt.

COMBAT SUPERIORITY
You gain a bonus to opportunity attacks equal to your Wisdom modifier. An enemy struck by your opportunity attack stops moving, if a move provoked the attack. If it still has actions remaining, it can use them to resume moving.

FIGHTER WEAPON TALENT (Two-handed)
Choose either one-handed or two-handed weapons. When using a weapon of your chosen style, you gain a +1 bonus to attack rolls.

Armor Optimization (11th level): You have learned to make the most of the armor you wear, positioning it to better absorb and deflect blows. You gain a +1 bonus to AC whenever you wear any kind of armor.

Extra Damage Action (11th level): When you spend an action point to take an extra action, you also add one-half your level to the damage dealt by any of your standard action attacks this turn.[/sblock]

[sblock=Stats]
Code:
STR 19		  AC 27
CON 21		FORT 26
DEX 11		 REF 19
INT 11		WILL 21
WIS 15
CHA 11

HP: 108			Init +6
Bloodied: 54		Speed 5
Surges/day: 16		Passive
Surge Value: 32		 -Insight 18
Action Points:		 -Perception 18
Resist: 5 cold, 5 fire (cloak of survival)

[b]Skills[/b]
 6 Acrobatics		6 0 0 0
 6 Arcana		5 0 - 0
15 Athletics		10 5 0 0
 6 Bluff		6 0 - 0
 6 Diplomacy		6 0 - 0
10 Dungeoneering	8 0 - 2
18 Endurance		11 5 0 2
 8 Heal			8 0 - 0
 6 History		6 0 - 0
 8 Insight		8 0 - 0
11 Intimidate		6 5 - 0
 8 Nature		8 0 - 0
 8 Perception		8 0 - 0
 6 Religion		6 0 - 0
 6 Stealth		6 0 0 0
 6 Streetwise		6 0 - 0
 6 Thievery		6 0 0 0

[b]Feats[/b]

[b]Back to the Wall
Paragon Tier
Benefit:[/b] Whenever you are adjacent to a wall, you gain a +1 bonus to melee attack 

rolls, melee damage rolls, and AC.

[b]Blood Thirst
Paragon Tier
Benefit:[/b] You gain a +2 bonus to melee damage rolls against bloodied foes.

[b]Dwarven Durability [Dwarf]
Paragon Tier
Prerequisite:[/b] Dwarf
[b]Benefit:[/b] Increase your number of healing surges by two and your healing surge value by your Constitution modifier.

[b]Dwarven Weapon Training [Dwarf]
Heroic Tier
Prerequisite:[/b] Dwarf
[b]Benefit:[/b] You gain proficiency and a +2 feat bonus to damage rolls with axes and hammers.

[b]Wintertouched
Heroic Tier
Benefit:[/b] When attacking a creature that is vulnerable to cold, you gain combat advantage when you use a power that has the cold keyword.

[b]Lasting Frost
Paragon Tier
Benefit:[/b] Any target you hit with a power that has the cold keyword gains vulnerable 5 cold until the end of your next turn.

[B]Powerful Charge
Heroic Tier
PreRequisite:[/B] Str 13
[B]Benefit:[/B] When you charge, you gain a +2 bonus to damage and a +2 bonus to bull rush attempts.

[B]Dodge Giants [Dwarf]
Heroic Tier
Prerequisite:[/B] Dwarf
[B]Benefit:[/B] You gain a +1 bonus to AC and Reflex defense against the attacks of Large or larger foes.
[/sblock]

[sblock=Powers]
At Will Exploits
:bmelee: Frost Greataxe +3
+16; 1d12+9 (+4 strength, +3 enhancement, +2 feat bonus)
Critical: +3d6 cold damage

:ranged: Lightning Handaxe +2
+14; 1d6++8 (+4 strength, +2 enhancement, +2 feat bonus)
Critical: +2d6 lightning damage

Power (At-Will • Cold): Free Action. All damage dealth by this weapon is cold damage. Another free action returns the damage to normal.

Power (Daily • Cold): Free Action. Use this power when you hit with the weapon. The target takes 2d8 cold damage and is slowed until the end of your next turn.

:melee: Cleave; Fighter Attack 1
You hit one enemy, then cleave into another.
At-Will; Martial, Weapon
Standard Action; Melee weapon
Targets:
One creature
Attack: Strength vs. AC
Hit: 1[W] + Strength modifier damage, and an enemy adjacent to you other than the

target takes damage equal to your Strength modifier.

Increase damage to 2[W] + Strength modifier at 21st level.

:melee: Reaping Strike; Fighter Attack 1
You punctuate your scything attacks with wicked jabs and small cutting blows that slip

through your enemy’s defenses.

At-Will; Martial, Weapon
Standard Action; Melee weapon
Target:
One creature
Attack: Strength vs. AC
Hit: 1[W] + Strength modifier damage.

Increase damage to 2[W] + Strength modifier at 21st level.
Miss: Half Strength modifier damage. If you’re wielding a two-handed weapon, you

deal damage equal to your Strength modifier.​


Encounter Exploits
:melee: Crushing Blow; Fighter Attack 3
You wind up and deliver a devastating blow with your weapon.
Encounter; Martial, Weapon
Standard Action; Melee weapon
Target:
One creature
Attack: Strength vs. AC
Hit: 2[W] + Strength modifier damage
Weapon: If you’re wielding an axe, a hammer, or a mace, you gain a bonus to the

damage roll equal to your Constitution modifier.

:close: Come and Get It; Fighter Attack 7
You call your opponents toward you and deliver a blow they will never forget.
Encounter; Martial, Weapon
Standard Action; Close burst 3;
Target: Each enemy in burst you can see
Effect: You pull each target 2 squares to a space adjacent to you. You cannot pull

a target that cannot end adjacent to you. You then make a close attack targeting each

adjacent enemy.
Attack: Strength vs. AC
Hit: 1[W] + Strength modifier damage.

:melee: Giant's Wake; Fighter Attack 13
You lay about with heavy, sweeping blows, hewing your enemies left and right.
Encounter; Martial, Weapon
Standard Action; Melee weapon
Primary Target:
One creature
Attack: Strength vs. AC
Hit: 2[W] + Strength modifier damage. Make a secondary attack.
Weapon: If you’re wielding an axe, you gain a bonus to the damage roll equal to

your Constitution modifier.
Secondary Target: Each enemy adjacent to the primary target and within your melee

reach
Secondary Attack: Strength vs. AC
Hit: 1[W] + Strength modifier damage.
Weapon: If you’re wielding an axe, you gain a bonus to the damage roll equal to your

Constitution modifier.

:melee: All Bets Are Off; Pit Fighter Attack 11
After landing a solid blow, you belt your enemy in the face with your fist.
Encounter; Martial, Weapon
Standard Action; Melee weapon
Target:
One creature
Attack: Strength vs. AC
Hit: 2[W] + Strength modifier damage. Make a secondary attack against the same

target.
Secondary Attack: Strength + 2 vs. AC
Hit: 1d6 + Strength modifier damage, and the target is dazed until the end of your

next turn


Daily Exploits
:melee: Villain’s Menace; Fighter Attack 1
You strike your enemy hard and hound him with skilled parries and stern reprisals.
Daily; Martial, Weapon
Standard Action; Melee weapon
Target:
One creature
Attack: Strength vs. AC
Hit: 2[W] + Strength modifier damage, and you gain a +2 power bonus to attack rolls

and a +4 power bonus to damage rolls against the target until the end of the encounter.
Miss: Gain a +1 power bonus to attack rolls and a +2 power bonus to damage rolls

against the target until the end of the encounter.

:melee: Crack the Shell; Fighter Attack 5
You break through your enemy’s armor and deal a painful bleeding wound.
Daily; Martial, Reliable, Weapon
Standard Action; Melee weapon

Target: One creature
Attack: Strength vs. AC
Hit: 2[W] + Strength modifier damage, and the target takes ongoing 5 damage and a

–2 penalty to AC (save ends both).

:close: Thicket of Blades; Fighter Attack 9
You sting and hinder nearby foes with a savage flurry of strikes aimed at their

legs.

Daily; Martial, Reliable, Weapon
Standard Action; Close
burst 1
Target: Each enemy in burst you can see
Attack: Strength vs. AC
Hit: 3[W] + Strength modifier damage, and the target is slowed (save

ends).​

Utility Exploits
Boundless Endurance; Fighter Utility 2
You shake off the worst of your wounds.
Daily; Healing, Martial, Stance
Minor Action; Personal
Effect:
You gain regeneration 2 + your Constitution modifier when you are bloodied.

Unbreakable; Fighter Utility 6
You steel yourself against a brutal attack.
Encounter; Martial
Immediate Reaction; Personal
Trigger:
You are hit by an attack
Effect: Reduce the damage from the attack by 5 + your Constitution modifier.

Last Ditch Evasion; Fighter Utility 10
Thanks to a combination of skill and luck, you narrowly avoid an attack but leave

yourself perilously exposed.

Daily; Martial
Immediate Interrupt; Personal
Trigger:
You are hit by an attack
Effect: You take no damage from the attack that just hit you. However, you are

stunned and take a –2 penalty to all defenses until the end of your next turn.

Deadly Payback; Pit Fighter Utility 12
You react viciously to an enemy that just hurt you.
Daily; Martial, Weapon
Immediate Reaction; Personal
Trigger:
You take damage from a melee attack
Effect: Until the end of your next turn, you gain a +2 bonus to attack rolls and

damage rolls against the enemy that damaged you.​
[/sblock]

[sblock=Equipment]
Frost Greataxe +3 Level 13
Dwarven Scale armor +3 Level 12
Cloak of Survival +3 Level 14
Horned Helm Level 6 (1,800 gp) Charge attacks deal +1d6 damage.
Lightning handaxe +2 Level 10 (5,000 gp)
Potion of vitality x5 (5,000 gp)
Standard adventurer's kit (15 gp)
Everburning torch (50 gp)
Rope, silk 50 ft. (10 gp)

1125 gp[/sblock]
 
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