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

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]

I didn't see anything wrong either. But you might want to A) write down the other powers of your items (Dwarven armor, Lightning Handaxe), and B) fill in the blanks on your powers (but it should be easy enough to modify your basic attack since it's all weapon powers, but you might want to do the work now instead of each round). Looks good though.
 

log in or register to remove this ad

So where at we at?

IG: ready, but needs to edit his finished into the rogue's gallery.

Covaithe: done

Redclaw: done

Evilhalfling: done

Graf: sheet needs revisions. But he doesn't have easy net access net now?

Walking Dad: needs to finish his feats and items, but what's written does look goo.

renau1g: a few tiny fixes needed still.

Dalamar: ???
 

Done. Switched to dagger since it seemed more burglar-y.
(Oh and because I hate missing... but I didn't take dagger master paragon... which makes me a massive idiot but anyway...)

Yes I really did waste my 14 level item on something that's almost completely useless (he's a cat burglar... not an adventurer)

I look forward to flanking with everyone. :devil:

PS what happens if I throw my magic dagger? Does it come back or is it "gone"?
 

Done. Switched to dagger since it seemed more burglar-y.
(Oh and because I hate missing... but I didn't take dagger master paragon... which makes me a massive idiot but anyway...)

Yes I really did waste my 14 level item on something that's almost completely useless (he's a cat burglar... not an adventurer)

I look forward to flanking with everyone. :devil:

PS what happens if I throw my magic dagger? Does it come back or is it "gone"?

The magic dagger flies back, as per page 232 under thrown weapons. So throw your dagger all you want.

Basic melee attack is wrong - you can only use Dex with your rogue powers. If you need to make basic melee attack - say from an OA or warlord power - it will have to use STR. So your basic melee should be: +12 (+6 level +4 prof +3 magic, -1 STR) for 1d4+2 (+3 magic -1 STR).

Damage bonus for rogue powers should be +9 (+6 Dex, +3 magic), not +8. So Sly Flourish should be +13.

Acrobatics should be 1 higher, as far as I can tell. (6 level, +6 Dex, +5 trained = 16)

Remember that CA provides a +2 attack bonus besides the bonus from Nimble Blade, so attacks under those conditions should be higher. I don't think any of the baddies have Uncanny Dodge...

Cat Burglar's Gambit is versus AC

Eyebite is versus Will.
 

OK. I think I got it all.

I -wasn't- sure about the +2 I got into trouble a lot of times in the last game for giving it to monsters and then being reminded it doesn't apply evenly at Paragon tier. So thanks for helping out with that.

We could kinda use another defender I think, and/or a tactical warlord (crosses fingers).
(What... I want the bonus to hit... is that so wrong?)

Right now we have one defender and, renau1g's warlord could potentially also be in the front line... everyone else is going to be vying for the back spots.
 


I will try to complete the character this weekend.

For melee: I intend to often teleport next to some enemies if we got swarmed.
And please try to kill my cursed monsters everyone :D
 


This is the newest version of my character. Any crunch still missing?

[sblock=sheet]
Name: Reed Rowan Player: WD
Halfling Warlock (Fey) XP ? Level 13
Initiative +9 Senses Normal Vision
Passive Insight 22; Passive Perception 17
HP 96; Bloodied 48; Surge Value 24; Surges Per-Day 8
AC 25; Fortitude 21; Reflex 23; Will 25
Speed 6
Alignment Unaligned
Languages Common, Elf

Str 13 Dex 16 Wis 13
Con 14 Int 16 Cha 20

Racial Abilities
Bold: You gain a +5 racial bonus to saving throws against fear.
Nimble Reaction: You gain a +2 racial bonus to AC against opportunity attacks.
Second Chance: You can use second chance as an encounter power.

Class Features
Eldritch blast, Eldritch Pact, Prime Shot, Shadow Walk, Warlock’s Curse

At-Will Powers
Eldritch Blast (vs Refl) +14 / 1d10+8
Eyebite (vs Will, psychic) +14 / 1d6+10

Encounter Powers
R - Second Chance
P - Will of the Feywild (vs Will, psychic) +14 / 2d8+10
13 - Bewitching Whispers (vs Will, charm) +14 / -
7 - Mire the mind (vs Will, psychic) +14 / 1d10+10
3 - Otherwind Stride (vs Fort, teleport) +14 / 1d8+8

Daily Powers
9 - Thief of five Fates (vs Will) +14 / -
5 - Curse of Bloody Fangs (vs AC) +14 / 2d10+8
1 - Dead Star (vs Will, radiant) +14 / 3d6+8

Utility Powers (all teleport)
P - Twilight Teleport (daily, free)
10 - Warlock's Leap (daily, move)
6 - Fey Switch (encounter, move)
2 - Ethereal Stride (encounter, move)

Feats
Heroic:
Lost in the Crowd, Armor Proficiency (Chainmail), Dark Fury, Improved Misty step, Toughness
Paragon:
Point Blank Shot, Psychic Lock, Twofold Curse

Skills
Arcana
Bluff
Insight
Thievery

Equipment
(14) - Rod of Corruption +3
13 - Eladrin Chain +3
12 - Cloak of Resistance +3

13,000 gold
Bag of Holding (1k)
Boots of striding (4,2k) +1 item to movement
Potion of Vitalityx3 (3k)
Iron Skin Belt (lev.2) (1k)
Shadowfell Gloves (1,8)

2.000
Bracer's of the perfect shot (680)
Pact Dagger +1 (680)

standard adventurer's pack, 2 daggers, everburning torch, silk rope, thieve's tools
[/sblock]
 
Last edited:

Uncanny Dodge requires 15 WIS, Reed only has 13.

I don't see how Reflex is 24. I see +6 level +3 stat +3 item +1 class = 23.

It'd probably be rather helpful to work out the attack/damage for your powers now, especially since damage varies on a per power basis instead of by weapon.

This is the newest version of my character. Any crunch still missing?

[sblock=sheet]
Name: Reed Rowan Player: WD
Halfling Warlock (Fey) XP ? Level 13
Initiative +9 Senses Normal Vision
Passive Insight 22; Passive Perception 17
HP 96; Bloodied 48; Surge Value 24; Surges Per-Day 8
AC 25; Fortitude 21; Reflex 24; Will 25
Speed 6
Alignment Unaligned
Languages Common, Elf

Str 13 Dex 16 Wis 13
Con 14 Int 16 Cha 20

Racial Abilities
Bold: You gain a +5 racial bonus to saving throws against fear.
Nimble Reaction: You gain a +2 racial bonus to AC against opportunity attacks.
Second Chance: You can use second chance as an encounter power.

Class Features
Eldritch blast, Eldritch Pact, Prime Shot, Shadow Walk, Warlock’s Curse

At-Will Powers
Eldritch Blast (vs Refl), Eyebite (vs Will, psychic)

Encounter Powers
R - Second Chance
P - Will of the Feywild (vs Will, psychic)
13 - Bewitching Whispers (vs Will, charm)
7 - Mire the mind (vs Will, psychic)
3 - Otherwind Stride (vs Fort, teleport)

Daily Powers
9 - Thief of five Fates (vs Will)
5 - Curse of Bloody Fangs (vs AC)
1 - Dead Star (vs Will, radiant)

Utility Powers (all teleport)
P - Twilight Teleport (daily, free)
10 - Warlock's Leap (daily, move)
6 - Fey Switch (encounter, move)
2 - Ethereal Stride (encounter, move)

Feats
Heroic:
Lost in the Crowd, Armor Proficiency (Chainmail), Dark Fury, Improved Misty step, Toughness
Paragon:
Point Blank Shot, Psychic Lock, Uncanny Dodge

Skills
Arcana
Bluff
Insight
Thievery

Equipment
(14) - Rod of Corruption +3
13 - Eladrin Chain +3
12 - Cloak of Resistance +3

13,000 gold
Bag of Holding (1k)
Boots of striding (4,2k) +1 item to movement
Potion of Vitalityx3 (3k)
Iron Skin Belt (lev.2) (1k)
Shadowfell Gloves (1,8)

2.000
Bracer's of the perfect shot (680)
Pact Dagger +1 (680)

standard adventurer's pack, 2 daggers, everburning torch, silk rope, thieve's tools
[/sblock]


IG said:
Narbel's done and posted, and ready to go.

Good. :)

Graf said:
OK. I think I got it all.

A 9 STR has a -1 stat penalty, so Glib's basic attack and damage should be at -1 each. It's STR modifier, not STR bonus.

Umm, I think Athletics should be +10, not +9. +6 level, +5 trained, -1 trained. Did I miss that last time; +9 seems familiar?

It looks like most everyone is almost complete though.
 

Remove ads

Top