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

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.

...
Good catch regarding Reflex and Uncanny Dodge. Maybe I will take Mettle instead.

I'm not sure about the lagality of posting whole powers, but I will add to hit/damage.
 

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I've worked up a preliminary character for this just to try it out. I finished just after you closed recruiting, but if you find yourself down a character I've got a paladin/warlord build ready.
 

I've been having trouble connecting to ENWorld for the last couple of days, plus also been a bit busy (why is it always that when you're on vacation from both university and work, you get more busy than ever?), but here's what I've got so far for a dwarven paladin:

[sblock=Character block]Dwarf Paladin 13 (Hospitaler) of Kord

Str 13 (3) +1 = 14 (+2/+8)
Dex 11 (1) +1 = 12 (+1/+7)
Con 15 (7) +3 = 18 (+4/+10)
Int 9 (1) +1 = 10 (+0/+6)
Wis 13 (3) +5 = 18 (+4/+10)
Cha 15 (7) +3 = 18 (+4/+10)

Init +7; Speed 5
Insight +10, Perception +10, low-light vision
HP 115; Bloodied 57
18 Surges per Day, value 33
Resist 10 Poison
AC 30 (+3 Plate; Shield & Spec); Fortitude 24 (amulet, class), Reflex 24 (amulet, class, shield & spec), Will 24 (amulet, class)

Skills (Check penalty -2, included in Endurance)
Diplomacy +15, Dungeoneering +12, Endurance +10, Heal +15, Insight +15, Religion +15

Feats:
Durable
Dwarven Durability (P)
Dwarven Weapon Training
Healing Hands
Kord's Favor
Quick Draw
Shield Specialization (P)
Toughness

m Melee basic Attack with Warhammer (standard; at-will) * Weapon
+13 vs AC; 1d10+7 damage

M Bolstering Strike (standard; at-will) * Divine, Weapon
+15 vs AC; 1d10+9 damage AND gain 4 temp HP

M Enfeebling Strike (standard; at-will) * Divine, Weapon
+15 vs AC; 1d10+9 damage AND -2 to attack untill end of its turn if marked

M Invigorating Smite (standard; encounter 3) * Divine, Healing, Weapon
+15 vs Will; 2d10+9 damage AND heal 9 if Bloodied AND Bloodied allies within 5 heal 9

M Benign Transposition (standard; encounter 7) * Divine, Teleportation, Weapon
Switch places with ally within 4 squares AND attack enemy within reach after teleportation
+15 vs AC; 2d10+9 damage

M Entangling Smite (standard; encounter 13) * Divine, Weapon
+15 vs Will; 2d10+9 damage AND immobilized untill end of X's next turn

M Warding Blow (standard; encounter P) * Divine, Weapon
Against marked creature, +15 vs AC; 2d10+9 damage AND each ally within 5 can make a saving throw

R On Pain of Death (standard; daily 1) * Divine, Implement
Range 5; +13 vs Will; 3d8+7 damage AND 1d8 damage once per round after attacking (save ends)
Miss: half damage AND 1d4 damage once per round after attacking (save ends)

C Hallowed Circle (standard; daily 5) * Divine, Implement, Zone
Close burst 3, enemies only; +13 vs Reflex; 2d6+7 damage
Effect: Zone of bright light, X and allies gain +1 power bonus to all defenses untill end of encounter

C Crown of Glory (standard; daily 9) * Divine, Implement, Radiant
Close burst 1, enemies only; +13 vs Will; 2d8+7 radiant damage
Effect: enemies that start adjacent are slowed untill end of X's next turn (sustain minor)

Martyr's Blessing (immediate interrupt, when adjacent ally is hit by a M or R attack; daily utility 2) * Divine
X is hit by the attack instead

C Wrath of the Gods (minor; daily utility 6) * Divine
Close Burst 1; X and allies gain +4 to damage until end of encounter

R Cleansing Spirit (minor; encounter utility 10) * Divine
Range 5, X or an ally; target makes a save with a +2 bonus

Healing Font (minor; daily utility P) * Divine, Healing
Untill end of encounter, when X attacks and hits at least one creature on his own turn, one ally within 10 heals 4d6[/sblock]


Equipment
Dwarven +3 Plate Armor (lvl 12) (Daily * Healing) Free Action, heal surge value
Amulet of Health +3
+3 Warhammer of Terror (lvl 14) (Daily * Fear) Free action when hits, -2 to all Defenses (save ends), +3d8 crit
Magic Holy Symbol +3 (9k gp)
Shield of Defiance (3,4k gp) (Daily * Healing) Immediate Reaction when hit by a critical, spend healing surge
Belt of Heroic Vigor (520gp)
Standard Adventurer's Kit (15gp)

I'll try my best to do skills, feats and equipment today. Plus think up a name and some backstory.
 
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Your HP look too low: I get 105 (15+18+72).

You pasted Healing Font into the middle of Cleansing Spirit.

Healing Font heals (WIS mod)d6, not 1d6+WIS mod, as per the errata. So that's 4d6.
 

I'd like to get started soon. Please make final revisions if needed. If you've posted an updated sheet that I haven't commented on, let me know so I can get back to you. If you're having problems with ENworld or want expedite the revision process, consider contacting me via AIM (the information is in my profile box to the left - but of course you'd have to have at least some access to ENworld to see it). I might not see a message right away, but I should see it eventually.

Please work out a marching order/starting formation. The red box in the map I posted earlier is the default deployment zone.
 

For anyone else who couldn't remember where that map went, it's here.

Tharos wants to be kind of central, where his prodigious intellect won't be perturbed by the banalities of physical exertion.
 

cheers for the map
Rollie would be hanging Out in the back field. He only gets involved when people start complaining that he doesn't pull his weight , a woman is watching or there is an excuse to something absurdly dangerous...
 




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