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

Victim said:
Redclaw, FYI, the Orb of Imposition can only extend the duration of At will powers... I've seen the ability misread in other places, and your description isn't entirely complete. And, err, you don't have magic armor.
I think I'm more likely to use it on saving throws anyway, especially with Prismatic Beams. :)
I'm still working on a few details, including my third big magic item, so the armor is coming. It just took a heck of a lot of typing to get those daily and utility powers in there. High level wizards are a pain. ;)
 

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okay, I made the updates to Gerold, although I may change his weapon to something more piratical than a fail. Im pretty sure I had a reason for selecting it, but it now escapes me.
 

I'm going to work on the cleric this afternoon (EST), but I haven't even looked at the class so I'm not sure what kind I'm going to make.

Most likely human though ;)
 

I'll have to bow out of this one. I have a hard time making a highlevel character yet. I will follow this one though, and perhaps join in later on!
 



I think i'm almost ready. I need equipment still, but the abilities, etc are ready.

Jack Harrison
Male Human Cleric 17
Divine Oracle Paragon
Alignment: Unaligned
Deity: Sehanine
Height: 5'7"
Weight: 152 lbs
Hair: Brown, long wavy
Eyes: Brown
Skin: Tanned
Age: 24
XP:

Str: 22 (+6) +2 Racial, +4 levels
Dex: 12 (+1) +1 levels
Con: 12 (+1) +1 levels
Int: 9 (-1) +1 levels
Wis: 20 (+5) +4 levels
Cha: 13 (+1) +1 levels


Hit Points: 119/119 Bloodied: 54
Healing Surge: 27 Surges per day: 8
Initiative: +5
Speed: 7
Perception: 10 Insight: 20
Action Points: 1

AC 34 Fortitude 28 Reflex 25 Will 29
**+1 to all saves**+2 Will from class

***+1 to all saving throws***

Basic Melee Attack: +18 Damage: 1d10+10
Basic Ranged Attack: +15 Damage: 1d8+1

Skills:
Code:
Heal 	                         +10 (+5 Trained, +5 Wis)
Religion			 +4 (+5 Trained, -1 Int)
Insight                          +10 (+5 Trained, +5 Wis)
Diplomacy                        +6 (+5 Trained, +1 Cha)
Arcana                           +4 (+5 Trained, -1 Int)

Feats:
6+1 human+4 Paragon
Ritual Casting (B)
Astral Fire
Improved Initiative
Human Perserverence
Shield Proficiency (Light)
Shield Proficiency (Heavy)
Weapon Proficiency (Bastard Sword)
Weapon Focus (Heavy Blade)
Mettle
Fleet-Footed
Toughness
Sehanine's Reversal

Languages:
Common
Elven

Class and Racial abilities:
Channel Divinity - Divine Fortune - Encounter, Free Action, Personal - +1 on next attack or saving throw
Channel Divinity - Turn Undead
Healer's Lore - +5 to hp healed by healing powers
Healing Word - 2/encounter - Close Burst 10, Minor - Target can use a healing surge to gain +4d6+5 on result
Foresight - Can't be surprised - roll twice for init, use better result
Prophetic Action
Terrifying Insight - Whenever Attack against Will - roll twice use better result

Powers:
3/4/3/5 - At will, Encounter, Daily, utility powers known

At Will:
Lance of Faith - Standard, Implement, Radiant - +5 vs. Reflex - 1d8+5 Radiant damage & 1 ally gains a +2 power bonus on next attack
Righteous Brand - Standard, Weapon - +6 vs. AC - 1[w]+6 & one ally within 5 squares gains +6 power bonus to melee attack against target
Sacred Flame - Standard, Implement, Radiant - +5 vs. Reflex - 1d6+5 Radiant damage & one ally gains 9 temp hp.

Encounter:

Daunting Light (+5 vs. Reflex)
Awe Strike (+6 vs. Will)
Mantle of Glory (+5 vs. Will)
Sentinel Strike (+6 vs. AC)

Daily:

Avenging Flame (+6 vs. AC)
Divine Power (+6 vs. Fortitude)
Purifying Fire (+5 vs. Reflex)

Utility:

Sanctuary - Encounter - Target gets +5 bonus to all defences until it attacks or end of next turn
Cure Serious Wounds - Daily - Recover hp = to 2 healing surges +5
Astral Refuge - Daily
Hallowed Ground - Daily
Good Omens - Daily

Equipment:
+4 Forgemail Chainmail (16)
+4 Frost Bastard Sword (18)
Symbol of Life (17)
Cloak of Resistance +3 (12, 13k gold)
Battlestrider Greaves (13k) +1 item to movement
Gauntlets of Ogre Power (1k) - Daily - +5 power bonus to dmg
Heavy Shield of Protection (17k) - Daily - you and adjacent ally get Resist 15 to all damage until end of your next turn
+1 Crossbow
Standard adventurer's kit


Money: 640gp
 
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Dalamar said:
Without a doubt, the Warlord seems like the better of the two with regards to synergy with Darrak, as more attacks are always nice (plus the warlord is more likely to be within range to heal him).

Yeah, probably. The warlord works really well with other melee characters. However, I am worried about too much melee in our group. 2 fighters, melee ranger, and the warlord in that configuration. And then infernal locks tend to be a bit shorter ranged.

However, the cleric shouldn't have too much trouble healing. Most of her attacks are have a range of 10 - which is also the range of Healing Word. So as long as the fighters are between her and the enemies, they'd be within range for heals. Plus, she's speed 8...

Ren, your cleric has some mistakes. Your own sheet says that you should 4 encounter attack powers, but you have 6 picked. Similarly, you have 1 too many dailies. Your attacks, defenses, skills and such don't seem to be including your level modifier. Your sword attacks should also include the +3 proficiency bonus. I'm not sure how you have +2 to saves - the racial feat is worth +1, but I don't see what else adds to all saves.

Without magic items and assuming use of a heavy shield, I think Jack should have F: 25 (10 base, +8 for half your level, +6 from STR mod, +1 from race), Reflex: 22 (10, +8, +1 for Dex, +1 race, +2 shield), and Will: 26 (10+8+5+1, +2 from class).
 

Rayex said:
I'll have to bow out of this one. I have a hard time making a highlevel character yet. I will follow this one though, and perhaps join in later on!
It's not easy. Shall we hold a slot for you?
 


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