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

the dwarf beastmaster isn't working out.

How are you with a Githazri "monk" (ranger) who is being followed by the fractal shaped "concept" of a predator from the far realm?(cat) I would prefer re-skinned shortswords as an unarmed attack - "ki" energy passing through a pair of rings (light blade & quickdraw feats). I would also want to trade skill training in Nature for Religion.
 

log in or register to remove this ad



Uhmmm so we need defenders. I might play a sturdy dwarf... What about controllers? Do we have a wizard yet?

I think Annalist was interested in being a wizard. But double wizard seems to have some good synergy based on your game, so having two isn't necessarily bad.

Looks like we're needing more leader - having only 1/8 leaders seems like a big problem. So I'll probably go with the warlord...
 

Two wizards would be fine, and two leaders would be smart.

Sorry, Evil, but I think I'm going to have you stick to the RAW, as part of the idea behind the KK series was testing the rules. I'm also not up for MM races, unless they've been expanded on in Dragon.
 

Ok... for now I'm building a Dwarf Battlerager Fighter/Dreadnought with a mean execution axe.
I'm going for 20 Str, 22 Con, 16 Wis. Basically a fighter with REALLY sucky defenses but a LOT of hp and temp hp. My calculation for now is 146 hp with 17 healing surges for 57 hp each. And then, 6 temp hp when he hits with an invigorating power, and 9 when he is hit (thanks to Dwarf stoneblood). So, should be pretty durable with the help of a leader.

Now, what I'm having some trouble with is choosing items. So I would gladly hear some advice.
For now, I chose a brooch of vitality +3 as 15th lvl(for the 5 extra hp), a Bradmail of durability +3 (for the +3 to surge value and chainmail for battlerager +2 to dmg) and a Berserker Execution Axe, which is a 15th lvl too.

Now, here is my doubt. The attack bonus won't be nothing to write home about (+17 with this equipment), though i'm counting on flanking pretty often if not almost always thanks to the pass forward at-will utility; so, would I be better with a simple +4 Axe? The berserker would give me +3d10 on criticals in addition to the nice daily, while the magic axe +4 would give me +4d6, and +1 to-hit. I considered vicious and bloodiron too, but they're either lower or higher lvl than needed. The executioner axe is a high crit weapon, if you were wondering.
Or maybe I should just get a mordenkrad and Hammer rhytm?
Suggestions?

Or, alternatively, Redclaw, can I use the difference in money if I choose a lower-level item from the free ones?

Here's the temporary sheet I'm thinking over:[sblock=sheet] Dwarf Fighter/Dreadnought 15

Str 20 (+4 lvl)
Dex 12 (+1 lvl)
Con 22 (+2 race, +4 lvl)
Int 9 (+1 lvl)
Wis 16 (+2 race, +1 lvl)
Cha 11 (+1 lvl)

Languages:
Alignment:
Religion:

Init: +8
Senses:Perception 20, Insight 20
Speed: 5

AC: 28
For: 26
Ref: 21
Will:23

HP: (22 Con) starting=37 + lvl 84 + toughness 10 + dreadnought 10 + brooch 5= 146
Surge value: 46 + 6 Con + 3 braidmail + 2 belt= 57
Surges/day: 9 + 6 Con + 2 Dwarven durability= 17


Racial Features:

Class features:

Feats (*bonus):
Dwarven Weapon training
Dwarf Stoneblood
Improved vigor
Toughness
Daunting challenge
Grit
Marked Scourge
Potent challenge
Dwarven Durability

Basic attack: Execution Axe +17 vs Ac, 1d12+12 (+2 with Thp, +3 vs marked target) brutal 2, high crit



Skills (*trained; °armor penalty):
Acrobatics° +7
Arcana +6
Athletics°* +16
Bluff +7
Diplomacy +7
Dungeoneering +12
Endurance°* +19
Heal* +15
History +6
Insight +10
Intimidate +7
Nature +10
Perception +10
Religion +6
Stealth° +7
Streetwise +7
Thievery° +7



Powers:
-will: Crushing surge
Cleave
Pass Forward(U)

-encounter: Sweeping Blow
Come and Get It
Appalling Crunch
Into the Fray(U)
Inexorable advance
3,7,13,P

-daily: Rain of Steel
Thicket of blades
Unyielding Avalanche
Settling the Score(U)
Blood Iron(U)
5, 9, 15

-utility:
2, 6, 10, P

Equipment(25,000):
15th Berserker Execution Axe +3
15th Brooch of vitality +3
14th Braidmail of Durability +3
Belt of vigor lvl 12, 13,000 gps
Iron armbands of power lvl 6, 1,800 gps
Dwarven throwers, 5,000 gps
Elixir of speed, 350 gps
20,150[/sblock]
 
Last edited:

Sure, you can have the difference between a level 16 and a level 15 item, if that's what you choose. But you can't use it to upgrade one of your free items.

As to your axe question, if my math is right the berserker will give you an average of 16.5 crit damage, and the +4 axe will give you an average of 14 crit damage. On the other hand, you're hitting an extra 5% of the time with the +1 bonus, doing all of that damage, and getting the bonus hit points from your invigorating powers that much more often.

Personally, I think it's a huge testimony to 4E's design that it's not an easy choice. :D
 

Yes, I don't understand why people still say badly of the number of options in 4e. I had a hard time too choosing most of the powers and feats, too. Not to mention ability scores.
I'm still not even sure I wouldn't be better going "axe-and-board"
 

Okay the new concept is Raef La Strange and his Dancing bear.


[sblock]
Raef La Strange 15th level Halfling Ranger – Unaligned Fearl Spirit

Initiative +15, Perception +16, Move 6
Str 12+2 (14) con 9+1(10), dx 17+5(22) int 10+1 wis 15+3(18) chr 10+3(13)
Feats: Vengeful Beast, Lethal Hunter, Quickdraw, Durable, Sly Dodge (bluff), Beast Guidance, Halfling Beast Mastery (p), Bleeding Precision (p), Sturdy Beast (p)
Hp 12+10+(5x14) =92; # surges 8, Healing Surge: 23 hp
AC (29) 7+6+3+3 Fort: 24 Ref 28 Will 25
Skills: Nature16, Stealth20, Arcobatics18, Athletics13, Perception16, Bluff14
Beastmaster Ranger
Beast Companion (bear) Attack (standard); Defend (standard) Halfling & bear take total defense; Move (move) Halfling & bear move ; Opportunity Attack (Immediate interrupt) bear takes OA. Second Wind(standard) Hafling & bear use 2nd wind; Heal (minor) Halfling spends surge, adjacent companion heals its surge value.
Fearsome Partnership: if within 10 Bear gains +2 damage
Fearl action Bear gains +4 to hit when you spend AP until SNT
Hunters Quarry (minor) designate target closest to you or bear. +2d8 damage

Skills:
At Will:
Twin Strike: 2 attacks +18 (1d8+5) ranged or +14(1d6+2) melee
Predator Strike (beast 1) vs.adjacent creature +17(1d12+11)

Encounter:
R: Second Chance (free) enemy must reroll attack.
13: Bloodlust Strike: (R or M)
11:Fearl Diversion (beast 1)
7 Hawks talon (R or M) +22 (2d8+11) ignore cover/concealment
3 Paired Predators

Daily
15 Scent of Fear
9 Menacing Cry
5 Lacerating Maul

Utility
10 Quick Recovery (burst 20, reaction) bear makes a save @ +4
12 Swiftness of Spirit (cb5) Bear takes move action or gains +2 to next attack roll
6 Defensive Posture (burst 20, interrupt) bear gains +4 to defense until SNT

2 Hunters Privilege (stance) +3 HQ damage if best initiative.

Equipment
16: Amulet of Protection +4
15: +3 Troll Earth hide armor
14: +3 Healing shortbow
Cash: transposition harness(13k), Paired Shortsword (3.4k) Bracers of Archery (1.8k)
Potion of vitality (25hp) 1,800 gp

[/sblock]

Bear (Bobo the dancing)
[sblock]
Move 5
S-20, C-15, D-14, I-7, W14, Ch-8
Hp 175 ; 3xSurge 43hp
AC 27, F 29 R25, W27
Claws +17 (1d12+5) +2 dmg if within 10 of ranger. +2d8 w/ hunters quarry
+1 to hit and damage if quarry damaged Halfling.
Second Chance: enemy must reroll attack
Skills: Athletics +19 Endurance +14 Acrobatics(dancing) +11 ; bluff(acting)+8
[/sblock]
Edit
I made a mistake reading the powers, and all beast attacks require a foe adjacent to the ranger.
a bow/beast combo is not viable. Raef should either get better with a blade, or accept that the bear will only be making basic attacks. I'm not sure which direction to go.
 
Last edited:

Here's my tiefling warlock, as yet unnamed:

[sblock=Tiefling Warlock/Darkwalker 15]

Ability Scores
Str 9
Con 14
Dex 11
Int 20
Wis 15
Cha 22

Languages: Common, Deep Speech
Alignment: Unaligned

Initiative: +7
Senses:Perception 21, Insight 24
Speed: 6

Defenses
AC: 25
Fort: 20
Ref: 24
Will:25

HP: 106
Surge/day: 8
Value: 26

Racial Features:
+2 Int; +2 Cha
+2 Bluff; +2 Stealth
Bloodhunt (+1 on attack rolls vs. bloodied foes)
Fire Resistance (resist fire 12)
Infernal Wrath

Class features:
Eldritch Blast
Darck Pact/Darkspiral Aura pact boon
Prime Shot
Shadow Walk
Warlock's Curse
Deadly Absence (darkwalker)
Darkwalker Action (darkwalker)

Feats:
Alertness
Dark Fury
Ferocious Rebuke
Demonweb Spiral
Improved Darkspiral Aura
Toughness
Combat Anticipation
Psychic Lock
Twofold Curse

Basic attacks:
Dagger: +9 vs AC; 1d4-1 damage
-thrown: +10 vs. AC; 1d4 damage
Eldritch Blast: +16 vs. Ref; 1d10+9

Skills (*trained):
Acrobatics +7
Arcana* +17
Athletics +6
Bluff +15
Diplomacy +13
Dungeoneering +9
Endurance +9
Heal +9
History* +17
Insight* +14
Intimidate +13
Nature +9
Perception +11
Religion* +17
Stealth +9
Streetwise +13
Thievery +7

[sblock=Powers]
At Will:
Eldritch Blast
At-Will ✦ Arcane, Implement
Standard Action Ranged 10
Target:
One creature
Attack: Charisma or Constitution vs. Reflex
Hit: 1d10 + Charisma or Constitution modifier damage.
Increase damage to 2d10 + Charisma or Constitution
modifier at 21st level.
Special: At 1st level. you determine whether you use Charisma
or Constitution to attack with this power. Once you
make that choice, you can’t change it later.
This power counts as a ranged basic attack. When a
power allows you to make a ranged basic attack, you can
use this power.

Spiteful Glamor
At-Will ✦ Arcane, Implement, Psychic
Standard Action Ranged 10
Target:
One creature
Attack: Charisma vs. Will
Hit: 1d8 + Charisma modifier psychic damage, or 1d12 +
Charisma modifier psychic damage to a target at maximum
hit points.
Increase damage to 2d8 + Charisma modifier at 21st level,
or 2d12 + Charisma modifier to a target at maximum hit
points.
____________________________________________________
Encounter:3,7,13,P
Your Delicious Weakness
Encounter ✦ Arcane, Implement, Psychic
Standard Action Ranged 10
Target:
One creature
Attack: Charisma vs. Reflex
Hit:
2d6 + Charisma modifier psychic damage. If the target
is vulnerable to any damage types, your attack instead
deals damage of that type. If the target has more than
one vulnerability, you choose which damage type to deal.
Dark Pact: If the target takes damage of a type it is
vulnerable to, it takes

Mire the Mind
Encounter ✦ Arcane, Illusion, Implement, Psychic
Standard Action Ranged 10
Target:
One creature
Attack: Charisma vs. Will
Hit: 1d10 + Charisma modifier psychic damage, and you
and all of your allies in range are invisible to the target
until the end of your next turn.

Ghostly Bane
Encounter ✦ Arcane, Implement, Necrotic
Standard Action Ranged 20
Target:
One creature
Attack: Charisma vs. Fortitude
Hit: 2d10 + Charisma modifier necrotic damage, and you
become insubstantial until the end of your next turn.

Fading Spiral
Encounter ✦ Arcane
Free Action Personal
Effect:
Use this power when your use your Darkspiral Aura.
____________________________________________________
Daily:5, 9, 15
Twilight of the Soul
Daily ✦ Arcane, Implement, Necrotic, Reliable
Standard Action Ranged 10
Target:
One creature
Attack: Charisma vs. Will
Hit: 2d6 + Charisma modifier necrotic damage, and ongoing
10 necrotic damage (save ends).
Dark Pact: The target has a –2 penalty to saving throws
against the ongoing necrotic damage.

Ring of Pain
Daily ✦ Arcane, Implement, Psychic
Standard Action Ranged 10
Target:
One enemy
Attack: Charisma vs. Will
Hit: 2d10 + Charisma modifier psychic damage.
Effect: The target takes ongoing 10 psychic damage (save
ends). The first time the target fails a saving throw against
this ongoing damage, you choose a second creature within
10 squares of you and deal ongoing 5 psychic damage to it
(save ends)
Dark Pact: Add your Intelligence modifier to the ongoing
damage.

Dark Lady's Gift
Daily ✦ Arcane, Implement, Psychic
Standard Action Ranged 10
Target:
One creature
Attack: Charisma vs. Will
Hit: 2d10 + Charisma modifier psychic damage.
Effect: The target takes ongoing 5 psychic damage (save
ends). Whenever the target fails a saving throw against
this ongoing damage, each enemy within 3 squares of the
target takes 5 psychic damage.
Dark Pact: Enemies within 5, instead of 3, squares take
the psychic damage.
____________________________________________________
Utility:2, 6, 10, P
Ethereal Stride
Encounter ✦ Arcane, Teleportation
Move Action Personal
Effect:
You can teleport 3 squares, and you gain a +2 power
bonus to all defenses until the end of your next turn.

Shadow Slip
Encounter ✦ Arcane, Teleportation
Immediate Reaction Personal
Trigger:
An enemy misses you with a melee or a ranged
attack
Effect: Teleport a

Curse Grind
Encounter ✦ Arcane, Implement, Necrotic
Standard Action Close burst 20
Target:
Each creature in burst under your curse
Attack: Charisma vs. Fortitude
Hit: 2d10 + Charisma modifier necrotic damage.
Dark Pact: The attack

Shielding Shades
Daily ✦ Arcane
Immediate Reaction Personal
Trigger:
You are hit by an attack
Effect: Reduce the attack’s damage to 0. If the attack
targets other creatures, they take damage as normal.

[/sblock]

Equipment(25,000):
Bloodcurse Rod +3 (lvl 14)
more to come
[/sblock]
 

Remove ads

Top