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


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Nothing is multiplied in an x[W] attack, that's why it's not x[damage]. You roll multiple dice, and then add your damage bonus to the total.
 

Then WF heavy blades is much weaker than wp bastardsword, if you have only one feat left. One gives a little bonus and the other increases the dice that is multiplied.
 

Walking Dad said:
Then WF heavy blades is much weaker than wp bastardsword, if you have only one feat left. One gives a little bonus and the other increases the dice that is multiplied.

Sort of. The bonus from weapon focus scales with tier. So when you have a decent number of 2w or more powers, you're probably pretty close to getting +2 from focus. And characters using more multi-target or Burst powers (which typically have lower w multiples even at higher levels) will get more from focus almost all the time.

Plus, you might not be using a bastard sword... Sure, the longsword upgrades natually into the bs. However, if you want some of the other features from other weapons, then focus is the way to go.
 

Ok, decided to try my hand on this anyway. here's what I got so far. Need some input/tips on a few things.

Feats: Got a few open spots, but not sure what to take. Suggestions?
Magic items: What are good for ranged focus ranger? Cant find that many things.. Considering to make the 17level item a +4magic armor.

Still quite a bit of other stuff to fluff out, but so far so good.

[sblock]

Aeloishi
Female Elven Ranger
Paragon Path: Battlefield Archer
Alignment: Unaligned
Deity:
Height:
Weight:
Hair:
Eyes:
Skin:
Age:
XP: 0

Str: 14 (+2) [13base + 1level]
Con: 15 (+2) [14base + 1level]
Dex: 22 (+6) [16base + 4level + 2race]
Int: 11 (+0) [10base + 1level]
Wis: 20 (+5) [14base + 4level + 2race]
Cha: 09 (-1) [08base + 1level]

Hit Points: 107 Bloodied: 53
Healing Surge: 26 Surges per day: 8
Initiative: 19 [8level + 6dex, 4feat, 1item]
Speed: 8
Action Points: 1

AC 31 [10base + 8level + 6dex + 7armor]
Fortitude 25 [10base + 8level + 1class + 2str + 4item]
Reflex 29 [10base + 8level + 1class + 6dex + 4item]
Will 27 [10base + 8level + 5wis + 4item]

Burn: +20 [8level + 2prof. + 4magic + 6dex] Damage: 1d10+12 Range: 20/40 Special: Load free
On crit: +1d10 damage, +4d8 fire damage
Shortsword: +16 [8level + 3prof. + 3magic + 2str] Damage: 1d6+5
On crit: +3d6 damage, or +3d8 damage if you have combat advantage.

Hunters Quarry: +1 attack +2d8 damage.


Powers:

[sblock=At-Will Powers: ]
Careful Attack (Standard Action, 1 creature)
Attack: +22 vs AC
Hit: 1d10+6

Twin Strike (Standard Action, 1 or 2 creature)
Attack: +20 vs AC x2
Hit: 1d10+6 per attack
[/sblock]

[sblock=Encounter Powers: ]
Elven Accuracy (Race, Free action, Personal)
Reroll an attack roll, use second.

Elven Boots (Item, Minor Action)
Gain +2 speed and stealth checks untill end of your turn)

P: Combined Fire (Immediate Reaction, 1 target attacked by ally)
Trigger: An ally makes a ranged attack or an area attack..
Attack: +20 vs AC
Hit: 3d10+12

17: Triple Shot (Standard)
Attack: +20 vs AC, x3
Hit: 1d10+12 x3

13: Knockdown Shot (Standard, 1 creature of same size or smaller)
Attack: +20 vs Reflex
hit: 2d10+12, and target is knocked Prone.

7: Spikes of the Manticore (Standard, 1 or 2 creatures)
Attack: +20 vs AC x2
Hit: 2d10+12 on first, 1d10+12 dex on second.[/sblock]

[sblock=Daily Powers: ]
Flameburst Weapon (item, Minor action)
Next ranged basic attack with this weapon before end of turn becomes burst 1 centered on the target. Use normal attack bonus for the basic attack, but against Reflex. Instead of normal damage, each target hit takes ongoing 5 fire damage.

Duelist Weapon (Item, minor action)
You have combat advantage against the next creature you attack with this weapon on this turn.

Gloves of Piercing (Item, Minor Action)
Untill the end of encounter, attacks ignore any resistamce of 10 or lower.

15: Counfounding Arrows (Standard Action, 1,2 or 3 targets)
Attack: +20 vs AC, x3
Hit: 1d10+12 x3.
Special: Target hit once is dazed, twice is stunned, three is stunned and taked 2d10+6 damage
Miss: Target is dazed.

9: Close Quarter Shot (Standard Action, Ranged 1, 1 adjacent enemy)
Attack: +20 vs AC, does not provoke OA
Hit: 4d10+12
Miss: Half damage.

5: Splintering Shot (Standard Action, 1 creature)
Attack: +20 vs AC
Hit: 3d10+12, target takes -2 attack untill end of encounter.
Miss: Half damage and target takes -1 attak untill end of counter.[/sblock]


[sblock=Utility Powers: ]

P: Archers Glory (Encounter, Free Action, Personal)
Trigger: One of your ranged attacks drops an enemy to 0 HP or lower.
Effect: Gain 1 action point that needs to be spent before end of next turn.

16: Longstrider (Daily, Minor Action, Personal)
Speed increases by 2

10: Expeditious stride (Encounter, Minor Action, Personal)
Untill end of next turn, speed increased by 4 and can shif 1 additional square.

6: Weave Through the Fray (Encounter, Immediate Interrupt, Personal)
Trigger: An enemy moves adjacent to you.
Effect: Can shift 5 squares.

2: Yield Ground (Immediate Reaction, Personal)
Trigger: En enemy damages you with meleee attack.
Effect: Can shift 5 squares and gain +2 bonus to defenses till end of next turn.[/sblock]

Skills:
Code:
Nature		20 [5trained + 8level + 2race + 5wis]
Acrobatics	19 [5trained + 8level + 6dex]
Endurance	15 [5trained + 8level + 2con]
Percepton	20 [5trained + 8level + 2race + 5wis]
Stealth		23 [5trained + 8level + 6dex + 4item]

Feats:
Bonus Ranger: Defensive Mobility.
Level 1: Lethal Hunter.
Level 2: Improved Initiative
Level 4: Weapon Focus (Bow)
Level 6: Danger sense
Level 8: Quick Draw.
Level 10: Uncanny dodge
Level 11: Point-Blank Shot.
Level 12: Running Shot.
Level 14: Devastating Critical.
Level 16: Fleet Foot

Languages:
Common
Elven


Equipment:
Hand slot:
Level 18: Flameburst Longbow. (Burn)
Level 17: Elven Cloak (Neck Slot)
Level 16: +4 Magic Hide Armor

Duelist's +3 Short Sword. [17,000gp]
Elven Boots [9,000gp] (Feet Slot)
Helm of Battle [4,200gp] (Helm Slot)
Gloves of Piercing [680gp] (Hand Slot)
Dynamic Belt [4,200gp] (Waist slot)
Bracers of the Perfect Shot [680gp] (Arm Slot)

Money:
9140


Class features:
Fighting style: Archer
Prime shot: if no allies are nearer than you to the target, get +1 attack on that target.

Paragon Path features:
Archers Action: Spend 1 action point to reroll one ranged attack or ranged damage roll, instead of taking extra action.
Battlefield Experience: Can designate 5 targets as quarries, and gains +1 attack on quarries.
Battle Surge: When spend an action point to take an extra action or to you gain the benefit of Archers Action you also gain +5 AC against OP untill end of encounter.
[/sblock]

As for encounter... "Tree-top Hide'n'Seek"
 
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I think your Initiative should be +14. For feats, Elven Precision is a nice choice, and Armor Specialization might be worth considering.
 

I don't think skills start with a base of +10. Being trained is worth 5.

As far as items go, you're right in that there doesn't seem to be any options for your armor as a level 17 item. You could go vanilla magic armor as your 16 and then pick up a Cloak of Resistance (get Resist 10 for a turn once a day) or Elven Cloak +4 (+4 Stealth, but you don't have Stealth). You could also pick some level 17 other item and then buy the enhancement bonus with cash (possibly not leaving much cash left over for other items). As far as lower level stuff goes, an item to boost speed is cheap for a light armor character. Back up melee weapons might be good to have.

Hmm, feats. Agile Athlete helps your Acro and Ath, so it'd be useful for dealing with terrain and escaping grabs. Danger Sense improves your initiative. Fleet of Foot increases the speed advantage you have going with Elf and Running Shot. Uncanny Dodge seems good, and helps with running. Sly Hunter is a nice untyped damage boost for your attacks, but might be tricky to use - Dalamar's character has pretty good pushing moves that might help set you up though, but none of them push 3, so movement would also be required. There's the defense boosting feats. You have the Con for Hide Specialization. Elven Precision does seem good.

So there's a lot of options that are potentially useful. Armor Specialization seems solid all around, since it boosts AC and many of your skills. Plus you might as well put that Con to use. But you have some good combinations for a few different ways.

Note that having a Divine Oracle in the group makes everyone within 5 squares immune to surprise, so the level 6 utility you have might not be worth it. Strangely, a more selfish power choice might be better for the group.

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

Right now, I think I'm actually leaning more towards the cleric. The ranged AE powers seem like they'd be useful since we're probably going to be outnumbered.
 



Walking Dad
Order: #2 (since you seem to be pretty ready already and aren't running anything)
Proposed Kombat: The Black Chauldron
1st Character: Project Belkar

I DM 'WD's Bse of Operations'.

And I'm still fghting with the map ;)

Update: Character changed to Creed, Longtooth TWF Ranger
 

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