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[4e][Paragon] Kombat Kraziness (closed)
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<blockquote data-quote="Victim" data-source="post: 4597583" data-attributes="member: 78"><p>Right now I'm think of something like this: </p><p></p><p>[sblock]???</p><p>Eladrin Warlord (Spiral Tactician) 15</p><p>Unaligned</p><p></p><p>Str 20 (9)</p><p>Con 12 (1)</p><p>Dex 13 (+0)</p><p>Int 22 (9)</p><p>Wis 9 (0)</p><p>Cha 14 (3)</p><p></p><p>Init +8 (+14); Perception +6 Speed 6</p><p>HP: 104, Bloodied 52 Surges: 10, Value: 26</p><p>AC 30 (17 +6a +6 armor +1s) </p><p>Fortitude 27 (17 +1c +5a +1armor +3e )</p><p>Reflex 27 (17 +6a +1s+3e ) </p><p>Will 25 (18+1c+1r+2a+3e)</p><p></p><p></p><p></p><p>Abilities:</p><p>Bonus skill (any)</p><p>+1 will, +5 saves vs charm</p><p>Longsword prof</p><p>Fey</p><p>Feystep (E)</p><p>Lowlight</p><p>Trance</p><p></p><p></p><p>-----</p><p>Inspiring Word (2/encounter), CBu 10, +3d6+6</p><p>Combat Leader: +6p initiative to self and allies within 10</p><p>Tactical Presence: +3 bonus to attack, +6 bonus to damage on allies AP action</p><p>Second Step (11th level): When you spend an action point to take an extra action, you regain the use of your fey step racial power if you have used it during this encounter.</p><p>Spiral Timing (11th level): When you and your allies roll initiative, you can allow one ally you can see to reroll with a bonus equal to your Intelligence modifier. The ally must use the new result.</p><p></p><p></p><p>Skills (Check penalty -1): +1 any!</p><p>- Acrobatics: +7</p><p>- Arcana: +15</p><p>- Athletics: Y +16</p><p>- Bluff: +9</p><p>- Diplomacy: +9</p><p>- Dungeoneering: +6</p><p>- Endurance: Y +11</p><p>- Heal: Y +11</p><p>- History: +15</p><p>- Insight: +6</p><p>- Intimidate: +9</p><p>- Nature: +6</p><p>- Perception: +6</p><p>- Religion: +13</p><p>- Stealth: +7</p><p>- Streetwise: +9</p><p>- Thievery: +7</p><p></p><p>Feats:</p><p>1-Tactical Assault, 2-Durable, 4-Toughness, 6-Eladrin Soldier, 8-Tactical Inspiration , 10- , 11-Combat Commander, 12-Fey Tactics , 14- </p><p></p><p>At-Wills:</p><p>Wolf Pack Tactics: ally adjacent to self or target can shift 1; v AC: H: w+STR</p><p></p><p>Commander's Strike: ally takes basic melee attack with +6 damage</p><p></p><p>Basic Melee Attack</p><p>longsword: +15 d8+9</p><p>Greatspear: +15 d10+9</p><p></p><p>Basic Ranged Attack</p><p>javelin: +14 d6+5 </p><p></p><p>Encounters:</p><p>Deadly Returns Warlord Attack 7 Encounter ✦ Martial, Weapon Standard Action</p><p>Target: One creature Attack: Strength vs. AC</p><p>Hit: 2[W] + Strength modifier damage, and you choose one ally within 5 squares of you. Until the end of your</p><p>next turn, if the target makes a melee attack against you or the ally, the ally can make an opportunity attack</p><p>against the target.</p><p></p><p>Withdrawal Gambit Warlord Attack 13 Encounter ✦ Martial, Weapon Standard Action Melee weapon Target: One creature Attack: Strength vs. AC</p><p>Hit: 3[W] + Strength modifier damage, and each of your allies adjacent to the target can make a saving throw with +2p and then shift 7 squares as a free action.</p><p></p><p>Warlord’s Strike: Str v AC: H: 2w+STR. UENT allies get +2 damage v target</p><p></p><p>Fey Step Assault Spiral Tactician Attack 11</p><p>Encounter ✦ Martial, Weapon Standard Action Melee weapon Target: One creature</p><p>Attack: Strength vs. Reflex. If you used fey step to move adjacent to the target during this turn, you gain combat advantage for this attack and it deals 1[W] extra damage.</p><p>Hit: 2[W] + Strength modifier damage.</p><p></p><p>Utilities:</p><p>Shake it Off: minor: R10: you or ally get save with +2p.</p><p>Guileful Switch Warlord Utility 6 Encounter ✦ Martial Minor Action Personal</p><p>Effect: You and one ally you can see switch places in the initiative order. Your turn ends when you use this power, and the ally takes his or her next turn immediately, even if he or she has already acted during this round. You then act when your ally would have acted.</p><p>Tactical Shift: II, R 10. T: When a creature hits an ally with a melee or ranged attack: The ally can shift 7.</p><p>Convey Ally Spiral Tactician Utility 12 Encounter ✦ Martial, Teleportation Move Action Ranged 20</p><p>Target: One ally Effect: You teleport the target a number of squares equal to your fey step distance.</p><p></p><p></p><p>Dailies:</p><p>Lead the Attack: v AC: H: 3w+STR, you and allies within 5 gain +7p bonus to attack the target until end of encounter. M: you and allies within 5 gain +1p to attack target until end of encounter.</p><p>Warlord’s Recovery Warlord Attack 9 Daily ✦ Martial Standard Action Close burst 5</p><p>Target: One ally in burst</p><p>Effect: As a free action, the target can make an attack using an encounter attack power that he or she has already used during this encounter. Also, if you have used all your encounter attack powers, you regain the use of a warlord encounter attack power you have used during this encounter.</p><p>Renew the Troops: v AC: H: 3w+STR, allies with los regain HP AS IF spent a surge+2. M: allies with LoS regain 12 HP.</p><p></p><p>Equipment:</p><p>16 ? Dynamic +4 weapon (sword or greatspear?)?</p><p>15 ? +3 Trollskin Earthhide (+1 f) ?</p><p>14 ? Cloak of Survival +3?</p><p></p><p>Iron Armbands of Power: +2 bonus to melee damage</p><p>Healer’s Sash Level 11+</p><p>Lvl 11 9,000 gp </p><p>Item Slot: Waist</p><p>Property: This sash can have no more than 5 charges at one time and resets to 1 charge after an extended rest.</p><p>Power (At-Will): Standard Action. You or an adjacent ally expends a healing surge but does not regain hit points as normal. Instead, add 1 charge to this sash.</p><p>Power (Encounter ✦ Healing): Immediate Reaction. Use this power when an ally within 5 squares of you takes damage. Expend 1 charge from the belt. The ally regains hit points as though he or she had spent a healing surge, and regains an extra 1d6 hit points.</p><p></p><p></p><p>10.2k</p><p>[/sblock]</p><p></p><p>She's really good at moving allies around. Everybody gets +6 initiative (maybe more depending on items), and one person will get a reroll with another +6 bonus. Inspiring Tactics makes her better than average at healing compared to most tac lords - too bad my current FtF character can't get it.</p></blockquote><p></p>
[QUOTE="Victim, post: 4597583, member: 78"] Right now I'm think of something like this: [sblock]??? Eladrin Warlord (Spiral Tactician) 15 Unaligned Str 20 (9) Con 12 (1) Dex 13 (+0) Int 22 (9) Wis 9 (0) Cha 14 (3) Init +8 (+14); Perception +6 Speed 6 HP: 104, Bloodied 52 Surges: 10, Value: 26 AC 30 (17 +6a +6 armor +1s) Fortitude 27 (17 +1c +5a +1armor +3e ) Reflex 27 (17 +6a +1s+3e ) Will 25 (18+1c+1r+2a+3e) Abilities: Bonus skill (any) +1 will, +5 saves vs charm Longsword prof Fey Feystep (E) Lowlight Trance ----- Inspiring Word (2/encounter), CBu 10, +3d6+6 Combat Leader: +6p initiative to self and allies within 10 Tactical Presence: +3 bonus to attack, +6 bonus to damage on allies AP action Second Step (11th level): When you spend an action point to take an extra action, you regain the use of your fey step racial power if you have used it during this encounter. Spiral Timing (11th level): When you and your allies roll initiative, you can allow one ally you can see to reroll with a bonus equal to your Intelligence modifier. The ally must use the new result. Skills (Check penalty -1): +1 any! - Acrobatics: +7 - Arcana: +15 - Athletics: Y +16 - Bluff: +9 - Diplomacy: +9 - Dungeoneering: +6 - Endurance: Y +11 - Heal: Y +11 - History: +15 - Insight: +6 - Intimidate: +9 - Nature: +6 - Perception: +6 - Religion: +13 - Stealth: +7 - Streetwise: +9 - Thievery: +7 Feats: 1-Tactical Assault, 2-Durable, 4-Toughness, 6-Eladrin Soldier, 8-Tactical Inspiration , 10- , 11-Combat Commander, 12-Fey Tactics , 14- At-Wills: Wolf Pack Tactics: ally adjacent to self or target can shift 1; v AC: H: w+STR Commander's Strike: ally takes basic melee attack with +6 damage Basic Melee Attack longsword: +15 d8+9 Greatspear: +15 d10+9 Basic Ranged Attack javelin: +14 d6+5 Encounters: Deadly Returns Warlord Attack 7 Encounter ✦ Martial, Weapon Standard Action Target: One creature Attack: Strength vs. AC Hit: 2[W] + Strength modifier damage, and you choose one ally within 5 squares of you. Until the end of your next turn, if the target makes a melee attack against you or the ally, the ally can make an opportunity attack against the target. Withdrawal Gambit Warlord Attack 13 Encounter ✦ Martial, Weapon Standard Action Melee weapon Target: One creature Attack: Strength vs. AC Hit: 3[W] + Strength modifier damage, and each of your allies adjacent to the target can make a saving throw with +2p and then shift 7 squares as a free action. Warlord’s Strike: Str v AC: H: 2w+STR. UENT allies get +2 damage v target Fey Step Assault Spiral Tactician Attack 11 Encounter ✦ Martial, Weapon Standard Action Melee weapon Target: One creature Attack: Strength vs. Reflex. If you used fey step to move adjacent to the target during this turn, you gain combat advantage for this attack and it deals 1[W] extra damage. Hit: 2[W] + Strength modifier damage. Utilities: Shake it Off: minor: R10: you or ally get save with +2p. Guileful Switch Warlord Utility 6 Encounter ✦ Martial Minor Action Personal Effect: You and one ally you can see switch places in the initiative order. Your turn ends when you use this power, and the ally takes his or her next turn immediately, even if he or she has already acted during this round. You then act when your ally would have acted. Tactical Shift: II, R 10. T: When a creature hits an ally with a melee or ranged attack: The ally can shift 7. Convey Ally Spiral Tactician Utility 12 Encounter ✦ Martial, Teleportation Move Action Ranged 20 Target: One ally Effect: You teleport the target a number of squares equal to your fey step distance. Dailies: Lead the Attack: v AC: H: 3w+STR, you and allies within 5 gain +7p bonus to attack the target until end of encounter. M: you and allies within 5 gain +1p to attack target until end of encounter. Warlord’s Recovery Warlord Attack 9 Daily ✦ Martial Standard Action Close burst 5 Target: One ally in burst Effect: As a free action, the target can make an attack using an encounter attack power that he or she has already used during this encounter. Also, if you have used all your encounter attack powers, you regain the use of a warlord encounter attack power you have used during this encounter. Renew the Troops: v AC: H: 3w+STR, allies with los regain HP AS IF spent a surge+2. M: allies with LoS regain 12 HP. Equipment: 16 ? Dynamic +4 weapon (sword or greatspear?)? 15 ? +3 Trollskin Earthhide (+1 f) ? 14 ? Cloak of Survival +3? Iron Armbands of Power: +2 bonus to melee damage Healer’s Sash Level 11+ Lvl 11 9,000 gp Item Slot: Waist Property: This sash can have no more than 5 charges at one time and resets to 1 charge after an extended rest. Power (At-Will): Standard Action. You or an adjacent ally expends a healing surge but does not regain hit points as normal. Instead, add 1 charge to this sash. Power (Encounter ✦ Healing): Immediate Reaction. Use this power when an ally within 5 squares of you takes damage. Expend 1 charge from the belt. The ally regains hit points as though he or she had spent a healing surge, and regains an extra 1d6 hit points. 10.2k [/sblock] She's really good at moving allies around. Everybody gets +6 initiative (maybe more depending on items), and one person will get a reroll with another +6 bonus. Inspiring Tactics makes her better than average at healing compared to most tac lords - too bad my current FtF character can't get it. [/QUOTE]
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[4e][Paragon] Kombat Kraziness (closed)
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