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An Example Character, Levels 1-30

Spatula

Explorer
After flipping through the PHB, I thought I would create a character to play around with the various options. I ended up creating a dwarf warrior, specialized in the poleaxe, and statted him at levels 1, 10, 20, 30 (probably with many mistakes!). Some observations:

Holy cow do the races really pigeonhole things. I was originally thinking maybe making a half-elf warrior, but really... dwarves are just so amazingly well-suited to the class. Aside from the healing surge thing, you need Con & Wis for certain weapon-related feats & powers, and the racial dwarven weapon training feat is simply too good to pass up if you want to use axes or hammers. If you want to use swords or spears, you'll make an eladrin warrior for the same reason. If you want to use something else... you’re going to be somewhat sub-optimal. EDIT: or not! There's a generic feat that doesn't stack with the racial weapon training feats, and is roughly comparable.

The half-elf ability to take elf feats is... lacking. One such feat requires the elven racial that half-elves don't get, one is +1 to two skills and an overland movement bonus, and the last one removes a ranged attack penalty when you're using the run action - which seems more than a little situational. The lone half-elf racial feat is also rather uninspiring.

You get a LOT of feats. More than you currently have a use for, it seems. I pretty much ran out of stuff that I really wanted to take towards the end of the paragon & epic tiers. The same is true of magic items, which are rather lacking in options. Also, while the DMG says you should be giving the PCs items over their level, there aren't any items over level 30 in the PHB. A little odd.

Finally, picking out a very small selection of powers from all the sexy options is tough work.

Anyway, I used the 4e standard array (16, 14, 13, 12, 11, 10 I think?) and the rules for equipping high level PCs from the DMG. I was always very curious about what high level 4e characters would look like, so hopefully someone else is too and typing this up wasn't a waste of time. :)

Ironboot, Dwarf Fighter 1
"Ye best be puttin' that sword away if ye don't want me sheathin' it down yer throat!"
Code:
STR 16 +3	HP 31	bloodied 15
CON 16 +3	surge 7	per day 12
DEX 12 +1	AC 17	Fort 15, Refl 11, Will 12
INT 11 +0	Init +1	Move 5
WIS 15 +2
CHA 10 +0
Skills: Athletics +8, Dungeoneering +4, Endurance +10, Intimidate +5

Feats: Dwarven Weapon Training (+2 dmg with axes & hammers)

Race: Low-light vision, cast-iron stomach, dwarven resilience, encumbered speed, stand your ground

Class: combat challenge (marking, basic attack vs shifts or non-marked attacks), combat superiority (+2 hit w/OAs, halt movement), fighter weapon talent (+1 hit 2H weapons)

Basic Attacks: :bmelee: halberd: +6 hit, 1d10+5 dmg, reach
:ranged: hand axe: +5 hit, 1d6+5 dmg, range 5/10

At-will Attacks: :melee: Cleave: +6 hit, 1d10+5 dmg, 3 dmg to secondary adjacent target
:melee: Reaping Strike: +6 hit, 1d10+5 dmg; 3 dmg on miss

Encounter Powers: :melee: Steel Serpent Strike: +6 hit, 2d10+5 dmg, target slowed & cannot shift until end of your next turn

Daily Powers: :melee: Comeback Strike: +6 hit, 2d10+5 dmg, use healing surge (reliable)

Equipment: halberd, handaxes, scale armor, 25 gp
 
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Ironboot, Dwarf Fighter 10
"Ye best be puttin' that spiky chain away if ye don't want me shovin' it down yer throat!"
Code:
STR 18 +4	HP 86		bloodied 43
CON 17 +3	surge 22	per day 12
DEX 12 +1	AC 24	Fort 24, Refl 19, Will 21
INT 11 +0	
WIS 16 +3	Init +6		Move 5 (+2 charge/run)
CHA 10 +0
Skills: Athletics +14, Dungeoneering +10, Endurance +15, Intimidate +10

Feats: Dwarven Weapon Training (+2 dmg with axes & hammers)
Power Attack (-2 hit, +3 dmg; already figured in to all attacks)
Potent Challenge (+3 dmg on Combat Challenge attacks)
Powerful Charge (+2 dmg on charge, +2 bull rush)
Fast Runner (+2 speed on charge/run)
Dodge Giants

Race: Low-light vision, cast-iron stomach, dwarven resilience, encumbered speed, stand your ground

Class: combat challenge (marking, basic attack vs shifts or non-marked attacks w/ +3 dmg), combat superiority (+3 hit w/OAs, halt movement), fighter weapon talent (+1 hit 2H weapons)

Basic Attacks: :bmelee: halberd: +12 hit, 1d10+11 dmg, reach
:ranged: hand axe: +12 hit, 1d6+6 dmg, range 5/10

At-will Attacks: :melee: Cleave: +12 hit, 1d10+11 dmg, 4 dmg to secondary adjacent target
:melee: Reaping Strike: +12 hit, 1d10+11 dmg; 4 dmg on miss

Encounter Powers: :melee: Steel Serpent Strike: +12 hit, 2d10+11 dmg, target slowed & cannot shift until end of your next turn
:melee: Crushing Blow: +12 hit, 2d10+14 dmg
:melee: Reckless Strike: +10 hit, 3d10+11 dmg

Daily Powers: :melee: Comeback Strike: +12 hit, 2d10+11 dmg, use healing surge (reliable)
:melee: Crack the Shell: +12 hit, 2d10+11 dmg, ongoing 5 (save ends), -2 AC (save ends) (reliable)
:close: Shift the Battlefiend: +12 hit vs all within 5 feet, 2d10+11 dmg, slide target(s) 1 square; ½ dmg on miss

Utility Powers:
Unstoppable: +2d6+3 temp hp (daily, minor)
Battle Awareness: +10 init, use after rolling init (daily, no action)
Into the Fray: move 3 squares if ends adjacent to foe (encounter, minor)

Equipment: lifedrinker halberd +2 (+2d6 necrotic dmg on crit, +5 temp hp when weapon attack drops foe), handaxes, black iron scale armor +2 (resist 5 fire, necrotic), amulet of protection +3, bracers of defense (daily interrupt: reduce dmg taken by an attack by 10), belt of vigor (+1 healing surge value), bag of holding, 80 gp
 
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Ironboot, Dwarf Fighter (Kensai) 20
"Ye best be keepin' that tentacle to yerself if ye don't want me shovin' it where the sun don't shine!"
Code:
STR 21 +5	HP 148		bloodied 74
CON 19 +4	surge 42	per day 15
DEX 13 +1	AC 34	Fort 32, Refl 26, Will 29
INT 12 +1	
WIS 18 +4	Init +11	Move 5 (+2 charge/run)
CHA 11 +0
Skills: Athletics +20, Dungeoneering +14, Endurance +21, Intimidate +15

Feats: Dwarven Weapon Training (+2 dmg with axes & hammers)
Power Attack (-2 hit, +6 dmg; already figured in to all attacks)
Potent Challenge (+4 dmg on Combat Challenge attacks)
Powerful Charge (+2 dmg on charge, +2 bull rush)
Fast Runner (+2 speed on charge/run)
Dodge Giants
Deadly Axe (all axes are high-crit)
Dwarven Durability (surge += Con mod, +2 surge per day)
Polearm Gamble (OA vs approaching foe, foe gets CA)
Uncanny Dodge (foes don’t get hit bonus from CA)
Spear Push (+1 push with polearms)
Devastating Critical (+1d10 dmg on crit)

Race: Low-light vision, cast-iron stomach, dwarven resilience, encumbered speed, stand your ground

Class: combat challenge (marking, basic attack vs shifts or non-marked attacks w/ +4 dmg), combat superiority (+4 hit w/OAs, halt movement), fighter weapon talent (+1 hit 2H weapons)

Paragon: kensai control action (use AP to reroll d20), kensai focus (+1 hit w/halberd), kensai mastery (+4 dmg w/halberd)

Basic Attacks: :bmelee: halberd: +21 hit, 1d10+21 dmg, reach, high-crit (+3d10 on crit w/feats)
:ranged: hand axe: +17 hit, 1d6+7 dmg, range 5/10, high-crit (+2d6+1d10 on crit w/feats)

At-will Attacks: :melee: Cleave: +21 hit, 1d10+21 dmg, 5 dmg to secondary adjacent target
:melee: Reaping Strike: +21 hit, 1d10+21 dmg; 5 dmg on miss

Encounter Powers: :melee: Crushing Blow: +21 hit, 2d10+25 dmg
:melee: Silverstep: 1-2 targets, 1 attack each; +21 hit, 2d10+25 dmg + push 3 squares; shift 1 square
:melee: Mountain Breaking Blow: +21 hit, 3d10+21 dmg + push 5 squares; can shift by push amount, must end adjacent
:melee: Masterstroke (paragon): +23 hit, 2d10+21 dmg

Daily Powers: :melee: Comeback Strike: +21 hit, 2d10+21 dmg, use healing surge (reliable)
:close: Unyielding Avalanche: gain regen 4, +1 AC, +1 saves, foes that start adjacent take 1d10+16 dmg and slowed until end of turn (stance, minor)
:melee: Reaving Strike: +21 hit, 5d10+21 dmg, push 3 squares (reliable)
:melee: Weaponsoul Dance (paragon): +21 hit, 3d10+21 dmg, target prone, target immobilized until end of next turn; shift 5 squares and secondary attack vs different target;
:2: Secondary attack: +23 hit, 2d10+21 dmg, target prone, target immobilized until end of next turn; shift 5 squares and tertiary attack vs different target;
:3: Tertiary attack: +24 hit, 1d10+21 dmg, target prone, target immobilized until end of next turn

Utility Powers:
Unstoppable: +2d6+4 temp hp (daily, minor)
Battle Awareness: +10 init, use after rolling init (daily, no action)
Into the Fray: move 3 squares if ends adjacent to foe (encounter, minor)
Surprise Step: shift into space foe vacated, gain CA vs foe until end of next turn (encounter, reaction)
Ultimate Parry (paragon): reduce attack dmg by 20 (daily, reaction)

Equipment: lifedrinker halberd +4 (+4d6 necrotic on crit, 10 temp hp when weapon attack drops foe), handaxes, blackiron wyrmscale armor +4 (resist 10 fire, necrotic), amulet of protection +5, horned helm (+2d6 dmg on charge), gauntlets of the ram (+1 push), bracers of defense (daily interrupt: reduce dmg taken by an attack by 10), winged boots (daily move: fly speed=normal speed til end of turn), ring of freedom of movement (daily minor: +5 checks to escape grabs, +5 saves vs immobilized restrained or slowed conditions, till end of encounter; if milestone, ignore difficuult terrain), belt of vigor (+1 healing surge value), rope of climbing, handy haversack, potion of vitality, 480 gp
 
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Ironboot, Dwarf Fighter (Kensai, Demigod) 30
"So yer a god, are ye? Well big whoop, so am I! Is yer face ready to meet my high priest?"
Code:
STR 26 +8	HP 213		bloodied 106
CON 24 +7	surge 63	per day 18
DEX 14 +2	AC 44	Fort 41, Refl 33, Will 35
INT 13 +1	
WIS 19 +4	Init +21	Move 5 (+2 charge/run)
CHA 12 +1
Skills: Athletics +28, Dungeoneering +19, Endurance +29, Intimidate +21

Feats: Weapon Focus: axes (+3 dmg with axes)
Power Attack (-2 hit, +9 dmg; already figured in to all attacks)
Potent Challenge (+7 dmg on Combat Challenge attacks)
Powerful Charge (+2 dmg on charge, +2 bull rush)
Fast Runner (+2 speed on charge/run)
Dodge Giants
Deadly Axe (all axes are high-crit)
Dwarven Durability (surge += Con mod, +2 surge per day)
Polearm Gamble (OA vs approaching foe, foe gets CA)
Uncanny Dodge (foes don’t get hit bonus from CA)
Spear Push (+1 push with polearms)
Devastating Critical (+1d10 dmg on crit)
Axe Mastery (axes crit on 19-20)
Blind-Fight
Epic Resurgence (regain encounter power on 1st crit)
Triumphant Attack (crit causes -2 AC/def, save ends)
Mettle (no dmg from missed area attacks vs fort/will)
Improved Initiative

Race: Low-light vision, cast-iron stomach, dwarven resilience, encumbered speed, stand your ground

Class: combat challenge (marking, basic attack vs shifts or non-marked attacks w/ +7 dmg), combat superiority (+4 hit w/OAs, halt movement), fighter weapon talent (+1 hit 2H weapons)

Paragon: kensai control action (use AP to reroll d20), kensai focus (+1 hit w/halberd), kensai mastery (+4 dmg w/halberd)

Destiny: divine recovery (gain 106 hp when 1st brought to 0 hp, daily), divine miracle (regain one encounter power after using last encounter power, at-will)

Basic Attacks: :bmelee: halberd: +31 hit, 2d10+36 dmg, reach, high-crit (+4d10 on crit w/feats), crit 19-20
:ranged: hand axe: +25 hit, 2d6+11 dmg, range 5/10, high-crit (+3d6+1d10 on crit w/feats), crit 19-20

At-will Attacks: :melee: Cleave: +31 hit, 2d10+30 dmg, 8 dmg to secondary adjacent target
:melee: Reaping Strike: +31 hit, 2d10+30 dmg; 8 dmg on miss

Encounter Powers: :melee: Mountain Breaking Blow: +31 hit, 3d10+30 dmg + push 4 squares; can shift by push amount, must end adjacent
:melee: Masterstroke (paragon): +33 hit, 2d10+30 dmg
:melee: Hack’n’Slash: +31 hit, 4d10+37 dmg
:close: Cruel Reaper: all adjacent targets, +31 hit, 2d10+30 dmg; shift 2 squares & attack all adjacent targets again

Daily Powers: :melee: Reaving Strike: +31 hit, 5d10+30 dmg, push 2 squares (reliable)
:melee: Weaponsoul Dance (paragon): +31 hit, 3d10+30 dmg, target prone, target immobilized until end of next turn; shift 5 squares and secondary attack vs different target;
:2: Secondary attack: +33 hit, 2d10+30 dmg, target prone, target immobilized until end of next turn; shift 5 squares and tertiary attack vs different target;
:3: Tertiary attack: +34 hit, 1d10+30 dmg, target prone, target immobilized until end of next turn
:melee: Supremecy of Steel: +31 hit, 6d10+30 dmg, foe can only make basic attacks until end of next turn (reliable)
:close: Force the Battle: at-will & encounter powers deal extra 1d10 dmg; foes that start turn adjacent get an at-will in the face as a free action (stance)

Utility Powers:
Unstoppable: +2d6+7 temp hp (daily, minor)
Battle Awareness: +10 init, use after rolling init (daily, no action)
Into the Fray: move 3 squares if ends adjacent to foe (encounter, minor)
Surprise Step: shift into space foe vacated, gain CA vs foe until end of next turn (encounter, reaction)
Ultimate Parry (paragon): reduce attack dmg by 30 (daily, reaction)
No Surrender: gain 106 hp when brought to 0 hp, -2 hit for encounter (daily, reaction)
Divine Regeneration (destiny): gain regen 26 (daily, minor)

Equipment: vorpal halberd +6 (+6d12 on crit, rolling dmg, daily free: +3d12 dmg), handaxes, trollskin elderscale armor +6 (daily standard: gain regen 10, negated by acid/fire dmg), amulet of false life +6 (daily minor: when bloodied, gain 63 temp hp), horned helm (+2d6 charge dmg), bracers of mighty striking (+6 dmg on basic melee attacks), gauntlets of destruction (reroll 1’s on dmg dice), belt of titan strength (daily free: +10 melee dmg until start of next turn), winged boots (daily move: fly speed=normal speed til end of turn), ring of protection (+1 saves, daily interrupt: +2 one defense; +milestone use), ring of regeneration (+3 healing surge value, daily minor: regain 1 surge; +milestone use), dimensional shackles, rope of climbing, flying carpet, handy haversack, potion of life x3, 238,000 gp
 
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That's the stuff -- forget this "answer questions about the rulebooks" business, this is what the fans want to see! Nice work and thank you.
 


What's the difference between Crushing Blow and Reckless Strike encounter powers? I'd wager a bet that Crushing Blow does more than just pure damage, since it's less than Reckless Strike?
 

Spatula said:
Ironboot, Dwarf Fighter (Kensai) 20
<snip />
Basic Attacks: :bmelee: halberd: +21 hit, 1d10+23 dmg, reach, high-crit (+3d10 on crit w/feats)

How do you figure 1d10+23 dmg? I see 1d10+13, unless you add half your levels, which I didn't think applies to damage.
 


All done, now to fix all the typos and out-right errors. :D

Scalding said:
How do you figure 1d10+23 dmg? I see 1d10+13, unless you add half your levels, which I didn't think applies to damage.
The level 20 Ironboot has, for his halberd damage:

+5 (strength) +2 (weapon training) +2 (paragon weapon focus) +4 (kensai) +4 (enhancement) +6 (power attack) = +23

Thankfully I didn't erase the notes on hit bonus & damage that I put down to keep track of all of them!
 

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