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An Example Character, Levels 1-30
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<blockquote data-quote="Spatula" data-source="post: 4252242" data-attributes="member: 2198"><p>The multiclass feats are a pain, since you have to evaluate both your class' list when you get a power but the other class' powers as well - <em>every time</em> you get a new power (i.e. nearly every level).</p><p></p><p>Anyway, fighter / wizard doesn't have a lot of synergy, or at least not for the character I built. <img src="https://cdn.jsdelivr.net/joypixels/assets/8.0/png/unicode/64/1f642.png" class="smilie smilie--emoji" loading="lazy" width="64" height="64" alt=":)" title="Smile :)" data-smilie="1"data-shortname=":)" /> I did whip up a level 10 Eladrin Warlord with all the feats, but I'm really not sure which warlord powers are useful and which are not, so it's hard to judge the cost-benefit ratio at this time (for me). But here he is:</p><p></p><p><strong>Poncy, Eladrin Warlord 10</strong></p><p>"I love the smell of a plan coming together in the morning!"</p><p>[code]STR 18 +4 HP 70 bloodied 35</p><p>CON 13 +1 surge 18 per day 8</p><p>DEX 14 +2 AC 24 Fort 23, Refl 21, Will 20</p><p>INT 18 +4 </p><p>WIS 10 +0 Init +9 Move 6</p><p>CHA 11 +0[/code]<strong>Skills:</strong> Arcana +15, Athletics +14, Diplomacy +10, Heal +10, History +15, Nature +10</p><p></p><p><strong>Feats:</strong> Arcane Initiate, Eladrin Soldier (+2 dmg with swords & spears), Tactical Assault (+Int dmg w/Commanding Presence), Novice Power, Acolyte Power, Adept Power</p><p></p><p><strong>Race:</strong> Low-light vision, +5 saves vs charms, fey origin, trance</p><p></p><p><strong>Class:</strong> Combat Leader (+2 init within 10), Commanding Presence (ally in LOS gets +2 hit & +4 dmg when using AP to make attack)</p><p></p><p><strong>Basic Attacks:</strong> <img src="http://www.enworld.org/forum/images/smilies/bm.gif" class="smilie" loading="lazy" alt=":bmelee:" title="Basic Melee :bmelee:" data-shortname=":bmelee:" /> longsword: +14 hit, 1d8+8 dmg, versatile</p><p> <img src="http://www.enworld.org/forum/images/smilies/r.gif" class="smilie" loading="lazy" alt=":ranged:" title="Ranged :ranged:" data-shortname=":ranged:" /> javelin: +11 hit, 1d6+6 dmg, range 5/10</p><p></p><p><strong>At-will Attacks:</strong> <img src="http://www.enworld.org/forum/images/smilies/m.gif" class="smilie" loading="lazy" alt=":melee:" title="Melee :melee:" data-shortname=":melee:" /> Wolf-Pack Tactics: +14 hit, 1d8+8; ally can shift 1 before attack</p><p> <img src="http://www.enworld.org/forum/images/smilies/m.gif" class="smilie" loading="lazy" alt=":melee:" title="Melee :melee:" data-shortname=":melee:" /> Commander's Strike: ally makes basic melee attack w/ +4 dmg (standard)</p><p></p><p><strong>Encounter Powers:</strong> <img src="http://www.enworld.org/forum/images/smilies/area.gif" class="smilie" loading="lazy" alt=":area:" title="Area :area:" data-shortname=":area:" /> Scorching Burst: area burst 1 within 10; +10 vs Ref, 1d6+5 fire</p><p> <img src="http://www.enworld.org/forum/images/smilies/c.gif" class="smilie" loading="lazy" alt=":close:" title="Close :close:" data-shortname=":close:" /> Inspiring Word: close burst 5; one ally spends surge and gets +1d6 hp; can use 2/encounter but only 1/round (minor)</p><p> <img src="http://www.enworld.org/forum/images/smilies/m.gif" class="smilie" loading="lazy" alt=":melee:" title="Melee :melee:" data-shortname=":melee:" /> Warlord's Favor: +14 hit, 2d8+8 dmg + ally within 5 gets +4 hit against target until your next turn ends</p><p> <img src="http://www.enworld.org/forum/images/smilies/m.gif" class="smilie" loading="lazy" alt=":melee:" title="Melee :melee:" data-shortname=":melee:" /> Steel Monsoon: +14 hit, 2d8+8 dmg + 4 allies within 5 can shift 1</p><p> <img src="http://www.enworld.org/forum/images/smilies/area.gif" class="smilie" loading="lazy" alt=":area:" title="Area :area:" data-shortname=":area:" /> Winter's Wrath: area burst 2 within 10; +10 vs Fort, 2d8+5 cold dmg; blizzard lasts until your next turn ends, granting concealment and dealing 4 cold dmg to any creature starting turn inside; end minor</p><p></p><p><strong>Daily Powers:</strong> <img src="http://www.enworld.org/forum/images/smilies/m.gif" class="smilie" loading="lazy" alt=":melee:" title="Melee :melee:" data-shortname=":melee:" /> Pin the Foe: +14 hit, 3d8+8 dmg; target cannot shift if adjacent to 2 allies, or you and 1 ally</p><p> <img src="http://www.enworld.org/forum/images/smilies/m.gif" class="smilie" loading="lazy" alt=":melee:" title="Melee :melee:" data-shortname=":melee:" /> Stand the Fallen: +14 hit, 3d8+8 dmg; all allies within 10 can spend surge</p><p> <img src="http://www.enworld.org/forum/images/smilies/area.gif" class="smilie" loading="lazy" alt=":area:" title="Area :area:" data-shortname=":area:" /> Wall of Fire: wall 8 within 10; 3d6+5 fire dmg inside wall, 1d6+5 fire dmg adjacent, blocks LOS, costs 4 move to enter; lasts until your next turn ends, sustain minor</p><p></p><p><strong>Utility Powers:</strong></p><p>Fey Step: teleport 5 squares (encounter, move)</p><p>Knight's Move: range 10; target ally takes move action as free action (encounter, move)</p><p>Invisibility: range 5; you or target is inivis until your next turn ends, or until attack (daily, standard, sustain standard)</p><p>Tactical Shift: range 10; ally can shift 5 after being hit (daily, interrupt)</p><p></p><p><strong>Equipment:</strong> lightning longsword +2 (+2d6 lightning dmg on crit, daily free: 1d6 lightning to target and enemies within 2), javelins, eladrin chainmail +2, light shield of protection (daily standard: you and adjacent ally get resist 10 all until your next turn ends), gauntlets of ogre power (+1 athletics/str check, daily free: +5 dmg to melee attack), belt of vigor (+1 surge value), magic wand +1 (+1d6 crit), amulet of protection +3, bag of holding, 640 gp</p></blockquote><p></p>
[QUOTE="Spatula, post: 4252242, member: 2198"] The multiclass feats are a pain, since you have to evaluate both your class' list when you get a power but the other class' powers as well - [i]every time[/i] you get a new power (i.e. nearly every level). Anyway, fighter / wizard doesn't have a lot of synergy, or at least not for the character I built. :) I did whip up a level 10 Eladrin Warlord with all the feats, but I'm really not sure which warlord powers are useful and which are not, so it's hard to judge the cost-benefit ratio at this time (for me). But here he is: [b]Poncy, Eladrin Warlord 10[/b] "I love the smell of a plan coming together in the morning!" [code]STR 18 +4 HP 70 bloodied 35 CON 13 +1 surge 18 per day 8 DEX 14 +2 AC 24 Fort 23, Refl 21, Will 20 INT 18 +4 WIS 10 +0 Init +9 Move 6 CHA 11 +0[/code][b]Skills:[/b] Arcana +15, Athletics +14, Diplomacy +10, Heal +10, History +15, Nature +10 [b]Feats:[/b] Arcane Initiate, Eladrin Soldier (+2 dmg with swords & spears), Tactical Assault (+Int dmg w/Commanding Presence), Novice Power, Acolyte Power, Adept Power [b]Race:[/b] Low-light vision, +5 saves vs charms, fey origin, trance [b]Class:[/b] Combat Leader (+2 init within 10), Commanding Presence (ally in LOS gets +2 hit & +4 dmg when using AP to make attack) [b]Basic Attacks:[/b] :bmelee: longsword: +14 hit, 1d8+8 dmg, versatile :ranged: javelin: +11 hit, 1d6+6 dmg, range 5/10 [b]At-will Attacks:[/b] :melee: Wolf-Pack Tactics: +14 hit, 1d8+8; ally can shift 1 before attack :melee: Commander's Strike: ally makes basic melee attack w/ +4 dmg (standard) [b]Encounter Powers:[/b] :area: Scorching Burst: area burst 1 within 10; +10 vs Ref, 1d6+5 fire :close: Inspiring Word: close burst 5; one ally spends surge and gets +1d6 hp; can use 2/encounter but only 1/round (minor) :melee: Warlord's Favor: +14 hit, 2d8+8 dmg + ally within 5 gets +4 hit against target until your next turn ends :melee: Steel Monsoon: +14 hit, 2d8+8 dmg + 4 allies within 5 can shift 1 :area: Winter's Wrath: area burst 2 within 10; +10 vs Fort, 2d8+5 cold dmg; blizzard lasts until your next turn ends, granting concealment and dealing 4 cold dmg to any creature starting turn inside; end minor [b]Daily Powers:[/b] :melee: Pin the Foe: +14 hit, 3d8+8 dmg; target cannot shift if adjacent to 2 allies, or you and 1 ally :melee: Stand the Fallen: +14 hit, 3d8+8 dmg; all allies within 10 can spend surge :area: Wall of Fire: wall 8 within 10; 3d6+5 fire dmg inside wall, 1d6+5 fire dmg adjacent, blocks LOS, costs 4 move to enter; lasts until your next turn ends, sustain minor [b]Utility Powers:[/b] Fey Step: teleport 5 squares (encounter, move) Knight's Move: range 10; target ally takes move action as free action (encounter, move) Invisibility: range 5; you or target is inivis until your next turn ends, or until attack (daily, standard, sustain standard) Tactical Shift: range 10; ally can shift 5 after being hit (daily, interrupt) [b]Equipment:[/b] lightning longsword +2 (+2d6 lightning dmg on crit, daily free: 1d6 lightning to target and enemies within 2), javelins, eladrin chainmail +2, light shield of protection (daily standard: you and adjacent ally get resist 10 all until your next turn ends), gauntlets of ogre power (+1 athletics/str check, daily free: +5 dmg to melee attack), belt of vigor (+1 surge value), magic wand +1 (+1d6 crit), amulet of protection +3, bag of holding, 640 gp [/QUOTE]
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