2eBladeSinger said:
It seems that we’ll no longer see ‘off-type’ characters (e.g. tough wizards that can wield a blade and don’t mind going toe-to-toe once in a while. Or lightly armored, dual-wielding Halfling fighters) since every character who is not built optimally for his role/class/build will be at a disadvantage.
Note: I haven’t played 4e at all, nor do I, yet, have the books – feel free to correct this misconception and or provide examples.
I will attempt to correct this misconception with the multiclassed dwarf wizard 6 (fighter) I built last night:
(anyone want to tell me how to do the show/hide box around this so I can shrink this post, I'll edit it and add the tags)
Nurgel Ironhammer
Dwarf Wizard 6 / Fighter
Unaligned
Str: 15 +2
Con: 16 +3
Dex: 10
Int: 17 +3
Wis: 13 +1
Cha: 8 -1
Hp: 51 Bloodied: 25
HS: 12 Surge: 9
(+4 hp/level)
½ Lvl: 3
AC: 18 (+3 int +3 lvl +1 mag +1 implement)
Fort: 18 (+3 abil +3 lvl +2 cloak)
Ref: 18 (+3 abil +3 lvl +2 cloak)
Will: 18 (+1 abil +2 class +3 lvl +2 cloak)
note: +2 AC and saves when bloodied (item)
Init: +3 Speed: 5
Skills: Arcana +12; Dungeon +11; Endurance +13; History +11, Insight +9
Bonuses: +1 item bonus to athletics and str checks
Languages: Common, dwarf
Feats
Wizard prof: cloth armor, quarterstaff, dagger
Student of the sword – endurance training; 1/enc as free action add +1 to attack roll with two handed weapon, mark the target whether hit or miss until end of your next turn
Novice Power – replace one wizard enc with a fighter enc
Power Attack - -2 attack +3 damage (2 hander)
Toughness - +5 hp each tier
Racial Abilities
Cast Iron Stomach - +5 to save v. poison
Dwarven Resilience – Use 2nd wind as a minor action
Dwarven Proficiency – throwing hammer and warhammer
Encumbered Speed – Move normal speed even in heavy armor
Stand Your Groun – Forced move 1 square less, save to avoid prone
Class Abilities
Implement Mastery – Staff of defense - +1 AC, 1/enc immed. interrupt, gain bonus to defense against one attack equal to your Con mod.
Cantrips, Ritual Casting
Spellbook – gain 2 utility or daily powers each time you gain one, holds rituals, 3 at 1st, 2 more at 5th, 11th, 15th, 21st, 25th
Basic Attacks
Quarterstaff +9 (+2 prof +2 enh +3 lvl +2 str) 1d8+5 (+1 2h +2 enh +2 str)
Warhammer +8 (+2 prof, +1 enh +3 lvl +2 str) 1d10+4 (+1 2h +1 enh +2 str)
Int Attack mod: +8 (+3 lvl +3 int +2 enh (imp)) Damage: +5 (+3 int+2 enh (imp))
Powers
At Wills:
Ghost Sound Arcane, Illusion, Standard, ranged 10
Light Arcane, Minor, Ranged 5, Target: object or unoccupied space
Mage Hand Arcane, Conjuration, Minor, Ranged 5
Prestidigitation Arcane, standard, ranged 2
Ray of Frost Arcane, Cold, Implement, Standard, Ranged 10, Target: 1 creature
Attack: Int vs Fort Hit: 1d6 + Int mod cold + slow until end of next turn
Thunderwave Arcane, Implement, Thunder, Standard, Close blast 3
Target: each in burst Attack: Int v. Fort Hit: 1d6+int mod thunder + push a
number of squares equal to wis mod
Encounters:
Burning Hands Arcane, Fire, Implement, Standard, Close blast 5
Target: Each creature in blast Attack: Int v Ref Hit: 2d6+int fire
Crushing Blow (fighter att 3) Martial, weapon, standard, melee
Target: One creature Attack: Str vs AC
Hit: 2[w]+str Weapon: hammer – dam bonus equal to con mod
Dailies:
Acid Arrow Acid, Arcane, Implement, Standard, Ranged 20
Primary Target: One creature Secondary: Each creature adj to primary
Attack: Int v Ref Hit: 2d8 + int acid + ongoing 5 acid (save ends)
Secondary attack: Int v Ref Hit: 1d8 + int + 5 ongoing acid
Miss: Half damage, 2 ongoing acid to primary, no secondary attack
Freezing Cloud Arcane, Cold, Implement, Standard, Area burst 2 within 10
Target: Each creature in burst Attack: Int v. Fort
Hit: 1d8+int cold Miss: Half damage Effect: cloud lasts until end of
next turn. Any creature that enters the cloud or starts its turn there is subject
to another attack. Dismiss as a minor action.
Bigby’s Icy Grasp Arcane, cold, conjuration, implement, standard, Ranged 20
Effect: conjure 5’ tall hand of ice in unoccupied sq in range. Move action to move
hand up to 6 squares. Target: 1 creature adjacent to hand Att: Int vs. Ref
Hit: 2d8+int cold and the hand grabs the target. Use your fort or ref to oppose escape
Sustain Minor: Target grabbed takes 1d8+int cold. As standard can attack another
target, but it must release target it has grabbed
Web Arcane, Implement, Zone, standard, Area burst 2 within 20
Target: each creature in burst Attack: Int vs Ref Hit: target is immobilized (save)
Effect: Creates zone of webs until end of encounter. Zone is difficult terrain. Any
creature that ends move in web is immobilized (save ends)
Utilities:
Shield Arcane, Force, Immediate Interrupt, Personal
Trigger: Hit by attack Effect: +4 AC and Ref until end of next turn
Expeditious Retreat Arcane, Move, Personal Effect: Shift up to twice speed
Dimension Door Arcane, Teleportation, Move, personal Effect: Teleport 10 squares
Wall of Fog Arcane, Conjuration, Standard, Area wall 8 within 10
Effect: conjure wall of arcane fog, lasts until end of next turn, sustain minor, up to
4 high. Fog grants concealment to creatures in its space and blocks line of sight
Equipment
Cloth armor
Adventurer’s Kit
Spellbook
Cloak of Resistance +2 Power (daily) Minor gain resist 5 all until start next turn
Gauntlets of Ogre Power Property: +1 Athletics and Str checks
Power (daily) Free - +5 power bonus to damage on hit with melee attack
Staff of Winter +2 Crit: +2d6 cold Power (daily): Free, after using cold power,
all enemies within 3 squares of you are immobilized (save ends)
Hammer of Lightning +1 crit: +1d6
Power (at will, lightning): free action, all damage with weapon is lightning
Power (daily, lightning): Free, when hit with weapon, target and each enemy
within 2 squares of target take 1d6 lightning damage
Bloodthread Armor +1 (cloth)
Property: When bloodied, gain +2 item bonus to AC and saves