Menu
News
All News
Dungeons & Dragons
Level Up: Advanced 5th Edition
Pathfinder
Starfinder
Warhammer
2d20 System
Year Zero Engine
Industry News
Reviews
Dragon Reflections
White Dwarf Reflections
Columns
Weekly Digests
Weekly News Digest
Freebies, Sales & Bundles
RPG Print News
RPG Crowdfunding News
Game Content
ENterplanetary DimENsions
Mythological Figures
Opinion
Worlds of Design
Peregrine's Nest
RPG Evolution
Other Columns
From the Freelancing Frontline
Monster ENcyclopedia
WotC/TSR Alumni Look Back
4 Hours w/RSD (Ryan Dancey)
The Road to 3E (Jonathan Tweet)
Greenwood's Realms (Ed Greenwood)
Drawmij's TSR (Jim Ward)
Community
Forums & Topics
Forum List
Latest Posts
Forum list
*Dungeons & Dragons
Level Up: Advanced 5th Edition
D&D Older Editions, OSR, & D&D Variants
*TTRPGs General
*Pathfinder & Starfinder
EN Publishing
*Geek Talk & Media
Search forums
Chat/Discord
Resources
Wiki
Pages
Latest activity
Media
New media
New comments
Search media
Downloads
Latest reviews
Search resources
EN Publishing
Store
EN5ider
Adventures in ZEITGEIST
Awfully Cheerful Engine
What's OLD is NEW
Judge Dredd & The Worlds Of 2000AD
War of the Burning Sky
Level Up: Advanced 5E
Events & Releases
Upcoming Events
Private Events
Featured Events
Socials!
EN Publishing
Twitter
BlueSky
Facebook
Instagram
EN World
BlueSky
YouTube
Facebook
Twitter
Twitch
Podcast
Features
Top 5 RPGs Compiled Charts 2004-Present
Adventure Game Industry Market Research Summary (RPGs) V1.0
Ryan Dancey: Acquiring TSR
Q&A With Gary Gygax
D&D Rules FAQs
TSR, WotC, & Paizo: A Comparative History
D&D Pronunciation Guide
Million Dollar TTRPG Kickstarters
Tabletop RPG Podcast Hall of Fame
Eric Noah's Unofficial D&D 3rd Edition News
D&D in the Mainstream
D&D & RPG History
About Morrus
Log in
Register
What's new
Search
Search
Search titles only
By:
Forums & Topics
Forum List
Latest Posts
Forum list
*Dungeons & Dragons
Level Up: Advanced 5th Edition
D&D Older Editions, OSR, & D&D Variants
*TTRPGs General
*Pathfinder & Starfinder
EN Publishing
*Geek Talk & Media
Search forums
Chat/Discord
Menu
Log in
Register
Install the app
Install
Upgrade your account to a Community Supporter account and remove most of the site ads.
Community
General Tabletop Discussion
D&D Older Editions, OSR, & D&D Variants
An in depth rules discussion on the mechanical problems and breakthroughs of 4e
JavaScript is disabled. For a better experience, please enable JavaScript in your browser before proceeding.
You are using an out of date browser. It may not display this or other websites correctly.
You should upgrade or use an
alternative browser
.
Reply to thread
Message
<blockquote data-quote="Thasmodious" data-source="post: 4274016" data-attributes="member: 63272"><p>I will attempt to correct this misconception with the multiclassed dwarf wizard 6 (fighter) I built last night: </p><p></p><p>(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)</p><p></p><p style="margin-left: 20px">Nurgel Ironhammer</p> <p style="margin-left: 20px">Dwarf Wizard 6 / Fighter</p> <p style="margin-left: 20px">Unaligned</p> <p style="margin-left: 20px"></p> <p style="margin-left: 20px">Str: 15 +2</p> <p style="margin-left: 20px">Con: 16 +3</p> <p style="margin-left: 20px">Dex: 10 </p> <p style="margin-left: 20px">Int: 17 +3</p> <p style="margin-left: 20px">Wis: 13 +1</p> <p style="margin-left: 20px">Cha: 8 -1</p> <p style="margin-left: 20px"></p> <p style="margin-left: 20px">Hp: 51 Bloodied: 25</p> <p style="margin-left: 20px">HS: 12 Surge: 9</p> <p style="margin-left: 20px">(+4 hp/level)</p> <p style="margin-left: 20px"></p> <p style="margin-left: 20px">½ Lvl: 3</p> <p style="margin-left: 20px"></p> <p style="margin-left: 20px">AC: 18 (+3 int +3 lvl +1 mag +1 implement)</p> <p style="margin-left: 20px">Fort: 18 (+3 abil +3 lvl +2 cloak)</p> <p style="margin-left: 20px">Ref: 18 (+3 abil +3 lvl +2 cloak)</p> <p style="margin-left: 20px">Will: 18 (+1 abil +2 class +3 lvl +2 cloak)</p> <p style="margin-left: 20px">note: +2 AC and saves when bloodied (item)</p> <p style="margin-left: 20px"></p> <p style="margin-left: 20px">Init: +3 Speed: 5</p> <p style="margin-left: 20px"></p> <p style="margin-left: 20px">Skills: Arcana +12; Dungeon +11; Endurance +13; History +11, Insight +9</p> <p style="margin-left: 20px">Bonuses: +1 item bonus to athletics and str checks</p> <p style="margin-left: 20px">Languages: Common, dwarf</p> <p style="margin-left: 20px"></p> <p style="margin-left: 20px">Feats</p> <p style="margin-left: 20px">Wizard prof: cloth armor, quarterstaff, dagger</p> <p style="margin-left: 20px">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</p> <p style="margin-left: 20px">Novice Power – replace one wizard enc with a fighter enc</p> <p style="margin-left: 20px">Power Attack - -2 attack +3 damage (2 hander)</p> <p style="margin-left: 20px">Toughness - +5 hp each tier</p> <p style="margin-left: 20px"></p> <p style="margin-left: 20px"></p> <p style="margin-left: 20px">Racial Abilities</p> <p style="margin-left: 20px">Cast Iron Stomach - +5 to save v. poison</p> <p style="margin-left: 20px">Dwarven Resilience – Use 2nd wind as a minor action</p> <p style="margin-left: 20px">Dwarven Proficiency – throwing hammer and warhammer</p> <p style="margin-left: 20px">Encumbered Speed – Move normal speed even in heavy armor</p> <p style="margin-left: 20px">Stand Your Groun – Forced move 1 square less, save to avoid prone</p> <p style="margin-left: 20px"></p> <p style="margin-left: 20px">Class Abilities </p> <p style="margin-left: 20px">Implement Mastery – Staff of defense - +1 AC, 1/enc immed. interrupt, gain bonus to defense against one attack equal to your Con mod. </p> <p style="margin-left: 20px">Cantrips, Ritual Casting</p> <p style="margin-left: 20px">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 </p> <p style="margin-left: 20px"></p> <p style="margin-left: 20px"></p> <p style="margin-left: 20px">Basic Attacks</p> <p style="margin-left: 20px">Quarterstaff +9 (+2 prof +2 enh +3 lvl +2 str) 1d8+5 (+1 2h +2 enh +2 str)</p> <p style="margin-left: 20px">Warhammer +8 (+2 prof, +1 enh +3 lvl +2 str) 1d10+4 (+1 2h +1 enh +2 str)</p> <p style="margin-left: 20px">Int Attack mod: +8 (+3 lvl +3 int +2 enh (imp)) Damage: +5 (+3 int+2 enh (imp)) </p> <p style="margin-left: 20px"></p> <p style="margin-left: 20px">Powers</p> <p style="margin-left: 20px">At Wills:</p> <p style="margin-left: 20px"><strong>Ghost Sound </strong> Arcane, Illusion, Standard, ranged 10</p> <p style="margin-left: 20px"><strong>Light</strong> Arcane, Minor, Ranged 5, Target: object or unoccupied space</p> <p style="margin-left: 20px"><strong>Mage Hand </strong> Arcane, Conjuration, Minor, Ranged 5</p> <p style="margin-left: 20px"><strong>Prestidigitation </strong> Arcane, standard, ranged 2</p> <p style="margin-left: 20px"><strong>Ray of Frost </strong> Arcane, Cold, Implement, Standard, Ranged 10, Target: 1 creature</p> <p style="margin-left: 20px"> Attack: Int vs Fort Hit: 1d6 + Int mod cold + slow until end of next turn</p> <p style="margin-left: 20px"><strong>Thunderwave </strong> Arcane, Implement, Thunder, Standard, Close blast 3</p> <p style="margin-left: 20px"> Target: each in burst Attack: Int v. Fort Hit: 1d6+int mod thunder + push a </p> <p style="margin-left: 20px"> number of squares equal to wis mod</p> <p style="margin-left: 20px"></p> <p style="margin-left: 20px">Encounters:</p> <p style="margin-left: 20px"><strong>Burning Hands </strong> Arcane, Fire, Implement, Standard, Close blast 5</p> <p style="margin-left: 20px"> Target: Each creature in blast Attack: Int v Ref Hit: 2d6+int fire</p> <p style="margin-left: 20px"><strong>Crushing Blow </strong>(fighter att 3) Martial, weapon, standard, melee</p> <p style="margin-left: 20px"> Target: One creature Attack: Str vs AC</p> <p style="margin-left: 20px"> Hit: 2[w]+str Weapon: hammer – dam bonus equal to con mod</p> <p style="margin-left: 20px"></p> <p style="margin-left: 20px"></p> <p style="margin-left: 20px">Dailies:</p> <p style="margin-left: 20px"><strong>Acid Arrow </strong> Acid, Arcane, Implement, Standard, Ranged 20</p> <p style="margin-left: 20px"> Primary Target: One creature Secondary: Each creature adj to primary</p> <p style="margin-left: 20px"> Attack: Int v Ref Hit: 2d8 + int acid + ongoing 5 acid (save ends)</p> <p style="margin-left: 20px"> Secondary attack: Int v Ref Hit: 1d8 + int + 5 ongoing acid</p> <p style="margin-left: 20px"> Miss: Half damage, 2 ongoing acid to primary, no secondary attack</p> <p style="margin-left: 20px"><strong>Freezing Cloud</strong> Arcane, Cold, Implement, Standard, Area burst 2 within 10</p> <p style="margin-left: 20px"> Target: Each creature in burst Attack: Int v. Fort</p> <p style="margin-left: 20px"> Hit: 1d8+int cold Miss: Half damage Effect: cloud lasts until end of </p> <p style="margin-left: 20px"> next turn. Any creature that enters the cloud or starts its turn there is subject</p> <p style="margin-left: 20px"> to another attack. Dismiss as a minor action. </p> <p style="margin-left: 20px"><strong>Bigby’s Icy Grasp</strong> Arcane, cold, conjuration, implement, standard, Ranged 20</p> <p style="margin-left: 20px"> Effect: conjure 5’ tall hand of ice in unoccupied sq in range. Move action to move</p> <p style="margin-left: 20px"> hand up to 6 squares. Target: 1 creature adjacent to hand Att: Int vs. Ref</p> <p style="margin-left: 20px"> Hit: 2d8+int cold and the hand grabs the target. Use your fort or ref to oppose escape</p> <p style="margin-left: 20px"> Sustain Minor: Target grabbed takes 1d8+int cold. As standard can attack another </p> <p style="margin-left: 20px"> target, but it must release target it has grabbed</p> <p style="margin-left: 20px"><strong>Web </strong> Arcane, Implement, Zone, standard, Area burst 2 within 20</p> <p style="margin-left: 20px"> Target: each creature in burst Attack: Int vs Ref Hit: target is immobilized (save)</p> <p style="margin-left: 20px"> Effect: Creates zone of webs until end of encounter. Zone is difficult terrain. Any</p> <p style="margin-left: 20px"> creature that ends move in web is immobilized (save ends)</p> <p style="margin-left: 20px"></p> <p style="margin-left: 20px">Utilities:</p> <p style="margin-left: 20px"><strong>Shield</strong> Arcane, Force, Immediate Interrupt, Personal</p> <p style="margin-left: 20px"> Trigger: Hit by attack Effect: +4 AC and Ref until end of next turn</p> <p style="margin-left: 20px"><strong>Expeditious Retreat</strong> Arcane, Move, Personal Effect: Shift up to twice speed</p> <p style="margin-left: 20px"><strong>Dimension Door </strong> Arcane, Teleportation, Move, personal Effect: Teleport 10 squares</p> <p style="margin-left: 20px"><strong>Wall of Fog</strong> Arcane, Conjuration, Standard, Area wall 8 within 10</p> <p style="margin-left: 20px"> Effect: conjure wall of arcane fog, lasts until end of next turn, sustain minor, up to</p> <p style="margin-left: 20px"> 4 high. Fog grants concealment to creatures in its space and blocks line of sight</p> <p style="margin-left: 20px"></p> <p style="margin-left: 20px"><u>Equipment</u></p> <p style="margin-left: 20px">Cloth armor </p> <p style="margin-left: 20px">Adventurer’s Kit</p> <p style="margin-left: 20px">Spellbook</p> <p style="margin-left: 20px"></p> <p style="margin-left: 20px">Cloak of Resistance +2 Power (daily) Minor gain resist 5 all until start next turn</p> <p style="margin-left: 20px">Gauntlets of Ogre Power Property: +1 Athletics and Str checks</p> <p style="margin-left: 20px"> Power (daily) Free - +5 power bonus to damage on hit with melee attack</p> <p style="margin-left: 20px">Staff of Winter +2 Crit: +2d6 cold Power (daily): Free, after using cold power,</p> <p style="margin-left: 20px"> all enemies within 3 squares of you are immobilized (save ends)</p> <p style="margin-left: 20px">Hammer of Lightning +1 crit: +1d6 </p> <p style="margin-left: 20px"> Power (at will, lightning): free action, all damage with weapon is lightning</p> <p style="margin-left: 20px"> Power (daily, lightning): Free, when hit with weapon, target and each enemy</p> <p style="margin-left: 20px"> within 2 squares of target take 1d6 lightning damage</p> <p style="margin-left: 20px">Bloodthread Armor +1 (cloth) </p> <p style="margin-left: 20px"> Property: When bloodied, gain +2 item bonus to AC and saves</p></blockquote><p></p>
[QUOTE="Thasmodious, post: 4274016, member: 63272"] 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) [INDENT]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: [B]Ghost Sound [/B] Arcane, Illusion, Standard, ranged 10 [B]Light[/B] Arcane, Minor, Ranged 5, Target: object or unoccupied space [B]Mage Hand [/B] Arcane, Conjuration, Minor, Ranged 5 [B]Prestidigitation [/B] Arcane, standard, ranged 2 [B]Ray of Frost [/B] Arcane, Cold, Implement, Standard, Ranged 10, Target: 1 creature Attack: Int vs Fort Hit: 1d6 + Int mod cold + slow until end of next turn [B]Thunderwave [/B] 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: [B]Burning Hands [/B] Arcane, Fire, Implement, Standard, Close blast 5 Target: Each creature in blast Attack: Int v Ref Hit: 2d6+int fire [B]Crushing Blow [/B](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: [B]Acid Arrow [/B] 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 [B]Freezing Cloud[/B] 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. [B]Bigby’s Icy Grasp[/B] 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 [B]Web [/B] 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: [B]Shield[/B] Arcane, Force, Immediate Interrupt, Personal Trigger: Hit by attack Effect: +4 AC and Ref until end of next turn [B]Expeditious Retreat[/B] Arcane, Move, Personal Effect: Shift up to twice speed [B]Dimension Door [/B] Arcane, Teleportation, Move, personal Effect: Teleport 10 squares [B]Wall of Fog[/B] 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 [U]Equipment[/U] 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[/INDENT] [/QUOTE]
Insert quotes…
Verification
Post reply
Community
General Tabletop Discussion
D&D Older Editions, OSR, & D&D Variants
An in depth rules discussion on the mechanical problems and breakthroughs of 4e
Top