Bored at work? Whats the "Best" 4-man team for KoS?

phil500

First Post
Just an exercise for those of you who are bored but looking forward to a weekend of gaming :)

Assume you are a powergamer and KoS is a turn based computer game like Temple of Elemental Evil. Being a power gamer, you challenge yourself to do it with 4 characters.

How would you set up your 1st level party? This can be as simple as naming 4 out of the 12 pregens from DDXP and KoS, or you can swap some powers and say "I lower con and dex by 2 and raise int by 2" in keeping with a 32 point buy.
 

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I'd swap the cleric over to a warlord in that list. Fighter/wizard/warlord/rogue does look pretty good, though... maybe swap out rogue for ranger or warlock, though, to avoid having as much stuck in melee.
 

swapping rogue for ranger

U really think A rogue is replacable by a ranger? I was wondering this myself...even tho u are sub'ing one "striker" for another...can a ranger accomplish all that a rogue used to do?

I am new to 4e, but I know in 3e and earlier a ROGUE was REQUIRED. For trapfinding mostly...is this no longer the case?
 

What about FTR from keep (2 handed maul), Erais (cler from XP), tiefling warlord, rogue?

at level 1 the "controller" really doesnt control much, and the warlord would have an AoE encounter power at level 2 to blast minions.
 

entropysoda said:
U really think A rogue is replacable by a ranger? I was wondering this myself...even tho u are sub'ing one "striker" for another...can a ranger accomplish all that a rogue used to do?

I am new to 4e, but I know in 3e and earlier a ROGUE was REQUIRED. For trapfinding mostly...is this no longer the case?

There are ways of dealing with traps other than Thievery checks [the new disable device]. Most of them have an area where you can attack them with weapons or spells. Magic traps can typically be disabled by Arcana as well as Thievery. One preview of a rolling boulder trap could be disabled by a sequence of Athletics checks (to slow down the boulder). Alternatively, you can typically just walk past the trap if you can soak the damage.

The Ranger can't do everything the Rogue can, but he can do enough that the Rogue shouldn't be required.
 

Hmm.

My first idea was Paladin, Cleric, Rogue and Wizard. I wanted to focus on the divine classes since they deal a lot of radiant damage, and that can be very useful against the undead.

But undead are not the only enemies, and all those enemies with shift (especially the Kobolds) can be best countered by a Fighter and his Combat Superiority. (I already noticed that when using the DDXP characters and a homebrew test adventure).

But I think you can't give up the Rogue or the Wizard either, so I still can't decide. :)

Ah, well, I suppose my players will find out if their group composition was a good idea or not. ;)
 

I'd definitely have a dwarven fighter. It just works well.

I'd want a warlord in there although I'd probably make him a human for the versatility of stat placement as well as the extra abilities to make an all around decent leader.

Halfling rogue without a doubt as everything I've heard and seen seems to point to them as being pretty darn uber when paired with other melee.

And probably a wizard to round out the group. Ok damage, ranged, has some versatility, although having said that, a warlock is a nice choice as well with their manoeuvrability. I think eladrin wizard might be the go though. Can get himself out of a bind if need be and can sweep minions under the carpet.
 

I'll twink what I know! (warlord & Pally)

Fighter: Dwarf

Rogue: 1/2ling definetly

Warlord: Change to Dragonborn and make him an inspiring warlord. Mabye multiclass into pally or cleric for some radiant damage!

Paladin: Take take str down to a 16, buff up wis up a bit so you can use lay on hands more than 1ce a day, then you be great!
 

The dragonborn paladin, the rogue, the tiefling warlord and either the warlock from XP or (if sticking to the KotS characters), the fighter.

The warlord's wizard training and the dragonborn breath weapon will give enough area attacks to deal with minions, the warlord does healing, and you have an absolutely brutal line with severe damage dealing potential backed up by crazy amounts of mobility.
Between the warlord and the rogue, combat advantage through flanking will be a breeze to set up, and the two defenders are a solid line to keep select attackers off the other two.
 

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