Or wield a bastard sword in one hand, and nothing in the other (using unarmed as the 2nd weapon).Thasmodious said:With a feat for proficiency, you can dual wield bastard swords as a ranger
Or wield a bastard sword in one hand, and nothing in the other (using unarmed as the 2nd weapon).Thasmodious said:With a feat for proficiency, you can dual wield bastard swords as a ranger
Olgar Shiverstone said:Grade: B+. The illusions are impractical given casting times, but the rest is spot on.
Any lightly-armoured character with Stealth and Nature/Streetwise as skills will do. Ranger is most likely, but that locks you into TWF or archery.mps42 said:Pry fairly simple but very newb to 4e.
- I am a bounty hunter, tracking the lawless and, with stealth and guile or with brute force dragging them back to face their judgement. I rely on speed and finesse rather than brute force to accomplish my goals.
in 3e this was a dex ranger with a bit of rogue skills tossed in to get the flavor right. for 4e I was thinking either a Strength rogue with a feat or two to get bigger weapons (3e tool of the trade was a longsword) or a dex fighter with maybe skill focus in streetwise.
Opinions?
There is no direct conversion formula from previous editions. This is not news. What I'm trying to do is locate abilities in 4th edition that have the same mechanical effects(or overall results) as the original character. I'm applying re-flavouring liberally, but trying to avoid house rules and other mechanical alterations.Primal said:A lot of these conversion suggestions seem to indicate that most of concepts need houseruling, re-flavouring and DM "judgement calls" -- I don't think that's what the posters are looking after. IMO they want to know if there are mechanics in place that let them create those characters without extra work or not.
Glad I could help! There isn't a lot of psionic material avaliable yet, but you can use what is present as a stopgap, and recreate the character when the material is avaliable.howandwhy99 said:I appreciate you going out of your way and doing this for me Nater. In retrospect, I should have left out the psionic stuff as that hasn't been published yet. You did a great job nonetheless taking published material and reshaping it. What do you think about making up new powers, feats, etc. to make the change more accurate? That would be my personal route.
Depending on what your GM will allow, you might want to build two characters: one with the ring on, one with the ring off. Each of them would fill their own role in the party and you'd have the ability to switch between them. If I were your DM I'd recommend some counterbalance, like the ring taking up an item slot(or two), having a finite number of uses, consuming some of your other powers, or occasionally activating/deactivating when you don't want it to.howandwhy99 said:And the ring of psionic negation or whatever would sort of flip the PC into two classes or branches. That may not fly for every GM as it would definitely need to be a houserule. I don't know what RAW rules all allow, but your work does help me understand what the game can and cannot do so far. Gracias.
I'd go wizard. I mean, you wouldn't want to go anywhere without your Alchemist's Fire(Scorching Burst(1)), your Snagglepuss Springboard(Jump(2)), your Glacier-in-a-Bottle(Ice Storm(9)), and no self-respecting gearmaster would be caught dead without Ogglethorpe's Springloaded Claptrap(Bigby's Grasping Hands(15)).Toras said:-I am a master of the gear and wheel with many strange devices to my name. What others achieve with sword or sorcery, I manage with a turn of a spring and grand design. Chemicals I mix have many strange and interesting application.
This is harder, but I'd use a fighter/ranger. Grab all the powers with the stance keyword, and assign a form to each. By my count this should provide you with some 7 forms(in addition to your base form) by level 30. If you're willing to drop a form or two, you could go fighter/wizard to pick up Disguise Self(6) for those doppleganger moments.Toras said:-I am a changeling, a master of many forms. My body is a fluid canvas upon which I write my own story. Those I fight become part of my strength, making me stronger in their own way.
Get there however you like, this sounds pretty solidly like the Angelic Avenger paragon path(from the cleric class). That provides that added bonus that you can eventually learn to use your wings to fly for short periods.Toras said:-Born with the blood of the celestial running through me, I carry its mark upon myself in the form of wings that I must hide least those who do not understand link less of me. I draw upon the strength of my blood to strike at evil.
Ifni said:1. A battle-priestess of the goddess of fire, wrath, arguments and war. She honors her deity by devoting her life utterly to her chosen crusade - scouring the world clean of the fiends and undead who plague it. She is knowledgeable about such foul creatures, and trained in special techniques to battle them more effectively (in 3.5, she is a sacred exorcist with chosen foe evil outsiders, and high ranks in Knowledge (Planes) and (Religion)). She is a skilled warrior who fights with a simple quarterstaff (her deity's favored weapon), imbued with divine power by her goddess' holy fury - her fighting style relies on speed and many quick jabs rather than a few overwhelming blows (she uses her staff as a double weapon). She can reduce undead to dust by channelling sun-fire and command creatures of fire to do her bidding (her temple is guarded by commanded pyrohydras). Fire does not burn her, and when she wishes to travel quickly, she can transform herself into dark ashy smoke and let the wind carry her. As a servant of the Blazing Wrath, she can unleash powerful spells drawing on elemental fire/light and the divine Word (since her deity is patron of both fire and arguments) - in 3.5 she often used fire/light spells like Fire Seeds and Bolt of Glory, and sonic spells like the Power Words, Holy Word and Lion's Roar. She can infuse her allies with holy rage, while also using her divine powers to heal wounds and keep her allies fighting at peak efficiency (her goddess delights in battle and favors the brave). Out-of-combat, she often calls on her goddess' blessings to heal the sick and wounded and provide food to the starving, as it is not only adventurers who fight the war against the darkness. She is currently L15 (so it's okay if you need to use a L30 4e character to emulate her). Her weaknesses are a lack of powerful mobility + battlefield control magic (although she fills the 4e "controller" role decently, just because she has some huge AoE spells). In terms of 4e roles, she really has elements of all four, but I guess she's more a leader than anything else - she has excellent party buffs and healing, powerful AoE spells (both damage-dealing and inflicting status effects, just not much battlefield control), powerful single-target damage spells (but not the mobility strikers are meant to have), and usually has the highest AC in the party by a fair margin (but isn't very "sticky" in melee, as 4e controllers are meant to be).
The coolest guy in the universe is where most of my character concepts start out. And it's always good when my buddies look at them and go "Um...did you really mean to give this character the ability to lift and throw the sun?" and I look at it again and we all have a good laugh.Merlin the Tuna said:Is it wrong that I'm laughing to myself at some of these character concepts? So many of these descriptions amount more or less to "I am the coolest guy in the universe. No seriously, I am totally unstoppable. I am captured by no man, I leave no trace, and all who see me quiver in fear. In fact, most people can't see me even if they want to, but they quiver in fear anyway. I am so unspeakably awesome, I don't just have a trenchcoat and a katana; I have a trenchcoat made of katanas." This is doubly amusing knowing that, if these characters were played in 3.5, they likely spent their fair share of a campaign being utterly embarrassed on more than a few occasions, and a couple likely weren't very good even at their chosen specialty.
Ah, such are the foibles that make us human. 'Course, if I wanted to spend my game time pretending to be a human, I wouldn't need all these rulebooks.Toras said:I mean, I loved a lot of my 3.5 characters, but I'm not about to neglect that my Rogue's ability to be a deadly, sneaky assassin was impeded by the fact that a gentle breeze tended to render him unconscious, that his stalwart Fighter teammate was incapacitated by Will saves all the bloody time, that my clever and learned Sorcerer/Fiend-Blooded was shredded by insignificant monsters, that my grizzled Barbarian/Dragon Shaman will be known for hitting on about 2 attack rolls throughout his short career, and so on and so forth.

(Dungeons & Dragons)
Rulebook featuring "high magic" options, including a host of new spells.