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Consultations re 3.5 --> 4E Druid/Wizard Conversion?
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<blockquote data-quote="Schwabio" data-source="post: 4867853" data-attributes="member: 84565"><p>So your question seems to be how do I make a cool roleplay character, in a roleplay heavy group, that also kicks some butt when it comes down to mechanics.</p><p></p><p></p><p></p><p>Keys to success:</p><p>1. Attitude: you got in spades and makes the roleplay heavy group work</p><p> 1. Mechanic is seperate from flavor</p><p> 2. the explanation for how a power works can be different</p><p> a. I call out to gaia to smite the defiler by sicking wolves on em</p><p> b. I squirt make bitches go wild pheromone on bad guy thus sicking wolves on em.</p><p> c. I strive for high flavor simple mechanic</p><p></p><p>2. Rituals as mentioned above are key for giving you all the Story driving magic you could want. You can do anything with a ritual.</p><p> a. arcana, nature and religion give access to different types of rituals</p><p> b. you can be a "non-caster" and do rituals with a feat. its fun</p><p> c. you don't even need to be good at skill to use a lot of great rituals</p><p> d. Can spawn quests for ingredients or formula...good stuff</p><p>3. as long as you have ritual feat, and access to 2 skills possibly thru MC feat</p><p>4. Half-Elf dilletante power is really cool particularly with</p><p> a. combat virtuoso: use cha for to hit on MC powers</p><p> b. versatile master turns dilletante power into at-will</p><p> c. interesting candidates: </p><p> i. twin-strike from ranger </p><p> ii. Howling Strike from barbarian, still need str for damage of this power</p><p> </p><p>5. Mounts are a great deal. feat is not needed to ride effectively in combat </p><p> dire wolf: cost 1k gp, if you have mounted combat you get combat advantage as long as one of your allies threaten's your target, reliable + to hit is king in 4E</p><p> hippogrif: 4k gp fly the friendly skies, works great for charging or ranged, much cheaper and better than magic fly</p><p> magic summoned warhorse: feat gives you +5 damage melee damage</p><p> Mount Gear: cheap, keeps em mostly impervious in combat, does not slow game down as it is just your actions.</p><p> </p><p> example builds:</p><p> 1. Half-elf bard- rituals all the skills you need, good buffs and debuffs</p><p> either build for charging using barbarian ability</p><p> or go Greatbow wielding, twin striking, Euphonic Bow paragon</p><p> This is built a bard of valor but move pts from con ->int and be Cunning instead, up to you</p><p></p><p></p><p>I admit he is a bit of a liberal interpretation, but you got your magic, you got your nature friendly, buff, debuffs, control, decent dmg, range help with staying alive, mount helps with staying at range, decent heals</p><p>I think flavor wise definitely can be construed to fit.</p><p></p><p></p><p>[sblock]</p><p>====== Created Using Wizards of the Coast D&D Character Builder ======</p><p>Xamot, level 12</p><p>Half-Elf, Bard, Euphonic Bow</p><p>Bardic Virtue: Virtue of Valor</p><p>Background: Born Under a Bad Sign</p><p></p><p>FINAL ABILITY SCORES</p><p>Str 9, Con 19, Dex 15, Int 11, Wis 11, Cha 22.</p><p></p><p>STARTING ABILITY SCORES</p><p>Str 8, Con 14, Dex 14, Int 10, Wis 10, Cha 17.</p><p></p><p></p><p>AC: 27 Fort: 23 Reflex: 22 Will: 26</p><p>HP: 89 Surges: 11 Surge Value: 22</p><p></p><p>TRAINED SKILLS</p><p>Arcana +11, Religion +11, Streetwise +17, Diplomacy +19, Bluff +17, Nature +11</p><p></p><p>UNTRAINED SKILLS</p><p>Acrobatics +8, Dungeoneering +7, Endurance +10, Heal +7, History +7, Insight +9, Intimidate +13, Perception +7, Stealth +8, Thievery +8, Athletics +5</p><p></p><p>FEATS</p><p>Bard: Ritual Caster</p><p>Level 1: Combat Virtuoso</p><p>Level 2: Weapon Proficiency (Greatbow)</p><p>Level 4: Focused Expertise (Greatbow)</p><p>Level 6: Weapon Focus (Bow)</p><p>Level 8: Distant Advantage</p><p>Level 10: Warrior of the Wild</p><p>Level 11: Versatile Master</p><p>Level 12: Prime Strike</p><p></p><p>POWERS</p><p>Bard at-will 1: Cutting Words</p><p>Bard at-will 1: Jinx Shot</p><p>Dilettante: Twin Strike</p><p>Bard encounter 1: Shout of Triumph</p><p>Bard daily 1: Echoes of the Guardian</p><p>Bard utility 2: Concerted Effort</p><p>Bard encounter 3: Song of the New Dawn</p><p>Bard daily 5: Strictures of Fortune</p><p>Bard utility 6: Song of Conquest</p><p>Bard encounter 7: Insightful Shot</p><p>Bard daily 9: Forceful Conduit</p><p>Bard utility 10: Mantle of Unity</p><p></p><p>ITEMS</p><p>Ritual Book, Amulet of Protection +3, Chainmail, Adventurer's Kit, Longsword, Light Shield, Implement, Wand, Meliorating Braidmail Armor +3, Impenetrable Barding (heroic tier), Mirrored Caparison (heroic tier), Saddle of Strength (heroic tier), Bridle of Rapid Action (heroic tier), Hippogriff, Homing Greatbow +3</p><p>====== Copy to Clipboard and Press the Import Button on the Summary Tab ======[/sblock]</p></blockquote><p></p>
[QUOTE="Schwabio, post: 4867853, member: 84565"] So your question seems to be how do I make a cool roleplay character, in a roleplay heavy group, that also kicks some butt when it comes down to mechanics. Keys to success: 1. Attitude: you got in spades and makes the roleplay heavy group work 1. Mechanic is seperate from flavor 2. the explanation for how a power works can be different a. I call out to gaia to smite the defiler by sicking wolves on em b. I squirt make bitches go wild pheromone on bad guy thus sicking wolves on em. c. I strive for high flavor simple mechanic 2. Rituals as mentioned above are key for giving you all the Story driving magic you could want. You can do anything with a ritual. a. arcana, nature and religion give access to different types of rituals b. you can be a "non-caster" and do rituals with a feat. its fun c. you don't even need to be good at skill to use a lot of great rituals d. Can spawn quests for ingredients or formula...good stuff 3. as long as you have ritual feat, and access to 2 skills possibly thru MC feat 4. Half-Elf dilletante power is really cool particularly with a. combat virtuoso: use cha for to hit on MC powers b. versatile master turns dilletante power into at-will c. interesting candidates: i. twin-strike from ranger ii. Howling Strike from barbarian, still need str for damage of this power 5. Mounts are a great deal. feat is not needed to ride effectively in combat dire wolf: cost 1k gp, if you have mounted combat you get combat advantage as long as one of your allies threaten's your target, reliable + to hit is king in 4E hippogrif: 4k gp fly the friendly skies, works great for charging or ranged, much cheaper and better than magic fly magic summoned warhorse: feat gives you +5 damage melee damage Mount Gear: cheap, keeps em mostly impervious in combat, does not slow game down as it is just your actions. example builds: 1. Half-elf bard- rituals all the skills you need, good buffs and debuffs either build for charging using barbarian ability or go Greatbow wielding, twin striking, Euphonic Bow paragon This is built a bard of valor but move pts from con ->int and be Cunning instead, up to you I admit he is a bit of a liberal interpretation, but you got your magic, you got your nature friendly, buff, debuffs, control, decent dmg, range help with staying alive, mount helps with staying at range, decent heals I think flavor wise definitely can be construed to fit. [sblock] ====== Created Using Wizards of the Coast D&D Character Builder ====== Xamot, level 12 Half-Elf, Bard, Euphonic Bow Bardic Virtue: Virtue of Valor Background: Born Under a Bad Sign FINAL ABILITY SCORES Str 9, Con 19, Dex 15, Int 11, Wis 11, Cha 22. STARTING ABILITY SCORES Str 8, Con 14, Dex 14, Int 10, Wis 10, Cha 17. AC: 27 Fort: 23 Reflex: 22 Will: 26 HP: 89 Surges: 11 Surge Value: 22 TRAINED SKILLS Arcana +11, Religion +11, Streetwise +17, Diplomacy +19, Bluff +17, Nature +11 UNTRAINED SKILLS Acrobatics +8, Dungeoneering +7, Endurance +10, Heal +7, History +7, Insight +9, Intimidate +13, Perception +7, Stealth +8, Thievery +8, Athletics +5 FEATS Bard: Ritual Caster Level 1: Combat Virtuoso Level 2: Weapon Proficiency (Greatbow) Level 4: Focused Expertise (Greatbow) Level 6: Weapon Focus (Bow) Level 8: Distant Advantage Level 10: Warrior of the Wild Level 11: Versatile Master Level 12: Prime Strike POWERS Bard at-will 1: Cutting Words Bard at-will 1: Jinx Shot Dilettante: Twin Strike Bard encounter 1: Shout of Triumph Bard daily 1: Echoes of the Guardian Bard utility 2: Concerted Effort Bard encounter 3: Song of the New Dawn Bard daily 5: Strictures of Fortune Bard utility 6: Song of Conquest Bard encounter 7: Insightful Shot Bard daily 9: Forceful Conduit Bard utility 10: Mantle of Unity ITEMS Ritual Book, Amulet of Protection +3, Chainmail, Adventurer's Kit, Longsword, Light Shield, Implement, Wand, Meliorating Braidmail Armor +3, Impenetrable Barding (heroic tier), Mirrored Caparison (heroic tier), Saddle of Strength (heroic tier), Bridle of Rapid Action (heroic tier), Hippogriff, Homing Greatbow +3 ====== Copy to Clipboard and Press the Import Button on the Summary Tab ======[/sblock] [/QUOTE]
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