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Fix the KotS Characters?

KidSnide

Adventurer
A request for those who have the books:

Would it be possible to take a look at the Keep on the Shadowfell pregen characters and post something a little more effective?

It seems like the Paladin, for example, would have benefited from a Wis of 14 and a Cha of 15, but -- without the books -- it's hard to know the full effect of that change. Also, the feat selection looks particularly bad. Nobody needs to post the full set of character options, but a few smart choices could make the characters a lot better...
 

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A Rogue from a different board that I liked.

Initiative: 5 (+5 dex)
Action Points: 1
Max Hit Points: 23hp
Bloodied: 11hp
Healing: 5hp
Surges: 6/day
2nd Wind: 1/encounter

AC: 17 (+2 armor, +5 dex)
Fort: 10
Ref: 17 (+2 class, +5 dex)
Will: 13 (+3 cha)

+0 Str: 10
+0 Con: 11
+5 Dex: 20 (+2 race)
-1 Int: 8
+0 Wis: 10
+3 Cha: 16 (+2 race)

Movement: 6
Vision: Normal
Passive Insight: 10
Passive Perception: 15 (+5 skill)

Skills:
-12 Acrobatics (trnd, +5 dex, +2 class)
-3 Bluff (+3 cha)
-3 Diplomacy (+3 cha)
-5 Dungeoneering (trnd)
-8 Intimidate (trnd, +3 cha)
-5 Perception (trnd)
-10 Stealth (trnd, +5 dex)
-3 Streetwise (+3 cha)
-12 Thievery (trnd, +5 dex, +2 class)
Languages: Common, Giant.

Name:
Level: 1
XP: 0
Race: Halfling
Role: Striker
Class: Rogue
Build: Trickster
Paragon Path: -
Epic Destiny: -
Source: Martial
Gender: Male
Size: S
Age: 24
Height: 4’2”
Weight: 70lbs
Alignment: Unaligned
Deity: Avandra

Proficiencies:
-Dagger
-Shortsword
-Hand Crossbow
-Sling
-Shuriken
-Cloth Armor
-Leather Armor

Copper: -
Silver: -
Gold: 36g
Platinum: -

Normal Load: 100lbs
Currently Load: 58lbs
Equipment:
-Leather Armor +2 AC, 15lbs
-4 Daggers, 4lbs
-SAK: a backpack, a bedroll, flint and steel, a belt pouch, two sunrods, ten days’ worth of trail rations, 50 feet of hempen rope, and a waterskin. 33lbs
-Thieves’ Tools: Grant a +2 bonus to Thievery checks to open a lock or to disarm a trap. 1lb

Race & Class Features:
-Artful Dodger +3 (cha) to AC vs AoO
-Nimble Reaction: +2 to AC vs AoO
-Combined: +5 to AC vs AoO
-Bold: +5 for Save vs Fear

-First Strike:
You have Combat Advantage against any creatures that have not yet acted in the encounter.
-Rogue Weapon Talent:
You gain a +1 bonus to attack rolls when using a dagger.
-Sneak Attack:
Once per round when you have Combat Advantage against an enemy and are using a light blade, a crossbow, or a sling, your attack against the enemy deals an additional +2D6 points of damage.

“Combat Advantage”
You gain a +2 bonus to your attack roll.

Feats:
-Nimble Blade:
When you attack with a light blade and you have combat advantage, you gain a +1 bonus to attack rolls.

Dagger Attacks: +10, +13 (if CA Charge)
(+5 dex, +3 prof, +1 class, +1 feat)

“Charge”:
A standard action; move your speed as part of the charge and make a melee basic attack or a bull rush at the end of your move.
You gain a +1 bonus to that attack roll.
Requirements: You must move at least 2 squares from your starting position and you must move directly to the nearest square from which you can attack the enemy. You can’t charge if the nearest square is occupied.

AT WILL POWERS:

Piercing Strike: Rogue Attack 1
Standard Action, melee weapon
Requirement: Must wield a light blade.
Target: One creature
Attack: +10 (dex) vs. Reflex
Hit: 1D4 + 5 (dex).

Riposte Strike: Rogue Attack 1
Standard Action, melee weapon
Requirement: Must wield a light blade.
Target: One creature
Attack: +10 (dex) vs. AC
Hit: 1D4 + 5 (dex). If the target attacks you before the start of your next turn, you make your riposte against the target as an immediate interrupt: a Str vs. AC attack that deals 1D4 (str).

ENCOUNTER POWERS:

Dazing Strike Rogue Attack 1
Standard Action, melee weapon
Requirement: Must wield a light blade.
Target: One creature
Attack: +10 (dex) vs. AC
Hit: 1D4 + 5 (dex) and the target is dazed until the end of your next turn:

“Dazed”:
-They grant combat advantage.
-They can take only 1 action on their turn, (but they can also take free actions) and can’t take immediate actions or AoO.
-They can’t flank an enemy.

DAILY POWERS:

Blinding Barrage Rogue Attack 1
Standard Action, Close Blast 3
Requirement: You must be wielding a crossbow, a light thrown weapon, or a sling.
Target: Each enemy in blast you can see
Attack: +10 (dex) vs. AC
Hit: 2D4 + 5 (dex) and the target is blinded until the end of your next turn.
Miss: Half damage and the target is not blinded.

“Blinded”:
-They grant combat advantage.
-They can’t see any target (your targets have total concealment).
-They take a –10 penalty to Perception checks.
-They can’t flank an enemy.

“Total Concealment” :
–5 penalty to Attack Rolls
 

Another basic change for the better would be to make the Cleric an Elf instead of a Half-Elf.

Reroll attack? +2 to Wisdom and Dex? Perfect for someone focused on ranged attacks like Lance of Faith and Sacred Flame. The additional movement is nice, too.

As to feats, pretty much any feat would be better than Armor of Bahamut at 1st level, where most of the crits we soaked up came from minions (i.e. identical damage to opponent's regular attack).

Best feat would probably be Elven Accuracy.

For an Elf Cleric, though, it seems like Astral Fire could be within reach, too.

Cheers, -- N
 

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