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<blockquote data-quote="mellored" data-source="post: 6707515" data-attributes="member: 6801209"><p><strong>Elven Critters</strong></p><p></p><p>This build is meant to run in groups with itself. Optimized MBA, crits, and attack granting.</p><p></p><p>[sblock=build]</p><p>====== Created Using Wizards of the Coast D&D Character Builder ======</p><p>Crystal Critter, level 30</p><p>Wood Elf, Avenger/Warlord, Ardent Champion, Destined Scion</p><p>Hybrid Avenger Option: Hybrid Avenger Fortitude</p><p>Warlord Leadership Option: Battlefront Leader (Hybrid)</p><p>Hybrid Warlord Option: Hybrid Warlord Fortitude</p><p>Hybrid Talent Option: Avenger's Censure (Hybrid)</p><p>Avenger's Censure Option: Censure of Pursuit</p><p>Epic Heroism Option: Dexterity</p><p>Epic Heroism Option: Wisdom</p><p></p><p>FINAL ABILITY SCORES</p><p>STR 12, CON 13, DEX 26, INT 12, WIS 30, CHA 10</p><p></p><p>STARTING ABILITY SCORES</p><p>STR 10, CON 11, DEX 14, INT 10, WIS 18, CHA 8</p><p></p><p>AC: 42 Fort: 37 Ref: 42 Will: 46</p><p>HP: 171 Surges: 8 Surge Value: 42</p><p></p><p>TRAINED SKILLS</p><p>Acrobatics +29, Heal +31, Perception +39, Stealth +29</p><p></p><p>UNTRAINED SKILLS</p><p>Arcana +16, Athletics +16, Bluff +15, Diplomacy +15, Dungeoneering +25, Endurance +16, History +16, Insight +25, Intimidate +15, Nature +27, Religion +16, Streetwise +15, Thievery +23</p><p></p><p>POWERS</p><p>Basic Attack: Melee Basic Attack</p><p>Basic Attack: Ranged Basic Attack</p><p>Avenger Feature: Oath of Enmity</p><p>Warlord Feature: Inspiring Word</p><p>Warlord Feature: Battlefront Shift</p><p>Avenger Attack 1: Overwhelming Strike</p><p>Warlord Attack 1: Direct the Strike</p><p>Warlord Attack 1: Powerful Warning</p><p>Warlord Utility 2: Knight's Move</p><p>Avenger Utility 2: Loyal Sanction</p><p>Warlord Utility 10: Tactical Orders</p><p>Ardent Champion Attack 11: Fanatical Flurry</p><p>Ardent Champion Utility 12: Battle Rapture</p><p>Warlord Attack 13: Impromptu Attack</p><p>Warlord Attack 15: War Master's Assault</p><p>Avenger Utility 16: Summons to Duty</p><p>Avenger Attack 17: Soulforge Hammering</p><p>Ardent Champion Attack 20: Irresistible Ardor</p><p>Warlord Utility 22: Rush of Battle</p><p>Warlord Attack 25: Warlord's Resurgence</p><p>Destined Scion Utility 26: Epic Recovery</p><p>Cleric Attack 27: Doom of the Unworthy</p><p>Avenger Attack 29: Fiery Vengeance</p><p>Destined Scion Utility 30: Undeniable Victory</p><p></p><p>FEATS</p><p>Level 1: Power of Skill</p><p>Level 2: Unarmored Agility</p><p>Level 4: Improved Defenses</p><p>Level 6: Weapon Proficiency (Gouge)</p><p>Level 8: Two-Handed Weapon Expertise</p><p>Level 10: Hybrid Talent</p><p>Level 11: Painful Oath</p><p>Level 12: Reserve Maneuver</p><p>Level 14: Impaling Spear</p><p>Level 16: Weapon Focus (Spear)</p><p>Level 18: Mark of Healing</p><p>Level 21: Vengeful Declaration</p><p>Level 21: Epic Resurgence</p><p>Level 22: Hand of Divine Guidance</p><p>Level 24: Divine Healer</p><p>Level 26: Novice Power</p><p>Level 28: Punishing Radiance</p><p>Level 30: Font of Radiance</p><p></p><p>ITEMS</p><p>Rending Gouge +6 x1</p><p>Cloak of Distortion +6 x1</p><p>Robe of Eyes Dragoncloth Armor +6 x1</p><p>Zephyr Boots x1</p><p>Symbol of Victory +2 x1</p><p>Iron Armbands of Power (epic tier) x1</p><p>====== End ======</p><p></p><p>[/sblock]</p><p></p><p>Wood Elf gives us the stats, as well as the ability to ignore difficult terrain durring shifts. Elven accuracy is certainly a quality power, but for this group, going first is better. We also take reactive stealth, since group awareness isn't useful.</p><p></p><p>We start with commander's strike -> overwhelming strike for a solid damage attacks. </p><p>The encounter is powerful warning, which will let us shift away from the attacker, likely negating even a crit. Which helps with out low-ish defenses.</p><p>The daily is a encounter long damage boost. Use it and have everyone grant attacks to you.</p><p>We also stay safe with a heal per person.</p><p></p><p>2 Loyal Sanctions adds quite a bit of damage at this level. We even have a little nova with Loyal Sanctions -> Direct the Strike (x4). We switch this out for Holy Blessing later, when minors become tight, and out of turn kills become more common.</p><p></p><p>5 Sent of victory is the only warlord daily that's remotely useful here. Conditional, but potentially can win 1/2 an encounter by itself.</p><p></p><p>6 We add knights move -> fury's assault to the loyal sanctions target.</p><p></p><p>7 We get Vengeance is Mine. So more off action attacks. Note that someone can use powerful warning on you at the same time for a tripple hit.</p><p></p><p>9, Aspect of might-> storm father's favor. Since minions are a major weakness of this build, we get auto-damage.</p><p></p><p>10 Tactical Orders adds alot of mobility.</p><p></p><p>13, everyone picks up death from 2 sides, so we crit alot. Note that this is a NO action, so we still have our free action open. Thanks to reserve manuver, we don't give up any of our previous powers. (the PP's encounter isn't great anyways).</p><p></p><p>15: Aspect of Might -> Warmaster's Assault, +2 damage doesn't mean much anymore, but everyone attacking at once does.</p><p></p><p>16: Summons To Duty ensures you always have someone to use DF2S's with.</p><p>And we also get a free attack per crit.</p><p></p><p>17 upgrades vengence is mine for impromput attack, which has an easier trigger. Enemies arn't neccicaraly going to get a turn.</p><p></p><p>19: Sent of victory-> Warlord's Recovery. Getting an extra 2 uses of DF2S (one for you, one for an ally) is a win.</p><p></p><p>21: The ED is simply to-hit and damage. Vengeful Declaration is higly importaint, since we need all the minors we can get, as well as having a good chance of getting a kill or 2 between turns.</p><p></p><p>22: Rush of Battle is a daily attack power in a utility slot.</p><p></p><p>23: trade fury's assault to soulforged hammering. Note that you get a minor action attack <u>per turn</u>. Thus, say hi to all the other knight's moves.</p><p></p><p>25: Warlord's Recovery -> Warlords resurgence. Straight upgrade.</p><p></p><p>27: Trade out Death From Two Sides for Doom of the Unworthy. With the PP, each of an allies attacks is a double 10, which is a crit, which generates an MBA from rending, which is also a crit.... so <span style="color: #daa520">infinite damage</span>.*</p><p></p><p>29: Storm Father's -> firey vengeance. Minion clearing + surgeless healing.</p><p></p><p>Items: I'm trying and keep it item light so i won't add a radiant shard and dice of auspicious fortune, but...</p><p><span style="color: #daa520">*Rending</span>, since it's a no-action attack on a crit.</p><p>Cloak of Distortion: Ranged attackers are major weakness</p><p>Robe of Eyes: Blocks a nasty effect, as well as a bonus to perception/initiative.</p><p>Zephyr Boots: We have alot of movement, but we need a way to get flyers.</p><p>Symbol of Victory +2: Cause crits.</p><p>Enshrouding Candle: Might let us stealth.</p><p></p><p>* If your DM houserules rending weapon to be a free action (which is perfectly reasonable), change impromptu attack for a plan comes together for better action economy. Change to a frost gouge, and pick up the standard cold package. Possibly grab Punisher of the Gods as well.</p></blockquote><p></p>
[QUOTE="mellored, post: 6707515, member: 6801209"] [b]Elven Critters[/b] This build is meant to run in groups with itself. Optimized MBA, crits, and attack granting. [sblock=build] ====== Created Using Wizards of the Coast D&D Character Builder ====== Crystal Critter, level 30 Wood Elf, Avenger/Warlord, Ardent Champion, Destined Scion Hybrid Avenger Option: Hybrid Avenger Fortitude Warlord Leadership Option: Battlefront Leader (Hybrid) Hybrid Warlord Option: Hybrid Warlord Fortitude Hybrid Talent Option: Avenger's Censure (Hybrid) Avenger's Censure Option: Censure of Pursuit Epic Heroism Option: Dexterity Epic Heroism Option: Wisdom FINAL ABILITY SCORES STR 12, CON 13, DEX 26, INT 12, WIS 30, CHA 10 STARTING ABILITY SCORES STR 10, CON 11, DEX 14, INT 10, WIS 18, CHA 8 AC: 42 Fort: 37 Ref: 42 Will: 46 HP: 171 Surges: 8 Surge Value: 42 TRAINED SKILLS Acrobatics +29, Heal +31, Perception +39, Stealth +29 UNTRAINED SKILLS Arcana +16, Athletics +16, Bluff +15, Diplomacy +15, Dungeoneering +25, Endurance +16, History +16, Insight +25, Intimidate +15, Nature +27, Religion +16, Streetwise +15, Thievery +23 POWERS Basic Attack: Melee Basic Attack Basic Attack: Ranged Basic Attack Avenger Feature: Oath of Enmity Warlord Feature: Inspiring Word Warlord Feature: Battlefront Shift Avenger Attack 1: Overwhelming Strike Warlord Attack 1: Direct the Strike Warlord Attack 1: Powerful Warning Warlord Utility 2: Knight's Move Avenger Utility 2: Loyal Sanction Warlord Utility 10: Tactical Orders Ardent Champion Attack 11: Fanatical Flurry Ardent Champion Utility 12: Battle Rapture Warlord Attack 13: Impromptu Attack Warlord Attack 15: War Master's Assault Avenger Utility 16: Summons to Duty Avenger Attack 17: Soulforge Hammering Ardent Champion Attack 20: Irresistible Ardor Warlord Utility 22: Rush of Battle Warlord Attack 25: Warlord's Resurgence Destined Scion Utility 26: Epic Recovery Cleric Attack 27: Doom of the Unworthy Avenger Attack 29: Fiery Vengeance Destined Scion Utility 30: Undeniable Victory FEATS Level 1: Power of Skill Level 2: Unarmored Agility Level 4: Improved Defenses Level 6: Weapon Proficiency (Gouge) Level 8: Two-Handed Weapon Expertise Level 10: Hybrid Talent Level 11: Painful Oath Level 12: Reserve Maneuver Level 14: Impaling Spear Level 16: Weapon Focus (Spear) Level 18: Mark of Healing Level 21: Vengeful Declaration Level 21: Epic Resurgence Level 22: Hand of Divine Guidance Level 24: Divine Healer Level 26: Novice Power Level 28: Punishing Radiance Level 30: Font of Radiance ITEMS Rending Gouge +6 x1 Cloak of Distortion +6 x1 Robe of Eyes Dragoncloth Armor +6 x1 Zephyr Boots x1 Symbol of Victory +2 x1 Iron Armbands of Power (epic tier) x1 ====== End ====== [/sblock] Wood Elf gives us the stats, as well as the ability to ignore difficult terrain durring shifts. Elven accuracy is certainly a quality power, but for this group, going first is better. We also take reactive stealth, since group awareness isn't useful. We start with commander's strike -> overwhelming strike for a solid damage attacks. The encounter is powerful warning, which will let us shift away from the attacker, likely negating even a crit. Which helps with out low-ish defenses. The daily is a encounter long damage boost. Use it and have everyone grant attacks to you. We also stay safe with a heal per person. 2 Loyal Sanctions adds quite a bit of damage at this level. We even have a little nova with Loyal Sanctions -> Direct the Strike (x4). We switch this out for Holy Blessing later, when minors become tight, and out of turn kills become more common. 5 Sent of victory is the only warlord daily that's remotely useful here. Conditional, but potentially can win 1/2 an encounter by itself. 6 We add knights move -> fury's assault to the loyal sanctions target. 7 We get Vengeance is Mine. So more off action attacks. Note that someone can use powerful warning on you at the same time for a tripple hit. 9, Aspect of might-> storm father's favor. Since minions are a major weakness of this build, we get auto-damage. 10 Tactical Orders adds alot of mobility. 13, everyone picks up death from 2 sides, so we crit alot. Note that this is a NO action, so we still have our free action open. Thanks to reserve manuver, we don't give up any of our previous powers. (the PP's encounter isn't great anyways). 15: Aspect of Might -> Warmaster's Assault, +2 damage doesn't mean much anymore, but everyone attacking at once does. 16: Summons To Duty ensures you always have someone to use DF2S's with. And we also get a free attack per crit. 17 upgrades vengence is mine for impromput attack, which has an easier trigger. Enemies arn't neccicaraly going to get a turn. 19: Sent of victory-> Warlord's Recovery. Getting an extra 2 uses of DF2S (one for you, one for an ally) is a win. 21: The ED is simply to-hit and damage. Vengeful Declaration is higly importaint, since we need all the minors we can get, as well as having a good chance of getting a kill or 2 between turns. 22: Rush of Battle is a daily attack power in a utility slot. 23: trade fury's assault to soulforged hammering. Note that you get a minor action attack [u]per turn[/u]. Thus, say hi to all the other knight's moves. 25: Warlord's Recovery -> Warlords resurgence. Straight upgrade. 27: Trade out Death From Two Sides for Doom of the Unworthy. With the PP, each of an allies attacks is a double 10, which is a crit, which generates an MBA from rending, which is also a crit.... so [COLOR=#daa520]infinite damage[/COLOR].* 29: Storm Father's -> firey vengeance. Minion clearing + surgeless healing. Items: I'm trying and keep it item light so i won't add a radiant shard and dice of auspicious fortune, but... [COLOR=#daa520]*Rending[/COLOR], since it's a no-action attack on a crit. Cloak of Distortion: Ranged attackers are major weakness Robe of Eyes: Blocks a nasty effect, as well as a bonus to perception/initiative. Zephyr Boots: We have alot of movement, but we need a way to get flyers. Symbol of Victory +2: Cause crits. Enshrouding Candle: Might let us stealth. * If your DM houserules rending weapon to be a free action (which is perfectly reasonable), change impromptu attack for a plan comes together for better action economy. Change to a frost gouge, and pick up the standard cold package. Possibly grab Punisher of the Gods as well. [/QUOTE]
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