Munch me a blaster character, please!

For various reason, my 4E books haven't touched since I got them. And now our first session is this coming weekend.

I'm not an early adopter of 4E and my only previous experience was disjointed and unsatifying, but I'm hoping one or more of you with some 4E under your belt would find it fun to try your hand on a munchkin. Surely, there is some combo of race/class/feats that you think blows the socks off all others?

So, if you are willing, I have only a few parameters I'm really looking at.

1. a blaster, so probably a wizard, maybe not a warlock because...

2. ALL area effect attacks, ALL the time. I'm tired of being the face man or the cleric, I just wanna blow stuff up. A lot of stuff!


Worse comes to worse I think I can just use one of the various pregens, but I'd still need to come up with a character of my own.

Looking forward to anything you can throw my way!
 

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I would think that someone who feels like helping you would need some more information. Level? method of generating stats?

But it should be easy. if you want to blast a lot of people, make a wizard, if you want to blast one enemy at the time, make a warlock. If you want both, multiclass..
 

Tiefling Wizard-1
STR 8
CON 14
DEX 13
INT 18
WIS 14
CHA 12
HP 24 AC 15 Fort 12 Ref 14 Will 14
Healing surge (6 hp): 8 per day
+1 attack vs bloodied foes (racial)
fire resist 5 (racial)

FEATS:
Hellfire blood: +1 attack, +1 damage with Fire or Fear powers
Ritual caster. Rituals: Tenser's Floating Disk, Comprehend Languages, Make Whole

SKILLS:
arcana 9
history 9
religion 9
insight 7
bluff 3
stealth 3

POWERS:
at will:
Ghost sound
Light
Mage Hand
Prestidigitation
Scorching Burst: area burst 1 within 10 squares. +5 vs reflex, for d6+5 fire
Thunderwave: close blast 3. +4 vs fort, for d6+4 thunder and push 2 squares

encounter:
Infernal Wrath: minor, personal. +1 attack, +1 damage vs a foe who hit you since your last turn (racial)
Burning Hands: close blast 5. +5 vs reflex, for 2d6 +5 fire
Staff of Defense: immediate interrupt. +2 to defense against one attack. You can decide to use this power after the DM has told you the damage you are about to receive.

daily: (choose 1 of these 2, each day)
Flaming Sphere: ranged 10. When conjured in an unoccupied space, it attacks an adjacent creature (+5 vs reflex, for 2d6+5 fire). Any creature that starts its turn next to the sphere takes d4+5 fire. The sphere vanishes at the end of your next turn unless sustained before then.
minor action: sustain the sphere for another turn. You may sustain it until the encounter ends.
move action: move the sphere up to 6 squares.
standard action: attack with the sphere again (as when conjured)

Freezing Cloud: area burst 2 within 10 squares. +4 vs Fort. Hit: d8+4. Miss: half damage.
Effect: cloud lasts until end of your next turn. Any creature that starts its turn in it or enters it is attacked again.
Minor: dismiss the cloud early.
________________________________________________________
notes: You asked for all AoE, but I fear you could find yourself without a safe target in some fights. I might exchange thunderwave for magic missile or ray of frost, so you have something you can snipe with when friends are mixed with foes.

I went with every fire power available, to optimize the Tiefling racial feat. I chose the Staff of Defense implement because you lack ongoing status-infliction for the orb, and the wand helps only a single damage roll, making it less useful for AoE effects.

CHA, CON and DEX are all required for interesting wizardly feats later on. Without knowing the direction youw ant to go, I made them all high enough so that those feats will be reachable.
 
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Frost Mage

Wizard

Stats
16 INT + 2 Human = 18 (+8 at level 30, totals 26)
16 WIS (+8 at level 30, totals 24)
12 CON (totals 14)
11 STR (totals 13)
11 CHA (totals 13)
8 DEX (totals 10)

Orb Spec.

1At Wills - Thunderwave, Magic Missile, Scorching Burst
1Encounter - Icy Terrain
1Daily - Freezing Cloud (Alternate: Acid Arrow)
2Utility - Expeditious Retreat (Alternate: Shield)
3Encounter - Icy Rays
5Daily - Bigby's Icy Grasp (Alternate: Web)
6Utility - Dimension Door, (Alternate: Invisibility)
7Encounter - Winter's Wrath
9Daily - Ice Storm (Alternate: Lightning Serpent)
10Utility - Blur (Alternate: Resistance)

Paragon Path: Blood Mage

13 Encounter - Frostburn
15 Daily - Wall of Ice (Alternate: Blast of Cold)
16 Utility - Stoneskin (Alternate: Greater invisbility)
17 Encounter - Ice Tomb
19 Daily - Acid Wave (Alternate: Evard's Black Tentacles)

Epic Destiny - Epic Trickster

22 Utility - Mass Fly (alternate: Time stop) -> Spirit of Health
23 Encounter - Acid Storm
25 Daily - Elemental Maw: Cold (Alternate: Necrotic Web)
27 Encounter - Confusion
29 Daily - Greater Ice Storm (Alternate: Meteor Swarm)

Skills - Whatever

Feats -
1 Action Surge
1 Burning Blizzard
2 Armor Prof: Leather
4 Human Perseverance
6 Improved Initiative
8 Linguist
10 Toughness
11 Wintertouched
12 Action Recovery
14 Combat Anticipation
16 Devastating Critical
18 Lasting Frost
20 Multiclass: Cleric
21 Prof: Light Shield
22 Spell Focus: Wizard
23 Epic Resurgance
24 Spell Accuracy
26 Cleric Power -> Spirit of Health, Utility 22
28 Back to the Wall
30 Danger Sense

(You utilize a combination of AoE damage and Slows/immob/prones to not only keep the enemies all dying, but also all far away, and clumped up for the next aoe. You use the orb power to keep your zone longer, dealing more damage.)
 



Ah yes, I did mean 1st level. And as far as stat generation, I really don't know except what the DM said, "normal". I think there is a default method in the PHB and that's most likely what he meant.

Fire and frost mages, cool! I'll have to print them out and sit down to check them out, thanks!
 

The power of the frost mage is that, if you get the jump, you can theoretically keep normal mobs from moving more than 1-2 spaces each turn, lining them up for another potential AoE. Fire is nice in that the initial assault is more devastating, but as soon as it hits, the enemies will scatter. If you are thinking of going fire, I would occasionally take a frost spell encounter or alternate daily in order to line up a combo.

The blood mage PP is also amazing, in that all 6 abilities have practicality. Ongoing 10 damage on a hit, with the +15% human bonus to hit, its free damage, at least you get 10x free damage, where x is the number hit by the AoE, at most you destroy them completely. Being able to channel on average 5.5 or 11 hitpoints into an AoE dramatically up the effectiveness, if you roll high, channel 20 HP into the attack, and get a bonus 80 damage out of it, no one will mind wasting a minor to heal you. Or you could use your second wind and aoe another 12+ damage to nearby foes.

The best thing about it, is at 20 you can use the daily bloodmage power to stun a enemies for 2 rounds with the orb bonus(on a miss!).
 

I think the frost mage has a slight upper hand when resistances become more common, because Burning Blizzard is of benefit for both cold and acid spells, so you have two energy types to pick from. The Tiefling with Hellfire Blood is weaker whenever he doesn't use a fire power (there are very few wizard powers with the fear keyword).

That said, the wizard I rolled up for myself is a Tiefling with Hellfire Blood almost exactly the same as the one in this thread. Probably not something to worry too much about.
 

The benefit of fire comes in that you can take a feat to reduce the resistance of foes, but that also is likely due to fire resistance being the most common resistance, with many demons and devils having high amounts.
 

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