MwaO's in-play build compilation

MwaO

Adventurer
I thought it might be interesting to post the builds I have in actual play. A lot of the builds that I end up posting on here are theoretical experiments that are used to improve my actual in-play builds.

I'll do a post for each build as it is as present, link to my theoretical build on CharOps if it exists, and quickly detail the why things are different.

[sblock=disclaimers]
I don't do full-blown optimized builds in actual play for many reasons, but mainly I don't like to be the person who is the superstar of every table. I like to range from strong contributor to star and the builds usually reflect this. So these builds may have significant flaws. Some of these flaws are deliberate even if there are superior options elsewhere. Sometimes, they're just flaws and I'm happy to fix such things.

I like bizarre builds that don't fit the mold. Especially ones with odd tactical options that don't necessarily appear to have strong synergy. I don't have problems with a starting primary stat of 16 before racials for a race that doesn't get a +2 to that stat. If you try to play one of these and it plays badly, it is possible that you hit a big run of bad luck or weren't playing the synergy correctly.

I like to be able to talk and not suffer potential skill challenge death from an overly 'you talked, you make the Diplomacy check' DM. Many of my characters have some sort of Face potential as a result.

I almost exclusively play in LFR face to face. I go to an occasional convention to play. The builds need to be practical for LFR - I often need to assume that something won't be available to me at the table, such as a particular role or capability.

I do not think that many of these builds are the best ever. They're fun for me to play and that's what is important. There most certainly could be ways to make them more fun and I don't mind at all hearing thoughts about it.

If you're interested in rules arguments, this is the wrong thread.[/sblock]
 
Last edited:

log in or register to remove this ad

MwaO

Adventurer
Kelnat the Bard 19

[sblock Build]
====== Created Using Wizards of the Coast D&D Character Builder ======
Tiefling, Bard, Resourceful Magician
Bardic Virtue Option: Virtue of Cunning
Thay (Thay Benefit)

FINAL ABILITY SCORES
STR 13, CON 11, DEX 9, INT 23, WIS 13, CHA 23

STARTING ABILITY SCORES
STR 12, CON 10, DEX 8, INT 16, WIS 12, CHA 16


AC: 33 Fort: 28 Ref: 32 Will: 32
HP: 125 Surges: 13 Surge Value: 31

TRAINED SKILLS
Acrobatics +12, Arcana +20, Athletics +14, Bluff +24, Religion +20

UNTRAINED SKILLS
Diplomacy +19, Dungeoneering +14, Endurance +12, Heal +14, History +19, Insight +14, Intimidate +19, Nature +14, Perception +14, Stealth +13, Streetwise +19, Thievery +11

POWERS
Basic Attack: Melee Basic Attack
Basic Attack: Ranged Basic Attack
Tiefling Racial Power: Infernal Wrath
Bard Feature: Majestic Word
Bard Feature: Words of Friendship
: Wail of Anguish Attack
Wizard Utility: Ghost Sound
Wizard Utility: Light
Wizard Utility: Mage Hand
Wizard Utility: Prestidigitation
Bard Attack 1: Staggering Note
Wizard Attack 1: Winged Horde
Wizard Attack 1: Freezing Burst
Wizard Utility 2: Shield
Bard Utility 6: Chord of Resilience
Wizard Attack 7: Twist of Space
Bard Attack 9: Wail of Anguish
Bard Utility 10: Mantle of Unity
Resourceful Magician Attack 11: Twinned Spell
Resourceful Magician Utility 12: Spontaneous Action
Wizard Attack 13: Prismatic Burst
Bard Attack 15: Strike Up the Dance
Wizard Attack 15: Prismatic Beams
Swordmage Utility 16: Borrowed Confidence
Wizard Attack 17: Mass Charm

FEATS
Level 1: Ritual Caster
Level 1: Staff Expertise
Level 2: Arcane Initiate
Level 4: Blade Initiate
Level 6: Superior Implement Training (Accurate staff)
Level 8: Bard of All Trades
Level 11: Sorcerous Vision
Level 11: Soul of Sorcery
Level 12: Enlarge Spell
Level 14: Imperious Majesty
Level 16: Dispater's Iron Discipline
Level 18: Improved Defenses

ITEMS
Ritual Book
Rhythm Blade Dagger +1
Goggles of Night (paragon tier)
Circlet of Arkhosia (paragon tier) x1
Mac-Fuirmidh Cittern +1
Ring of Tenacious Will (epic tier) x1
Diamond Cincture (heroic tier)
Siberys Shard of the Mage (paragon tier)
Blessed Book (heroic tier)
Traveler's Chant
Song of Sustenance
Endure Elements
Comprehend Language
Aria of Revelation
Tenser's Floating Disk
Song of Restfulness
Comrades' Succor
Dark Light
Memory of a Thousand Deaths
Resplendent Boots (heroic tier) x1
Rapidstrike Bracers (paragon tier) x1
Bralani Cloak +4 x1
Belt of the Witch King (paragon tier) x1
Horreb Ritual Cube (paragon tier)
Scroll of Scramble Portal
Accurate staff of Ruin +4 x1
Resplendent Gloves (paragon tier) x1
Inner Warmth Darkhide Armor +4 x1
====== End ======[/sblock]

[sblock Commentary]
Started play as a playtest Tiefling Bard before the rules were out. One of the consequences of this was that he's had access to a lot of very powerful options and didn't spend a lot of LFR item slots prior to 9th. He was multiclassed into Warlock for Warlock's Wrath, but in actual play, this basically destroyed combats - round 1, I'd do Warlock's Wrath, round 2, Mantle of Unity, and basically, nothing could hit us on round 2, which really does a number on tactics designed to reduce alpha-striking. So I got rid of it.

Note he gets to use his Arcana for Insight/Perception[/sblock]

[sblock Tactical]
He's a controller. He generally opens up with Borrowed Confidence for 2 attack rolls, uses either Twist of Space or Freezing Burst/Twin Spell to move targets together, then Action Points to either blind people via Prismatic Burst or send them flying at each other with Mass Charm. Generally goes first due to high init[/sblock]

[sblock Quick Hook]
He's really Human. He's a nephew of Tharchion Sylora Salm. He made some inappropriate remarks about Szass Tam and because of that, was cursed to be a Tiefling. Part of the joke is that I almost never remember to use the Tiefling Infernal Wrath power. He views himself as the minor nobleman that he is and plans an elaborate revenge on Szass Tam if he ever gets powerful enough.[/sblock]
 

MwaO

Adventurer
Beldan the Paladin 14

[sblock Build]
====== Created Using Wizards of the Coast D&D Character Builder ======
Half-Elf, Paladin, Life Singer
Versatile Expertise Option: Versatile Expertise (Heavy Blade)
Versatile Expertise Option: Versatile Expertise (Holy Symbol)
Half-Elf Power Selection Option: Dilettante
Baldur's Gate (Baldur's Gate Benefit)

FINAL ABILITY SCORES
STR 18, CON 16, DEX 15, INT 9, WIS 11, CHA 22

STARTING ABILITY SCORES
STR 14, CON 13, DEX 14, INT 8, WIS 10, CHA 16


AC: 31 Fort: 27 Ref: 27 Will: 29
HP: 109 Surges: 13 Surge Value: 27

TRAINED SKILLS
Acrobatics +12, Endurance +13, Heal +12, Insight +16, Religion +11

UNTRAINED SKILLS
Arcana +9, Athletics +12, Bluff +16, Diplomacy +20, Dungeoneering +10, History +9, Intimidate +16, Nature +10, Perception +10, Stealth +10, Streetwise +18, Thievery +10

POWERS
Basic Attack: Melee Basic Attack
Basic Attack: Ranged Basic Attack
Paladin Feature: Divine Mettle
Paladin Feature: Divine Strength
Paladin Feature: Divine Challenge
Paladin Feature: Lay on Hands
Bard Feature: Majestic Word
Warlock Attack 1: Eyebite
Paladin Attack 1: Virtuous Strike
Paladin Attack 1: Enfeebling Strike
Paladin Attack 1: Radiant Delirium
Paladin Utility 2: Virtue
Paladin Attack 3: Mocking Smite
Paladin Attack 5: Hallowed Circle
Paladin Utility 6: Wrath of the Gods
Paladin Attack 7: Divine Reverence
Paladin Attack 9: Ray of Reprisal
Paladin Utility 10: Winter's Arrival
Life Singer Attack 11: Pacifying Voice
Life Singer Utility 12: Inspired Solutions
Paladin Attack 13: Castigating Strike

FEATS
Level 1: Bardic Dilettante
Level 2: Improved Defenses
Level 4: Group Defense
Level 6: Weapon Focus (Heavy Blade)
Level 8: Versatile Expertise
Level 10: Bard of All Trades
Level 11: Versatile Master
Level 12: Psychic Lock
Level 14: Hero's Poise

ITEMS
Heavy Shield x1
Adventurer's Kit
Iron Armbands of Power (heroic tier) x1
Symbol of Resilience +3
Power Jewel (heroic tier)
Voidcrystal Longsword +3 x1
Summoned Wyvernscale Armor +3 x1
Resplendent Gloves (heroic tier) x1
Viper Belt (heroic tier) x1
Laurel Circlet (heroic tier) x1
Siberys Shard of the Mage (heroic tier)
Timeless Locket +3 x1
Ebony Fly (heroic tier)
Planestrider Boots (paragon tier) x1
Face-Stealing Ring (paragon tier) x1
====== End ======[/sblock]

[sblock Commentary]
My 1st LFR character. Not so interesting in combat any more.[/sblock]

[sblock Quick Hook]
Psychopathic Liar who claims everyone else in the party is working for him. One of the oddball effects of this is that gamers tend to go the same routes for denying that they work for him. Which means I'm prepared for what they might say and they're not usually expecting that.[/sblock]
 
Last edited:

MwaO

Adventurer
Quiara the Fighter|Paladin 13

[sblock Build]
====== Created Using Wizards of the Coast D&D Character Builder ======
Half-Elf, Fighter/Paladin, Daring Blade
Hybrid Paladin Option: Hybrid Paladin Fortitude
Hybrid Talent Option: Fighter Combat Talent
Fighter Combat Talent Option: One-handed Weapon Talent (Hybrid)
Half-Elf Power Selection Option: Dilettante
Windrise Ports, Explorer/Guide, Society - Noble (Explorer/Guide Benefit)

FINAL ABILITY SCORES
STR 11, CON 16, DEX 19, INT 9, WIS 12, CHA 21

STARTING ABILITY SCORES
STR 10, CON 13, DEX 16, INT 8, WIS 11, CHA 16


AC: 30 Fort: 24 Ref: 25 Will: 24
HP: 103 Surges: 12 Surge Value: 25

TRAINED SKILLS
Endurance +12, Intimidate +16, Perception +12, Streetwise +16

UNTRAINED SKILLS
Acrobatics +8, Arcana +5, Athletics +4, Bluff +11, Diplomacy +13, Dungeoneering +7, Heal +7, History +5, Insight +9, Nature +9, Religion +5, Stealth +8, Thievery +8

POWERS
Basic Attack: Melee Basic Attack
Basic Attack: Ranged Basic Attack
Fighter Attack: Combat Challenge
Paladin Feature: Divine Challenge
Bard Feature: Majestic Word
Ranger Attack 1: Throw and Stab
Fighter Attack 1: Brash Strike
Paladin Attack 1: Virtuous Strike
Paladin Attack 1: Valorous Smite
Paladin Attack 1: Majestic Halo
Paladin Utility 2: Call of Challenge
Fighter Attack 3: Shield Edge Block
Fighter Attack 5: Rain of Steel
Fighter Utility 6: Kirre's Roar
Fighter Attack 9: Stop Thrust
Fighter Utility 10: Fighter's Grit
Daring Blade Attack 11: Weapon Display
Daring Blade Utility 12: Defensive Posture (Daring Blade)
Fighter Attack 13: Bash and Pummel

FEATS
Level 2: Hybrid Talent
Level 4: Bardic Dilettante
Level 6: Master at Arms
Level 8: Harlequin Style
Level 11: Lashing Flail
Level 11: Versatile Master
Level 12: Hindering Shield
Level 13: Hero's Poise

ITEMS
Heavy Shield x1
Adventurer's Kit
Iron Armbands of Power (heroic tier) x1
Ebony Fly (heroic tier)
Horned Helm (heroic tier) x1
Hydra Wyvernscale Armor +3 x1
Summoned Drakescale Armor +2
Rushing Cleats (heroic tier) x1
Strikebacks (heroic tier) x1
Collar of Recovery +3 x1
Symbol of the Champion's Code +2
Staggering Alhulak +3 x1
Pact Blade - Zy Tormtor's Trinkets Chatkcha +2
Prison of Salzacas (heroic tier)
====== End ======[/sblock]

[sblock Commentary]
The basis for Grey Ioun Stone Marker. Originally a 14 Str Fighter in LFR with Windrise Ports before hybrids were available. As Windrise Ports got nerfed, there was a special ruling allowing players to use the hybrid rules specifically for those classes that they had. Nowhere near as mobile as Grey Ioun Stone Marker, especially with the lack of Lightning Rush.[/sblock]

[sblock Tactics]
Does the combo of Brash Strike with Cha to defenses, Shield Edge Block. I used Lashing Flail instead of Eldritch Strike to get the Slide 1 from an MBA. This let me pick up Throw and Stab, which is still something of a work in progress. It will probably get replaced with something else.[/sblock]

[sblock Quick Hook]
Daughter of a human noble, eladrin woman, abandoned as a kid and grew up on the docks of Windrise Ports.[/sblock]
 
Last edited:

MwaO

Adventurer
Nalmir the Battlemind|Swordmage 17

[sblock Build]
====== Created Using Wizards of the Coast D&D Character Builder ======
Nalmir Baelenil, level 17
Moon Elf (Eladrin), Battlemind/Swordmage, Evermeet Warlock
Swordmage Aegis (Hybrid) Option: Aegis of Ensnarement
Hybrid Talent Option: Swordmage Warding
Psionic Augmentation (Hybrid) Option: Hybrid Power Point Option
Versatile Expertise Option: Versatile Expertise (Heavy Blade)
Versatile Expertise Option: Versatile Expertise (Light blade)
Binding Initiate Option: Binding Initiate (Star Pact)
Tomb Robber (+2 to Stealth)
Theme: Seeker of Illefarn

FINAL ABILITY SCORES
STR 9, CON 20, DEX 13, INT 22, WIS 11, CHA 15

STARTING ABILITY SCORES
STR 8, CON 16, DEX 12, INT 16, WIS 10, CHA 12


AC: 34 Fort: 30 Ref: 30 Will: 28
HP: 131 Surges: 13 Surge Value: 32

TRAINED SKILLS
Arcana +21, Endurance +18, History +21, Stealth +16, Thievery +14

UNTRAINED SKILLS
Acrobatics +9, Athletics +7, Bluff +10, Diplomacy +10, Dungeoneering +8, Heal +8, Insight +8, Intimidate +10, Nature +8, Perception +13, Religion +14, Streetwise +10

POWERS
Basic Attack: Melee Basic Attack
Basic Attack: Ranged Basic Attack
Eladrin Racial Power: Fey Step
Battlemind Feature: Battlemind's Demand
Battlemind Feature: Blurred Step
Swordmage Feature: Aegis of Ensnarement
Warlock Utility: Hidden Lore
Warlock Attack: Mind Shadows
Swordmage Attack 1: Booming Blade
Swordmage Attack 1: Vanishing Blade
Arcana Utility 2: Arcane Mutterings
Swordmage Attack 3: Dual Lightning Strike
Swordmage Utility 6: Armathor's Step
Battlemind Attack 7: Lightning Rush
Battlemind Attack 9: Iron Tomb
Battlemind Utility 10: Battle Aspect
Evermeet Warlock Attack 11: Blinding Beacon
Evermeet Warlock Utility 12: Feylights
Battlemind Attack 13: Intellect Snap
Battlemind Attack 15: Mind Blade
Swordmage Utility 16: Borrowed Confidence
Swordmage Attack 17: Thundering Vortex

FEATS
Level 1: Hybrid Talent
Level 2: Intelligent Blademaster
Level 4: Versatile Expertise
Level 6: Improved Defenses
Level 8: Silvery Glow
Level 10: Binding Initiate
Level 11: Starfire Womb
Level 12: Reserve Maneuver
Level 14: Feywild Advance
Level 16: Double Aegis

ITEMS
Farbond Spellblade Rapier +2
Strikebacks x1
Goggles of Night
Siberys Shard of Radiance (paragon tier)
Thieves' Tools
Cloak of Translocation +3 x1
Sunblade Longsword +4 x1
Broom of Flying
Belt of the Witch King x1
Planestrider Boots x1
Solitaire (Citrine)
Iron Armbands of Power (paragon tier) x1
Greater Drowmesh of Eyes +3 x1
Elven Chain Shirt (paragon tier)
====== End ======[/sblock]

[sblock Commentary]
Based off the Invisible Stalker build. A couple significant changes in the build that first, I wanted all weapon powers only. No implement options other than required. If the other Warlock MC feat would have given out a skill, I would have taken that instead. The goal of that was to use Light Blade Expertise while generally invisible. However, I found a particular Sunblade and my character's background is such that I absolutely had to take it. I had picked Selune(aka Sehanine) solely for role-playing purposes and had no intent of going Silvery Glow before that. Very big string of coincidences for that character.

The character originally started out as an Eladrin Fighter and got to 5th. But then WotC errata'd the Urgrosh to be Axe or Spear instead of Axe/Spear. This mean that it was very unclear if I could use Eladrin Soldier to have proficiency in the Axe end. I didn't play the character after that until LFR admins decided to allow created characters and I didn't have a character in the 7-10 range. So I made it up at 8th as a Battlemind|Swordmage. Note the relatively unusual skill set + Arcane Mutterings - can cover a lot of different skills in a skill challenge.[/sblock]

[sblock Tactics]
Basically, likes to teleport. I didn't want to take Ethereal Sidestep like other teleporters did, so I took 3 daily powers that give him the capability of teleporting. He also has a couple of encounter teleport powers and Assault Swordmage mark. Usually, he moves up to the soldier, does Aegis of Ensnarement on them, then does Dual Lightning Strike, and goes after the artillery/controller/leader in the back with the 2nd swing. As he's now invisible to that soldier, that gives the soldier a bunch of bad options, usually.
edit: now he's 17th and has Planestrider boots, he has switched to more a set of encounter options - Fey Step, Dual Lightning Strike, Planestrider boots, and Armathor's Step = 4 teleport options, his Cloak is a 5th as a Daily and he has two daily powers that allow teleporting as an encounter option.[/sblock]

[sblock Quick Hook]
So mad, he's sane. Fascinated by the stars. He has Faervian, a purple sunblade. He's a Star Pact Binder who believes in Caiphon, a purple sun. Obviously, Faervian is from Caiphon. Despite my best efforts, he's basically perfect for Faervian, being an Eladrin Knight of Myth Drannor who is an Arcane Gish is an Evermeet Warlock. The created part is part of his origin - he got thrown into Wheloon and somehow broke himself out, but his mind cracked as part of that.

edit: he's the ghost of the previous character possessing a common Eladrin thief, whose talents are represented in some relatively odd options, such as being okay at Thievery and Stealth[/sblock]
 
Last edited:

MwaO

Adventurer
Kasperen the Ranger|Cleric 8

[sblock Build]
====== Created Using Wizards of the Coast D&D Character Builder ======
Human, Ranger/Cleric
Hybrid Ranger Option: Hybrid Ranger Reflex
Hybrid Talent Option: Ranger Combat Talent
Ranger Combat Talent Option: Running Attack (Hybrid)
Human Power Selection Option: Bonus At-Will Power
Cormyr (Wheloon) (Cormyr (Wheloon) Benefit)

FINAL ABILITY SCORES
STR 20, CON 12, DEX 18, INT 8, WIS 12, CHA 10

STARTING ABILITY SCORES
STR 16, CON 12, DEX 16, INT 8, WIS 12, CHA 10


AC: 24 Fort: 23 Ref: 24 Will: 20
HP: 59 Surges: 7 Surge Value: 15

TRAINED SKILLS
Acrobatics +13, Athletics +16, Perception +12, Stealth +15, Thievery +15

UNTRAINED SKILLS
Arcana +3, Bluff +4, Diplomacy +4, Dungeoneering +5, Endurance +4, Heal +5, History +3, Insight +5, Intimidate +4, Nature +5, Religion +3, Streetwise +4

POWERS
Basic Attack: Melee Basic Attack
Basic Attack: Ranged Basic Attack
Hunter's Quarry Power: Hunter's Quarry
Cleric Utility: Healing Word
Ranger Attack 1: Twin Strike
Cleric Attack 1: Righteous Brand
Ranger Attack 1: Throw and Stab
Cleric Attack 1: Healing Strike
Ranger Attack 1: Skirmishing Stance
Ranger Utility 2: Invigorating Stride
Ranger Attack 3: Disruptive Strike
Cleric Attack 5: Weapon of the Gods
Cleric Utility 6: Mark of Victory
Ranger Attack 7: Biting Volley

FEATS
Level 1: Spear Expertise
Level 1: Power of Skill
Level 2: Weapon Proficiency (Greatspear)
Level 4: Hybrid Talent
Level 6: Improved Defenses
Level 8: Hafted Defense

ITEMS
Adventurer's Kit
Arrows
Thieves' Tools
Hungry Spear Greatspear +2 x1
Belt of Vigor (heroic tier) x1
Vicious Longbow +1
Everburning Torch
Headband of Perception (heroic tier) x1
Bracers of Mighty Striking (heroic tier)
Steadfast Amulet +2 x1
Sylvan Hide Armor +2 x1
====== End ======[/sblock]

[sblock Tactics]
Has two very solid at-will options - Ranged Twin Strike(Striker) and Throw and Stab+Righteous Brand+Power of Skill(distributed damage/high mobility Leader). Has 3 encounter-long dailies that boost damage for someone in the party. Hungry lets him throw the Greatspear. With the +3 prof/1d10 for w, it makes for a pretty solid ranged Twin Strike despite the starting 16 Dex.[/sblock]

[sblock Quick Hook]
He's a Dutch second-story man. Good at climbing, breaking into things, etc...The accent is subtle enough that it doesn't scream ACCENT, but differentiates him in play.[/sblock]
 

MwaO

Adventurer
Aya the Avenger|Psion 11

[sblock Build]
====== Created Using Wizards of the Coast D&D Character Builder ======
Aya Lunaari, level 11
Human, Avenger/Psion, Dreamwalker
Hybrid Avenger Option: Hybrid Avenger Reflex
Discipline Focus (Hybrid) Option: Telekinesis Focus (Hybrid)
Hybrid Talent Option: Armor of Faith
Psionic Augmentation (Hybrid) Option: Hybrid Power Point Option
Human Power Selection Option: Bonus At-Will Power
Child of Fate (+2 to Insight)
Theme: Order Adept

FINAL ABILITY SCORES
STR 9, CON 13, DEX 11, INT 21, WIS 19, CHA 13

STARTING ABILITY SCORES
STR 8, CON 12, DEX 10, INT 16, WIS 16, CHA 12


AC: 28 Fort: 21 Ref: 27 Will: 27
HP: 76 Surges: 7 Surge Value: 19

TRAINED SKILLS
Arcana +19, Dungeoneering +14, Nature +14, Perception +14, Stealth +10

UNTRAINED SKILLS
Acrobatics +5, Athletics +4, Bluff +6, Diplomacy +6, Endurance +6, Heal +9, History +10, Insight +11, Intimidate +6, Religion +10, Streetwise +6, Thievery +5

POWERS
Basic Attack: Melee Basic Attack
Basic Attack: Ranged Basic Attack
Order Adept Attack: Argent Rain
Avenger Feature: Oath of Enmity
Psion Feature: Far Hand
Dreamwalker Feature: Manifest Dream Form
Bard Utility: Skald's Aura
Psion Attack 1: Dishearten
Avenger Attack 1: Bond of Censure
Psion Attack 1: Dimensional Scramble
Avenger Attack 1: Strength of Many
Psion Utility 2: Mind Shroud
Avenger Attack 3: Relentless Stride
Psion Attack 5: Force Spheres
Avenger Utility 6: Aspect of Agility
Psion Attack 7: Kinetic Buffer
Psion Attack 9: Mind Blast
Psion Utility 10: Mind over Flesh
Dreamwalker Attack 11: Dream Blade

FEATS
Level 1: Staff Expertise
Level 1: Hybrid Talent
Level 2: Superior Implement Training (Accurate staff)
Level 4: Unarmored Agility
Level 8: Battlewise
Level 10: Implement Focus (Staff)
Level 11: Improved Defenses
Level 11: Master of Stories

ITEMS
Feystep Lacings x1
Accurate staff of Ruin +2 x1
Raven Cloak +2 x1
Siberys Shard of the Mage (heroic tier)
Orb of Light +3
Boots of Stealth (heroic tier)
Potion of Regeneration (heroic tier)
Sudden Recovery +2 Cloth Armor x1
Defensive Accurate staff +1
Adventurer's Kit
Climber's Kit
Everburning Torch
Elven Chain Shirt (heroic tier)
====== End ======[/sblock]

[sblock Tactical]
Bond of Censure and Dimensional Scramble are a great pair of at-wills to have. Relentless Stride is a good Encounter attack/movement option and the build throws off a lot of damage to targets while imposing control - Dimensional Scramble is very good at hurting opponent plans. Has now picked up some Leader qualities with MC'ing into Bard for an encounter heal - useful thing for LFR.

Dreamwalker really opens tactical options up - Kinetic Buffer is essentially an area attack 2 that pushes 4. Mind Blast is now essentially an area 2 instead of close blast 5.[/sblock]

[sblock Quick Hook]
Super-competent. When she's taken the job, it will get fixed. And no one better get in her way.[/sblock]
 

MwaO

Adventurer
Mirakkah the Invoker|Shaman 6

[sblock Build]
====== Created Using Wizards of the Coast D&D Character Builder ======
Deva, Invoker/Shaman
Covenant Manifestation Option: Manifestation of Preservation
Hybrid Invoker Option: Hybrid Invoker Reflex
Companion Spirit (Hybrid) Option: Stalker Spirit (Hybrid)
Hybrid Shaman Option: Hybrid Shaman Will
Hybrid Talent Option: Spirit's Power
Background Benefit: Windrise Ports (Arcana)
Windrise Ports (Windrise Ports Benefit)

FINAL ABILITY SCORES
STR 10, CON 12, DEX 8, INT 19, WIS 19, CHA 12

STARTING ABILITY SCORES
STR 10, CON 12, DEX 8, INT 16, WIS 16, CHA 12


AC: 19 Fort: 15 Ref: 19 Will: 19
HP: 43 Surges: 7 Surge Value: 10

TRAINED SKILLS
Heal +12, Insight +12, Nature +12, Perception +12

UNTRAINED SKILLS
Acrobatics +2, Arcana +7, Athletics +3, Bluff +4, Diplomacy +4, Dungeoneering +7, Endurance +4, History +9, Intimidate +4, Religion +9, Stealth +2, Streetwise +4, Thievery +2

POWERS
Basic Attack: Melee Basic Attack
Basic Attack: Ranged Basic Attack
Deva Racial Power: Memory of a Thousand Lifetimes
Shaman Feature: Call Spirit Companion
Shaman Feature: Healing Spirit
Shaman Feature: Speak with Spirits
Shaman Feature: Spirit's Fangs
Invoker Attack 1: Hand of Radiance
Shaman Attack 1: Stalker's Strike
Shaman Attack 1: Twin Panthers
Invoker Attack 1: Silent Malediction
Shaman Utility 2: Spirits of Battle
Invoker Attack 3: Knives of the Soul
Shaman Attack 5: Spirit of the Hawk's Wind
Invoker Utility 6: Demand Justice

FEATS
Level 1: Battle Intuition
Level 2: Resourceful Leader
Level 4: Hybrid Talent
Level 6: Implement Expertise (Staff)

ITEMS
Defensive Staff +2 x1
Summer Growth Totem +1 x1
Leather Armor x1
====== End ======[/sblock]

[sblock Commentary]
Character in a Burning Sky campaign. Hasn't been played in a while due to how home campaigns work compared to LFR. Nice aspect of LFR is that you just have to get a table together, no need for specific people to make it work...[/sblock]

[sblock Quick Hook]
At some point in one of her past lives, she has done tons of horrible things and she is trying to make up for those past deeds. Specifically to the ancestors of player characters who say the wrong things to her or any historical fact of faerun thrown around in a mod.

"Oh, now I see why you reminded me of someone. Your great-great-great grandfather said almost the same thing once. I'm truly sorry I tortured him to death. Don't worry, I'm a much different person, now. You have nothing to worry about..."[/sblock]
 

MwaO

Adventurer
Huilliam the Barbarian|Rogue 5

[sblock Build]
====== Created Using Wizards of the Coast D&D Character Builder ======
Human, Barbarian/Rogue
Hybrid Talent Option: Barbarian Armored Agility
Human Power Selection Option: Bonus At-Will Power
Merchant Prince (Merchant Prince Benefit)

FINAL ABILITY SCORES
STR 17, CON 12, DEX 19, INT 8, WIS 12, CHA 10

STARTING ABILITY SCORES
STR 16, CON 12, DEX 16, INT 8, WIS 12, CHA 10


AC: 21 Fort: 19 Ref: 22 Will: 16
HP: 45 Surges: 8 Surge Value: 11

TRAINED SKILLS
Acrobatics +10, Athletics +9, Insight +10, Intimidate +7, Perception +8, Stealth +10, Thievery +10

UNTRAINED SKILLS
Arcana +1, Bluff +2, Diplomacy +2, Dungeoneering +3, Endurance +2, Heal +3, History +1, Nature +3, Religion +1, Streetwise +2

POWERS
Basic Attack: Melee Basic Attack
Basic Attack: Ranged Basic Attack
Hunter's Quarry Power: Hunter's Quarry
Rogue Attack 1: Deft Strike
Rogue Attack 1: Piercing Strike
Barbarian Attack 1: Pressing Strike
Barbarian Attack 1: Resurgent Strike
Barbarian Attack 1: Thunder Hooves Rage
Rogue Utility 2: Sneak in the Attack
Rogue Attack 3: Nasty Backswing
Rogue Attack 5: Driving Assault

FEATS
Level 1: Hybrid Talent
Level 1: Light Blade Expertise
Level 2: Warrior of the Wild
Level 4: Weapon Focus (Light blade)

ITEMS
Rhythm Blade Dagger +1 x1
Magic Rapier +1 x1
Cloak of Resistance +2 x1
Hide Armor x1
====== End ======[/sblock]

[sblock Commentary]I know, I know, I lambast Striker|Strikers, I've got here one with a 16 in one of his primary stats. On the other hand, Barbarian Agility+Dex gives him a really good AC for someone who doesn't even have magic armor. He's had really bad found item possibilities for the most part and most of it purchased with gold instead when that was legal.[/sblock]

[sblock Quick Hook]Hypochondriac who has black out rages. He's a nobleman dressed in finery that has turned to worthless rags. He's constantly coughing, complaining that he's dying of diseases, especially Consumption, that he'll be of no use in combat, etc...whenever he gets in combat, he stops complaining and shreds things. Then he doesn't remember what happened and why exactly is he covered in blood??? His background is that he spent a long time chained up in a dungeon.[/sblock]
 

MwaO

Adventurer
Some more current builds in an insanely high magic shared worlds living campaign game with typically only 2 combats, predictable rulings, and lots of refluffing:
Mirrakkah — Blackguard|Invoker 18. Uses Longsword of Summer as an implement to make damage fire as well as something else. Lots of big boom and does more damage with the more things targeted. Astral Thunder is as an example a close burst 5 power when used as part of an AP turn that applies a -6 penalty to hit...insanely good at skills via Bard of All Trades, consistent temps for Sensate theme.

Huilliam — Warden|Sorcerer 14. Uses Path of the Scarred to make most attacks fire+establishes fire vulnerability with options+sets things with vulnerability to fire on fire. Then uses a Firewind Blade to make multiple attacks do fire damage repeatedly to the same vulnerable target. Oddly good at skills via Beginner's Luck, which in essence adds +3 to untrained skill checks overall+swaps in Manual of Puissant Skill for additional +2 item to all skills. In theory could attack the map with Ghost Ale+bigger teleport boosting+Spark Form and not take any damage from Shadowrift Blade due to resist 10 on an AP.

Erothka - Warlock 12. Due to Mindbite Scorn and being a pure Warlock, almost all attacks are psychic. Due to Path of the Scarred feat, almost all powers fire. Due to Elemental Pact, psychic powers are thunder. Due to Elemental Pact, can hand out thunder vulnerability in combats. This all leads up to Wand of Thunderous Anguish, a Wand that gives allies +Wand Enh and sometimes +Wand Enh+10 damage every time they hit a target of a thunder attack. And attacks are very large bursts and will be larger at 16th due to Master of Flame Paragon Path. Good at skills due to skill background, Manual of Puissant Skill, Arcane Mutterings for using Arcana for social skills, and Beguiler+Rakshasa Claw for boosted arcana check

Inae - Fighter 12. Has Net Training, so all weapon attacks slow. When hitting slowed targets, prones them through World Serpent's Grasp. When prone targets, slides them via Dragging Flail. Also does some insubstantial and invisibility tricks.

Yedion — Bard|Invoker 12 who does Fake Skald via Skald Training and Power of Skill to make Divine Bolts a basic attack. Also does lots of strange close burst powers in an attempt to crit-fish for melee basic attacks with the radiant staff via using a Harmony Blade as the primary. Insanely good at skills via Bard of All Trades, consistent temps for Sensate's bonus, and Awaken God Fragment

Quiarra — Blackguard|Sorcerer 10 who will go Strong-Arm Enforcer. All attacks are with a mace, most attacks at 11th will be Rattling and use a Mace and therefore do a lot of extra damage, particularly at 16th.

Lee Wilson — Battlemind|Sentinel 8 who always goes Werewolf early on and uses beastform druid powers. Does a little bit of everything and will be going Soulfire Igniter at 11th.

Nihil — Seeker 7 who does some Invoker attacks with a shortbow in an attempt to usually miss at least once before spending an AP. Will go Curseborn at 11th. Either goes for control/miss attempts or distributed big damage via extra poison damage of Skulker of Vhaeraun.

Quint —Ranger|Fighter 5 who does a lot of Throw & Stab and multiple attacks against different targets. Melee attacks are thunder from the ki focus and therefore slide 2 and prone targets via polearm momentum. Will go Draeven Marauder at 11th for bigger critical hit chance. Note Reaper's Blade means his Greatspear is high crit.
 

Remove ads

AD6_gamerati_skyscraper

Remove ads

Recent & Upcoming Releases

Top