Nautical-themed Dwarf, fishing for ideas :3

After some thought, Seeker/Warden does make for the best "standard tough dwarf" but also those juicy ranged attacks. He defends an area AND his friends.

Also, with a 15+ Con, I can snag Hide Armor Expertise on top of Hide + Heavy shield for an AC 25 at level 10... with no enchants. Not too shabby.

Power/Feat selection is still going to be a little odd, but with a Con/Wis build, I can cover a lot of ground.
 

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Power/Feat selection is still going to be a little odd, but with a Con/Wis build, I can cover a lot of ground.

In 4Ed, I ALWAYS look at what the multiclassing feats bring to the table. Since all or nearly all of them give you training in a skill plus other benefits, they're better than Skill Training, assuming you get a skill or benefit you can use.

I don't know them by heart, but I know the Warlock one is OK. And the Invoker class is Wis/Con based, so it might mesh well with your build.
 

The Seeker/Warden hybrid only gives part of the Seeker's Bond; to get the rest of it, a dwarf would have to spend its sole 1st-level feat to take "Hybrid Talent: True Seeker's Bond." However, since the "Hybrid Talent" feat does not say you can take it more than once, this means the dwarf does not also get to take "Hybrid Talent: Font of Life" to get a saving throw at the start of each turn.

Sample character -- "Reefy" the Dwarf, Hybrid Spiritbond Seeker/Warden, with the "Hybrid Talent: True Seeker's Bond" feat at level 1, for the boomeranging thrown weapons (never run out of ammo) and for the use of STR in calculating AC. Basic ability scores: 16-16-12-10-10-10 gives:

-Male Dwarf Seeker/Warden: WIS 16, STR 16, CON 12, INT 10, DEX 10, CHA 10 --
with Dwarf RACIAL BONUSES: WIS 18, STR 16, CON 14, INT 10, DEX 10, CHA 10 --
(with +2 to each of CON and WIS)

Hit Points at 1st level: CON score + 6 (Seeker) + 8.5 (Warden) = 28, for a Surge value of 7;
Hit Points gained per level: 2.5 (Seeker) + 3.5 (Warden) = 6;
Surges per Day: 3.5 (Seeker) + 4.5 (Warden) = 8.

AC 15 -- with Leather armor: 10 + 2 (Leather) + 3 (STR modifier)

The Seeker has limited armor. For better defense at the expense of offense, put the +2 racial ability bonus in STR instead of WIS.
Also, Seeker powers attack with WIS, but Warden powers attack with STR. You might want to choose one of those to emphasize. . . .

"Tidal Spirit Shot" would be the iconic Seeker At-Will attack power because of the nautical/marine theme, and because it is multi-target. However, each of "Biting Swarm," "Grappling Spirits," and "Guardian Harrier" can be used as a ranged basic attack, so any of those might also serve well.

Of the Warden At-Will attacks, only "Warden's Lunge" can be used as a melee basic attack, and then only when charging.

. . . and I think that's enough of a skeleton suggestion there.
 

In 4Ed, I ALWAYS look at what the multiclassing feats bring to the table.
< snip >
And the Invoker class is Wis/Con based, so it might mesh well with your build.

Since Danny mentioned the Invoker, I though I would take a shot at that one, too -- but as another Hybrid, not M/C:

Second sample character -- "Diggy" the Dwarf, Hybrid Warden/Invoker of Wrath with the "Hybrid Talent: Warden's Armored Might" at level 1, for the Warden's armor list (Leather, Hide, Light Shields, Heavy Shields), plus the "Guardian Might" class feature. I'm giving Diggy the "Lifespirit" option, which lets him use his WIS modifier instead of DEX or INT to determine AC. Also this: when he uses second wind, an ally in 5 can spend a Surge and make a Save.

"Diggy owns a really good shovel. He uses it to dig for clams at low tide." (Aside from that, though, Diggy isn't nearly as nautical-themed as Reefy.)

Male Dwarf Invoker/Warden: WIS 16, STR 16, CON 12, INT 10, DEX 10, CHA 10 --
with Dwarf RACIAL BONUSES: WIS 18, STR 16, CON 14, INT 10, DEX 10, CHA 10 --
(the Invoker is also a Controller, so it could replace Seeker in that role)

Hit Points at 1st level: CON score + 5 (Invoker) + 8.5 (Warden) = 27, for a Surge value of 6;
Hit Points gained per level: 2 (Invoker) + 3.5 (Warden) = 5;
Surges per Day: 3 (Invoker) + 4.5 (Warden) = 7.

AC 18 = 10 (base) + 3 (Hide armor) + 4 (WIS modifier) + 1 (Light Shield), with the only (-1) Check penalty coming from the Hide armor.

Covenant of Wrath (Invoker feature): DAMAGE bonus on your Encounter and Daily Divine attacks of 1 for each enemy targeted. (So: more Enc./Day area attacks?)

Nature's Wrath (Warden feature): Once per turn, mark one adjacent enemy FREE; plus Diggy gets two "Immediate" At-Will powers to punish those who violate his Marks.

1st-Level AT-WILL attack powers:
> DIVINE BOLTS: Ranged 10, ONE or TWO, WISvREF; 1d6 + WIS LIGHTNING damage.
> STRENGTH OF STONE: Melee weapon, One, STRvAC; 1[W] + STR, and you gain Temp. HP = your CON modifier.

1st-Level ENC attack power:
THUNDER OF JUDGEMENT: Ranged 10, ONE, TWO, *or* THREE creatures, WISvFORT; 1d6 + WIS THUNDER, or 2d6 + WIS THUNDER if you target only one creature; and target is dazed UEOYNT. ALSO (Covenant of Wrath): Push target 2 (=CON).
(This ALSO gets the Covenant of Wrath damage bonus: +1 dmg. / foe targeted.)

1st-Level DAY attack power: ANY Invoker Daily to target many enemies? e.g.:
• Angelic Echelon targets ENEMIES in Close burst 3: that's 49 squares.
• Brilliant Beacon targets ENEMIES in 9 squares, but creates a ZONE.
• Execration targets *your choice* of One or Two creatures in Close burst 5, which is 121 squares (=11x11), and attack Will; but it gives YOU ongoing 5 dmg.
• Invocation of Fire and Ice targets all in Close blast 5 (25 squares), and deals big COLD and FIRE damage; but it also creates a sustainable ZONE.
• Silent Malediction targets all in Close blast 3 (9 squares), but it also bestows STUN (or DAZE on a Miss). Problem: you're dazed UEOYNT.
 
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