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<blockquote data-quote="SSquirrel" data-source="post: 5556808" data-attributes="member: 5202"><p>I don't mind the combat lengths and I have some ideas for working on that anyway. I do see it commonly tho, I have to agree w/ya on that</p><p></p><p></p><p></p><p>*nod* I've just been used to a group w/a cleric, a pally and a wizard MCed into Shaman for extra heals, so one healer w/no backup is just very different from all my recent experiences <img src="https://cdn.jsdelivr.net/joypixels/assets/8.0/png/unicode/64/1f642.png" class="smilie smilie--emoji" loading="lazy" width="64" height="64" alt=":)" title="Smile :)" data-smilie="1"data-shortname=":)" /></p><p></p><p></p><p></p><p>The other person in the group who has played much 4E at all is the one who is likely going to be playing a Defender. </p><p></p><p></p><p></p><p>I actually have a Dwarf Dreadnought Fighter as a potential pure tank, but I made the Minotaur for fun and he sure seems like it. A basic melee attack w/his charge would be 1d12 (brutal 2) +2d6+11. Add another 5 if prone and another 5d12 on a crit. He would charge a lot, and that's a lot of chances for a 20. I don't know where the hide text option is, but here's that minotaur build. I'm comfortable w/either of the 2 Fighters, the Bard or a Paladin. I've always made way too many characters <img src="https://cdn.jsdelivr.net/joypixels/assets/8.0/png/unicode/64/1f642.png" class="smilie smilie--emoji" loading="lazy" width="64" height="64" alt=":)" title="Smile :)" data-smilie="1"data-shortname=":)" /></p><p></p><p></p><p></p><p>====== Created Using Wizards of the Coast D&D Character Builder ======</p><p>Minotaur, Weaponmaster, Beastblooded Minotaur</p><p>Build: Great Weapon Fighter</p><p>Fighter Option: Combat Superiority</p><p>Fighter Talents Option: Two-handed Weapon Talent</p><p>Inherent Bonuses</p><p>Occupation - Bounty Hunter (Learn Dwarven)</p><p> </p><p>FINAL ABILITY SCORES</p><p>STR 23, CON 16, DEX 11, INT 11, WIS 15, CHA 9</p><p> </p><p>STARTING ABILITY SCORES</p><p>STR 18, CON 11, DEX 10, INT 10, WIS 14, CHA 8</p><p> </p><p> </p><p>AC: 28 Fort: 28 Ref: 20 Will: 22</p><p>HP: 97 Surges: 13 Surge Value: 24</p><p> </p><p>TRAINED SKILLS</p><p>Athletics +17, Endurance +14, Heal +13</p><p> </p><p>UNTRAINED SKILLS</p><p>Acrobatics +6, Arcana +6, Bluff +5, Diplomacy +5, Dungeoneering +8, History +6, Insight +8, Intimidate +5, Nature +10, Perception +10, Religion +6, Stealth +6, Streetwise +5, Thievery +6</p><p> </p><p>POWERS</p><p>Basic Attack: Melee Basic Attack</p><p>Basic Attack: Ranged Basic Attack</p><p>Minotaur Racial Power: Goring Charge</p><p>Fighter Attack: Combat Challenge</p><p>Fighter Attack 1: Cleave</p><p>Fighter Attack 1: Footwork Lure</p><p>Fighter Attack 1: Spinning Sweep</p><p>Fighter Attack 1: Brute Strike</p><p>Fighter Utility 2: Who's Next?</p><p>Fighter Attack 3: Bull Charge</p><p>Fighter Attack 5: Crashing Assault</p><p>Fighter Utility 6: Battle Awareness</p><p>Fighter Attack 7: Come and Get It</p><p>Fighter Attack 9: Murderous Assault</p><p>Athletics Utility 10: Incredible Stride</p><p>Beastblooded Minotaur Attack 11: Sweeping Gore</p><p>Beastblooded Minotaur Utility 12: Thrashing Horns</p><p> </p><p>FEATS</p><p>Level 1: Improved Defenses</p><p>Level 2: Greathorn</p><p>Level 4: Opportunity Gore</p><p>Level 6: Axe Expertise</p><p>Level 8: Weapon Proficiency (Execution axe)</p><p>Level 10: Headsman's Chop</p><p>Level 11: Bloody Gore</p><p>Level 12: Eyes in the Back of Your Head</p><p> </p><p>ITEMS</p><p>Thundergod Execution axe +3 x1</p><p>Cape of the Mountebank +2 x1</p><p>Horned Helm (heroic tier) x1</p><p>Boots of the Mighty Charge (heroic tier) x1</p><p>Iron Armbands of Power (heroic tier) x1</p><p>Teleporting Wyvernscale Armor +3 x1</p><p>====== End ======</p></blockquote><p></p>
[QUOTE="SSquirrel, post: 5556808, member: 5202"] I don't mind the combat lengths and I have some ideas for working on that anyway. I do see it commonly tho, I have to agree w/ya on that *nod* I've just been used to a group w/a cleric, a pally and a wizard MCed into Shaman for extra heals, so one healer w/no backup is just very different from all my recent experiences :) The other person in the group who has played much 4E at all is the one who is likely going to be playing a Defender. I actually have a Dwarf Dreadnought Fighter as a potential pure tank, but I made the Minotaur for fun and he sure seems like it. A basic melee attack w/his charge would be 1d12 (brutal 2) +2d6+11. Add another 5 if prone and another 5d12 on a crit. He would charge a lot, and that's a lot of chances for a 20. I don't know where the hide text option is, but here's that minotaur build. I'm comfortable w/either of the 2 Fighters, the Bard or a Paladin. I've always made way too many characters :) ====== Created Using Wizards of the Coast D&D Character Builder ====== Minotaur, Weaponmaster, Beastblooded Minotaur Build: Great Weapon Fighter Fighter Option: Combat Superiority Fighter Talents Option: Two-handed Weapon Talent Inherent Bonuses Occupation - Bounty Hunter (Learn Dwarven) FINAL ABILITY SCORES STR 23, CON 16, DEX 11, INT 11, WIS 15, CHA 9 STARTING ABILITY SCORES STR 18, CON 11, DEX 10, INT 10, WIS 14, CHA 8 AC: 28 Fort: 28 Ref: 20 Will: 22 HP: 97 Surges: 13 Surge Value: 24 TRAINED SKILLS Athletics +17, Endurance +14, Heal +13 UNTRAINED SKILLS Acrobatics +6, Arcana +6, Bluff +5, Diplomacy +5, Dungeoneering +8, History +6, Insight +8, Intimidate +5, Nature +10, Perception +10, Religion +6, Stealth +6, Streetwise +5, Thievery +6 POWERS Basic Attack: Melee Basic Attack Basic Attack: Ranged Basic Attack Minotaur Racial Power: Goring Charge Fighter Attack: Combat Challenge Fighter Attack 1: Cleave Fighter Attack 1: Footwork Lure Fighter Attack 1: Spinning Sweep Fighter Attack 1: Brute Strike Fighter Utility 2: Who's Next? Fighter Attack 3: Bull Charge Fighter Attack 5: Crashing Assault Fighter Utility 6: Battle Awareness Fighter Attack 7: Come and Get It Fighter Attack 9: Murderous Assault Athletics Utility 10: Incredible Stride Beastblooded Minotaur Attack 11: Sweeping Gore Beastblooded Minotaur Utility 12: Thrashing Horns FEATS Level 1: Improved Defenses Level 2: Greathorn Level 4: Opportunity Gore Level 6: Axe Expertise Level 8: Weapon Proficiency (Execution axe) Level 10: Headsman's Chop Level 11: Bloody Gore Level 12: Eyes in the Back of Your Head ITEMS Thundergod Execution axe +3 x1 Cape of the Mountebank +2 x1 Horned Helm (heroic tier) x1 Boots of the Mighty Charge (heroic tier) x1 Iron Armbands of Power (heroic tier) x1 Teleporting Wyvernscale Armor +3 x1 ====== End ====== [/QUOTE]
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