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Project RE•GEN

keterys said:
You get +2 racial, so it's 3 pts from 12 to 14 (which is correct)
D'oh! Awesome, I'll fix that. Thanks. :)

keterys said:
The cleric hangs out within 5 to do the standard attacks and heals anyways, it's no real hardship. Also, I suspect the cleric will just go 'Eh, nearest guy, whoever it is' a lot of the time. It's really notable for boss fights and such and it's totally okay for it to not be optimized in every fight.

But, again, already within 5 :)
But this Cleric might not be within 5, since she does decent damage out to 20. (And even the first three fights in KotS didn't have us within 5 of anyone I particularly hated until late in the fight.)

Anyway, I agree with you that it's probably optimal, but I think it's both too complex, and IMHO it steps on the toes of any Ranger or Warlock in the group. The Cleric already has a good use for her Minor actions in each encounter.

You're right about something else, though: she should be trained in Nature. Heal and Religion are not negotiable, so I'll have to drop either Diplomacy or Insight.


keterys said:
That's cool, I do like it so sticking with it is fine :) In a group without a rogue the other one is less good anyhow.
In my experience so far, the Rogue shines just fine as-is. He doesn't need any extra love.

Thanks, -- N
 

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The dragonborn suffers from MAD. Two possible fixes:

Rebuild her based around Cha powers. You can mostly dump Str for a low level Cha paladin, Str palidins have a harder time dumping Cha or Wis.

Suck it up and not use any of the cool Dragoborn Con based powers to their potential. Int can still be dumped a bit more to get 14 Wis.

I'm going to work on the Cha rebuild and see how it turns out...
 

This is an attempt at a Cha rebuild. Not really hurting for damage, but with these stats the high-level warhammer feats may be nice, so I went with that (and a Cha paladin doesn't rely on weapon powers as much, many of these are implement, so less lost there). I'm not sure which 2nd level feat works best... Warlock/Cleric/Warlord Multiclass? Weapon Focus? Something to add in while bloodied? Bigger breath weapon? Anyway, here he is:
[sblock]Trogdor the Dragonborn Paladin
Str: 14 +2
Dex: 12 +1
Con: 14 +2
Int: 8 -1
Wis: 14 +2
Cha: 18 +4

AC: 20 (Plate, Heavy Shield)
Fort: 13
Reflex: 13
Will: 15

HP: 29
Bloodied: 14
Healing Surge: 9
Surges/Day: 12

Speed: 5 (heavy armor)

Feats: Healing Hands
Skills: Endurance, Religion, Heal and Intimidate trained. +2 History, +2 Intimidate. -4 armor check
Acrobatics -3
Arcana -1
Athletics -2
Bluff +4
Diplomacy +4
Dungeoneering -1
Endurance +3
Heal +7
History +1
Insight +2
Intimidate +11
Nature +2
Perception +2
Religion +4
Stealth -3
Streetwise -1
Thievery -3

Dragonborn Fury: +1 to attacks while bloodied.
Draconic Heritiage: +2 HP with surges (already added)
Dragon breath (already added into powers)

Warhammer Melee Basic Attack: +4 Damage: 1d10+2
Javelin Ranged Basic Attack: +4 Damage: 1d6+2

Dragon Breath
Encounter • Racial
Minor Action • Close blast 5
Attack: +6 vs. Reflex
Hit: 1d6+2 fire damage

Lay on Hands
Special • Divine, Healing
Minor • Melee Touch
Target: One creature
Effect: You spend a healing surge but instead the target regains hit points as if they had spent a healing surge +4.
You can use this power 2 times per day, but only once per round.

Divine Challenge
At Will • Divine, Radiant
Minor • Close Burst 5
Target: One creature in burst
You mark the target. It remains marked until you use this power against another target or fail to engage. A creature can only have one mark at a time.
The marked target takes a -2 penalty to attack rolls that do not include you as a target. It takes 7 radiant damage the first time it makes such an attack each turn.
On your turn you must either attack the creature or end the turn adjacent to the target. Otherwise this power ends and you can not use it on the following turn.

Channel Divinity: Divine Metal
Encounter • Divine
Minor • Close Burst 10
Target: One creature in burst
Effect: The target makes a saving throw with a +4 bonus.
Special: You can use either Divine Strength or Channel Divinity once per encounter, not both.

Channel Divinity: Divine Strength
Encounter • Divine
Minor • Personal
Effect: +2 damage on your next attack this round.
Special: You can use either Divine Strength or Channel Divinity once per encounter, not both.

Bolstering Strike
At-Will • Divine, Weapon
Standard • Melee Weapon
Target: one critter
Attack: +6 vs. AC
Hit: 1d8+4, you gain 4 temporary hit points.

Enfeebling Strike
At-Will • Divine, Weapon
Standard • Melee Weapon
Target: one critter
Attack: +6 vs. AC
Hit: 1d8+4, if the target it marked it takes -2 to attacks until the end of your next turn.

Shielding Smite
Encounter • Divine, Weapon
Standard • Melee Weapon
Target: one critter
Attack: +6 vs. AC
Hit: 2d10+4 damage
Effect: One ally within 5 squares gets a +2 power bonus to AC until the end of your next turn

Radiant Delirum
Encounter • Divine, Implement, Radiant
Standard • Ranged 5
Target: one critter
Attack: +4 vs. Reflex
Hit: 3d8+4 radiant damage and dazed until the end of your next turn. In addition -2 to AC (save ends)
Miss: Half damage, dazed until end of your next turn

- - -
Level 2:

Even Level: +1 to attacks, defenses, skills and initiative.

Feat: ???

HP: 35 (+6)
Bloodied: 17 (+3)
Healing Surge: 10 (+1)

Martyr's Blessing -- Utility 2
Daily • Divine
Immediate Interrupt • Close burst 1
Trigger: Adjecent ally is hit by a ranged or melee attack
Effect: You are hit by the attack, instead

- - -
Level 3:

HP: 41 (+6)
Bloodied: 20 (+3)
Healing Surge: 12 (+2)

Invigorating Smite
Encounter • Divine, Healing, Weapon
Standard • Melee Weapon
Target: one critter
Attack: +7 vs. Will
Hit: 2d10+4 damage. Bloodied allies (including yourself) within 5 squares regain 7 hit points.[/sblock]
 
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I like the Cha rebuild. Healing Hands seems like the must-have 1st level feat for her, since she can actually use it more than once per day.

For 2nd level, Dragonborn Frenzy and Enlarged Dragon Breath are both excellent. Either works great.

We should clear up what damage type the breath weapon does, though, since PCs are supposed to pick one at 1st level (and it's an error that the pregen sheet allows any). I like fire, but acid and lightning are nice, too.

Thanks, -- N
 

For the character sheet layout, I suggest reorganizing it along the lines of the late-3.5e style sheets. So, something like

Character Name, class level
sex race
Senses vision type, Perception bonus

DEFENSE
AC, saves
hit points [][][][][]..[][][][][] <-- checkboxes in groups of five
bloodied, (notes about any effects that trigger on bloodied, e.g. dragonborn fury)
N surges, heal X each [][][][][] <-- more checkboxes

OFFENSE
Init +X
Move N squares
Action Points _____
Basic Melee
Basic Ranged

etc.

Note that including the checkboxes pretty much requires a single-column layout, at least at the top of the sheet (for hit points).
 

Updated PDF layout! Let me know what y'all think.

NOTE: Yeah, the Strength is off by one. It's fixed in the master, I just didn't bother to upload it yet.

Thanks, -- N
 

Not too bad. Any way to fit all of the 'fluff' onto the back? Then you could also include a section on 'how to play' along with some space for loot and whatnot.
 

Nifft said:
There's very little wrong with the Fighter, but it can still do with some improvement.

1/ First level feat: NOT Power Attack. Jeez, this is aimed at n00bz, isn't it? If so, why give this otherwise decent class the only feat that is actually complicated? First level Fighter gets Dwarven Weapon Training (which the pregen would have given him at 2nd level), and he also throws away those sissy daggers in trade for some throwing hammers. His +2 damage bonus now works at range, and he can use his Strength to attack and damage at range instead of his Dexterity.

2/ Powerful Charge. This is a situational bonus feat, which I'd normally try to shy away from, but by 2nd level I hope the player has a decent handle on the system enough to handle an extra charge bonus.

[sblock=Fighter]* Grim the Dwarf Fighter
Str: 16
Dex: 13
Con: 16 (14 +2 racial)
Int: 10
Wis: 14 (12 +2 racial)
Cha: 11

Languages: Common, Dwarven

HP: 31
Bloodied: 15
Healing Surge: 7
Surges/day: 12

Defenses:
AC 17
Fortitude 15 (20 vs. poison)
Reflex 11
Will 12

Skills: Athletics, Endurance, Intimidate; +2 Dungeoneering, +2 Endurance
Feats: Dwarven Weapon Training (+2 to damage with Hammers and Axes; included).

Basic Attacks:
- Melee: +6 (maul), damage 2d6+5
- Ranged: +5 (throwing hammer), damage 1d6+5, range 5/10

Cast-Iron Stomach: +5 racial bonus to saving throws against poison.

Dwarven Resilience: You can use your second wind as a minor action.

Stand Your Ground: When an effect forces you to move -- through a pull, push, or slide -- you can choose to move 1 square less than the effect specifies.
In addition, when an attack would knock you prone, you can make an immediate saving throw to avoid falling prone.

Combat Challenge: Every time you attack an enemy, whether the attack hits or misses, you can choose to mark that target. The mark lasts until the end of your next turn. While a target is marked, it takes a –2 penalty to attack rolls for any attack that doesn’t include you as a target. A creature can be subject to only one mark at a time. A new mark supersedes a mark that was already in place.
In addition, whenever a marked enemy that is adjacent to you shifts or makes an attack that does not include you, you can make a melee basic attack against that enemy as an immediate interrupt.

Cleave
At-Will • Martial, Weapon
Standard • Melee attack
Target: one critter
Attack: +6 vs. AC
Hit: 2d6+5 damage (max 16), and another enemy adjacent to you takes 3 damage.

Reaping Strike
At-Will • Martial, Weapon
Standard • Melee attack
Target: one critter
Attack: +6 vs. AC
Hit: 2d6+5 damage (max 16)
Miss: 3 damage

Steel Serpent Strike
Encounter • Martial, Weapon
Standard • Melee attack
Target: one critter
Attack: +6 vs. AC
Hit: 4d6+5 damage (max 29), and the target is slowed and cannot shift until the end of your next turn.

Brute Strike
Daily • Martial, Reliable, Weapon
Standard • Melee attack
Target: one critter
Attack: +6 vs. AC
Hit: 6d6+5 damage (max 41).
Miss: The power is not expended.

- - -
Level 2:

HP: 37
Bloodied: 18
Surge: 9

Feat: Powerful Charge (+2 to damage and Bull Rush checks when you charge).

Boundless Endurance -- Utility 2
Daily • Martial, Healing, Stance
Minor • Personal
Effect: You gain regeneration 5 when you are bloodied, for the duration of the encounter (or 5 minutes).

- - -
Level 3:

HP: 43
Bloodied: 21
Surge: 10

Crushing Blow -- Attack 3
Encounter • Martial, Weapon
Standard • Melee attack
Target: one critter
Attack: +7 vs. AC
Hit: 4d6+10 damage[/sblock]

I should note that in our last game, the Fighter spent a LOT of time Bloodied -- thus the choice of utility power. I should also note he attempted Power Attack only three times, and was successful only once.

Cheers, -- N

Great starting build!! I like it a lot. However, any particular reason the maul rather then the greataxe? From an optimization view, I think the greataxe is the better weapon. Also, for your 3rd level power choice, you don't think sweeping blow (especially with the greataxe) would be a better choice.

Also, why Powerful Charge (which only allows a normal attack) over Potent Challenge (another +con to damage) or Weapon Focus (a flat +1)?

Either way, great job on the pregens!
 
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Maul vs. Greataxe
2d6 vs 1d12 high crit? .5 more damage every attack (multiplied by XW) seems better than 6.5 every 20 attacks, particularly at low level. At least at higher level you get 2 or 3 dice.
 

keterys said:
Maul vs. Greataxe
2d6 vs 1d12 high crit? .5 more damage every attack (multiplied by XW) seems better than 6.5 every 20 attacks, particularly at low level. At least at higher level you get 2 or 3 dice.

over 20 attacks assumes you hit on all those attacks. If that is correct, then yes, the maul would be better. But, it would be a mistake to assume you will hit on all attacks. For example, if you only hit 50% of the time, then over 20 attacks...

level 1-10
Maul does 75
Greataxe does 77

Also, don't forget that high crit does more damage as you level
so from level 11-20
Maul does the same
Greataxe does 83.5

from 21-30, things great really complicated (because everything does 2w now, plus greataxe gets another improvement from criticals0
Maul 150
Greataxe 160.5

This is of course assuming we only hit 50% of the time (11-20) and that I did my math correctly.
 

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