D&D 4E Push the Envelope: Use 4e to make the broadest range of archetypes!

For the Ninja ... using the "monk" concept ... a few changes to the Rogue would be easy.

(a) Artful Dodger, but swap charisma with wisdom for any powers attached to it

(b) When wearing cloth, get +2 AC, lose leather proficiency [like the monk, you are effectively wearing leather, in this case, even if you aren't].

(c) Allowed a one handed, off hand weapon "unarmed strike" Prof: +3, dmg: 1d6 [off hand], which is considered a light blade for any powers, feats, etc. [Basically, a short sword]

Multiclassing into Warlock (fey pact) would allow for a number of invisibility tricks that play well with the ninja ... perhaps rejigging it to use Wisdom instead of Charisma for the attacks?

[And of course, like the monk, it would be ki powers instead of martial/arcana]
 
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I'll be making a gnome artificer for my first 4e character.

He'll essentially be a wizard, but with a powered exoskeleton (simulated by using a construct as a 'mount').
 

calavera said:
there are no necros, any tips
Make a wizard.

At-Will: Thunderwave (actually a keening wail of tortured souls), Ray of Frost
Encounter: Icy Terrain (instead of a patch of ice, skeletal hands burst up from the ground; the damage can remain "cold" or could be changed to "necrotic"), Ray of Enfeeblement
Dailies: Flaming Sphere (actually looks like a floating burning skeleton), Sleep
Level 2 Utilities: Expeditious Retreat, Shield

Other spells that can be re-described:
Bigby's Icy Grasp: Instead of a giant hand, you create a frost-covered zombie that grabs your opponents.
Stinking Cloud: stench of the dead
Levitate: ghosts carry you aloft
Wall of Fog

Spectral Ram: Ghost Bull
Mordenkainen's Sword: Ghost Swordsman

and so on, and so forth

Multiclassing into Warlock allow you to get powers like Iron Spike of Dis (impaling spike burst up from the ground), Thirsting Maw (you summon a vampire that drinks the victim's blood) and take the Paragon Path Life-Stealer.
 


JohnSnow said:
Truth to tell, probably.

A katana blade is relatively short, but it's mostly designed to be used in two hands, rather than one. I suspect it's mechanically identical to a bastard sword because of the "cult of the katana."
.
mechanically identical in game terms or historically, in game terms i would say its a fair assessment, but functionally they are very dis-similar. I would agree that two weapon fighting was quite rare, seeing as it is far more difficult as well as far less effective against armor than 2 handed wielding is. I blame its notoriety on Miyamoto Musashi =D

also, what do you mean by "cult of the katana"? i am unfamiliar with that term.
 

Cactot said:
what do you mean by "cult of the katana"? i am unfamiliar with that term.
Using the word 'katana' on the WotC boards has been known to incite long flame wars. For awhile, discussing the katana there was banned.

There are evidently rabid katana fans, and rabid katana-fan haters.
 

Dwarven Caver

This twin warhammer wielding dungeoneer pursues his quarry relentlessly through the underdark, and isn't afraid to go toe-to-toe with his foes.

Class: Ranger (Two-Weapon Fighting Style)

Skills: Dungeoneering, Athletics, Nature, Endurance, Perception.

Powers:
Careful Attack (At-Will)
Twin Strike (At-Will)
Dire Wolverine Strike (Encounter)
Jaws of the Wolf (Daily)

Feats:
Armor Proficiency (Chainmail)
 

mvincent said:
Any ideas for a Thaumaturgist?
You mean a character that relies on summoning and conjuration? Same deal as above: make a Wizard. Every spell that deals damage is actually "summoning" a creature that deals the damage. It works best with powers you can sustain (so the "creature" remains longer). Flaming Sphere then becomes a summoned fire elemental, etc.
 

I'd like to make a paladin, but not sure how with what powers are available now. How would you get protection from evil, detect evil, disease immunity, cure disease and a mount? Turn undead is obvious as a multi-class into cleric, better yet maybe start with cleric as the class. The mid-level spells are pretty much right out aside from the cure spells, which again would make cleric a better choice, so would cure disease ritual.
 

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