• NOW LIVE! Into the Woods--new character species, eerie monsters, and haunting villains to populate the woodlands of your D&D games.

Rate the Munchkiness

Yair

Community Supporter
So, I've got a player that came up with a level 16 character which he says can decimate just about anything, acting as a party all by himself and taking down opponents of any level. I don't have lots of experience with 4e, so I thought I'd ask around here if this character is really that powerful, and just how good it is.

The idea of the character is that it uses sleep and then slowly cuts the big opponents down, or ongoing damage to take care of minions. It seems like he can hit pretty much everything and that nothing can get past the high penalties he piles up for saving throws. He also is very mobile, keeping out of the opponents' reach.

Without further ado - the character.

The one character party
(Or: How to break the rules right in the middle level, where they ought to have been balanced:)


The character is a level 16 evil wild elf maiden ridding a nightmare (Fits with the evil plan of breaking down the 4e rules, no?)

The main books used are Players Handbook 1 and Adventurer’s Vault 1
Beside those, only 3 additional external rules where imported:
1.‘Wild elf luck’ feat, from Forgotten Realms Player Guide page 137 (+1d4 to the reroll when using elven accuracy)
2.‘Implement expertise’ feat, from players handbook 2, page 185. Benefite: Choose a type of implement. You gain a +1 bonuse to attack rolls with any implement power you use through that type of implement. The bonus increases to +2 at 15th level and +3 at 25th level.
3.Dragon Magazine Annual, page 146: Persistent Poison feat (paragon feat): Your targets take -2 penalty to saving throws made to end your poison effects.

Race: Elf Class: Wizard Paragon path: Wizard of the Spiral Tower Level 16

(8+1) Str 9 (-1)
(11+1) Con 12 (+1)
(12+6) Dex 18 (+4)
(11+1) Int 12 (+1)
(18+6) Wis 24 (+7)
(12+1) Cha 13 (+1)

AC 23 (28 versus ranged attacks from more then 5 squares away)
Fort 20 (25 versus ranged attacks from more then 5 squares away)
Ref 23 (28 versus ranged attacks from more then 5 squares away)
Will 28 (33 versus ranged attacks from more then 5 squares away)

Feats: Ritual Caster (plus some 9 bonus rituals I haven’t bothered to choose), Long sword proficiency (to fit the paragon path), Second implement (both Wand and Orb needed), Elven precision, Improved Initiative, Seize the Moment, Spell Focus, Implement Expertise, Danger Sense, Wood Elf Luck, Persistent poison.

Level 17 Item: Phrenic Crown (Vault 144) “When you use a power against Will defense, the target (or targets) take -2 penalty to saving throws against any ongoing effect of that power”

Level 16 Item: Nightmare mount (Vault page 11). Our elf maiden used Lightning Serpent on it, flew above while he tried to teleport away in vain, and urged him to submit. After some 20 rounds the nightmare surrendered, and our elf maiden have been feeding him with toasted human flesh ever since.

Level 15 Item: Saddle of the Nightmare (Vault 124).

Other items:

Orb of ultimate imposition +3 (Vault 96, 17000 gp)
Cunning long sword +2 (The paragon path ability enables the wizard to use it as a wand and receive its nice ‘-2 saves’ property). (3400 gp)
3 veteran’s armor robes +1 (3*520=1560 gp)
Cloak of Distortion +1 (840 gp)
Scabbard of Sacred Might (5000 gp) (again benefiting from the paragon path ability)

Initiative +16/+16 (roll twice, use better result)
Hp 82 7 surges, 20 hp each.

At will powers (rarely used)
1.Thunderburst.
2.Cloud of daggers. Inflicts 7 damage automatically (no hit needed).

Encounter powers:
1.Level 13 Frosburn. Used to kill groups of minions at distance. Burst 2 within 20, creates difficult terrain and automatically causes 5 hp of cold and fire damage to creatures that start their turn within.
2.Level 11: The One Sword – Never used.
3.Level 7: Winters Wrath. Similar to frost burn, but range 10 and just 1 hp damage. Still kills minions automatically.
4.Level 3: Fire Shroud. Used Versus non Elite and non Solo enemies. Ongoing 5 fire or radiant damage which the enemy cannot successfully save against. The reason: -7 from Orb of Imposition , -2 from spell focus , -2 from cunning long sword used as implement. After 5 minuets (50 rounds) of torture, some 250 damage is inflicted from the ongoing effect alone, enough to kill a non elite / non solo target.

Utilities:
1.Level 12: Shape the dream. Once per day, when enemy hits with will attack – cancel the hit.
2.Level 10: Resistance.
3.Level 6: Invisibility.
4.Level 2: Shield.

Daily powers:
1.Level 5: Sleep
2.Level 9: Lightning Serpent
3.Level 15: Sleep

Anti minion tactic:
1.Keep distance.
2.Use powers that doesn’t depend on a successful attack roll (cloud of daggers, frostburn, winter’s warth)

Anti “Regular” tactic:
1.One hand holds the +2 Cunning longsword (functions as a wand) while the other holds an Orb. Use Fire Shroud (with Wand on Accuracy + elven accuracy to ensure at least 1 enemy is hit), and Orb of Imposition to fix the effect so as the target cannot save against it. The target gets -2 to saves from the Cunning property, another -2 from Spell Focus feat, and another -7 from the Wisdom modifier.

Anti Elite tactic:
1.Finish all minions / and minor enemies first, using previous tactics during several iterations.
2.Try to win initiative (+16, rolled twice). If init is lost, might consider escaping and returning sometime later, but only if not in a hurry plus escape is easy, etc’. (The reason is only the +2 to attack gained from Seizes the moment combat advantage).
3.Cast Sleep from the Cunning Sword (which functions like a wand). Use both Wand of accuracy and Elven accuracy to get a supper accurate attack. The bonus is: +8(level) +2(enhancement) +1(Int) +4(Dex) +2(Wand implement mastery) +2for combat advantage if the initiative was won (due to Seize the moment feat). Total bonus is +17 (+19 with init). If missed, use elven accuracy to roll again, and add another +2 (elven accuracy feat) and another 1d4 (wild elf luck feat) to a bonus of +21.5 (+23.5 with init).
4.After hitting with the standard action, use Orb of Imposition (free action). The target will have an extra -2 penalty to his saves due to the Phrenic Crown. Total penalty reaches -13 , so he will fall unconscious and will not wake up for 5 minuets. Of course it will take only a minute or two to kill it if no help will rescue the target, and no help should be there since minions + regulars were killed already.
5.In case there are 2 or more Elite enemies together, Lightning Serpent is used instead of Sleep. The effect of the Phrenic Crown is replaced with the effect of Persistent Poison feat, so the enemy still cannot make the save (-13 penalty). This time, after hitting, we run away and let the enemy slowly die. I didn’t find any restriction of 5 minutes duration, but in case such a house rule is used, then the ongoing damage will only be 250 hp (plus a dozen for the initial hit, plus perhaps another 7 or so from some cloud of daggers during the retreat : ). This means that in most cases, two iterations will be required for the first of the Elite pair (the last Elite target will be killed with Sleep). Additionally, the Orb of ultimate imposition + 3 (which is usually kept for a Solo) could be used, in conjunction with the simple Fire Shroud spell.

Anti Solo tactic:
Very similar to the Anti Elite, with just 1 exception:
1.Use the daily power of Orb of ultimate imposition +3. the extra 3 points of penalty will

Get-Away tactic:
1.Use the nightmare enduring run (speed 12 move action), Hooves of Hell (wonderful standard action of speed 10 to hinder pursuit) and the ultimate nightmare saddle (Vault page 124) teleport (move action, teleport 10).
2.Once escaped, take a short rest, use healing surges, if Elite / Solo was killed  switch to Veterans armor and spend action point to regain the daily power, then switch back to the Stone Skin robes (or just stay with the Veterans armor if the DM doesn’t permit all this switching : )
3.After some 5-10 minutes, go back to the crime scene to collect the treasure from the corpse. If any enemy is still there, replay this seven steps again.

Resource management:
Except Orb of ultimate imposition +3 and the 3 veteran’s armor robes +1 , all items are property or encounter based.
The veteran’s armors are used to transform action points into daily spells (Sleep). The Orb is kept for a solo, but can also be used on an Elite creature with the simple Fire Shroud power.
At start, we have 1 action point plus 3 daily spells. After the second encounter another action point is gained, and another after the forth. Thus, for a day with 5 encounters, we have 6 daily spells. Assuming we will miss 1 of them (that’s more or less the odds), we have 5 daily spells hits. This can be enough for 1 Solo encounter + 4 regular encounters led by one elite in each, or 1 Solo + 1 encounter with two Elits (and some regulars) + 1 Elite (and some regulars) + some more regulars.

Nightmare mount stats:

AC 27, Fort 26, Ref 25, Will 24.
HP 138. two healing surges, 34 hp each.
Init – same as rider (+16 roll twice, use better)
Speed 10, teleport 10 (move action)
Hooves of hell – recharge 5-6. Move 10 and leave a wall of fire behind. Great get-away power.
 

log in or register to remove this ad

Let me see if I can give all possible answers in one comment...

1. That is a very munchkin-y character.

2. That is a very ridiculous character.

3. That is a very easy-to-kill character.

4. That is a very boring character.

5. That is a very weird player.

6. Someone out there will disagree with points 1-5.
 

I'll go ahead and also add that Sleep has two different saves. One against slow, and another against unconsciousness. So the wizard has to pick which save to make nearly impossible to succeed, and it's just one of the two saves, and only one target.

I mean, probably what you do is hit a couple enemies, see which fails, then orb that one, but it's a bit less dire than seems at first.

Further, veteran's armor doesn't convert action points into daily items anymore. Errata. Salve of Power does do what he wants there, though.
 

1 - how many times in a fight can you use Orb of Imposition?

2 - how many times in a fight can you use Elven Accuracy?

3 - How will the character heal herself?

4 - There are Leader monsters out there that grant bonus to saving throws.

5 - Who can say if the minions will come in neat bunches?

6 - If you have already used Elven Accuracy, you must suck up the +17 to hit, which is abysmally low for a 16th level character. I've seen 8th-level characters with better attacks.

7 - For all the teleporting you can do with the nightmare, you still need Line of Sight to your destination. And Hooves of Hell means nothing against a foe that resists fire.
 

The main rules issues that leap out to me are:

1. Veteran's armor has been errata'ed to remove the daily power regain ability. Although this simply means that the character will have to use salves of power (level 10 wondrous item, page 176 of AV) instead.

2. You can't get two uses of the same daily power, even by trading out a higher-level daily power (not sure where the rules reference is for this, though). EDIT: Under the Spellbook section on page 158 of the PH, the last sentence of the paragraph that begins with Daily and Utility Spells explicitly states: "You can't prepare the same spell twice").

3. The Wizard of the Spiral Tower ability allows the character to use a longsword as a wand or an orb - he can't use both Orb of Imposition and Wand of Accuracy with the longsword. (It's possible to use a longsword as both an orb and a wand, but it requires another feat from Arcane Power and the character must be an eladrin). EDIT: Actually, re-reading the section on implement mastery, it seems like the character is only required to "wield" the implement and not cast a spell using the implement. I may be reading too much into page 56 of Adventurer's Vault which states that the properties of a weapon only affect powers delivered using that weapon. There is no similar text for any of the magical implements. So he may be applying the rules correctly in this instance.

It looks like your friend might have an incomplete understanding of the rules. It is possible to do all the stuff that he mentioned (Orb of Imposition in conjunction with save ends effects is a fairly well-known rules exploit), but it will require more resources to pull off, he may not be able to do it so many times per day, and not everything will stack.
 
Last edited:

This is a pretty terrible character. Even with elven accuracy, wild elf luck, and wand of accuracy, the hit chance is somewhere around 75% for Fort attacks against 16th level opponents (assuming an average die roll on the wild elf luck feat). When the elf casts fire shroud, she'll have a decent chance of hitting one enemy and a terrible chance against all the others (23.5% by my numbers, using MM averages). Assuming the elf hits one enemy, it's true that she can impose a decent save penalty, but that still leaves every other enemy on the board, and now the character is left with terrible defenses, no decent attacks, and a bunch of angry monsters.

Sure, the elf can teleport on her nightmare, but only 10 squares, which is well within charge range. If she double-moves to avoid damage while her fire shroud kills a monster, she's in for a long wait, and at the end she's still got a bunch of angry monsters.

A few other notes: you can't take the same daily power more than once, so Sleep can either show up at 5th level or 15th, but not both. As already noted, veteran's armor doesn't work as the player would have it. The various tactics all call for reusing encounter powers freely, which is not allowed. Any creature with fire resistance and/or poison resistance will pretty much ignore the various ongoing damage effects. Any creature that can block LOS will shut down the wizard's ability to escape. Combats don't take place on a featureless plain; the presence of walls and whatnot will also limit mobility. The cloak of distortion only helps against ranged attacks; close or area attacks from level-appropriate enemies will hit very easily.

I'd say that a bunch of drow could probably take down this character pretty easily. Grell philosophers have an at-will ranged attack that blinds, as do kuo-toa whips. Dark stalkers can create a big zone that blocks LOS, as can black dragons. And that's just level-appropriate creatures from the MM.
 

By the way, I just noticed the reference to "Stone Skin robes" towards the end. Am I correct that his 16th level utility power is stoneskin? If so, it is cast on a creature (the wizard or an ally), and it only lasts for a maximum of 5 minutes (see the spell description on page 166 of the PH). Once he casts it (it requires a standard action to cast, by the way), it will expire by the end of the next short rest he takes (to recover encounter powers or spend healing surges to regain hit points).
 

Must be missing something. Intelligence 12 for a Wizard. That's one very mediocre mind. And so how does he hit anything at all? Even with a reroll +1d4 1/ENCOUNTER, can't see how that works. Please enlighten me.

Totally right that he can't learn Sleep 3 times. That would be a house rule at best
 



Into the Woods

Remove ads

Top