UBER Dragonborn Fighter or Paladin Defender...we can build him!

daddystabz

Explorer
I am kind of interested in possibly playing a Dragonborn or Human uber defender for my first character for 4e. However, I lack the knowledge thus far to build a fantastic build for either. Would anyone please bo so kind as to build the most uber Dragonborn or Human defender you possibly can? Thanks in advance and comments/debate is welcome! Let's put our heads together.
 

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Step 1: Pick your race & class. This is hard for us to do for you. Would the rest of your party benefit from your choice? If so that would be "uber".

Fighter or Paladin?
Human or Dragonborn?
We could probabily choose a build and stats if you pick those.
 

daddystabz said:
I am kind of interested in possibly playing a Dragonborn or Human uber defender for my first character for 4e

you can make a d-born pally with str and cha of 18, and have 12, 12, 10, 8 for your othe stats. that lets the pally multiclass into fey warlock for striker powers.

so you have a defender main class, with striker powers and a great anti-minion controller power breath weapon which for 1 feat will have a 5 by 5 AoE.
 


Well, if you want it really über, you'd probably want to go with a dwarven fighter what with the many bonuses fighters get from Con and Wisdom.
 

daddystabz said:
How about Defender Dragonborn Fighter then?

i would also go with the same stats as above. unless you want to go 20 str, which i think is a mistake. the 18 in cha with multiclassing is still going to let you have more options.

con just isnt that important in 4E you can go 18,18, 13 (con) and eventually get plate armor.

i think the pally build is far better though. someone may have an uber ftr build, i dont.
 

phil500 said:
you can make a d-born pally with str and cha of 18, and have 12, 12, 10, 8 for your othe stats. that lets the pally multiclass into fey warlock for striker powers.

so you have a defender main class, with striker powers and a great anti-minion controller power breath weapon which for 1 feat will have a 5 by 5 AoE.

So....that Epic Paladin could trade in his Daily level 29 attack for the Warlock's lvl29 Curse of the Dark Delirium. As glorius as Even Hand of Justice sounds, Curse of Dark Delirium just sounds hilarious to use against more then 1 creature. Definitely not recommended to do though, as Even Hand of Justice seems to be more useful.

First, Divine Challenge the poor, yet frighteningly Strong, target. Then attack it with Curse of Dark Delirium, taking control of its actions to make basic attacks against its allies/companions. Its takes up your standard action, but the Sustain Standard counts as an attack as well fulfilling the Divine Challenge's requirement. So the target goes around attacking his allies, inflicting the Divine Challenge damage each turn to himself, while the Paladin can keeps landing the Charisma vs. Will attacks.

If its the only creature though, the options are limited. You could have the target attack the furnishings and doors nearby to take Divine Challenge damage. But while you can't make the target give suicidal action(Attacking himself, Jumping off a cliff) or use powers other then Basic Attack, you can make him unequip and drop all of his stuff, go prone, squeeze himself done a size granting combat advantage, and then wait at the edge of a cliff just begging to be pushed over.

Just an amusing thought, not to be taken seriously. I would probably still take the Even Hand of Justice with its 5d10 damage and its rider effect over this, maybe the melee attack too.
 

Can anyone post a build for this that shows starting stats and total progression/choices through lvl 30?

Thanks so much you guys! I really appreciate great minds thinking together.
 

Initiative: 0
Action Points: 1
Max Hit Points: 29hp
Bloodied: 14hp
Healing: 9hp
Surges: 6/day
2nd Wind: 1/encounter

AC: 17
Fort: 17 (+2 class)
Ref: 10
Will: 11

+5 Str: 20 (+2 race)
+2 Con: 14
+0 Dex: 11
-1 Int: 8
+0 Wis: 10
+1 Cha: 12 (+2 race)

Movement: 5
Vision: Normal
Passive Insight: 10
Passive Perception: 10

Skills:
0 Acrobatics DEX
-1 Arcana INT
10 Athletics STR (+5 trnd)
1 Bluff CHA
1 Diplomacy CHA
0 Dungeoneering WIS
2 Endurance CON
0 Heal WIS
1 History INT (+2 race)
0 Insight WIS
8 Intimidate CHA (+2 race) (+5 trnd)
0 Nature WIS
0 Perception WIS
-1 Religion INT
0 Stealth DEX
6 Streetwise CHA (+5 trnd)
0 Thievery DEX
Languages: Common, Draconic.

Name: Torrin
Level: 1
XP: 0
Race: Dragonborn
Role: Defender
Class: Fighter
Build: Great Weapon
Paragon Path: -
Epic Destiny: -
Source: Martial
Gender: Male
Size: M
Age: 15
Height: 6’2”
Weight: 220lbs
Alignment: Unaligned
Deity: Kord

Proficiencies: cloth, leather, hide, chainmail, & scale armor; light & heavy shields; simple & military melee and simple & military ranged weapons.

Load: 90lbs / 200lbs
Equipment: 10g
-Maul 2d6, 12lbs
-Scale Armor +7 AC, 45lbs
-SAK: a backpack, a bedroll, flint and steel, a belt pouch, two sunrods, ten days’ worth of trail rations, 50 feet of hempen rope, and a waterskin. 33lbs

Race & Class Features:
-Dragonborn Fury: When you’re bloodied, you gain a +1 racial bonus to attack rolls.

Combat Superiority:
An enemy struck by your opportunity attack stops moving, if a move provoked the attack. If it still has actions remaining, it can use them to resume moving.

Fighter Weapon Talent:
You gain a +1 bonus to 2 handed attack rolls. (Already included in calculations)

Combat Challenge:
Every time you attack an enemy (hit or miss) you can 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 new mark supersedes a mark that was already in place. Also, 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.

Feats:
- Potent Challenge
Benefit: If you hit a foe with an attack granted by your combat challenge class feature, with a two-handed weapon, add +2 damage.

AT WILL POWERS:
Cleave: martial, weapon.
standard, melee weapon.
Target: one creature
Attack: +6 vs AC
Hit: 2d6+5, and an enemy adjacent to you takes 5 damage.

Reaping Strike: martial, weapon.
standard, melee weapon.
Target: one creature
Attack: +6 vs AC
Hit: 2d6+5
Miss: 5 damage

ENCOUNTER POWERS:
Villain’s Menace: martial, weapon.
standard, melee weapon.
Target: one creature
Attack: 6 vs AC
Hit: 4d6+5, you gain a +2 to attack and a +4 to damage against the target until the end of the encounter.
Miss: Gain a +1 power bonus to attack rolls and a +2 power bonus to damage rolls against the target until the end of the encounter.

Dragon Breath: Electricity
minor action, close blast 3
Target: all creatures in area
Attack: +7 vs reflex
Hit: 1d6+3

DAILY POWERS:
Steel Serpent Strike: martial, weapon
standard, melee weapon
Target: one creature
Attack: +6 vs AC
Hit: 4d6+5, and the target is slowed and can’t shift until end of your next turn.


---
Only 56 minutes to build :) I pulled the name from the suggested list, I liked the sound of it.

I think that the maul will win out over the axe in game, but I do think the axe is a bit "cooler".

I think that ice breath is in line with the "Jason Dragonbourne" idea (the butt kicker with ice in his veins). Fire is nifty (and useful when adventuring) but many enemies have fire resistance.

Lastly, sorry but no I can't level out the build for you. There is only one way for an adventurer to get to level 30, 1 encounter worth of xp at a time. :D
 
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Just at a glance, Family, I see 2 problems with your build.

1) Dragonborn get a Charisma bonus, not a Constitution bonus.

2) Fighters start with scale proficiency, not plate proficiency.

I can't go over it in detail, but I thought I should mention it.
 

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