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D&D 4E w00t! My First DnD 4e Character!

Okay heres my first character wondering if he's playable though

Vash - Dragonborn Fighter
"The Gods left me alive, but only I can keep it that way"

Str 16
Con 16
Dex 13
Int 13
Wis 12
Cha 10

HP 31 Bloodied 15; Healing Surges 12, Healing per Surge 10
AC 17 (19 w/shield) Fort 15 Ref 11 (13 w/shield) Will 11
Size- Medium; Speed 5
Alignment:Good Deity:All Languages: Common, Draconic

Skills: Athletics, Endurance, Heal
Feats: Arcane initiate (encounter power either fiery blast or if DM allows it prestidigitation as an at-will
Race Features: Dragonborn Fury, Dragon Heritage, Dragon Breath
Class Features: Combat Challenge, Combat Superiority, Fighter Weapon Talent (2-handed)


At Will: Tide of Iron, Cleave Encounter: Covering Attack, Dragon Breath (cold, Strength)
Daily: Villain's menace

Equipment: Longsword, heavy shield, Scale Mail, 2 Javelins, longspear, Adventurer's Kit.

Longsword: Base Attack +6 (+7 when bloodied), 1D8 + 3 (Crit 11)
Longspear: Base attack +6 reach 2 (+7 when cloodied) 1D10 + 3 (Crit 13)

Javelin: Base Attack +5 (+6 when bloodied) 1d6 + 3 (Crit 9) Damage, Range 10/20

My only question is whether I should swap the 16 and 14 around to give him 18 str and 14 con (He uses all kinds of weapons so probably won't be going for a crit feat which needs con) As he goes on he'll probably pick up a bow and a more impressive array of weapons to cover every type as well as having a light and heavy shield for different situations

The premise of this character a covering all bases kinda a guy
(his whole town/village was wiped out with only himself left alive, he now counts his blessings (several times a day) to all the gods he knows and looks for any advantage he can get in keeping himself and others alive)

the arcane initate feat is his initial foray with his next feat being ritual caster (quite handy being trained in heal and arcane knowledge for rituals) with level 4 feat being quick draw for quicker weapon swapping and level 6 being Jack of all Trades, helping out with religion and nature rituals and also with a whole variety of skill checks most of which he gets at least +1 from his stats, this character will take alchemy whenever thats possible.
 

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Nice! Yeah, I was extremely excited when the Rogue preview came up on Ampersand way back around Christmas and I read all of the "Dex vs. XX" and "1[w] + Dex damage" entries in the powers :D
 

Ginnel said:
My only question is whether I should swap the 16 and 14 around to give him 18 str and 14 con (He uses all kinds of weapons so probably won't be going for a crit feat which needs con) As he goes on he'll probably pick up a bow and a more impressive array of weapons to cover every type as well as having a light and heavy shield for different situations

Dragonborn make great fighters (or at least they seem like they will). Remember that you can use your breath weapon to mark a whole room of foes if they cluster up which is a nifty trick. Regarding your character, he's certainly playable though I personally get an 18 in STR and 14 in CON rather than splitting it 16/16. The reason being that while CON increases your healing surge value/breath weapon damage/first-level HP, you're going to be using STR for all of your attacks and an extra +1 in there will always come in handy.

if I was building a dragonborn fighter that needed 13 int, I'd give him attributes as following:

18 STR
16 CON
10 DEX
13 INT
11 WIS
10 CHA
 

Ginnel said:
My only question is whether I should swap the 16 and 14 around to give him 18 str and 14 con (He uses all kinds of weapons so probably won't be going for a crit feat which needs con) As he goes on he'll probably pick up a bow and a more impressive array of weapons to cover every type as well as having a light and heavy shield for different situations

With defenses being based on the best of either stat (STR or CON for FORT, DEX or INT for REF, and WIS or CHA for WILL), I don't see a problem going 18 STR and 14 CON.

I did notice that you picked Fighter Weapon Talent (2-Handed), but posted you where thinking sword and board...might wanna change that.

But it looks good. :)
 

Lord Sessadore said:
Avren - Half-elf Paladin 1


Skills: Diplomacy, Endurance, Insight, Intimidate, Religion
Feats: Pact Initiate
Race Features: Low-light vision, Dual Heritage, Group Diplomacy, Dilettante (Eyebite)
Class Features: Lay on Hands, Divine Challenge, Channel Divinity (Divine Mettle and Divine Strength)

At-Will Powers: Holy Strike, Enfeebling Strike
Encounter Powers: Fearsome Smite, Eldritch Blast, Eyebite
Daily Powers: Paladin's Judgement

You'd need to use Dilettante for Eldritch Blast, as Pact Initiate can only net you the pact-specific at-wills.

Androlphas said:
My ol' bard character, now rogue-fied with a hint of warlock ;)

Zaldrin d'Sinclair - Half-Elf Rogue 1

At Will: Deft Strike, Eyebite (from "Dilettante"), Sly Flourish
Encounter: Positioning Strike
Daily: Trick Strike

Dilettante makes the at-will you choose an encounter power.
 

Geek-Zilla said:
With defenses being based on the best of either stat (STR or CON for FORT, DEX or INT for REF, and WIS or CHA for WILL), I don't see a problem going 18 STR and 14 CON.

I did notice that you picked Fighter Weapon Talent (2-Handed), but posted you where thinking sword and board...might wanna change that.

But it looks good. :)
The plan on the two handed style was so when I picked up a proficiency 2, reach two-hander I had the same attack as a sword and board with my longsword ;) easier math but maybe I'm just lazy :p

Also Korror I'd love to take that build unfortunately another thing in my build I wanted was armor Specialization (Scale) which led me to the 13 Dex as well, I just couldn't pass up running around at 6 speed in scale ;) (also wouldn't hurt when he picked up a bow or even a sword focused fighter power later)
 

Geek-Zilla said:
Again looks good. I'm curious as to the choice of Falchion as opposed to Greatsword.

I find it interesting with the two fighter builds presented here, both chose two-handed weapons and passed on using shield. I guess if it's dead....it can't hit you anyway. ;)

I like the flavor and feel of falchion more. It only damages about .5 less on average, and it has the benefit of High Crit. Plus, with the magic gloves that let you re-roll all 1s on damage rolls, it'll have a nice boost (and make it easier for a vorpal weapon to get its bonus. 1 in 3 is better than 1 in 9!)
 

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