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Who Should Acquisitions, Inc Recruit Next?
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<blockquote data-quote="Fedifensor" data-source="post: 4971293" data-attributes="member: 7289"><p>Well, as long as we're talking optimization, it seems that the Acquisition, Inc characters are retooled for each successive adventure. For example, in the latest adventure, Binwin has converted to Battlerager, and is back to using a one-handed weapon and shield. Maybe we can suggest updated versions for every character.</p><p></p><p>So, assuming that they go up 2 levels each time they do a new podcast, here's my suggestion for the level 7 version of Binwin...complete with the Invulnerable Coat of Arnd.</p><p></p><p>====== Created Using Wizards of the Coast D&D Character Builder ======</p><p>Binwin Bronzebottom, level 7</p><p>Dwarf, Fighter</p><p>Fighter Talents: Battlerager Vigor</p><p>Background: Wandering Mercenary (Wandering Mercenary Benefit)</p><p></p><p>FINAL ABILITY SCORES</p><p>Str 17, Con 19, Dex 12, Int 8, Wis 14, Cha 10.</p><p></p><p>STARTING ABILITY SCORES</p><p>Str 16, Con 16, Dex 12, Int 8, Wis 12, Cha 10.</p><p></p><p></p><p>AC: 23 Fort: 20 Reflex: 17 Will: 16</p><p>HP: 70 Surges: 13 Surge Value: 18</p><p></p><p>TRAINED SKILLS</p><p>Intimidate +8, Endurance +11, Athletics +8</p><p></p><p>UNTRAINED SKILLS</p><p>Acrobatics +1, Arcana +2, Bluff +3, Diplomacy +3, Dungeoneering +7, Heal +5, History +2, Insight +5, Nature +5, Perception +5, Religion +2, Stealth +1, Streetwise +3, Thievery +1</p><p></p><p>FEATS</p><p>Level 1: Dwarven Weapon Training</p><p>Level 2: Weapon Expertise (Hammer)</p><p>Level 4: Dwarf Stoneblood</p><p>Level 6: Hunting Wolf Style</p><p></p><p>POWERS</p><p>Fighter at-will 1: Tide of Iron</p><p>Fighter at-will 1: Crushing Surge</p><p>Fighter encounter 1: Passing Attack</p><p>Fighter daily 1: Knee Breaker</p><p>Fighter utility 2: Boundless Endurance</p><p>Fighter encounter 3: Shield Slam</p><p>Fighter daily 5: Rain of Steel</p><p>Fighter utility 6: Unbreakable</p><p>Fighter encounter 7: Come and Get It</p><p></p><p>ITEMS</p><p>The Invulnerable Coat of Arnd, Cloak of the Walking Wounded +1, Heavy Shield, Iron Armbands of Power (heroic tier), Potion of Healing (heroic tier) (2), Horned Helm (heroic tier), Gauntlets of Blood (heroic tier), Belt of Vigor (heroic tier), Defensive Craghammer +2</p><p>====== Copy to Clipboard and Press the Import Button on the Summary Tab ======</p><p></p><p></p><p></p><p>Notes:</p><p>Binwin's Battlerager class feature gives him temporary HP when he attacks (see below). These temp HP do not stack.</p><ul> <li data-xf-list-type="ul">Hits with invigorating power (Crushing Surge or Knee Breaker) - 10 temp HP</li> <li data-xf-list-type="ul">Misses with invigorating power (Crushing Surge or Knee Breaker) - 6 temp HP</li> <li data-xf-list-type="ul">Hits with melee or close power (not invigorating) - 6 temp HP</li> <li data-xf-list-type="ul">Misses with melee or close power (not invigorating) - No temp HP gained</li> </ul><p></p><p>The Hunting Wolf Style feat allows Binwin to use Crushing Surge on a charge, giving him a way to rush into combat while still getting temporary HP. </p><p></p><p>I believe standard equipment for a 7th level character is one level 8 item, one level 7 item, one level 6 item, and gold equal to the value of a level 7 item. That comes to 10,400 gp. I purchased equipment using that amount. Since artifacts have no cost, I charged Binwin the cost of +2 chainmail. That's undervaluing the artifact...but since he could lose it at any time, it seems reasonable.</p><p></p><p>The Defensive Weapon gives Binwin an added +2 AC when he goes total defense or uses his second wind. Iron Armbands of Power, Horned Helm, and Gauntlets of Blood are all ways to increase damage. The Belt of Vigor slightly improves his healing surge value, while the Cloak of the Walking Wounded lets him spend two healing surges when bloodied and using his second wind.</p></blockquote><p></p>
[QUOTE="Fedifensor, post: 4971293, member: 7289"] Well, as long as we're talking optimization, it seems that the Acquisition, Inc characters are retooled for each successive adventure. For example, in the latest adventure, Binwin has converted to Battlerager, and is back to using a one-handed weapon and shield. Maybe we can suggest updated versions for every character. So, assuming that they go up 2 levels each time they do a new podcast, here's my suggestion for the level 7 version of Binwin...complete with the Invulnerable Coat of Arnd. ====== Created Using Wizards of the Coast D&D Character Builder ====== Binwin Bronzebottom, level 7 Dwarf, Fighter Fighter Talents: Battlerager Vigor Background: Wandering Mercenary (Wandering Mercenary Benefit) FINAL ABILITY SCORES Str 17, Con 19, Dex 12, Int 8, Wis 14, Cha 10. STARTING ABILITY SCORES Str 16, Con 16, Dex 12, Int 8, Wis 12, Cha 10. AC: 23 Fort: 20 Reflex: 17 Will: 16 HP: 70 Surges: 13 Surge Value: 18 TRAINED SKILLS Intimidate +8, Endurance +11, Athletics +8 UNTRAINED SKILLS Acrobatics +1, Arcana +2, Bluff +3, Diplomacy +3, Dungeoneering +7, Heal +5, History +2, Insight +5, Nature +5, Perception +5, Religion +2, Stealth +1, Streetwise +3, Thievery +1 FEATS Level 1: Dwarven Weapon Training Level 2: Weapon Expertise (Hammer) Level 4: Dwarf Stoneblood Level 6: Hunting Wolf Style POWERS Fighter at-will 1: Tide of Iron Fighter at-will 1: Crushing Surge Fighter encounter 1: Passing Attack Fighter daily 1: Knee Breaker Fighter utility 2: Boundless Endurance Fighter encounter 3: Shield Slam Fighter daily 5: Rain of Steel Fighter utility 6: Unbreakable Fighter encounter 7: Come and Get It ITEMS The Invulnerable Coat of Arnd, Cloak of the Walking Wounded +1, Heavy Shield, Iron Armbands of Power (heroic tier), Potion of Healing (heroic tier) (2), Horned Helm (heroic tier), Gauntlets of Blood (heroic tier), Belt of Vigor (heroic tier), Defensive Craghammer +2 ====== Copy to Clipboard and Press the Import Button on the Summary Tab ====== Notes: Binwin's Battlerager class feature gives him temporary HP when he attacks (see below). These temp HP do not stack. [LIST] [*]Hits with invigorating power (Crushing Surge or Knee Breaker) - 10 temp HP [*]Misses with invigorating power (Crushing Surge or Knee Breaker) - 6 temp HP [*]Hits with melee or close power (not invigorating) - 6 temp HP [*]Misses with melee or close power (not invigorating) - No temp HP gained [/LIST] The Hunting Wolf Style feat allows Binwin to use Crushing Surge on a charge, giving him a way to rush into combat while still getting temporary HP. I believe standard equipment for a 7th level character is one level 8 item, one level 7 item, one level 6 item, and gold equal to the value of a level 7 item. That comes to 10,400 gp. I purchased equipment using that amount. Since artifacts have no cost, I charged Binwin the cost of +2 chainmail. That's undervaluing the artifact...but since he could lose it at any time, it seems reasonable. The Defensive Weapon gives Binwin an added +2 AC when he goes total defense or uses his second wind. Iron Armbands of Power, Horned Helm, and Gauntlets of Blood are all ways to increase damage. The Belt of Vigor slightly improves his healing surge value, while the Cloak of the Walking Wounded lets him spend two healing surges when bloodied and using his second wind. [/QUOTE]
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