Had to give it a spin...

Jun 13, 2008 01:48

((4th Edition, all standard rules [22 point buy, 100 gp to equip, options per 4ed PHB]))

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4ed, character build

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BP - Level 11 ironhand June 26 2008, 06:04:54 UTC
Level 11 Paragon Tier entered
Level Constant: +5
HP: 88 Bloodied: 44 Healing Surge Value: 26 Healing Surges Per Day: 13
Stat Raises: +1 Con, +1 Str, +1 Dex, +1 Int, +1 Cha, +1 Wis

Defense Adjustments Others remain as calculated above
Fortitude 20 (+4 Con, +5 LC, +1 Ranger)
Will 19 (+4 Wis, +5 LC)

Skill Adjustments All other skills as calculated above
+13 Athletics (+5 LC, +4 Str, +5 Trained -1 Check)
+16 Dungeoneering (+5 LC, +4 Wis, +5 Trained, +2 Race)
+15 Endurance (+5 LC, +4 Con, +5 Trained, +2 Race, -1 Check)
+14 Heal (+5 LC, +4 Wis, +5 Trained)
+09 Insight (+5 LC, +4 Wis)
+09 Nature (+5 LC, +4 Wis)
+14 Perception (+5 LC, +4 Wis, +5 Trained)

Passive Perception: 24 Passive Insight: 19

Paragon Path Selected: Fighter

Replacement Note: Replaced Hit and Run with:
Cleave - Fighter Attack 1
At-Will * Martial, Weapon
Standard Action * Melee weapon
Target: One creature
Attack: Strength vs. AC
Hit: 1[W] + Strength modifier damage, and an enemy adjacent to you takes damage equal to your Strength modifier.
Increase damage to 2[W] + Strength modifier damage at 21st level.

Come and Get It - Fighter Attack 7 (MC Encounter 11)
Encounter * Martial, Weapon
Standard Action * Close burst 3
Target: Each enemy in burst you can see
Effect: Each target must shift 2 and end adjacent to you, if possible. A target that can't end adjacent to you doesn't move. You can then attack any targets that are adjacent to you (close burst 1).
Attack: Strength vs. AC
Hit: 1[W] + Strength modifier damage.

Dwarven Durability
Prerequisites: Dwarf
Benefit: Increase your number of healing surges by two and your healing surge value by your Constitution modifier.

Notes: Ahh, now the payoff. Come and Get It - pull the enemy in, do damage. Optional middle step: Thicket of blades - hit them all again _hard_ and slow them. Sweeping Whirlwind: Hit them all _again_, knock them away like tenpins and knock them prone on top of it. Alternately, lead with optional thicket, sweeping whirlwind, close with Come and Get it to force them to get up on you again (most useful if you can somehow recharge Sweeping Whirlwind in the interim, to follow up with on the end). Dwarven Durability is way too useful to go without - especially with a current Constitution modifier of +4; upping each healing surge by four is a significant boost.

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BP - Level 12 ironhand June 26 2008, 06:17:45 UTC
Level 12
Level Constant: +6 (increases defenses, attacks, skills and initiative)
HP: 93 Bloodied: 46 Healing Surge Value: 27 Healing Surges Per Day: 13

Defense Adjustments Others remain as calculated above
AC 23 (+7 Armor, +6 LC)

Skill Adjustments Others remain as calculated above
+13 Acrobatics (+2 Dex, +6 LC, +5 Trained)
+15 Athletics (+4 Str, +6 LC, +5 Trained)
+17 Endurance (+4 Con, +6 LC, +5 Trained, +2 Race)
+08 Stealth (+2 Dex, +6 LC)
+08 Thievery (+2 Dex, +6 LC)

Into the Fray - Fighter Utility 10 (MC Utility 12)
Encounter * Martial
Minor Action * Personal
Effect: You can move 3 squares, as long as you end your move adjacent to an enemy.

Armor Specialization [Chain]
Prerequisites: Dex 15, training with chainmail
Benefit: You gain a +1 feat bonus to AC while wearing chainmail. You reduce the check penalty incurred by chainmail by 1.

Notes: Armor specialization eliminates the skill check penalty and gives another boost to AC. Into the Fray lets you eliminate the narrow gap between just moving and moving and getting to use a melee attack power; combined with Expeditious Stride, it lets you cover a huge amount of ground to reach an enemy.

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BP - Errata ironhand June 26 2008, 06:21:22 UTC
Healing surges from level 11 onward should be 12, not 13.

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