Another day, another build...

Jul 01, 2008 02:12

Yeah, so I've got the bug pretty bad. Let's see what comes out this time.

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4ed, character build

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Build Progression - Level 2 ironhand July 2 2008, 06:01:51 UTC
Level 2
Level Constant: +1 (Increases attacks, defenses, initiative & skills)
HP: 30 Bloodied: 15 Healing Surge Value: 07 Healing Surges / Day: 07

Yield Ground - Ranger Utility 2
Encounter * Martial
Immediate Reaction * Personal
Trigger: An enemy damages you with a melee attack
Effect: You can shift a number of squares equal to your Wisdom modifier. Gain a +2 power bonus to all defenses until the end of your next turn.

Elven Precision [Elf]
Prerequisites: Elf, elven accuracy racial power
Benefit: When you use the elven accuracy power, you gain a +2 bonus to the new attack roll.

Notes: Let's see ... the ability to immediately shift 4 squares (current Wisdom modifier) away when hit by a melee attack means getting away from a melee pursuer is hella easier. And Elven Precision is just so good for everyone; maybe a little less so for Fighters since their Daily powers are almost all Reliable, but still...

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Build Progression - Level 3 ironhand July 2 2008, 06:02:56 UTC
Level 3
Level Constant: +1
HP: 35 Bloodied: 17 Healing Surge Value: 08 Healing Surges / Day: 07

Cut and Run - Ranger Attack 3
Encounter * Martial, Weapon
Standard Action * Melee or Ranged weapon
Requirement: You must be wielding two melee weapons or a ranged weapon.
Target: One or two creatures
Attack: Strength vs. AC (melee; main weapon and off-hand weapon) or Dexterity vs. AC (ranged), two attacks
Special: After the first or second attack, you can shift a number of squares equal to 1 + your Wisdom modifier.
Hit: 1[W] + Strength modifier damage (melee) or 1[W] + Dexterity modifier damage (ranged) per attack.

Notes: Yeah, shoot, shoot, shift 5 squares (current Wisdom modifier + 1) ... or shoot, shift 5 squares, shoot. And being an elf, shifting through difficult terrain is not a problem. This is practically a no-brainer...

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Build Progression - Level 4 ironhand July 2 2008, 06:06:47 UTC
Level 4
Level Constant: +2 (Increases attacks, defenses, initiative & skills)
HP: 35 Bloodied: 17 Healing Surge Value: 08 Healing Surges / Day: 07
Attribute Raises: Dex 19 [+4], Wis 19 [+4]
Skill Modifications: Acrobatics: +1 feat bonus, Stealth: +1 feat bonus

Light Step [Elf]
Prerequisites: Elf
Benefit: For the purpose of hourly or daily travel rates, add 1 to your overland speed and the speed of all allies in your travelling group.
- Add 5 to the DC required to find or follow your tracks. If travelling with allies, you can share this benefit with up to five other characters.
- You gain a +1 feat bonus to Acrobatics checks and Stealth checks.

Notes: Light step is as useful for the bonus to Acrobatics and Stealth as it is for the speed and anti-tracking benefits.

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Build Progression - Level 5 ironhand July 2 2008, 06:11:17 UTC
Level 5
Level Constant: +2
HP: 40 Bloodied: 20 Healing Surge Value: 10 Healing Surges / Day: 07

Splintering Shot - Ranger Attack 5
Daily * Martial, Weapon
Standard Action * Ranged weapon
Target: One creature
Attack: Dexterity vs. AC
Hit: 3[W] + Dexterity modifier damage, and the target takes a -2 penalty to attack rolls until the end of the encounter.
Miss: Half damage, and the target takes a -1 penalty to attack rolls until the end of the encounter.

Notes: Choices for missile powers at this level were kinda meh. The other option was identical excepting that it weakened the target (save ends) instead of penalizing its attack rolls.

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Build Progression - Level 6 ironhand July 2 2008, 06:15:25 UTC
Level 6
Level Constant: +3 (Increases attacks, defenses, initiative & skills)
HP: 45 Bloodied: 22 Healing Surge Value: 11 Healing Surges / Day: 07

Weave through the Fray - Ranger Utility 6
Encounter * Martial
Immediate Interrupt * Personal
Trigger: An enemy moves adjacent to you.
Effect: You can shift a number of squares equal to your Wisdom modifier.

Far Shot
Prerequisites: Dex 13
Benefit: When you use a projectile weapon such as a bow or crossbow, increase both the normal range and the long range by 5 squares.

Notes: Weave through the Fray - now I can shift before they hit me to keep out of danger. Far Shot is another one of those practically automatic feats for an archery ranger build.

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Build Progression - Level 7 ironhand July 2 2008, 06:19:16 UTC
Level 7
Level Constant: +3
HP: 50 Bloodied: 25 Healing Surge Value: 12 Healing Surges / Day: 07

Hawk's Talon - Ranger Attack 7
Encounter * Martial, Weapon
Standard Action * Melee or Ranged weapon
Target: One creature
Attack: Strength vs. AC (melee) or Dexterity vs. AC (ranged). Gain a power bonus to this attack equal to your Wisdom modifier. Ignore any penalties from cover or concealment (but not superior cover or total concealment).
Hit: 2[W] + Strength modifier damage (melee), or 2[W] + Dexterity modifier damage (ranged).

Notes: With a +4 power bonus to hit, this encounter power is good for archery _or_ emergency melee attacks. The ability to ignore cover or concealment is just icing on the cake.

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Build Progression - Level 8 ironhand July 2 2008, 06:28:31 UTC
Level 8
Level Constant: +4 (Increases attacks, defenses, initiative & skills)
HP: 55 Bloodied: 27 Healing Surge Value: 13 Healing Surges / Day: 07
Attribute Raises: Dex 20 [+5], Wis 20 [+5]
Skill Modifications: Acrobatics: +1 (Dex mod increase), Dungeoneering: +1 (Wis mod increase), Heal: +1 (Wis mod increase), Insight: +1 (Wis mod increase), Perception: +1 (Wis mod increase), Stealth: +1 (Dex mod increase), Thievery: +1 (Dex mod increase)
Defense Modifications: AC +1 (Dex mod increase), Reflex +1 (Dex mod increase), Will +1 (Wis mod increase)

Weapon Focus (Bows)
Prerequisites: -
Benefit: Choose a specific weapon group, such as spears or heavy blades. You gain a +1 feat bonus to damage rolls with your chosen weapon group. At 11th level this bonus increases to +2. At 21st level, it increases to +3
Special: You can take this feat more than once. Each time you select the feat, choose another weapon group.

Notes: Dexterity and Wisdom increase have major payoffs; all powers are more accurate and damaging, all Wisdom effects increase ( ... )

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Build Progression - Level 9 ironhand July 2 2008, 06:32:56 UTC
Level 9
Level Constant: +4
HP: 60 Bloodied: 30 Healing Surge Value: 15 Healing Surges / Day: 07

Attacks on the Run - Ranger Attack 9
Daily * Martial, Weapon
Standard Action * Melee or Ranged weapon
Target: One or two creatures
Attack: You can move your speed. At any point during your move, you can make two Strength vs. AC attacks with a melee weapon or two Dexterity vs. AC attacks with a ranged weapon.
Hit: 3[W] + Strength modifier damage (melee), or 3[W] + Dexterity modifier damage (ranged) per attack.
Miss: Half damage per attack.

Notes: Move and attack - not quite as good as a shift, but the ability to basically move, attack at any point during the move and keep going - all as a standard action, leaving move and minor actions unused; is quite useful.

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Build Progression - Level 10 ironhand July 2 2008, 06:37:28 UTC
Level 10
Level Constant: +5 (Increases attacks, defenses, initiative & skills)
HP: 65 Bloodied: 32 Healing Surge Value: 16 Healing Surges / Day: 07

Expeditious Stride - Ranger Utility 10
Encounter * Martial
Minor Action * Personal
Effect: Until the end of your next turn, your speed increases by 4, and when you shift, you can shift 1 additional square.

Fast Runner
Prerequisites: Con 13
Benefit: You gain a +2 bonus to speed when you charge or run.

Notes: Do I even need to spell out the synergy of Expeditious Stride and my other movement/shift powers? Or the benefits of Fast Runner?

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Build Progression - Level 11 ironhand July 2 2008, 06:48:14 UTC
Level 11 Paragon Tier entered
Level Constant: +5
HP: 70 Bloodied: 35 Healing Surge Value: 17 Healing Surges / Day: 08
Attribute Raises: Str 11 [+0], Con 14 [+2], Dex 21 [+5], Int 10 [+0], Wis 21 [+5], Cha 11 [+0]
Skill Modifications: Arcana: +1 (Int mod increase), Endurance: +1 (Con mod increase), History: +1 (Int mod increase), Religion: +1 (Int mod increase)
Defense Modifications: Fortitude: +1 (Con mod increase)

Paragon Path: Battlefield Archer

New Class Features
Archer's Action: You can spend an action point to reroll one ranged attack roll or ranged damage roll, instead of taking an extra action.
Battlefield Experience: You can designate more than one creature as your quarry at a time, up to a number equal to your Wisdom modifier. In addition, any attack made against a quarry receives a +1 bonus to attack rolls.

Combined Fire - Battlefield Archer Attack 11
Encounter * Martial, Weapon
Immediate Reaction * Ranged weapon
Trigger: An ally makes a ranged attack or an area attack
Target: One creature attacked by your ally
Attack: ( ... )

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Build Progression - Level 12 ironhand July 2 2008, 06:53:17 UTC
Level 12
Level Constant: +6 (Increases attacks, defenses, initiative & skills)
HP: 75 Bloodied: 37 Healing Surge Value: 18 Healing Surges / Day: 08

Archer's Glory - Battlefield Archer Utility 12
Encounter * Martial
Free Action * Personal
Trigger: One of your ranged attacks drops an enemy to 0 hit points or fewer
Effect: You gain an action point that you must spend before the end of your next turn.

Running Shot [Elf]
Prerequisites: Elf
Benefit: You don't take any attack penalty to ranged attacks after you use the run action.

Notes: Kill enemy = Free action point. Running Shot = Move really fast (11 squares between Speed 7, +2 Fast Runner, +2 Run action), and don't take the -5 to attacks afterward. This is just that good.

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Build Progression - Further Notes ironhand July 2 2008, 07:16:22 UTC
Based on a peek-through of the next power sets, I'd probably develop as follows:

Level 13: No encounter power swap. Nothing there that I like better than what I have.

Level 15: Swap out Splintering Shot (Level 5 Daily) for Confounding Arrows (Level 15 Daily)
Confounding Arrows - Ranger Attack 15
Daily * Martial, Weapon
Standard Action * Ranged weapon
Targets: One, two, or three creaturess
Attack: Dexterity vs. AC, three attacks
Hit: 1[W] + Dexterity modifier per attack. A target hit once is dazed (save ends). A target hit twice is stunned (save ends). A target hit three times is stunned (save ends) and takes + 2[W] damage.
Miss: The target is dazed (save ends)

Level 16: Class Feature - Battle Surge: When you spend an action point to take an extra action or to gain the benefit of your Archer's Action, you also gain a +5 bonus to AC against opportunity attacks until the end of the encounter ( ... )

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