You take an Initiate feat at 1st level, which gives you a basic power from a 2nd class. At certain levels, you can take another feat to get powers from the 2nd class instead of your main one.
I might be wrong on this: I'm a little geared towards single-classed, myself, in this edition.
Build Progression - Level 2ironhandJune 25 2008, 02:28:28 UTC
Level 2 Level Constant: +1 {Increases all skills, defenses and attacks} +5 hp (HP: 31, Bloodied: 15, Healing Surge Value: 07 Healing Surges per Day: 09)
Knight's Move - Warlord Utility 2 Encounter * Martial Move Action * Ranged 10 Target: One ally Effect: The target takes a move action as a free action.
Group Insight [Half-elf] Prerequisites: Half-elf Benefit: You grant allies within 10 squares of you a +1 racial bonus to Insight checks and Initiative checks.
Notes: Extra actions are always good. And Group Insight chains nicely with Combat Leader to give allies within 10 squares a total +3 initiative.
Level 3 Level Constant: +1 +5 hp (HP: 36, Bloodied: 18, Healing Surge Value: 09, Healing Surges per Day: 09)
Warlord's Strike - Warlord Attack 3 Encounter * Martial, Weapon Standard Action * Melee weapon Target: One creature Attack: Strength vs. AC Hit: 2[W] + Strength modifier damage. Until the end of your next turn, all of your allies gain a +2 bonus to damage rolls against the target. Inspiring Presence: The bonus to damage rolls equals 1 + your Charisma modifier.
Notes: Tough choice. Hold the Line and Steel Monsoon are both strong contenders. Might replace this via retraining if it doesn't pull its weight.
Level 4 Level Constant: +2 {Increases all skills, defenses and attacks} +5 hp (HP: 41, Bloodied: 20, Healing Surge Value: 10, Healing Surges per Day: 09) +1 Int, +1 Cha. AC 18, Reflex 13 (+1 AC, Reflex [Int mod increased by 1])
Skill Notes: Arcana, History, Religion increase by 1 (via Int mod)
Novice Power [Multiclass Encounter] Prerequisites: Any class-specific multiclass feats, 4th level Benefit: You can swap one encounter attack power you know for one encounter attack power of the same level or lower from the class you multiclassed into.
Notes: Intelligence for AC, also for secondary effects of some warlord and warlock powers, and slight benefit to wizard power via half-elf feature. Charisma benefits Warlord and Warlock equally well, though it won't tick over for another point of modifier just yet.
Level 5 Level Constant: +2 +5 hp (HP: 46, Bloodied: 23, Healing Surge Value: 11, Healing Surges per Day: 09)
Villian's Nightmare - Warlord Attack 5 Daily * Martial, Weapon Standard Action * Melee weapon Target: One creature Attack: Strength vs. Reflex Hit: 3[W] + Strength modifier damage. Effect: Until the end of the encounter, when you are adjacent to the target and it walks or runs, you can cancel that movement as an immediate interrupt.
Notes: When one cannot contribute mobility, one can deny it to one's enemies.
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You take an Initiate feat at 1st level, which gives you a basic power from a 2nd class. At certain levels, you can take another feat to get powers from the 2nd class instead of your main one.
I might be wrong on this: I'm a little geared towards single-classed, myself, in this edition.
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Now I wanna get together and make characters. :P
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Level Constant: +1 {Increases all skills, defenses and attacks}
+5 hp (HP: 31, Bloodied: 15, Healing Surge Value: 07 Healing Surges per Day: 09)
Knight's Move - Warlord Utility 2
Encounter * Martial
Move Action * Ranged 10
Target: One ally
Effect: The target takes a move action as a free action.
Group Insight [Half-elf]
Prerequisites: Half-elf
Benefit: You grant allies within 10 squares of you a +1 racial bonus to Insight checks and Initiative checks.
Notes: Extra actions are always good. And Group Insight chains nicely with Combat Leader to give allies within 10 squares a total +3 initiative.
Reply
Level Constant: +1
+5 hp (HP: 36, Bloodied: 18, Healing Surge Value: 09, Healing Surges per Day: 09)
Warlord's Strike - Warlord Attack 3
Encounter * Martial, Weapon
Standard Action * Melee weapon
Target: One creature
Attack: Strength vs. AC
Hit: 2[W] + Strength modifier damage. Until the end of your next turn, all of your allies gain a +2 bonus to damage rolls against the target.
Inspiring Presence: The bonus to damage rolls equals 1 + your Charisma modifier.
Notes: Tough choice. Hold the Line and Steel Monsoon are both strong contenders. Might replace this via retraining if it doesn't pull its weight.
Reply
Level Constant: +2 {Increases all skills, defenses and attacks}
+5 hp (HP: 41, Bloodied: 20, Healing Surge Value: 10, Healing Surges per Day: 09)
+1 Int, +1 Cha.
AC 18, Reflex 13 (+1 AC, Reflex [Int mod increased by 1])
Skill Notes: Arcana, History, Religion increase by 1 (via Int mod)
Novice Power [Multiclass Encounter]
Prerequisites: Any class-specific multiclass feats, 4th level
Benefit: You can swap one encounter attack power you know for one encounter attack power of the same level or lower from the class you multiclassed into.
Notes: Intelligence for AC, also for secondary effects of some warlord and warlock powers, and slight benefit to wizard power via half-elf feature. Charisma benefits Warlord and Warlock equally well, though it won't tick over for another point of modifier just yet.
Reply
Level Constant: +2
+5 hp (HP: 46, Bloodied: 23, Healing Surge Value: 11, Healing Surges per Day: 09)
Villian's Nightmare - Warlord Attack 5
Daily * Martial, Weapon
Standard Action * Melee weapon
Target: One creature
Attack: Strength vs. Reflex
Hit: 3[W] + Strength modifier damage.
Effect: Until the end of the encounter, when you are adjacent to the target and it walks or runs, you can cancel that movement as an immediate interrupt.
Notes: When one cannot contribute mobility, one can deny it to one's enemies.
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