Another one...

Jun 15, 2008 04:38

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

4ed, character build

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elsewhere7 June 15 2008, 11:19:40 UTC
I think it works this way:

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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ironhand June 16 2008, 05:23:41 UTC
Regarding Power-Swap feats in general ( ... )

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elsewhere7 June 15 2008, 11:21:15 UTC
Nicely done. I have also had ideas on combining an Initiate feat with the Half-Elf's Dilletante ability for some extra added tricks. :)

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ironhand June 16 2008, 05:58:40 UTC
Here's a fun little combo ( ... )

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ironhand June 16 2008, 05:58:58 UTC
Dilettante (Part 2 ( ... )

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elsewhere7 June 16 2008, 12:29:34 UTC
Tide of Iron is pretty dang spiffy.

Now I wanna get together and make characters. :P

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Build Progression - Level 2 ironhand June 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.

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BP - Level 3 ironhand June 25 2008, 02:34:44 UTC
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.

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BP - Level 4 ironhand June 25 2008, 03:16:11 UTC
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.

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BP - Level 5 ironhand June 25 2008, 03:17:24 UTC
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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