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Comments 14

elsewhere7 July 7 2008, 14:10:17 UTC
Ooo, 4th Ed Alyssand! Now with nifty Pact powers! ;)

You know, I was really happy to be invited to the Kami's eventual 4E game, but now I'm all twitchy on what/who to play. :(

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ironhand July 8 2008, 05:41:13 UTC
I wanted a Cha-skill character, dagnabit! Still have to take Skill Training (Diplomacy) if I want the full suite though.

I toyed with Rogue/Paladin, mostly to get my hands on the neato utilities (L2 Utility, Diplo bonus. L6 Utility freakin telepathy that as a bonus makes all aid-another checks give +4 instead of +2)...

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Build Progression - Level 2 ironhand July 9 2008, 05:47:26 UTC
Level Constant: +1 (Adds to attacks, defenses, initiative, and skills).
HP: 31 Bloodied: 15 Healing Surge Value: 07 Healing Surges/Day: 08

Master of Deceit - Rogue Utility 2
Encounter * Martial
Free Action * Personal
Trigger: You roll a Bluff check and dislike the result.
Prerequisite: You must be trained in Bluff
Effect: Reroll the Bluff check. You decide whether to make the reroll before the DM announces the result.

Halfling Agility [Halfling]
Prerequisites: Halfling, second chance racial power
Benefit: When you use your halfling second chance ability, the attacker takes a -2 penalty to the new attack roll.

Notes: A convincing lie should be well told. Also, avoiding the hit is the best way to keep from getting scars...

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Build Progression - Level 3 ironhand July 9 2008, 05:56:50 UTC
Level Constant: +1
HP: 36 Bloodied: 18 Healing Surge Value: 09 Healing Surges/Day: 08

Trickster's Blade - Rogue Attack 3
Encounter * Martial, Weapon
Standard Action * Melee or Ranged weapon
Requirement: You must be wielding a crossbow, a light blade, or a sling.
Target: One creature
Attack: Dexterity vs. AC
Hit: 2[W] + Dexterity modifier damage. Add your Charisma modifier to your AC until the start of your next turn.

Notes: The artful dodger enhanced power, while nice, requires a melee weapon, and by and large, I'm trying to avoid melee only powers here. Though to be fair, the whole swap places, then shift Cha modifier squares does take a chunk of the risk out of it. On the other hand, hit a guy and increase AC by Cha modifier until one goes again is also useful in that avoiding being hit list.

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Build Progression - Level 4 ironhand July 9 2008, 06:06:20 UTC
Level Constant: +2 (Adds to attacks, defenses, initiative, and skills).
HP: 41 Bloodied: 20 Healing Surge Value: 10 Healing Surges/Day: 08
Attribute Increases: Dex 17 (+3), Cha 17 (+3)

Novice Power [Multiclass Encounter]
Prerequisites: Any class-specific multiclass feat, 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.

Power Substitution: Exchange Positioning Strike for Witchfire
Witchfire - Warlock (Fey) Attack 1
Encounter * Arcane, Fire, Implement
Standard Action * Ranged 10
Target: One creature
Attack: Charisma vs. Reflex
Hit: 2d6 + Charisma modifier fire damage, and the target takes a -2 penalty to attack rolls until the end of your next turn.

Notes: Replacing a melee-only attack with a ranged attack that targets a different defense for more versatility.

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Build Progression - Level 5 ironhand July 9 2008, 06:11:08 UTC
Level Constant: +2
HP: 46 Bloodied: 23 Healing Surge Value: 11 Healing Surges/Day: 08

Walking Wounded - Rogue Attack 5
Daily * Martial, Weapon
Standard Action * Melee or Ranged weapon
Requirement: You must be wielding a crossbow, a light blade, or a sling.
Target: One creature
Attack: Dexterity vs. Fortitude
Hit: 2[W] + Dexterity modifier damage, and the target is knocked prone. Until the end of the encounter, if the target moves more than half its speed in a single action, it falls prone at the end of its movement.
Miss: Half damage, and the target is not knocked prone.

Notes: Another attack that targets something other than AC. A hobbling shot that keeps enemies staggering.

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