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)...
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...
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.
Build Progression - Level 4ironhandJuly 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.
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.
Comments 14
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. :(
Reply
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)...
Reply
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...
Reply
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.
Reply
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.
Reply
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.
Reply
Leave a comment