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File 13163659561.jpg - (31.70KB , 409x619 , 1286609055850.jpg )
5088 No. 5088 edit
Post your character builds here if you want suggestions, ratings, ideas, etc.
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>> No. 5089 edit
====== Created Using Wizards of the Coast D&D Character Builder ======
level 6
Dragonborn, Warlord
Archer Warlord Optional Choice: Standard Warlord Armor Features
Warlord: Combat Leader
Commanding Presence: Resourceful Presence
Dragonborn Racial Power: Dragon Breath
Dragon Breath Key Ability: Dragon Breath Strength
Dragon Breath Damage Type: Dragon Breath Cold
Background: Auspicious Birth, Tymanther, Dragonborn - Rare Egg, Champion of Bahamut, Disciplined Soldier, Dragonborn - Brush with the Past (Auspicious Birth Benefit)

FINAL ABILITY SCORES
Str 16, Con 10, Dex 8, Int 18, Wis 10, Cha 17.

STARTING ABILITY SCORES
Str 14, Con 10, Dex 8, Int 17, Wis 10, Cha 14.


AC: 22 Fort: 18 Reflex: 19 Will: 18
HP: 55 Surges: 7 Surge Value: 13

TRAINED SKILLS
Intimidate +13, Diplomacy +11, Athletics +10, History +14

UNTRAINED SKILLS
Acrobatics +1, Arcana +7, Bluff +6, Dungeoneering +3, Endurance +2, Heal +3, Insight +3, Nature +3, Perception +3, Religion +7, Stealth +1, Streetwise +6, Thievery +1

FEATS
Level 1: Inspiring Breath
Level 2: Hafted Defense
Level 4: Weapon Proficiency (Greatspear)
Feat User Choice: Spear Expertise
Level 6: Saving Inspiration

POWERS
Warlord at-will 1: Direct the Strike
Warlord at-will 1: Intuitive Strike
Warlord encounter 1: Vengeance is Mine
Warlord daily 1: Lead the Attack
Warlord utility 2: Adaptive Stratagem
Warlord encounter 3: Devastating Offensive
Warlord daily 5: Staggering Spin
Warlord utility 6: Reorient the Axis

ITEMS
Healer's Hide Armor +1, Chieftain's Greatspear +1, Healer's Brooch +1, Couters of Second Chances (heroic tier)
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>> No. 5090 edit
====== Created Using Wizards of the Coast D&D Character Builder ======
level 6
Dragonborn, Warlord
Archer Warlord Optional Choice: Standard Warlord Armor Features
Warlord: Combat Leader
Commanding Presence: Tactical Presence
Dragonborn Racial Power: Dragon Breath
Dragon Breath Key Ability: Dragon Breath Strength
Dragon Breath Damage Type: Dragon Breath Cold

FINAL ABILITY SCORES
Str 19, Con 11, Dex 10, Int 18, Wis 8, Cha 12.

STARTING ABILITY SCORES
Str 16, Con 11, Dex 10, Int 17, Wis 8, Cha 10.


AC: 17 Fort: 18 Reflex: 17 Will: 15
HP: 48 Surges: 7 Surge Value: 12

TRAINED SKILLS
Endurance +8, History +14, Athletics +12, Diplomacy +9

UNTRAINED SKILLS
Acrobatics +3, Arcana +7, Bluff +4, Dungeoneering +2, Heal +2, Insight +2, Intimidate +6, Nature +2, Perception +2, Religion +7, Stealth +3, Streetwise +4, Thievery +3

FEATS
Level 1: Inspiring Breath
Level 2: Tactical Assault
Level 4: Shield Proficiency: Heavy
Feat User Choice: Heavy Blade Expertise
Level 6: Saving Inspiration

POWERS
Warlord at-will 1: Intuitive Strike
Warlord at-will 1: Direct the Strike
Warlord encounter 1: Warlord's Favor
Warlord daily 1: Lead the Attack
Warlord utility 2: Adaptive Stratagem
Warlord encounter 3: Vengeance is Mine
Warlord daily 5: Stand the Fallen
Warlord utility 6: Reorient the Axis

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>> No. 5091 edit
====== Created Using Wizards of the Coast D&D Character Builder ======
level 6
Genasi, Warlord
Archer Warlord Optional Choice: Standard Warlord Armor Features
Warlord: Combat Leader
Commanding Presence: Tactical Presence
Elemental Manifestation: Causticsoul

FINAL ABILITY SCORES
Str 19, Con 12, Dex 10, Int 19, Wis 8, Cha 12.

STARTING ABILITY SCORES
Str 16, Con 12, Dex 10, Int 16, Wis 8, Cha 12.


AC: 17 Fort: 18 Reflex: 17 Will: 15
HP: 49 Surges: 8 Surge Value: 12

TRAINED SKILLS
Endurance +11, History +12, Athletics +12, Diplomacy +9

UNTRAINED SKILLS
Acrobatics +3, Arcana +7, Bluff +4, Dungeoneering +2, Heal +2, Insight +2, Intimidate +4, Nature +4, Perception +2, Religion +7, Stealth +3, Streetwise +4, Thievery +3

FEATS
Level 1: Saving Inspiration
Level 2: Tactical Assault
Level 4: Shield Proficiency: Heavy
Feat User Choice: Heavy Blade Expertise
Level 6: Primordial Surge

POWERS
Warlord at-will 1: Commander's Strike
Warlord at-will 1: Inevitable Wave
Warlord encounter 1: Warlord's Favor
Warlord daily 1: Lead the Attack
Warlord utility 2: Adaptive Stratagem
Warlord encounter 3: Vengeance is Mine
Warlord daily 5: Stand the Fallen
Warlord utility 6: Reorient the Axis

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>> No. 5092 edit
Dragonborn can probably be interchangeable with human by the way in the warlord choices
>> No. 5093 edit
====== Created Using Wizards of the Coast D&D Character Builder ======
level 6
Human, Monk
Monastic Tradition: Centered Breath
Choose Terrain Type: Level 5 Outlaw Feature (Hills and Mountains)
Human Power Selection: Bonus At-Will Power
Background: Auspicious Birth, Missing Master (Auspicious Birth Benefit)

FINAL ABILITY SCORES
Str 10, Con 11, Dex 21, Int 8, Wis 15, Cha 10.

STARTING ABILITY SCORES
Str 10, Con 11, Dex 18, Int 8, Wis 14, Cha 10.


AC: 24 Fort: 16 Reflex: 21 Will: 19
HP: 58 Surges: 7 Surge Value: 14

TRAINED SKILLS
Insight +10, Acrobatics +13, Athletics +8, Religion +7, Perception +10

UNTRAINED SKILLS
Arcana +2, Bluff +3, Diplomacy +3, Dungeoneering +5, Endurance +3, Heal +5, History +2, Intimidate +3, Nature +5, Stealth +8, Streetwise +3, Thievery +8

FEATS
Human: Unarmored Agility
Level 1: Hafted Defense
Level 2: Superior Implement Training (Accurate staff)
Level 4: Deadly Draw
Feat User Choice: Staff Expertise
Level 6: Superior Will

POWERS
Bonus At-Will Power: Crane's Wings
Monk at-will 1: Five Storms
Monk at-will 1: Steel Wind
Monk encounter 1: Drunken Monkey
Monk daily 1: Masterful Spiral
Monk utility 2: Swift Flight
Monk encounter 3: Eternal Mountain
Monk daily 5: Spinning Leopard Maneuver
Monk utility 6: Centered Defense

ITEMS
Monk Unarmed Strike, Flowform Cloth Armor (Basic Clothing) +1, Accurate staff of Ruin +1, Adventurer's Kit, Climber's Kit, Everburning Torch, Fine Clothing, Footpads, Sunrod (10), Travel Papers, Rushing Cleats (heroic tier), Bracers of Brachiation (heroic tier), Blurred Strike Ki Focus +1
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>> No. 5094 edit
====== Created Using Wizards of the Coast D&D Character Builder ======
level 6
Dwarf, Knight
Knight Feature: Shield Finesse
Dwarf Subrace: Shield Dwarf
Select option: Dwarven Weapon Proficiency

FINAL ABILITY SCORES
Str 21, Con 17, Dex 10, Int 8, Wis 10, Cha 11.

STARTING ABILITY SCORES
Str 18, Con 14, Dex 10, Int 8, Wis 10, Cha 11.


AC: 26 Fort: 22 Reflex: 17 Will: 15
HP: 62 Surges: 12 Surge Value: 15

TRAINED SKILLS
Intimidate +8, Endurance +11, Athletics +11

UNTRAINED SKILLS
Acrobatics +2, Arcana +2, Bluff +3, Diplomacy +3, Dungeoneering +5, Heal +3, History +2, Insight +3, Nature +3, Perception +3, Religion +2, Stealth +1, Streetwise +3, Thievery +1

FEATS
Level 1: Dwarven Weapon Training
Level 2: Improved Defenses
Level 4: World Serpent's Grasp
Feat User Choice: Bludgeon Expertise
Level 6: Improved Initiative

POWERS
Knight at-will 1: Battle Guardian
Knight utility 1: Defend the Line
Knight utility 1: Hammer Hands
Knight utility 2: Glowering Threat
Knight utility 6: Ignore Weakness

ITEMS
Magic Layered Plate Armor +2, Heavy Shield, Avalanche Hammer Warhammer +1, Acrobat Boots (heroic tier), Badge of the Berserker +1, Bracers of Mighty Striking (heroic tier)
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>> No. 5095 edit
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5095
>>5093
You like Eternal Mountain rather than Open the Gate of Battle?

>>5091
Inevitable Wave seems party dependent. I still like Intuitive Strike better most of the time, I think.
>> No. 5096 edit
====== Created Using Wizards of the Coast D&D Character Builder ======
Generic Level 8 Brawler, level 8
Human, Fighter
Fighter: Combat Superiority
Fighter Talents: Brawler Style
Human Power Selection: Heroic Effort
Background: Luruar (Luruar Benefit)

FINAL ABILITY SCORES
Str 22, Con 12, Dex 12, Int 8, Wis 14, Cha 10.

STARTING ABILITY SCORES
Str 18, Con 12, Dex 12, Int 8, Wis 12, Cha 10.


AC: 26 Fort: 27 Reflex: 19 Will: 19
HP: 69 Surges: 10 Surge Value: 21

TRAINED SKILLS
Heal +11, Endurance +12, Intimidate +11, Athletics +15

UNTRAINED SKILLS
Acrobatics +5, Arcana +3, Bluff +4, Diplomacy +4, Dungeoneering +6, History +3, Insight +6, Nature +6, Perception +6, Religion +3, Stealth +5, Streetwise +6, Thievery +5

FEATS
Human: Inescapable Hold
Level 1: Brawler Guard
Level 2: Swift Recovery
Level 4: Master at Arms
Level 6: Pin Down
Level 8: Improved Initiative

POWERS
Fighter at-will 1: Dual Strike
Fighter at-will 1: Grappling Strike
Fighter encounter 1: Funneling Flurry
Fighter daily 1: Seize and Stab
Fighter utility 2: Forceful Drag
Fighter encounter 3: Bull Charge
Fighter daily 5: Rain of Steel
Fighter utility 6: Glowering Threat
Fighter encounter 7: Come and Get It

ITEMS
Dwarven Scorpion Scale Armor +2, Feyslaughter Spiked gauntlet +2, Spiked gauntlet, Steadfast Amulet +2, Iron Armbands of Power (heroic tier), Syllable of Grace (heroic tier) (6), Belt of Vigor (heroic tier), Adventurer's Kit, Chain (10 ft.), Crowbar, Everburning Torch, Fine Clothing, Glass Cutter, Climber's Kit, Sunrod (10), Tent, Waterskin (5)
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>> No. 5097 edit
>>5095
I forgot about choosing powers from previous levels for that, actually. Rectified now.

As for the other thing I think it was more for a build which focused on helping allies kill things a lot faster, along with resources invested somewhat later in heroic so I can go in and get buffs and enables going on asap. But like I said.. genasi... sooo
>> No. 5098 edit
>>5096
I'm not really sure how brawlers work... I assume the double attack at will i if you use your grappled target as a weapon or something? Or the one moment you are dual wielding?
>> No. 5099 edit
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5099
>>5098
Nothing so complex, it just uses a spiked gauntlet on each hand, so it counts as wielding two weapons. If it's not grabbing anything, it can use dual strike to mark/damage two targets at once.
>> No. 5100 edit
====== Created Using Wizards of the Coast D&D Character Builder ======
Immolation, level 30
Tiefling, Warlock, Academy Master, Archmage
Build: Scourge Warlock
Eldritch Blast: Eldritch Blast Constitution
Eldritch Pact: Infernal Pact
School of Magic Apprentice: Pyromancy Apprentice
Arcane Admixture Damage Type: Arcane Admixture Fire
Twofold Pact: Dark Pact
Quickened Spellcasting: Hellish Rebuke
Arcane Admixture Power: Spiteful Darts
Archspell: Thirteen Baleful Stars
Background: High Imaskar (High Imaskar Benefit)

FINAL ABILITY SCORES
Str 10, Con 26, Dex 15, Int 22, Wis 15, Cha 16.

STARTING ABILITY SCORES
Str 8, Con 16, Dex 13, Int 14, Wis 13, Cha 12.


AC: 41 Fort: 45 Reflex: 41 Will: 42
HP: 183 Surges: 14 Surge Value: 45

TRAINED SKILLS
Religion +26, Thievery +22, History +26, Insight +22, Arcana +32

UNTRAINED SKILLS
Acrobatics +17, Bluff +20, Diplomacy +18, Dungeoneering +17, Endurance +23, Heal +17, Intimidate +18, Nature +17, Perception +17, Stealth +19, Streetwise +18, Athletics +15

FEATS
Learned Spellcaster: Ritual Caster
Level 1: Learned Spellcaster
Level 2: Hellfire Blood
Level 4: Blood Pact of Cania
Level 6: Dual Implement Spellcaster
Level 8: Burn Everything
Level 10: Superior Implement Training (Accurate staff)
Feat User Choice: Staff Expertise
Level 11: School of Magic Apprentice
Level 12: Hellfire Hex (retrained to Arcane Admixture at Level 23)
Level 14: Hellish Blast
Level 16: Improved Defenses
Level 18: Superior Will
Level 20: Hellfire Arcanist
Level 21: Cursed Spells
Level 22: Quickened Spellcasting
Level 24: Wizard Implement Expertise
Level 26: Hellfire Teleport
Level 28: Twofold Pact
Level 30: Student of the Athanaeum

POWERS
Eldritch Blast: Eldritch Blast
Infernal Pact: Hellish Rebuke
Warlock encounter 1: Chains of Levistus
Warlock daily 1: Flames of Phlegethos
Warlock utility 2: Assassin's Bane
Warlock encounter 3: Fiery Bolt
Warlock daily 5: Avernian Eruption
Warlock utility 6: Dark One's Own Luck
Warlock encounter 7: Howl of Doom
Warlock daily 9: Kalak's Burning Sands
Warlock utility 10: Duelist's Dance
Warlock encounter 13: Killing Flames (replaces Chains of Levistus)
Warlock daily 15: Caution of Dispater (replaces Kalak's Burning Sands)
Warlock utility 16: Hero's Defense
Warlock encounter 17: Obedience's Reward (replaces Fiery Bolt)
Warlock daily 19: Hellfire Eruption (replaces Flames of Phlegethos)
Warlock utility 22: Wraithform
Warlock encounter 23: Spiteful Darts (replaces Howl of Doom)
Warlock daily 25: Thirteen Baleful Stars (replaces Avernian Eruption)
Warlock encounter 27: Hellfire Curse (replaces Obedience's Reward)
Warlock daily 29: Hurl Through Hell (replaces Caution of Dispater)

ITEMS
Phylactery of Action (heroic tier), Rod of Corruption +6, Cloak of Translocation +6, Hands of Hadar (epic tier), Ring of Free Time (epic tier), Diamond Cincture (epic tier), Boots of Teleportation (epic tier), Ring of the Phoenix (epic tier), Eye of Awareness (epic tier), Shadow Warlock Starleather Armor +6, Accurate staff of Ruin +6
====== Copy to Clipboard and Press the Import Button on the Summary Tab ======

Hard hitting and a serious pain to bring down. Resistance, immunity, whatever it is, its fire attacks will punch through them with a +38 damage bonus (43 on its at-wills), and deals damage on every teleport. Plus a high-damage stun as an encounter power is pretty sweet too.
>> No. 5101 edit
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5101
http://tinyurl.com/43pylod

Sariel's otouto for when she dies etc.
>> No. 5102 edit
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5102
>>5101
In case you wonder, the theme here is forced movement, yes. Denying enemies their superior positioning and setting them up for allied AoEs, or just denying them access to our party as a massive boon.

Beguiling Strands as a Blast 5 means in Paragon tier he'll get Psychic Lock to further impose -2 to attack in a Blast 5 At-Will.
>> No. 5103 edit
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5103
>>5102
Have you considered going Mage for the Enchantment school benefit, then? It adds 2 squares to all Enchantment-based forced movement (including beguiling strands).
>> No. 5105 edit
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5105
>>5103
Eeeeeh, I'd lose my Tome of Readiness.

I also like using Psychic so I'd end up going Illusion/Enchantment, and I'm not sure I have the feat room to manoeuvre.

I´ll see what a Mage looks like...
>> No. 5106 edit
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5106
>Mage doesn't have Ritual Caster
Oh shoot.
>> No. 5108 edit
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5108
http://tinyurl.com/64x3qrp

Here's the same character as a Mage. I forgot I get a free level 6 magic item so that's where the Belt comes from, and I went with Summoned Armour in lieu of Shockweave because better AC bonus etc, deal with it.

No Dual Implement Spellcaster because feat taxing on for Ritual Caster, but such is life.
>> No. 5117 edit
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5117
>Improved Tome of Readiness
>Use a Wizard Power of the Appropriate Type of the same or higher level
>Encounter Utility at level 10
>Pick Encounter Daily
>???
>Encounter Dailies!

Is it exploitable to use dailies freely, too?!
>> No. 5118 edit
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5118
>>5117
>pick utility daily
I mean. Still, that's pretty neat. And it's unavailable to Mages. Aw, shoot.
>> No. 5185 edit
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5185
Traveler's Harlequin seems like it could open up a lot of interesting possibilities.
>> No. 5190 edit
====== Created Using Wizards of the Coast D&D Character Builder ======
Generic Level 8 Chaladin, level 8
Tiefling, Paladin
Background: Impiltur (Impiltur Benefit)

FINAL ABILITY SCORES
Str 10, Con 14, Dex 8, Int 12, Wis 18, Cha 20.

STARTING ABILITY SCORES
Str 10, Con 12, Dex 8, Int 12, Wis 16, Cha 16.


AC: 27 Fort: 20 Reflex: 21 Will: 23
HP: 75 Surges: 12 Surge Value: 21

TRAINED SKILLS
Religion +10, Endurance +9, Intimidate +14, Diplomacy +14

UNTRAINED SKILLS
Acrobatics, Arcana +5, Bluff +11, Dungeoneering +8, Heal +8, History +5, Insight +10, Nature +8, Perception +10, Stealth +1, Streetwise +9, Thievery -1, Athletics

FEATS
Level 1: Wrath of the Crimson Legion
Level 2: Virtuous Recovery
Level 4: Imperious Majesty
Level 6: Improved Defenses
Feat User Choice: Devout Protector Expertise
Level 8: Swift Recovery

POWERS
Lay on Hands: Lay on Hands
Paladin at-will 1: Ardent Strike
Paladin at-will 1: Enfeebling Strike
Paladin encounter 1: Valorous Smite
Paladin daily 1: Majestic Halo
Paladin utility 2: Virtue
Paladin encounter 3: Hold Fast
Paladin daily 5: Radiant Delirium
Paladin utility 6: Deliverance of Faith
Paladin encounter 7: Price of Cowardice

ITEMS
Vigilant Blade Longsword +2, Steadfast Amulet +2, Dwarven Layered Plate Armor +2, Heavy Shield, Acrobat Boots (heroic tier), Holy Symbol, Iron Armbands of Power (heroic tier), Syllable of Grace (heroic tier) (6), Bedroll, Belt Pouch (empty), Backpack (empty), Journeybreads (10), Waterskin (4), Sunrod (4)
====== Copy to Clipboard and Press the Import Button on the Summary Tab ======

Virtuous Recovery is amazing, this paladin gets resist 4 all whenever it spends a surge, so I took two utilities that let it spend a surge and gain tHP as a minor action. Tiefling because tiefling feat support is stupid good.
>> No. 5252 edit
====== Created Using Wizards of the Coast D&D Character Builder ======
Generic Enchanter, level 6
Eladrin, Mage
Level 1 Apprentice Mage: Enchantment Apprentice
Level 4 Apprentice Mage: Illusion Apprentice
Level 5 Expert Mage: Enchantment Expert
Eladrin Subrace: Standard Eladrin Racial Traits
Background: Myth Drannor (Myth Drannor Benefit)

FINAL ABILITY SCORES
Str 8, Con 10, Dex 12, Int 21, Wis 12, Cha 15.

STARTING ABILITY SCORES
Str 8, Con 10, Dex 12, Int 18, Wis 12, Cha 12.


AC: 22 Fort: 14 Reflex: 19 Will: 19
HP: 40 Surges: 6 Surge Value: 10

TRAINED SKILLS
Bluff +14, Arcana +15, Diplomacy +14, Religion +13, History +15

UNTRAINED SKILLS
Acrobatics +4, Dungeoneering +4, Endurance +3, Heal +4, Insight +4, Intimidate +5, Nature +4, Perception +4, Stealth +4, Streetwise +5, Thievery +4, Athletics +2

FEATS
Level 1: Ritual Caster
Level 2: Superior Implement Training (Crystal orb)
Level 4: Improved Initiative
Feat User Choice: Orb Expertise
Level 6: Unarmored Agility

POWERS
Level 1 Mage At-Will Powers: Beguiling Strands
Level 1 Mage At-Will Powers: Winged Horde
Level 1 Mage Daily Powers: Sleep
Level 1 Mage Daily Powers: Horrid Whispers
Level 1 Mage Encounter Powers: Charm of Misplaced Wrath
Level 1 Mage Encounter Powers: Grasping Shadows
Mage Cantrips: Light
Mage Cantrips: Prestidigitation
Mage Cantrips: Mage Hand
Level 2 Mage Utility Powers: Shield
Level 2 Mage Utility Powers: Glib Tongue
Level 3 Mage Encounter Powers: Maze of Mirrors
Level 3 Mage Encounter Powers: Hypnotic Pattern
Level 5 Mage Daily Powers: Visions of Avarice
Level 5 Mage Daily Powers: Web
Level 6 Mage Utility Powers: Dispel Magic
Level 6 Mage Utility Powers: Invisibility

ITEMS
Crystal orb of Impenetrable Escape +2, Quarterstaff, Irrefutable Cloth Armor (Basic Clothing) +2, Amulet of Seduction +1, Casque of Tactics (heroic tier)
====== Copy to Clipboard and Press the Import Button on the Summary Tab ======
>> No. 5278 edit
Introducing Lili Silly Hybrid ideas. This is a Bard|Blackguard Hybrid, and the name of her game is Hitting. By which I mean she At-Will hits for -2 to defence, inflicts Cold Vulnerability to the target and then takes advantage of that with Wintertouched for Combat Advantage, so basically +4 to attack.

Thanks to being a Tiefling, she uses her Cha modifier for Initiative, she has 3 cold and thunder resistance, and 14 fire. Lolfire.

Her Arcane Admixture makes one of her Arcane attacks Cold, which is the Bardic attack Guiding Strike. It's 1[W] and it synergises with Dread Strike, which can be used twice per encounter and not only does Cold damage, it also inflicts ongoing damage.

Entangling Opening permits some Control since that means she knocks enemies Prone on her second hit, and with Dread Strike that means she likely has Combat Advantage. Visions of Doom is there to support the party a little and is a bit out of place, and I can probably find a better Paragon path if I look harder.

Strictures of Fortune helps against a boss to regain use of Dread Smite, Blood of the Mighty is for that nova damage, Reaper's Harvest restores Health.

Concerted Effort improves the To Hit again, Wrath of the Gods is a fantastic +5 damage for the rest of encounter, Chant of Accuracy is Accuracy again, Cloak of Sound utility is to get Combat Advantage, Shield of Devotion is more accuracy boost and some party support, Veteran Gith Plate gets me another +1 on AP usage, Frost Gauntlets makes me do cold damage with every attack until end of encounter, and makes Blood of the Mighty a Cold attack, for example.

Armbands is more damage, then some healing just for whatevs.

All-in-all, should be able to crank out a +4 bonus to my To-Hit on every encounter with Guiding Strike, making it an effective +23 to attack rolls.
>> No. 5409 edit
The boots slot and arm slot items are not a necessity now (except maybe fencing boots), idk what neck slot wold be good, theme is outlaw, guardian, or something else (most likely guardian). Also, the reason so much daggers cause centered breath or whateer i chose is good with starblade flurry at paragon



====== Created Using Wizards of the Coast D&D Character Builder ======
level 6
Human, Monk
Monastic Tradition: Centered Breath
Choose Terrain Type: Level 5 Outlaw Feature (Hills and Mountains)
Human Power Selection: Bonus At-Will Power
Background: Auspicious Birth, Missing Master, Parentage - Monk Business, Guiding Hand, Martial - Bearer of the Heirloom, Brash Duelist (Auspicious Birth Benefit)

FINAL ABILITY SCORES
Str 10, Con 11, Dex 21, Int 8, Wis 15, Cha 10.

STARTING ABILITY SCORES
Str 10, Con 11, Dex 18, Int 8, Wis 14, Cha 10.


AC: 25 Fort: 16 Reflex: 21 Will: 19
HP: 58 Surges: 7 Surge Value: 14

TRAINED SKILLS
Insight +10, Athletics +8, Perception +10, Stealth +13, Acrobatics +13

UNTRAINED SKILLS
Arcana +2, Bluff +3, Diplomacy +3, Dungeoneering +5, Endurance +3, Heal +5, History +2, Intimidate +3, Nature +5, Religion +2, Streetwise +3, Thievery +8

FEATS
Human: Unarmored Agility
Level 1: Superior Implement Training (Accurate dagger)
Level 2: Weapon Proficiency (Parrying dagger)
Level 4: Deadly Draw
Feat User Choice: Light Blade Expertise
Level 6: Superior Will

POWERS
Bonus At-Will Power: Five Storms
Monk at-will 1: Steel Wind
Monk at-will 1: Crane's Wings
Monk encounter 1: Drunken Monkey
Monk daily 1: Spinning Leopard Maneuver
Monk utility 2: Swift Flight
Monk encounter 3: Eternal Mountain
Monk daily 5: Stunning Palm
Monk utility 6: Centered Defense

ITEMS
Monk Unarmed Strike, Flowform Cloth Armor (Basic Clothing) +1, Rhythm Blade Parrying dagger +1, Subtle Accurate dagger +1, Blurred Strike Ki Focus +1, Boots of the Fencing Master (heroic tier), Rushing Cleats (heroic tier), Bracers of Brachiation (heroic tier)
====== Copy to Clipboard and Press the Import Button on the Summary Tab ======
>> No. 5410 edit
>>5409
Expertise feat changed to Ki, Eternal mountain changd to open the gates of battle.
>> No. 5444 edit
====== Created Using Wizards of the Coast D&D Character Builder ======
Patrin, level 6
Dragonborn, Cleric
Build: Battle Cleric
Cleric: Battle Cleric's Lore
Dragonborn Racial Power: Dragon Breath
Dragon Breath Key Ability: Dragon Breath Strength
Dragon Breath Damage Type: Dragon Breath Lightning
Background: Tymanther (Tymanther Benefit)

FINAL ABILITY SCORES
Str 19, Con 13, Dex 14, Int 8, Wis 10, Cha 17.

STARTING ABILITY SCORES
Str 16, Con 13, Dex 14, Int 8, Wis 10, Cha 14.


AC: 23 Fort: 19 Reflex: 17 Will: 20
HP: 50 Surges: 8 Surge Value: 13

TRAINED SKILLS
Religion +7, Heal +8, Diplomacy +11, Athletics +14

UNTRAINED SKILLS
Acrobatics +5, Arcana +2, Bluff +6, Dungeoneering +3, Endurance +4, History +4, Insight +3, Intimidate +8, Nature +3, Perception +3, Stealth +5, Streetwise +6, Thievery +5

FEATS
Cleric: Ritual Caster
Level 1: Breath of Life
Level 2: Battle Healer
Level 4: Defensive Healing Word
Feat User Choice: Bludgeon Expertise
Level 6: Shielding Word

POWERS
Channel Divinity: Punish the Profane
Channel Divinity: Favor of the Gods
Cleric at-will 1: Righteous Brand
Cleric at-will 1: Weapon of Divine Protection
Cleric encounter 1: Sundering Might
Cleric daily 1: Shield of the Gods
Cleric utility 2: Shield of Faith
Cleric encounter 3: Sacred Shielding
Cleric daily 5: Rune of Peace
Cleric utility 6: Stream of Life

ITEMS
Ritual Book, Holy Healer's Morningstar +2, Amulet of Protection +2, Agile Scale Armor +1, Symbol of Daring +1
RITUALS
Comrades' Succor, Brew Potion
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>> No. 5447 edit
https://docs.google.com/viewer?a=v&pid=explorer&chrome=true&srcid=0B0Pf2xAWVLoAYjQ0YzhkN2MtNGRlZi00MGQxLThmN2YtYTBlY2I0ZjZjMzcz&hl=en_GB

Another hybrid. This time a Paladin/Warlord. No shield but a Fullblade instead to emulate a Warlord who leads from the frontlines with divine and righteous fury.

Respectable Divine Challenge damage means enemies can't really afford ignoring her, the Dominator's Strike assists in durability, Vengeance is Mine and Valorous Smite to gain marking and leadership. Blood of the Mighty because that's delicious damage (probably a bad choice?), Stand the Fallen to retain that leadership while still busting damage, Knight Hospitaler features to augment Leader capabilities, Wrath of the Gods to fix a deficiency and pile on more damage.

Less effective than a REAL O-Paladin, probably, but still pretty fun to build. Lightning Reflex feat is to fix the low Reflex.
>> No. 5448 edit
>>5447
Of course, I'm posting it here because I'm curious if there may be a better level 1 daily to take, and if Dominator's Strike is really optimal, given it's just 3 tHP at this stage. Being Human really hurts due to no Str/Cha combo, but Dragonborns are ugly (take THAT) and Vryloka have no feat support -at all-. Humans, on the other hand, are plenty supported, offer an additional feat to fix Reflex deficiency and can worship Kelemvor if I feel so inclined for flavour reasons.

Open to suggestions for race and powers, mostly looking to At-Will and Daily power selection. Maybe equipment. Maybe the Inspired Belligerence as she doesn't have Inspiring Presence, making the power a bit middling.
>> No. 5491 edit
====== Created Using Wizards of the Coast D&D Character Builder ======
level 10
Human, Fighter
Fighter: Combat Superiority
Fighter Talents: Brawler Style
Human Power Selection: Heroic Effort
Background: Vilhon Wilds (Vilhon Wilds Benefit)

FINAL ABILITY SCORES
Str 22, Con 12, Dex 12, Int 8, Wis 14, Cha 10.

STARTING ABILITY SCORES
Str 18, Con 12, Dex 12, Int 8, Wis 12, Cha 10.


AC: 27 Fort: 29 Reflex: 20 Will: 20
HP: 81 Surges: 10 Surge Value: 23

TRAINED SKILLS
Heal +12, Intimidate +12, Endurance +13, Athletics +16

UNTRAINED SKILLS
Acrobatics +6, Arcana +4, Bluff +5, Diplomacy +5, Dungeoneering +7, History +4, Insight +7, Nature +7, Perception +7, Religion +4, Stealth +6, Streetwise +7, Thievery +6

FEATS
Human: Inescapable Hold
Level 1: Brawler Guard
Level 2: Swift Recovery
Level 4: Improved Initiative
Level 6: Pin Down
Level 8: World Serpent's Grasp
Feat User Choice: Master at Arms
Feat User Choice: Weapon Focus (Unarmed)
Level 10: Improved Grab

POWERS
Fighter at-will 1: Grappling Strike
Fighter at-will 1: Dual Strike
Fighter encounter 1: Funneling Flurry
Fighter daily 1: Seize and Stab
Fighter utility 2: Forceful Drag
Fighter encounter 3: Bull Charge
Fighter daily 5: Rain of Steel
Fighter utility 6: Glowering Threat
Fighter encounter 7: Come and Get It
Fighter daily 9: Bare-Knuckled Rebuke
Fighter utility 10: Body Shield (Fighter)

ITEMS
Diamond Cincture (heroic tier), Dwarven Drakescale Armor +2, Feyslaughter Spiked gauntlet +2, Spiked gauntlet, Steadfast Amulet +2, Iron Armbands of Power (heroic tier), Battle Standard of the Hungry Blade (heroic tier), Casque of Tactics (heroic tier), Syllable of Grace (heroic tier) (6)
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>> No. 5494 edit
====== Created Using Wizards of the Coast D&D Character Builder ======
Paik, level 10
Changeling, Rogue
Build: Trickster Rogue
Rogue Tactics: Artful Dodger
Rogue: Rogue Weapon Talent
Background: Waterdeep (Waterdeep Benefit)

FINAL ABILITY SCORES
Str 8, Con 13, Dex 20, Int 10, Wis 14, Cha 18.

STARTING ABILITY SCORES
Str 8, Con 13, Dex 16, Int 10, Wis 14, Cha 14.


AC: 26 Fort: 18 Reflex: 25 Will: 22
HP: 70 Surges: 7 Surge Value: 17

TRAINED SKILLS
Stealth +17, Thievery +16, Acrobatics +20, Perception +12, Athletics +13, Bluff +18

UNTRAINED SKILLS
Arcana +5, Diplomacy +13, Dungeoneering +7, Endurance +6, Heal +7, History +5, Insight +9, Intimidate +9, Nature +7, Religion +5, Streetwise +11

FEATS
Level 1: Nimble Blade
Level 2: Backstabber
Level 4: Weapon Focus (Light Blade)
Feat User Choice: Light Blade Expertise
Level 6: Duelist's Panache
Level 8: Harlequin Style
Level 10: Weapon Proficiency (Parrying dagger)

POWERS
Rogue at-will 1: Deft Strike
Rogue at-will 1: Sly Flourish
Rogue encounter 1: Dazing Strike
Rogue daily 1: Spinning Blade Leap
Rogue utility 2: Sneak in the Attack
Rogue encounter 3: Low Slash
Rogue daily 5: Bloodbath
Rogue utility 6: Ignoble Escape
Rogue encounter 7: Sand in the Eyes
Rogue daily 9: Knockout
Rogue utility 10: Acrobat's Escape

ITEMS
Iron Armbands of Power (heroic tier), Battle Harness Leather Armor +2, Rhythm Blade Parrying dagger +1, Quicksilver Blade Dagger +3, Cloak of Distortion +2, Eye of Deception (heroic tier), Burglar's Gloves (heroic tier), Acrobat Boots (heroic tier), Everlasting Provisions (heroic tier), Bag of Holding (heroic tier), Reading Spectacles (heroic tier), Skeleton Key (heroic tier), Potion of Clarity (level 10), Potion of Healing (heroic tier) (3), Lesser Elixir of Invisibility (heroic tier), Elixir of Fortitude (level 8) (2)
>> No. 5517 edit
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5517
>>5491
The goal of this build is to get into the fray as quickly as possible, get the enemies adjacent to the brawler and smack them around. Don't think it's all about grabbing--the build has a tendency to move enemies around, knock 'em down, and slam them with unarmed attacks (aided by your spiked gauntlets). Funneling Fury can slide two enemies to where you want them, while Bull Charge is a push + prone that can be used when charging. Come and Get It is a classic "pull them in and beat them down" fighter power, while the Battle Standard of the Hungry blade offers a similar power in the form of a burst 3 zone that constantly pulls enemies towards it and slows them. Of course, the auto-slow works nicely with World Serpent's Grasp, to knock your enemies down with your blows. Rain of Steel is a no-brainer in a minor action activated, 1[W] damage stance to adjacent enemies. Of course, you can't do the damage while dazed or stunned, but thankfully, Steadfast Amulet gives you an extra daily save against such effects. Bare-Knuckled Rebuke is a different kind of stance that punishes enemies for missing the brawler with a ferocious backhand, and Dual Strike allows the brawler to mark two different foes and deal damage to both when grabbing isn't optimal.

Of course, when it comes time to grab, the brawler uses Grappling Strike as an opportunity attack (and gets a +2 bonus to OAs through Combat Superiority) and as its bread-and-butter. Pin Down means that enemies that are grabbed can't stand from prone until they first break the grab. How likely are they to escape the grab, you might ask? Well, the siege tower from the new Monster Vault has a +13 to Athletics checks to escape. That means it has to roll a 14 or better to escape a grab made by the brawler. Note that even if it escapes, it can't shift away from the brawler because it's most likely prone, and if it's not prone, the brawler can punish a shift with Combat Challenge. So even a successful escape for an enemy can merely result in giving the brawler a free attack. Body Shield offers an out-of-turn grab action (which the Brawler has at +17 vs. Reflex with Improved Grab) that also damages and reduces damage. The mighty Seize and Stab is a grab with some damage tacked on that the enemy can't escape from for one round at least, perfect for that one elite skirmisher that you really don't want to get away (or solo).

Speaking of which, the brawler build can end up with as much as 56 Fortitude by 30, which most level 30+ solo monsters can't even escape on a natural 20. The dragon of Tyr, for example, a level 33 Solo, has +25 to escape grabs... it's a full 11 points short on a natural 20. Funny how that works out.
>> No. 5521 edit
====== Created Using Wizards of the Coast D&D Character Builder ======
level 10
Dwarf, Fighter
Fighter: Combat Superiority
Fighter Talents: Battlerager Vigor
Dwarf Subrace: Standard Dwarf Racial Traits
Background: East Rift (East Rift Benefit)

FINAL ABILITY SCORES
Str 20, Con 20, Dex 11, Int 8, Wis 13, Cha 10.

STARTING ABILITY SCORES
Str 16, Con 16, Dex 11, Int 8, Wis 13, Cha 10.


AC: 28 Fort: 25 Reflex: 20 Will: 19
HP: 89 Surges: 14 Surge Value: 23

TRAINED SKILLS
Intimidate +10, Endurance +15, Athletics +11

UNTRAINED SKILLS
Acrobatics +1, Arcana +4, Bluff +5, Diplomacy +5, Dungeoneering +10, Heal +6, History +4, Insight +8, Nature +6, Perception +8, Religion +4, Stealth +1, Streetwise +5, Thievery +1

FEATS
Level 1: Dwarven Weapon Training
Level 2: Dwarf Stoneblood
Level 4: Improved Initiative
Level 6: Shield Push
Level 8: Improved Defenses
Feat User Choice: Bludgeon Expertise
Feat User Choice: Weapon Focus (Hammer)
Level 10: Armor Proficiency: Plate

POWERS
Fighter at-will 1: Brash Strike
Fighter at-will 1: Crushing Surge
Fighter encounter 1: Hack and Hew
Fighter daily 1: Driving Attack
Fighter utility 2: Glowering Threat
Fighter encounter 3: Bull Charge
Fighter daily 5: Rain of Steel
Fighter utility 6: Ignore Weakness
Fighter encounter 7: Come and Get It
Fighter daily 9: Bedeviling Assault
Fighter utility 10: Mighty Surge

ITEMS
Dwarven Layered Plate Armor +2, Steadfast Amulet +2, Heavy Shield, Dwarven Thrower Craghammer +2, Feyslaughter Craghammer +2, Boots of the Fencing Master (heroic tier), Iron Armbands of Power (heroic tier), Gloves of Recovery (heroic tier), Belt of Vigor (heroic tier), Casque of Tactics (heroic tier), Syllable of Grace (heroic tier) (6), Restful Bedroll (heroic tier)
====== Copy to Clipboard and Press the Import Button on the Summary Tab ======

A different sort of fighter than the brawler, this one does not impose heavy control, but is nearly impossible to keep down. With hefty AC and tons of ways to get temporary hit points, this fighter beats enemies down and builds up a damage shield at the same time.
>> No. 5696 edit
====== Created Using Wizards of the Coast D&D Character Builder ======
level 6
Dwarf, Warden
Guardian Might: Earthstrength
Dwarf Subrace: Standard Dwarf Racial Traits
Background: East Rift (East Rift Benefit)

FINAL ABILITY SCORES
Str 19, Con 19, Dex 11, Int 8, Wis 13, Cha 10.

STARTING ABILITY SCORES
Str 16, Con 16, Dex 11, Int 8, Wis 13, Cha 10.


AC: 24 Fort: 19 Reflex: 16 Will: 16
HP: 71 Surges: 13 Surge Value: 17

TRAINED SKILLS
Nature +9, Endurance +11, Perception +11, Athletics +9

UNTRAINED SKILLS
Acrobatics, Arcana +2, Bluff +3, Diplomacy +3, Dungeoneering +8, Heal +4, History +2, Insight +6, Intimidate +3, Religion +2, Stealth, Streetwise +3, Thievery

FEATS
Level 1: Dwarven Weapon Training
Level 2: Crippling Crush
Level 4: Improved Initiative
Feat User Choice: Bludgeon Expertise
Level 6: Vicious Advantage

POWERS
Warden at-will 1: Weight of Earth
Warden at-will 1: Thorn Strike
Warden encounter 1: Roots of Stone
Warden daily 1: Form of Winter's Herald
Warden utility 2: Endure Pain
Warden encounter 3: Rough Strike
Warden daily 5: Boiling Cloud
Warden utility 6: Treacherous Ice

ITEMS
Defensive Craghammer +2, Magic Hide Armor +2, Amulet of Life +1, Bracers of Mighty Striking (heroic tier), Heavy Shield
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>> No. 5698 edit
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5698
>>5696
For the record, there are a lot of up-in-the-air feat choices here. Other good heroic tier feats I could choose are:

Battle Awareness (in fact, I say if you DON'T take battle awareness in heroic it's probably better to go 12 Dex/12 Wis rather than 11/13)
World Serpent's Grasp
Resilience of Stone

Picking feats for this character is hard because there are so many good ones!
>> No. 5707 edit
Wardens seem like the cool defender class, but one of those things I might try on parlor instead sometime.
>> No. 5774 edit
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5774
>>5491
My revised version of the brawler swaps spiked gauntlets out for talids, thereby freeing up the hands slot for a pair of Wrestler's Gloves, which gives a +1 item bonus to the grab attacks and +1 item bonus to defenses made when trying to escape a grab.

The bonus to attempts to escape a grab won't actually kick in until I use the diamond in my diamond cincture (as it provides a +1 item bonus to Fortitude), but the +1 item bonus to grab attacks is a welcome boost. At a level 2 item, it's pretty cheap, too.
>> No. 5927 edit
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5927
Ignore this, posting for an image link of what the clothing looks like pretty much.
>> No. 5938 edit
https://docs.google.com/viewer?a=v&pid=explorer&chrome=true&srcid=0B0Pf2xAWVLoANTdlODRiNDYtZmU0YS00ZTEyLThiMzItZTFjZWVjODg5MGFj&hl=en_GB

Avenger/Runepriest hybrid. Forgot the Skill training from Battle Awareness, and to put in Devout Protector Expertise as the level 5 feat.
>> No. 5953 edit
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5953
https://docs.google.com/viewer?a=v&pid=explorer&chrome=true&srcid=0B8mqAzuTXE5dNGQyNTU4Y2YtMmFhNy00ZjQ1LWFjNTItYTZjMmU0MzFhNjM1&hl=en

Battlemind! The goal is to create a truly effective catch-22, that punishes enemies whether they attack me or my allies. It has to wait until a bit of a higher level build (say level 13) before it can really do this with extreme effectiveness, with the two level 7 at-will powers Forceful Reversal and Lightning Rush (I took Forceful Reversal first because it only takes 1 PP to get your Standard Action back, while Lightning Rush takes 2--I figured I could put off Lightning Rush until I got more power points).

It also has the side benefit of using Con as its primary ability score, so it gets high HP without needing to use a cheesy background.
>> No. 6027 edit
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6027
====== Created Using Wizards of the Coast D&D Character Builder ======
Bork, level 11
Revenant, Monk, Unseen Hand
Monastic Tradition: Stone Fist
Choose your Race in Life: Half-Elf

FINAL ABILITY SCORES
Str 21, Con 14, Dex 19, Int 9, Wis 11, Cha 11.

STARTING ABILITY SCORES
Str 18, Con 11, Dex 14, Int 8, Wis 10, Cha 10.


AC: 25 Fort: 23 Reflex: 22 Will: 21
HP: 76 Surges: 9 Surge Value: 19

TRAINED SKILLS
Stealth +14

UNTRAINED SKILLS
Acrobatics +9, Arcana +4, Bluff +5, Diplomacy +5, Dungeoneering +5, Endurance +9, Heal +5, History +4, Insight +5, Intimidate +7, Nature +5, Perception +5, Religion +4, Streetwise +5, Thievery +9, Athletics +10

FEATS
Feat User Choice: Weapon Ki Technique
Level 1: Half-Elf Soul
Level 2: Unarmored Agility
Level 4: Crashing Tempest Style
Level 6: Two-Weapon Fighting (retrained to Starblade Flurry at Level 11)
Level 8: Weapon Focus (Unarmed)
Level 10: Quick Draw
Level 11: Versatile Master

POWERS
Dilettante: Twin Strike

ITEMS
Blurred Strike Accurate Ki Focus +3, Amulet of Protection +2, Iron Armbands of Power (heroic tier), Dagger (50), Ki Club +1, Hand Crossbow (50), Crossbow Bolts (1000), Gauntlets of Blood (heroic tier), Magic Cloth Armor (Basic Clothing) +2
====== Copy to Clipboard and Press the Import Button on the Summary Tab ======
>> No. 6028 edit
File 131872163764.png - (117.76KB , 368x568 , bork.png )
6028
>>6027
Bork uses Twin Strike as a standard action. Right now, he has a Ki Club in his main hand, nothing in his off-hand, and wears a Blurred Strike Ki Focus +3.

Twin Strike’s first attack – Bork attacks Target A with Monk Unarmed Strike in place of Ki Club +1, and triggers Stone Fist Flurry of Blows.

Starblade Flurry – Bork utilizes Quick Draw to pull out a mundane dagger, and throws it to add Target B as a target of Flurry of Blows.

Unseen Hand – Arms of the Unseen Way – Bork Quick Draws a mundane loaded hand crossbow with the off-hand, and fires it to add Target C as a target of Flurry of Blows. The feature only requires Bork to hold the hand crossbow to use this effect, so he can hold it with my off-hand. The crossbow is then dropped.

Flurry of Blows damages Target A and Target D as normal.

Twin Strike’s second attack – Bork attacks with Monk Unarmed Strike in place of his unarmed off-hand, and triggers Stone Fist Flurry of Blows again, thanks to Blurred Strike Ki Focus.

Starblade Flurry – Bork utilizes Quick Draw to pull out a mundane dagger, and throws it at Target B again.
Unseen Hand – Arms of the Unseen Way – Quick Draw to pull out another mundane loaded hand crossbow separate from the one he dropped before, and shoots Target C.

Flurry of Blows damages Target A and Target D as normal.

Twin Strike’s attack roll is 1d20+18 (half level 5, str mod 5, proficiency 3, enh bonus 3, feat bonus 2)
Twin Strike’s damage is 1d8+7 (enh bonus 3, weapon focus 2, iron armbands of power 2), and if the target happens to be bloodied, it takes 4 more damage.
Stone Fist Flurry of Blows: 11 damage (base 4, str mod 5, crashing tempest style 2) and 2 more damage once per turn from Ki Weapon. Also, 4 more damage to targets not attacked by the triggering attack.

Assuming both attacks land, this is the result:

From Twin Strike’s first attack:
Target A takes 1d8+7+13 damage.
Targets B, C, and D each take 17 points of damage from Flurry of Blows.

From the second attack:
Target A takes 1d8+7+11 damage.
Targets B, C, and D each take 15 points of damage from Flurry of Blows.
>> No. 6029 edit
>>6027
>>6028
As a side note, Unarmed Combatant’s Monk Unarmed Strike doesn’t seem to forbid being used for a ranged weapon attack, as long as Bork has one hand free. Without the Ki Club +1 in his main hand, he should be able to throw daggers as part of the twin strike, and still benefit from the 1d8 damage die.
>> No. 6030 edit
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6030
>>6027
>>6028
>>6029
Targets, map, etc.
>> No. 6321 edit
====== Created Using Wizards of the Coast D&D Character Builder ======
Rinne Domi'hime, level 10
Drow, Cleric
Cleric: Battle Cleric's Lore

FINAL ABILITY SCORES
Str 18, Con 12, Dex 13, Int 10, Wis 18, Cha 13.

STARTING ABILITY SCORES
Str 16, Con 12, Dex 11, Int 10, Wis 14, Cha 13.


AC: 29 Fort: 22 Reflex: 19 Will: 25
HP: 74 Surges: 8 Surge Value: 18

TRAINED SKILLS
Religion +10, Diplomacy +11, Heal +14, Insight +14

UNTRAINED SKILLS
Acrobatics +6, Arcana +5, Bluff +6, Dungeoneering +9, Endurance +6, History +5, Intimidate +8, Nature +9, Perception +9, Stealth +8, Streetwise +6, Thievery +8, Athletics +9

FEATS
Cleric: Ritual Caster
Feat User Choice: Weapon Expertise (Flail)
Level 1: Improved Defenses
Level 2: Power of Trickery
Level 4: Superior Will
Level 6: Toughness
Level 8: Improved Initiative
Level 10: Whip Training

POWERS
Channel Divinity: Healer's Mercy
Channel Divinity: Favor of the Gods
Cleric at-will 1: Singing Strike
Cleric at-will 1: Recovery Strike
Lolthtouched: Cloud of Darkness
Cleric encounter 1: Healing Strike
Cleric daily 1: Beacon of Hope
Cleric utility 2: Sacrificial Aegis
Cleric encounter 3: Words Are Not Enough
Cleric daily 5: Inspire Fervor
Cleric utility 6: Stream of Life
Cleric encounter 7: Fey Beguiling
Cleric daily 9: Divine Power
Cleric utility 10: Reverent Mettle

ITEMS
Ritual Book, Imposter's Mekillot Scale Armor +3, Whip of Submission +2, Mace of Healing +2, Healer's Brooch +2, Reading Spectacles (heroic tier), Belt of Resilience (heroic tier)
====== Copy to Clipboard and Press the Import Button on the Summary Tab ======
>> No. 6345 edit
http://www.myth-weavers.com/sheetview.php?sheetid=342501
>> No. 6605 edit
====== Created Using Wizards of the Coast D&D Character Builder ======
level 10
Mul, Protector
Druid Circle: Circle of Shelter
Choose Fey Beast Minion: Fey Beast Tamer Companion (Blink Dog)
Versatile Expertise: Versatile Expertise (Spear)
Versatile Expertise: Versatile Expertise (Totem)
Born of Two Races: Born of Two Races (Dwarf)

FINAL ABILITY SCORES
Str 12, Con 14, Dex 18, Int 10, Wis 20, Cha 8.

STARTING ABILITY SCORES
Str 12, Con 12, Dex 16, Int 10, Wis 16, Cha 8.


AC: 25 Fort: 19 Reflex: 22 Will: 23
HP: 71 Surges: 10 Surge Value: 17

TRAINED SKILLS
Nature +17, Insight +15, Endurance +13, Perception +15, Heal +15

UNTRAINED SKILLS
Acrobatics +8, Arcana +5, Bluff +4, Diplomacy +4, Dungeoneering +10, History +5, Intimidate +4, Religion +5, Stealth +8, Streetwise +6, Thievery +8, Athletics +5

FEATS
Level 1: Beastwalker Circle
Level 2: Wrathful Warrior
Level 4: Polearm Momentum
Level 6: Dwarven Weapon Training
Level 8: Headsman's Chop
Feat User Choice: Versatile Expertise
Level 10: Resilience of Stone

POWERS
Beastwalker Circle: Vine Serpents
Beastwalker Circle: Primal Wolf
Primal Attunement: Air Spirit
Primal Attunement: Call the Spirits
Primal Attunement: Vine Rope
Protector at-will 1: Savage Rend
Protector at-will 1: Magic Stones
Protector encounter 1: Thorn Spray
Protector utility 2: Verdant Bounty
Protector encounter 3: Wind Wall
Protector utility 6: Camouflage Cloak
Protector encounter 7: Charm Beast
Protector utility 10: Clear the Chaff

ITEMS
Trained Blink Dog, Rushing Cleats (heroic tier), Gauntlets of the Ram (heroic tier), Alfsair Spear Gouge +2, Pouncing Beast Hide Armor +2, Badge of the Berserker +2, Elven Chain Shirt (heroic tier), Horned Helm (heroic tier)
====== Copy to Clipboard and Press the Import Button on the Summary Tab ======
>> No. 6606 edit
File 129527222995.jpg - (53.37KB , 412x500 , grab0050.jpg )
6606
>>6605
This build has a number of powers that either focus on forced movement and/or knocking prone, and also contains a few ways to gain big bonuses and deal extra damage to prone creatures.

It's also mostly a self-contained build, though party synergy would make it stronger of course. The main weakness is its fairly low defenses (its defenses are so-so but not great, enemies won't have a hard time hitting the druid if they're not under defender mark).
>> No. 6615 edit
====== Created Using Wizards of the Coast D&D Character Builder ======
Rincewynnd, level 10
Hamadryad, Shaman
Build: Panther Shaman
Companion Spirit: Stalker Spirit
Background: Dalelands (Dalelands Benefit)

FINAL ABILITY SCORES
Str 11, Con 14, Dex 12, Int 18, Wis 20, Cha 8.

STARTING ABILITY SCORES
Str 11, Con 14, Dex 12, Int 14, Wis 16, Cha 8.


AC: 28 Fort: 22 Reflex: 21 Will: 24
HP: 71 Surges: 9 Surge Value: 17

TRAINED SKILLS
Nature +17, Insight +17, Perception +17, Religion +14, Heal +15

UNTRAINED SKILLS
Acrobatics +5, Arcana +9, Bluff +4, Diplomacy +6, Dungeoneering +10, Endurance +6, History +9, Intimidate +4, Stealth +5, Streetwise +4, Thievery +5, Athletics +4

FEATS
Level 1: Sudden Call
Level 2: Stalker Spirit Adept
Level 4: Divine Fighter
Level 6: Invigorating Spirit
Level 8: Resilient Spirit
Feat User Choice: Combat Caster
Level 10: Improved Defenses

POWERS
Shaman at-will 1: Spirit Infusion
Shaman encounter 1: Twin Panthers
Shaman daily 1: Spray of Quills
Shaman utility 2: Engaging Pursuit
Shaman encounter 3: Call to the Savage Elder
Shaman daily 5: War Chieftain's Blessing
Shaman utility 6: Sudden Restoration
Shaman encounter 7: Call to the Blood Dancer
Shaman daily 9: Raging Storm Spirit
Shaman utility 10: Call Forth the Spirit World

ITEMS
Totemic Spear Spear +2, Chieftain's Short Spear +1, Healer's Brooch +2, Tactician's Drakescale Armor +2, Rhythm Blade Wrist Razors +1, Tactician's Ring Mail +2, Diadem of Acuity (heroic tier), Diamond Cincture (heroic tier)
====== Copy to Clipboard and Press the Import Button on the Summary Tab ======


Hands out combat advantage and buffs to attack and damage like candy whenever possible. Otherwise just makes enemies easier to hit or take more damage. Spirit companion buffed because enemies will want that thing gone. Utilities cover healing, saving throws, and enemies trying to escape from spirit companion.

Let it be known that Hamadryads have a great and versatile racial utility. Combat advantage against everything that can see you is extremely leadery.
>> No. 6625 edit
File 132179438716.jpg - (384.14KB , 1309x1541 , 1314075470218.jpg )
6625
>>6606
>>6605
Oh, and for the love of the gods, take swarm dispersal instead of Camouflage Cloak. I must have not have seen it because I picked powers before Beastwalker Circle. But resist 10 all as an immediate interrupt to taking damage is way too good to pass up.
>> No. 6626 edit
====== Created Using Wizards of the Coast D&D Character Builder ======
level 10
Dwarf, Protector
Druid Circle: Circle of Renewal
Choose Fey Beast Minion: Fey Beast Tamer Companion (Blink Dog)
Dwarf Subrace: Standard Dwarf Racial Traits
Background: Dalelands (Dalelands Benefit)

FINAL ABILITY SCORES
Str 11, Con 20, Dex 13, Int 10, Wis 20, Cha 8.

STARTING ABILITY SCORES
Str 11, Con 16, Dex 13, Int 10, Wis 16, Cha 8.


AC: 26 Fort: 22 Reflex: 19 Will: 23
HP: 77 Surges: 12 Surge Value: 19

TRAINED SKILLS
Nature +15, Heal +15, Endurance +16, Perception +15

UNTRAINED SKILLS
Acrobatics +5, Arcana +5, Bluff +4, Diplomacy +4, Dungeoneering +12, History +5, Insight +10, Intimidate +4, Religion +5, Stealth +5, Streetwise +4, Thievery +5, Athletics +4

FEATS
Level 1: Beastwalker Circle
Level 2: Ruthless Killer
Level 4: Improved Initiative
Level 6: Superior Implement Training (Accurate staff)
Level 8: World Serpent's Grasp
Feat User Choice: Staff Expertise
Level 10: Enraged Boar Form

POWERS
Beastwalker Circle: Clinging Drones
Beastwalker Circle: Summon Crocodile
Primal Attunement: Vine Rope
Primal Attunement: Air Spirit
Primal Attunement: Call the Spirits
Protector at-will 1: Grasping Claws
Protector at-will 1: Magic Stones
Protector encounter 1: Call Forth the Spirit Pack
Protector utility 2: Barkskin
Protector encounter 3: Quills
Protector utility 6: Swarm Dispersal
Protector encounter 7: Charm Beast
Protector utility 10: Clear the Chaff

ITEMS
Trained Blink Dog, Aversion Accurate staff +1, Accurate staff of Ruin +2, Pouncing Beast Hide Armor +2, Steadfast Amulet +2, Horned Helm (heroic tier), Claw Gloves (heroic tier), Boots of the Fencing Master (heroic tier), Elven Chain Shirt (heroic tier), Couters of Second Chances (heroic tier)
====== Copy to Clipboard and Press the Import Button on the Summary Tab ======

This generic guardian protector uses a variety of tricks to boost its defenses and control capability, and can easily immobilize enemies nearby, knock them prone, prevent them from shifting, etc. Again, movement control is the name of the game, but there's less emphasis on forced movement and more emphasis on acting as sort of an off-defender, compared to my earlier predator build.
>> No. 6629 edit
====== Created Using Wizards of the Coast D&D Character Builder ======
Raham, level 10
Deva, Paladin
Background: Vihon Wilds (Vihon Wilds Benefit)

FINAL ABILITY SCORES
Str 13, Con 16, Dex 8, Int 10, Wis 16, Cha 20.

STARTING ABILITY SCORES
Str 13, Con 14, Dex 8, Int 10, Wis 14, Cha 16.


AC: 28 Fort: 21 Reflex: 20 Will: 23
HP: 85 Surges: 13 Surge Value: 22

TRAINED SKILLS
Religion +12, Insight +15, Endurance +9, Heal +13, Athletics +7

UNTRAINED SKILLS
Acrobatics +1, Arcana +5, Bluff +10, Diplomacy +12, Dungeoneering +8, History +7, Intimidate +10, Nature +8, Perception +11, Stealth, Streetwise +10, Thievery

FEATS
Level 1: Battle Intuition
Level 2: Virtuous Recovery
Level 4: Bitter Challenge
Level 6: World Serpent's Grasp
Level 8: Battle Awareness
Feat User Choice: Devoted Priest Expertise
Level 10: Power of the Sun

POWERS2
Lay on Hands: Virtue's Touch
Paladin at-will 1: Virtuous Strike
Paladin at-will 1: Enfeebling Strike
Paladin encounter 1: Valorous Smite
Paladin daily 1: Majestic Halo
Paladin utility 2: Virtue
Paladin encounter 3: Avenging Smite
Paladin daily 5: Name of Might
Paladin utility 6: Call of Challenge
Paladin encounter 7: Astral Thunder
Paladin daily 9: Ray of Reprisal
Paladin utility 10: Wrath of the Gods

ITEMS
Symbol of the Champion's Code +2, Dwarven Layered Plate Armor +2, Medic's Longsword +2, Iron Armbands of Power (heroic tier), Steadfast Amulet +2, Acrobat Boots (heroic tier), Casque of Tactics (heroic tier), Belt of Vigor (heroic tier), Heavy Shield, Strikebacks (heroic tier)
====== Copy to Clipboard and Press the Import Button on the Summary Tab ======

This Deva chalidan focuses a little less on being a secondary healing and more on getting as much mileage out of its free opportunity and immediate action as it can.

On its turn, it usually attacks with either Valorous Smite for mass sanctioning, Enfeebling Strike for a -2 to attack rolls, or Virtuous Strike for a free +2 to saving throws and scaling vulnerability to radiant damage. Majestic Halo is there in case two mass sanction powers each encounter aren't enough, while Astral Thunder and Name of Might are for crowd control; Name of Might slows hit or miss, while Astral Thunder slaps on a penalty to attack rolls equal to his wisdom modifier, making it an excellent follow up to Call of Challenge. It's also the chaladin's only encounter power that's good at hitting multiple enemies at once/minion clearing, so that's why I took it in place of Price of Cowardice.

Leadery stuff includes Virtue's Touch, which ends some nasty conditions, no questions asked; Divine Mettle, which is a saving throw to an ally with a +5 bonus; and Wrath of the Gods, for when something just has to die. Virtue is there because it's just too good to pass up, especially with his decent constitution modifier giving more surges and a higher surge value (so I can skimp on swift recovery/toughness for the moment).

Off its turn is where things get fun. With the combination of Bitter Challenge and World Serpent's Grasp, if an enemy violates his mark, they take damage and are vulnerable to being knocked prone before the end of the chaladin's next turn. To that effect, there's Guardian's Counter for twice-per-encounter attack absorbing and retaliation, making escape unlikely and making attacks sting harder thanks to Power of the Sun. Avenging Smite's not as proactive, but it does immobilize, which means that's two times you can knock the enemy flat on its arse, and it can't even get away from you. Once per day there's the nifty option of Ray of Reprisal, which interrupts an enemy attack in a close burst 5 (so they're likely prone by now), does a fair amount of radiant damage, and reduces the damage the ally takes by half. Trying to escape won't do any much good either, as Battle Awareness covers shifting away with a swing from Virtuous Strike; while that might not knock them prone, it will sting enough that they'll think twice about running away. And thanks to Memory of a Thousand Lifetimes, the attacks are more likely to hit.

For feats, Battle Intuition (Deva Only) combines Battlewise's wisdom for initiative with a +2 feat bonus to initiative as a cherry on top. It lets me dump dexterity completely, which in turn lets me start with a 10 in intelligence (so he's not a palidunce). Virtuous Recovery helps keep the guy upright, along with some strong racial abilities in Astral Majesty (+1 to all defenses against attacks by bloodied creatures) and Astral Resistance (resist necrotic equal to 5 + half level), so necrotic attackers with low hit points may as well just call it quits. The Bitter Challenge and World Serpent's Grasp combo was already covered, as was Battle Awareness. Devoted Priest Expertise is like Versatile Expertise, but with the added benefit of dealing more radiant damage to things that are vulnerable to it, creating delicious synergy with Power of the Sun's vulnerability grants.

Symbol of the Champion's Code is just too good to pass up, as extra damage on challenges and sanctions plus a power that forces enemies to attack you and only you is sweet, especially against somebody who loves throwing AoEs at your party (bunching up together suddenly becomes a viable tactic against AoEs). Dwarven Layered Plate armor is there as an emergency heal option just in case things go south, and the Belt of Vigor helps with boosting surge value. Iron Armbands of Power need no introduction, of course. Steadfast Amulet is good protection against dazing and stunning before grabbing Superior Will, and the Medic's Longsword is a helpful leadery option; Channel Divinity gives an ally within 10 squares some hit points. Heavy shield to shore up that low reflex and boost AC, Casque of Tactics for another initiative boost. Acrobat Boots keep proning from slowing him down, and Strikebacks make for a good catch-22 between being attacked whether or not you attack his allies; it even comes with a bonus to opportunity attack rolls for added stickiness.

And the Vihon Wilds benefit is just a nice thing to have for its +1 bonus to initiative, bringing that up to a respectable +12.
>> No. 6644 edit
====== Created Using Wizards of the Coast D&D Character Builder ======
Mr. Pump, level 10
Warforged, Runepriest
Build: Wrathful Runepriest
Runic Artistry: Wrathful Hammer
Background: Vilhon Wilds (Vilhon Wilds Benefit)

FINAL ABILITY SCORES
Str 20, Con 18, Dex 13, Int 12, Wis 13, Cha 8.

STARTING ABILITY SCORES
Str 16, Con 14, Dex 13, Int 12, Wis 13, Cha 8.


AC: 26 Fort: 22 Reflex: 18 Will: 21
HP: 75 Surges: 11 Surge Value: 18

TRAINED SKILLS
Religion +11, Arcana +11, Endurance +14, Athletics +13

UNTRAINED SKILLS
Acrobatics +4, Bluff +4, Diplomacy +4, Dungeoneering +6, Heal +6, History +6, Insight +8, Intimidate +6, Nature +6, Perception +8, Stealth +4, Streetwise +4, Thievery +4

FEATS
Level 1: Armor Proficiency: Plate
Level 2: Improved Warforged Resolve
Level 4: Warforged Tactics
Level 6: Immutability
Level 8: Warforged Faith
Feat User Choice: Weapon Proficiency (Mordenkrad)
Feat User Choice: Bludgeon Expertise
Level 10: Heavy Armor Agility

POWERS
Runepriest at-will 1: Word of Shielding
Runepriest at-will 1: Word of Diminishment
Runepriest encounter 1: Executioner's Call
Runepriest daily 1: Rune of the Undeniable Dawn
Runepriest utility 2: Shield of Sacrifice
Runepriest encounter 3: Symbol of Wrath Reversed
Runepriest daily 5: Cage of Light
Runepriest utility 6: Rune of Meritorious Alacrity
Runepriest encounter 7: Word of Befuddlement
Runepriest daily 9: Rune of Boundless Fury
Runepriest utility 10: Rune of the Astral Winds

ITEMS
Adamantine Plating Layered Plate Armor +2, Iron Armbands of Power (heroic tier), Amulet of Mental Resolve +2, Adventurer's Kit, Dwarven Thrower Mordenkrad +3, Potion of Healing (heroic tier) (3), Potion of Clarity (Lvl 5) (4), Potion of Clarity (Lvl 10) (3)
====== Copy to Clipboard and Press the Import Button on the Summary Tab ======

A tough S.O.B. that won't go down without a fight, and is helped by having armor that lets him resist a smidgeon of damage. Getting hit gives him a damage bonus, sure, but he's not much use if he's dead. Warforged Tactics and a +3 Dwarven Thrower Mordenkrad give him somewhat respectable accuracy, and he hands out buffs like they're on sale. A good number of surges and Improved Warforged Resolve lets him take a licking and keep on ticking.

Name is another Discworld reference. I'd be surprised if anybody caught it.
>> No. 6648 edit
Meet Nissie, the pixie skald! She uses a dagger for both melee and ranged weapon capabilities.

https://docs.google.com/open?id=0B8mqAzuTXE5dNTBmNzljODgtY2M2NC00NmE1LWJjYmEtNjIwN2U0ZGQ2ZGU3
>> No. 6652 edit
Reworked my druid predator. It now gets even more damage against prone targets, and I exchanged the Wind Wall power for Battering Claws (because with this build, "slide 2 squares" means "slide 3 squares and knock prone"). Tons of sliding and proning, and a bit of general controller finesse.

https://docs.google.com/open?id=0B8mqAzuTXE5dMmY4MWZmNjEtMDQ0OC00ZGE0LWE4MDktZGNiMzhlMTZiYzJi
>> No. 6657 edit
>>6644
I'd recommend the Defiant Word over Wrathful Hammer, actually: the latter uses Str/Con, which hoses your other NADs, and usually you don't need a combination of Str AND Con to qualify for feats.

Go Str/Wis instead for Defiant Word, use a shield to pump your NADs up high and dodge everything.
>> No. 6666 edit
====== Created Using Wizards of the Coast D&D Character Builder ======
Hainad, level 10
Longtooth Shifter, Runepriest
Build: Defiant Runepriest
Runic Artistry: Serene Blade
Background: Shifter - Baldur's Gate, Shifter - Persecution (+2 to Bluff)

FINAL ABILITY SCORES
Str 20, Con 10, Dex 12, Int 8, Wis 20, Cha 10.

STARTING ABILITY SCORES
Str 16, Con 10, Dex 12, Int 8, Wis 16, Cha 10.


AC: 28 Fort: 27 Reflex: 20 Will: 28
HP: 67 Surges: 7 Surge Value: 17

TRAINED SKILLS
Religion +9

UNTRAINED SKILLS
Acrobatics +3, Arcana +4, Bluff +8, Diplomacy +6, Dungeoneering +10, Endurance +4, Heal +10, History +4, Insight +10, Intimidate +5, Nature +10, Perception +10, Stealth +3, Streetwise +10, Thievery +3, Athletics +9

FEATS
Level 1: Superior Fortitude
Level 2: Superior Will
Level 4: Battle Awareness
Level 6: Encouraging Shield
Level 8: Stout Shield
Feat User Choice: Heavy Blade Expertise
Level 10: Shield Proficiency: Heavy

POWERS
Runepriest at-will 1: Word of Binding
Runepriest at-will 1: Word of Exchange
Runepriest encounter 1: Flames of Purity
Runepriest daily 1: Rune of the Undeniable Dawn
Runepriest utility 2: Shield of Sacrifice
Runepriest encounter 3: Words of Bravery
Runepriest daily 5: Rune of the Final Act
Runepriest utility 6: Words of Compassion
Runepriest encounter 7: Symbol of Cowardice
Runepriest daily 9: Words of Reflected Karma
Runepriest utility 10: Protective Scroll

ITEMS
Summoned Tembo Hide Armor +3, Scarblade Longsword +2, Healer's Brooch +2, Tusk Shield Heavy Shield, Gem of Colloquy (heroic tier), Iron Armbands of Power (heroic tier), Belt of Vigor (heroic tier), Hedge Wizard's Gloves (heroic tier), Boots of Adept Charging (heroic tier)
====== Copy to Clipboard and Press the Import Button on the Summary Tab ======
>> No. 6720 edit
====== Created Using Wizards of the Coast D&D Character Builder ======
Adrian, level 10
Elf, Ranger|Seeker
Hybrid Ranger: Hybrid Ranger Reflex
Seeker's Bond (Hybrid): Bloodbond (Hybrid)
Hybrid Seeker: Hybrid Seeker Will
Hybrid Talent: True Seeker's Bond
Choose Terrain Type: Level 5 Outlaw Feature (Forest)
Elf Subrace: Standard Elf Racial Traits
Background: Forest Warden (Forest Warden Benefit)

FINAL ABILITY SCORES
Str 11, Con 13, Dex 20, Int 10, Wis 20, Cha 8.

STARTING ABILITY SCORES
Str 11, Con 13, Dex 16, Int 10, Wis 16, Cha 8.


AC: 24 Fort: 19 Reflex: 23 Will: 23
HP: 70 Surges: 7 Surge Value: 17

TRAINED SKILLS
Acrobatics +15, Stealth +15, Nature +18, Perception +18

UNTRAINED SKILLS
Arcana +5, Bluff +4, Diplomacy +4, Dungeoneering +10, Endurance +6, Heal +10, History +5, Insight +10, Intimidate +6, Religion +5, Streetwise +6, Thievery +10, Athletics +5

FEATS
Level 1: Hybrid Talent
Level 2: Cunning Stalker
Level 4: Hobbling Strike
Level 6: World Serpent's Grasp
Level 8: Improved Initiative
Feat User Choice: Weapon Proficiency (Superior crossbow)
Feat User Choice: Crossbow Expertise
Level 10: Weapon Focus (Crossbow)

POWERS
Hybrid at-will 1: Biting Swarm
Hybrid at-will 1: Twin Strike
Hybrid encounter 1: Possessing Spirits
Hybrid daily 1: Guardian Arrow
Hybrid utility 2: Invigorating Stride
Hybrid encounter 3: Disruptive Strike
Hybrid daily 5: Ensnaring Shot
Hybrid utility 6: Guided Shot
Hybrid encounter 7: Feyjump Shot
Hybrid daily 9: Thousand Arrow Awareness
Hybrid utility 10: Feywild Jaunt

ITEMS
Swiftshot Superior crossbow +2, Shadowdance Leather Armor +2, Amulet of Protection +2, Eagle Eye Goggles (heroic tier), Belt of Vim (heroic tier), Boots of the Fencing Master (heroic tier), Gauntlets of Blood (heroic tier), Adventurer's Kit, Bracers of Archery (heroic tier), Bag of Holding (heroic tier), Syllable of Thought (heroic tier) (4), Augmenting Whetstone (level 11) (4), Potion of Clarity (Lvl 10), Potion of Clarity (Lvl 5) (3), Potion of Cure Moderate Wounds
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Seeker by itself is pretty meh. Seeker combined with ranger is actually passable as a controller-sub-striker. Disruptive Shot is great, as are all the ways to use the great RBA the seeker gets. And then there's twin strike + hobbling strike + world serpent's grasp to knock stuff prone pretty much at will. It's very accurate, won't provoke OAs from ranged attacks, can shift as a minor action (and gets free bonuses to defense for doing so), and gets free combat advantage against isolated foes. All in all, not much hard control per se, but not bad as a backup controller, and they don't really lose any powerful class features by going hybrid in the first place (my favorite kind of hybrid).
>> No. 6761 edit
https://docs.google.com/viewer?a=v&pid=explorer&chrome=true&srcid=0B0Pf2xAWVLoAZGNjNWJjMmItZjQwMy00NDZjLWEyOTQtMjFlNjFmOTQ3M2Yw&hl=en_GB

Encounter power -5 penalty to all defences in a close blast 5.
Daily immobilise.
Encounter -2 penalty to attacks or suffer 5 damage from leaving the burst.
Day-long boost of +2 to damage rolls for strength-based attacks (Hi Sureiya)
Go into Striker-mode by Beast Form charging for 8 speed charges
Grant save and healing once per day
>> No. 6774 edit
====== Created Using Wizards of the Coast D&D Character Builder ======
Betterthanmyn Archerguy, level 6
Genasi, Warlord
Build: Insightful Warlord
Archer Warlord Optional Choice: Archer Warlord
Warlord: Canny Leader
Commanding Presence: Skirmishing Presence
Elemental Manifestation: Windsoul
Background: Dalelands (Dalelands Benefit)

FINAL ABILITY SCORES
Str 19, Con 11, Dex 10, Int 19, Wis 8, Cha 13.

STARTING ABILITY SCORES
Str 16, Con 11, Dex 10, Int 16, Wis 8, Cha 13.


AC: 22 Fort: 21 Reflex: 20 Will: 18
HP: 53 Surges: 7 Surge Value: 13

TRAINED SKILLS
Diplomacy +9, History +12, Athletics +11, Endurance +9

UNTRAINED SKILLS
Acrobatics +2, Arcana +7, Bluff +4, Dungeoneering +2, Heal +2, Insight +4, Intimidate +6, Nature +4, Perception +4, Religion +7, Stealth +2, Streetwise +4, Thievery +2

FEATS
Level 1: Improved Skirmishing
Level 2: Primordial Surge
Level 4: Improved Defenses
Feat User Choice: Bow Expertise
Level 6: Toughness

POWERS
Warlord at-will 1: Risky Shot
Warlord at-will 1: Paint the Bulls-Eye
Warlord encounter 1: Race the Arrow
Warlord daily 1: Relentless Wounding
Warlord utility 2: Knight's Move
Warlord encounter 3: Martial Doom
Warlord daily 5: Create Opportunity
Warlord utility 6: Invigorating Shout

ITEMS
Screaming Hide Armor +2, Duelist's Bow Longbow +2, Amulet of Resolution +2, Eagle Eye Goggles (heroic tier)
====== Copy to Clipboard and Press the Import Button on the Summary Tab ======

Has RBA, heals, grants mobility, buffs, fairly hard to take down, etc.
>> No. 7261 edit
2H fighter that uses a Gouge (reflavored to look like some huge greataxe probably), eventually going fullblade proficiency as well. Possibly either multiclass to Warden for a feat, like slowing on OA (maybe daily too) or Barbarian for the plethora of good dailies it has.



====== Created Using Wizards of the Coast D&D Character Builder ======
level 7
Human, Fighter
Fighter: Combat Superiority
Fighter Talents: Two-handed Weapon Talent
Human Power Selection: Heroic Effort
Background: Akanul (Akanul Benefit)

FINAL ABILITY SCORES
Str 19, Con 16, Dex 11, Int 8, Wis 14, Cha 10.

STARTING ABILITY SCORES
Str 16, Con 16, Dex 11, Int 8, Wis 13, Cha 10.


AC: 24 Fort: 23 Reflex: 17 Will: 19
HP: 67 Surges: 12 Surge Value: 16

TRAINED SKILLS
Intimidate +8, Heal +10, Endurance +11, Athletics +10

UNTRAINED SKILLS
Acrobatics +1, Arcana +2, Bluff +3, Diplomacy +3, Dungeoneering +5, History +2, Insight +7, Nature +5, Perception +7, Religion +2, Stealth +1, Streetwise +3, Thievery +1

FEATS
Human: Mobile Challenge
Level 1: Armor Proficiency: Plate
Level 2: Weapon Proficiency (Gouge)
Level 4: Improved Defenses
Level 6: Improved Initiative
Feat User Choice: Spear Expertise

POWERS
Fighter at-will 1: Weapon Master's Strike
Fighter at-will 1: Cleave
Fighter encounter 1: Steel Serpent Strike
Fighter daily 1: Villain's Menace
Fighter utility 2: Glowering Threat
Fighter encounter 3: Sweeping Blow
Fighter daily 5: Rain of Steel
Fighter utility 6: Ignore Weakness
Fighter encounter 7: Come and Get It

ITEMS
Dwarven Layered Plate Armor +2, Steadfast Amulet +2, Carnage Gouge +2
====== Copy to Clipboard and Press the Import Button on the Summary Tab ======
>> No. 7262 edit
>>7261
also, thinking of possibility of a dwarf (or mul) variation
>> No. 7271 edit
====== Created Using Wizards of the Coast D&D Character Builder ======
Pinecone, level 10
Pixie, Artificer
Arcane Implement Proficiency: Arcane Implement Proficiency (Dagger)

FINAL ABILITY SCORES
Str 8, Con 18, Dex 10, Int 20, Wis 11, Cha 15.

STARTING ABILITY SCORES
Str 8, Con 16, Dex 10, Int 16, Wis 11, Cha 13.


AC: 26 Fort: 24 Reflex: 25 Will: 22
HP: 75 Surges: 10 Surge Value: 19

TRAINED SKILLS
Arcana +15, History +15, Dungeoneering +10, Thievery +10, Perception +10

UNTRAINED SKILLS
Acrobatics +6, Bluff +7, Diplomacy +7, Endurance +9, Heal +5, Insight +5, Intimidate +7, Nature +7, Religion +10, Stealth +7, Streetwise +7, Athletics +4

FEATS
Artificer: Ritual Caster
Level 1: Arcane Trapsmith
Level 2: Superior Reflexes
Level 4: Battlewise
Level 6: Arcane Implement Proficiency
Level 8: Great Fortitude
Feat User Choice: Combat Caster
Feat User Choice: Superior Implement Training (Accurate dagger)
Level 10: Superior Will

POWERS
Artificer at-will 1: Magic Weapon
Artificer at-will 1: Static Shock
Healing Infusion: Healing Infusion: Resistive Formula
Artificer encounter 1: Scouring Weapon
Artificer daily 1: Punishing Eye
Artificer utility 2: Swift Mender
Artificer encounter 3: Shocking Feedback
Artificer daily 5: Smokepowder Detonation
Artificer utility 6: Mantle of Might
Artificer encounter 7: Arc Infusion
Artificer daily 9: Lightning Motes
Artificer utility 10: Gift of Flight

ITEMS
Ritual Book, Shielding Blade Accurate dagger +2, Rhythm Blade Dagger +1, Shared Valor Leather Armor +2, Gadgeteer's Goggles (heroic tier), Deep-Pocket Cloak +2, Phylactery of Action (heroic tier), Acrobat Boots (heroic tier), Antipathy Gloves (heroic tier), Belt of Vigor (heroic tier), Residuum (500)
RITUALS
Brew Potion, Disenchant Magic Item, Enchant Magic Item, Make Whole, Raise Dead
====== Copy to Clipboard and Press the Import Button on the Summary Tab ======
>> No. 7275 edit
>>7271
whoops, got the wrong stuff for that one, considering it used con instead of wis
here's revised one:
====== Created Using Wizards of the Coast D&D Character Builder ======
Pinecone, level 10
Pixie, Artificer
Background: Magic Scholar (Magic Scholar Benefit)

FINAL ABILITY SCORES
Str 8, Con 18, Dex 10, Int 20, Wis 11, Cha 15.

STARTING ABILITY SCORES
Str 8, Con 16, Dex 10, Int 16, Wis 11, Cha 13.


AC: 26 Fort: 22 Reflex: 23 Will: 22
HP: 75 Surges: 10 Surge Value: 19

TRAINED SKILLS
Arcana +18, History +16, Dungeoneering +10, Thievery +10, Perception +10, Endurance +14

UNTRAINED SKILLS
Acrobatics +6, Bluff +7, Diplomacy +7, Heal +5, Insight +5, Intimidate +7, Nature +7, Religion +10, Stealth +7, Streetwise +7, Athletics +4

FEATS
Artificer: Ritual Caster
Level 1: Arcane Trapsmith
Level 2: Improved Initiative
Level 4: Heart of the Blade
Level 6: Arcane Familiar
Level 8: Distant Advantage
Feat User Choice: Combat Caster
Feat User Choice: Superior Implement Training (Accurate dagger)
Level 10: Superior Will

POWERS
Artificer at-will 1: Magic Weapon
Artificer at-will 1: Static Shock
Healing Infusion: Healing Infusion: Resistive Formula
Artificer encounter 1: Scouring Weapon
Artificer daily 1: Punishing Eye
Artificer utility 2: Swift Mender
Artificer encounter 3: Shocking Feedback
Artificer daily 5: Smokepowder Detonation
Artificer utility 6: Mantle of Might
Artificer encounter 7: Gale-Force Infusion
Artificer daily 9: Lightning Motes
Artificer utility 10: Gift of Flight

ITEMS
Ritual Book, Shielding Blade Accurate dagger +2, Rhythm Blade Dagger +1, Shared Valor Leather Armor +2, Phylactery of Action (heroic tier), Acrobat Boots (heroic tier), Antipathy Gloves (heroic tier), Belt of Vigor (heroic tier), Residuum (500), Amulet of Resolution +2, Syllable of Grace (heroic tier) (4), Adventurer's Kit, Resplendent Circlet (heroic tier)
RITUALS
Brew Potion, Disenchant Magic Item, Enchant Magic Item, Make Whole, Raise Dead
====== Copy to Clipboard and Press the Import Button on the Summary Tab ======
>> No. 7283 edit
File 129645156878.jpg - (45.15KB , 360x514 , 29f9aadd32f899c2fe25c19fb39fed12.jpg )
7283
>>7275
Commentary:
.What is mantle of might? I can't find it.
.I'm rather partial to the Teeny Target feat. Perhaps instead of Improved Initiative?
.I'd be VERY tempted to get a Master's Wand of Static Shock instead of one of those weapons. Yes, AC is nice, but so is granting a big damage boost at-will.
.Amulet of Resolution seems lazy. Why not Healer's Brooch?
>> No. 7286 edit
>>7283
Mantle of Might is a level 6 Templar utility that, if the conditions are fulfilled, hands out an action point. Not something that must be used before end of next turn, but a real action point. I couldn't find any artificer utilities at that level or the last one I really liked, so I picked that.

Teeny Target was one of my first choices, but then I thought, what about AoEs?

Hanyuu didn't want to use wands. Though it -would- free up a slot since no need for arcane implement proficiency, and as you say, it's pretty darn nice.

With a pacifist cleric in the party, I thought more healing would be overkill and instead tried to find ways to contribute buffs and other things like granting big THP buffers to cake so he can use something other than his vice at-will to bolster himself.
>> No. 7288 edit
>>7286
I agree that more healing is probably redundant in the case of having a Pacifist Cleric in the party, though I figured it'd still be a better investment than amulet of resolution. If not that I'd at least rather pick up something more potent like a steadfast amulet.

The ability array strikes me as a bit odd. I think I'd favor Wis as the dump stat, reducing the Charisma and trying to see if you can't get a 13 in Strength, which would allow you to upgrade to Hide armor. If you're going to focus Constitution anyway, why not? This would probably mean you can't qualify for Superior Will anymore, but I don't see a big reason to be that worried about stuns or dominates (particuarly if you go the steadfast amulet route).

Teeny Target may not protect very well against area attacks, but then--so what? You can't have everything. On the other hand, if you decide to forgo Teeny Target I would start shopping around for a decent way to multiclass and perhaps do some power-swapping via feats (with Superior Will freed up and me not seeing much reason to take Improved Initiative, you'll have some room). Picking up Resourceful Leader and looking at viable Warlord utilities (like Reorient the Axis) with the utility-powerswap feat may be an attractive option! Just swap out your Swordmage MC feat for Arcane Implement Proficiency, it gives you what you really want anyway (the ability to use a dagger as an implement). And get some use out of that 13 Charisma, hehe.

The extra AC from Hide armor may make you comfortable enough to shop around for a better weapon than a shielding weapon. Now, the build doesn't have a lot of save-ends effects so a Cunning Weapon may not be the best choice, but I'd still shop around to see if you can't find anything better. Even something that increases the range you can throw your dagger might be helpful!
>> No. 7289 edit
>>7288
Actually, those are really good ideas. Better yet, with an accurate wand of static shock in one hand and a Dagger of Long Range (Range 20!) in the other, and a Steadfast Amulet, I can free up enough feats to take Teeny Target, Resourceful Leader, Acolyte Power (Reorient the Axis ftw) and Armor Proficiency : Hide.

And I guess artificers can use Resistive Formula to grant THPs, so that's already covered.

Went with Wizard's Apprentice theme because daze and lol 23 arcana.

====== Created Using Wizards of the Coast D&D Character Builder ======
Pinecone, level 10
Pixie, Artificer
Background: Magic Scholar (Magic Scholar Benefit)

FINAL ABILITY SCORES
Str 13, Con 18, Dex 10, Int 20, Wis 8, Cha 13.

STARTING ABILITY SCORES
Str 13, Con 16, Dex 10, Int 16, Wis 8, Cha 11.


AC: 25 Fort: 22 Reflex: 22 Will: 19
HP: 75 Surges: 10 Surge Value: 19

TRAINED SKILLS
Arcana +23, History +16, Diplomacy +11, Thievery +9, Perception +9, Endurance +13

UNTRAINED SKILLS
Acrobatics +5, Bluff +6, Dungeoneering +4, Heal +4, Insight +4, Intimidate +6, Nature +6, Religion +10, Stealth +6, Streetwise +6, Athletics +5

FEATS
Artificer: Ritual Caster
Level 1: Arcane Trapsmith
Level 2: Teeny Target
Level 4: Resourceful Leader
Level 6: Arcane Familiar
Level 8: Acolyte Power
Feat User Choice: Superior Implement Training (Accurate wand)
Feat User Choice: White Lotus Dueling Expertise
Level 10: Armor Proficiency: Hide

POWERS
Artificer at-will 1: Magic Weapon
Artificer at-will 1: Static Shock
Healing Infusion: Healing Infusion: Resistive Formula
Artificer encounter 1: Scouring Weapon
Artificer daily 1: Punishing Eye
Artificer utility 2: Swift Mender
Artificer encounter 3: Repulsion Strike
Artificer daily 5: Smokepowder Detonation
Artificer utility 6: Energy Conversion (retrained to Reorient the Axis at Acolyte Power)
Artificer encounter 7: Gale-Force Infusion
Artificer daily 9: Brittle-Skin Missile
Artificer utility 10: Gift of Flight

ITEMS
Ritual Book, Steadfast Amulet +2, Phylactery of Action (heroic tier), Acrobat Boots (heroic tier), Antipathy Gloves (heroic tier), Belt of Vigor (heroic tier), Residuum (500), Syllable of Grace (heroic tier) (4), Adventurer's Kit, Master's Accurate wand of Static Shock +2, Dagger of Long Range +2, Runic Hide Armor +2
RITUALS
Brew Potion, Disenchant Magic Item, Enchant Magic Item, Make Whole, Raise Dead
====== Copy to Clipboard and Press the Import Button on the Summary Tab ======
>> No. 7290 edit
>>7289
TBH I think the Wizard's Apprentice theme is very lackluster. Standard action daze? But you already have a lot of standard actions, and honestly I think you're going to have a tough time using the ones you have so you can actually start using the Master's Wand of Static Shock (that's the only aversion to me taking it, that you don't typically start to use your At-Wills until your Encounter powers are empty, and for them to empty quickly you need Not-Standard-Action powers). Plus the range is short and doesn't extend.

Noble Adept is basically my favorite catch-all choice, as you can add 2 (minimum) to any attack roll/saving throw that any of your allies or you make as a free action (I'm sure the previous parlor game has illustrated just how often you're off by 1 or 2). Of course Fey Beast Tamer is another decent catch-all theme that can provide decent benefits to pretty much any character, and provides an easy way to get CA at range (get a Blink Dog or Displacer Beast), and you can refluff the animal into something more flavorful.
>> No. 7291 edit
>>7290
Good point, Noble Adept it is.
>> No. 7292 edit
>>7291
Another thought, I'm considering that with both Reorient the Axis AND Gift of Flight you may be going a bit heavy on the "reposition the whole party" thing, hehe. Seems like it'd be better to give one of those slots to something else, and it's really too bad that I don't think you can end up with both Adaptive Stratagem AND either Reorient the Axis/Gift of Flight. I don't know if any of the level 10 artificer utilities are really that attractive, what do you think?
>> No. 7293 edit
>>7292
Good point. I don't recall any particularly great level 10 artificer powers but I'll look again...

...Annnnd I find out that artificers have their own version of reorient the axis at level 10 called Slick Concoction that slides targets 5 squares as a minor action and gives them a +4 bonus to reflex. I can probably take that in place of Gift of Flight and then try to find another level 6 or 10 warlord power worth swapping.
>> No. 7295 edit
>>7293
Whoops, I was thinking Instant Planning earlier, not Adaptive Stratagem (though Adaptive Stratagem is a fair power I'm not 100% sure it's worth power-swapping for). Though Instant Planning is actually for Charisma warlords, not Intelligence.

I'm guessing you have a few options: Keep Reorient the Axis as well as the other power (Gift of Flight or Slick Concoction, if you were going to keep Reorient I'd go with Gift of Flight myself just for the flexibility inherent in granting flight), OR take Adaptive Stratagem rather than Reorient the Axis (INT-based damage boost is a fairly large buff!) OR drop Acolyte Power from the build and go something else. Rousing Words doesn't seem that attractive to me as you won't have the Inspiring rider and we already covered healing.
>> No. 7296 edit
>>7295
Adaptive Stratagem seems like a fair choice. It's a nice damage buff, something that we can certainly put to good use in a party with two strikers.

Also, Recuperative Enchantment is a free action triggered off an ally spending a healing surge that heals the ally additional hit points equal to their surge value. Compared to that, an MC for Rousing Words is fairly pointless.

So I'll go Adaptive Stratagem instead and take Gift of Flight.
>> No. 7297 edit
====== Created Using Wizards of the Coast D&D Character Builder ======
Pinecone, level 10
Pixie, Artificer
Background: Magic Scholar (Magic Scholar Benefit)

FINAL ABILITY SCORES
Str 13, Con 18, Dex 10, Int 20, Wis 8, Cha 13.

STARTING ABILITY SCORES
Str 13, Con 16, Dex 10, Int 16, Wis 8, Cha 11.


AC: 25 Fort: 22 Reflex: 22 Will: 19
HP: 75 Surges: 10 Surge Value: 19

TRAINED SKILLS
Arcana +20, History +16, Diplomacy +11, Thievery +9, Perception +9, Endurance +13

UNTRAINED SKILLS
Acrobatics +5, Bluff +6, Dungeoneering +4, Heal +4, Insight +4, Intimidate +6, Nature +6, Religion +10, Stealth +6, Streetwise +6, Athletics +5

FEATS
Artificer: Ritual Caster
Level 1: Arcane Trapsmith
Level 2: Teeny Target
Level 4: Resourceful Leader
Level 6: Arcane Familiar
Level 8: Armor Proficiency: Hide
Feat User Choice: Superior Implement Training (Accurate wand)
Feat User Choice: White Lotus Dueling Expertise
Level 10: Acolyte Power

POWERS
Artificer at-will 1: Magic Weapon
Artificer at-will 1: Static Shock
Healing Infusion: Healing Infusion: Resistive Formula
Artificer encounter 1: Scouring Weapon
Artificer daily 1: Punishing Eye
Artificer utility 2: Swift Mender
Artificer encounter 3: Repulsion Strike
Artificer daily 5: Smokepowder Detonation
Artificer utility 6: Energy Conversion (retrained to Adaptive Stratagem at Acolyte Power)
Artificer encounter 7: Gale-Force Infusion
Artificer daily 9: Brittle-Skin Missile
Artificer utility 10: Gift of Flight

ITEMS
Ritual Book, Steadfast Amulet +2, Phylactery of Action (heroic tier), Acrobat Boots (heroic tier), Antipathy Gloves (heroic tier), Belt of Vigor (heroic tier), Residuum (500), Syllable of Grace (heroic tier) (4), Adventurer's Kit, Master's Accurate wand of Static Shock +2, Dagger of Long Range +2, Runic Hide Armor +2
RITUALS
Brew Potion, Disenchant Magic Item, Enchant Magic Item, Make Whole, Raise Dead
====== Copy to Clipboard and Press the Import Button on the Summary Tab ======

Explanations of stuff:

Theme choice is Noble Adept for Adept's Insight, which lets you add 1d4+1 to a roll by yourself or an ally in a close burst 5 as a free action. It's psionic, sure, but it's the best default choice for a theme.

Arcane familiar is Coure Attendant, who can fly, grants +2 to arcana, lets you retrieve or store an item as a free action instead of a minor action, and enemies treat squares adjacent to you as difficult terrain. Combine that with Antipathy Gloves and enemies have to move 3 squares to get adjacent to you. So you're fairly safe from melee.

Powers are
-Magic Weapon, a staple of the artificer class that makes an attack, then grants a boost to an ally's attack rolls and damage rolls if it hits. It even gets a +1 attack bonus.
-Static Shock, when paired with Master's Wand of Static Shock, makes the target's next attack take a penalty to the damage roll equal to your constitution mod and makes allies adjacent to the target deal extra lightning damage equal to your constitution. It both buffs and debuffs, which is very nice.
-Scouring Weapon, since you can't make good use of Spike Wire. But it's okay, because a -2 penalty to an enemy's AC makes it easier for everyone to nail with their attacks.
-Punishing Eye deals no damage on its own, but enemies within 3 squares of it that are hit by attacks and take damage are dealt psychic damage. It's very brutal.
-Swift Mender is a minor action grant of a saving throw to yourself or an ally, which is always nice. Since it's ranged, it will provoke enemy opportunity attacks if you use it near them, though, so be wary of that.
-Repulsion Strike makes an enemy's melee attack rolls take a significant penalty.
-Smokepowder Detonation is a new power from Dragon Magazine, and on a hit it deals some fire damage and ongoing fire damage. But the beauty of it is that it lets an ally make an attack against the target as an effect, and if you hit, they get a bonus to the attack roll. Artificers don't usually grant attacks, but this is a pretty nice one.
-Adaptive Stratagem is a warlord multiclass power swap that grants an ally a power bonus to damage rolls equal to your intelligence modifier or a power bonus to saving throws equal to your charisma modifier. The former is fairly significant in a party with two strikers, though it doesn't stack with Magic Weapon.
-Gale-Force Infusion is a burst 2 centered on an ally that slides enemies away from the ally and grants the ally a huge power bonus to AC. Great for bailing somebody out of danger.
-Brittle-Skin Missile slows the target and gives them vulnerable 5 to damage from melee attacks (save ends both). This is very, very nice, but bear in mind that it only works if it hits!
-Gift of Flight is Pixie Dust in a close burst 1, letting all allies in that range get a fly speed of 6 for a bit. Great mobility power.

Feats are
-Ritual Caster, granted by Artificer class. A nice thing to get for free.
-Arcane Trapsmith, use intelligence modifier when making thievery checks to disable traps or open locks, plus a +4 feat bonus to arcana checks related to traps. This one's nice too, though it's not necessary either.
-Teeny Target gives you partial cover against melee or ranged attacks if you're in an ally's space, which you can be since you're tiny. That's pretty much a +2 to all defenses against such attacks.
-Resourceful Leader, warlord multiclass, gives you skill training in one of the warlord's skills and grants an imitation of one of the commanding presences of that class : allies you can see that spend an action point to make an attack get a +3 bonus to damage rolls on a hit of the attack or 3 temporary hit points on a miss. Even on a miss, you get something, which is nice to have.
-Arcane familiar, this was already covered.
-Armor Proficiency : Hide, exactly what it says. A +1 to all defenses for a feat.
-Superior Implement Training (Accurate Wand); because artificer can't normally use daggers as implements, this saves feats and gets you more accurate implement attacks.
-White Lotus Dueling Expertise, scaling bonus to arcane attack rolls with weapons and implements. Hit an enemy with an at will and you get a +2 to arcana and diplomacy checks; not the greatest thing ever but better than Versatile Expertise for you.
-Acolyte Power, needed to swap artificer utility power for warlord utility power.

Items are
-Steadfast Amulet, lets you save against dazing or stunning as an interrupt. If the save fails, you don't expend the power. A good default choice when nothing else is as appealing.
-Phylactery of Action, a no action reroll of a saving throw against dazing, immobilizing, petrification, restraining, or stunning, every encounter. Extremely nice to have.
-Acrobat Boots, stand from prone as a minor action. Gets you back up and flying faster.
-Antipathy Gloves, enemies must spend an extra square of movement to move adjacent to you. Combined with the aforementioned familiar and that's 3 squares of movement. Also has a daily power that restrains an enemy.
-Belt of Vigor, +1 bonus to healing surge value. Cheap and effective at keeping you from dying, especially with the number of healing surges you have.
-Residuum, needed to cast rituals.
-Syllable of Grace, daily power lets you gain a +2 item bonus to initiative. Cheap and can be used by anyone.
-Adventurer's Kit, contains most adventuring essentials like food and water. Cheaper than the component parts, too.
-Master's Wand of Accurate Static Shock, boosts Static Shock and is accurate, so a +1 bonus to accuracy on top of everything else makes most implement attacks have a +14 attack bonus. Which is very respectable.
-Dagger of Long Range, strictly better than a Distance Dagger since you get penalty free range 20 on your weapon attacks and can actually deal critical hit damage. Not a lot of great weapon enchantments for you out there, so this'll have to do I guess.
-Runic Hide Armor, because not many good hide armors for you out there either, but this one comes with a bonus to arcana checks, so it's not so bad.
-805 gold left over to spend on whatever.

Rituals are
-Brew Potion, Disenchant Magic Item, Enchant Magic Item, and Make Whole, all free for artificers
-Raise Dead, in case something goes horribly horribly wrong.


And that should cover everything, besides artificer and pixie features and powers (assuming you're already familiar with those). Any questions?
>> No. 7298 edit
>>7297
Dependong on the range of Slick Concoction I think it may actually be better than Gift of Flight--close burst 1 is somewhat limited.
>> No. 7299 edit
>>7298
Slide 5 all allies in a range of... Close burst 3.
>> No. 7300 edit
>>7299
At any rate, I think that should be enough for Hanyu to work with. If he still doesn't want to go wands the build wouldn't change that much, though you'd need to find room for the Arcane Implement Proficiency feat for a dagger to work (shouldn't be too hard, could drop Acolyte Power without many tears honestly but Resourceful Leader is worth it on its own).
>> No. 7487 edit
Also whoops posted it in the OOC rather than the charbuilds. Anyway chou Sorceror Assassin who can Lightning Cuts as a Minor Action for 2W damage, Immediate Interrupt for +4 to all defences twice (once for Storm Soul, once for Sudden Scales), Immediate Interrupt with Grounding Rebuke too for out-of-turn dameeji.

I guess the weakness is the amount of Interrupts, should probs swap Sudden Scales with something else.
>> No. 7558 edit
https://docs.google.com/open?id=0B0Pf2xAWVLoAODBmMzMxYWEtYTVkMi00YWY1LTlhYjItMTdiOTQ4NTZmN2Nk

Lazylord Eladrin, actually looks rather fun on paper. +12 bonus to heals, drool etc.
>> No. 7747 edit
====== Created Using Wizards of the Coast D&D Character Builder ======
Harberk, level 7
Dwarf, Warden
Build: Earth Warden
Guardian Might: Earthstrength
Dwarf Subrace: Standard Dwarf Racial Traits
Background: Dwarf - Outcast, Forest Warden (Forest Warden Benefit)

FINAL ABILITY SCORES
Str 19, Con 17, Dex 13, Int 10, Wis 14, Cha 8.

STARTING ABILITY SCORES
Str 16, Con 14, Dex 13, Int 10, Wis 14, Cha 8.


AC: 22 Fort: 19 Reflex: 17 Will: 17
HP: 76 Surges: 12 Surge Value: 19

TRAINED SKILLS
Nature +11, Endurance +10, Perception +11, Dungeoneering +12

UNTRAINED SKILLS
Acrobatics +1, Arcana +3, Bluff +2, Diplomacy +2, Heal +5, History +3, Insight +5, Intimidate +2, Religion +3, Stealth +1, Streetwise +2, Thievery +1, Athletics +4

FEATS
Level 1: Crippling Crush
Level 2: Dwarven Weapon Training
Level 4: Vicious Advantage
Level 6: World Serpent's Grasp
Feat User Choice: Bludgeon Expertise

POWERS
Warden at-will 1: Weight of Earth
Warden at-will 1: Thorn Strike
Warden encounter 1: Roots of Stone
Warden daily 1: Form of Winter's Herald
Warden utility 2: Nature Sense
Warden encounter 3: Thundering Strike
Warden daily 5: Boiling Cloud
Warden utility 6: Treacherous Ice
Warden encounter 7: Guardian's Pounce

ITEMS
Heavy Shield, Hide Armor of Durability +1, Cloak of the Walking Wounded +1, Maw of the Guardian Craghammer +1
====== Copy to Clipboard and Press the Import Button on the Summary Tab ======
>> No. 7762 edit
Lili was here, Longtooths are the awesomest.
https://docs.google.com/open?id=0B0Pf2xAWVLoAOTliYWVjZTItMTYzMC00NTVhLThhMGMtYTNmMmI5YzI2ZDY0
>> No. 7763 edit
>>7762
Without Armour of Faith as Hybrid Feat, this moves up to 24 AC (with a Heavy Shield), one feat slot free (no more unarmoured agility), and +1 Reflex.

I kinda like it lol.
>> No. 7765 edit
>>7762
>hybrid
Stopped reading here~
>> No. 7766 edit
>>7765
Petty jerk. '3'
>> No. 7767 edit
File 132815177015.png - (228.15KB , 463x600 , misha_hips_grin_cas_close.png )
7767
>>7766
Says the dwarf-hater~
>> No. 7793 edit
>>5696
>>5698
BTW, here's an old level 6 warden build I posted ages ago~
>> No. 7796 edit
Look Rin, it's not a Hybrid.

https://docs.google.com/open?id=0B0Pf2xAWVLoAMzZmZWRkZDMtZDU3ZC00MDU5LWJmZmItYzZmMTRlNDMxMTQ5
>> No. 7798 edit
File 132835876517.png - (179.45KB , 400x400 , 1324425974303.png )
7798
>>7796
It looks pretty solid~ I'm curious, though, a bit of your power selection appears redundant--both Force Orb and Living Missile knock prone, and Ego Whip imposes an attack penalty the same as Dishearten (though Dishearten is AoE and lacks a defense penalty so it's not that redundant). I'm not very sold on the wizard's apprentice theme because I think Color Orb is a bit weak, as it's short range and eats up a standard action (I am very concerned about action economy for all characters, which is why immediate actions, free actions, and minor actions seem better to me). With that said it looks perfectly functional to me, just speaking from a bit of an optimization PoV.
>> No. 7800 edit
>>7798
Updated~ replaced Force Orbs (goodbye, Minor Action damage, ye will be missed) for Hypnotic Pulse, and Wizard's Apprentice for Scholar. I know, this doesn't actually present a stronger character optimization-wise, but I really can't see a good theme other than "Fey Beast Tamer", so I picked what's flavourful and could be useful if I pass Hard DCs. More skills also seems useful.
>> No. 7803 edit
Audio Sakutarou's_Adventure.mp3 - (910.44KB , Sakutarou\'s Adventure.mp3 )
7803
https://docs.google.com/viewer?a=v&pid=explorer&chrome=true&srcid=0B6XQuqqRbRyVYTg1YTllYTgtODBhMy00YmM0LWFkMTAtNGM0OTgzMGNmYjAz&hl=en_US
>> No. 7804 edit
>>7803
noooo permission to view
>> No. 7805 edit
>>7804
fix'd
>> No. 7806 edit
>>7805
Can Protectors Defend?
>> No. 7807 edit
>>7806
I mean some kind of mark mechanic, the Grizzly seems like it'd be great due to grabbing everywhere.
>> No. 7808 edit
>>7806
Maybe? I think that's more of a guardian/swarm druid specialty.
>> No. 7809 edit
>>7807
Oh, that? No, no marks.
>> No. 7810 edit
>>7809
Shame it looks pretty fun. So are you re-rolling for real reals, or not sure?
>> No. 7811 edit
>>7810
No, that was just a build attempt. I'll keep holding out for WotC to give cavaliers the support they're supposed to have.
>> No. 7821 edit
https://docs.google.com/open?id=0B0Pf2xAWVLoAMTAzYjNmOWItNDEzYy00MDgzLWFiZTMtNWY5NDU5MDMyOTJk

Not a hybrid again, on a roll so much. Initially started out Con/Cha Tiefling, then I realised that fudge I don't like most Con-rider Star Pacts, but Int has a few nice ones. (Frigid Darkness wants to make Sureiya the happiest Ranger ever. -4 penalty to AC!)
>> No. 7822 edit
>>7821
White Lotus Duelling Expertise so useful due to giving an implement to use for free. With a staff, you also qualify for Hafted Defence and all the other feats for Staves. With the exception of Eldritch Blast, all attacks target Will, so that adds function with a +2 item bonus from Resplendent Gloves... but probably item bonuses don't stack, do they. Nop they don't so Bracers of the Perfect Shot warrant replacement.

This Warlock build specialises in nerfing AC and Will defence, applying it each encounter. Sadly, no burst capabilities, so it only helps to set up a nova.

Dailies make enemies attack each other which is delicious Control, and Warlock pact fits with Lina thematically since she actually pacts Shabranigdu, in a way.

Of course, George's Warlock grows stronger over time where this Warlock just blasts right out of the window at higher initial strength but less as time goes on. More effective against solos, though.

Did I mention the Pact Boon applies a +1 per Boon to the next attack roll, meaning a perfect nova sees a +14 attack against Will, then nerfing the Will defence by 5, then nerfing AC by 4 and everyone can let loose? Eldritch Blast optimisation etc, I leave that to Bern. '3'
>> No. 7987 edit
====== Created Using Wizards of the Coast D&D Character Builder ======
Milli, level 10
Human, Shaman|Sentinel
Companion Spirit (Hybrid): World Speaker Spirit (Hybrid)
Hybrid Shaman: Hybrid Shaman Will
Hybrid Talent: Spirit's Power
Fey Beast Tamer Starting Feature: Fey Beast Tamer Companion (Blink Dog)
Human Power Selection: Bonus At-Will Power
Beast Companion Type: Bear Companion
Beast Companion Type: Wolf Companion
Background: Dalelands (Dalelands Benefit)

FINAL ABILITY SCORES
Str 13, Con 18, Dex 10, Int 11, Wis 20, Cha 8.

STARTING ABILITY SCORES
Str 13, Con 16, Dex 10, Int 11, Wis 16, Cha 8.


AC: 27 Fort: 24 Reflex: 20 Will: 26
HP: 75 Surges: 12 Surge Value: 18

TRAINED SKILLS
Nature +15, Heal +17, Perception +15, Insight +15

UNTRAINED SKILLS
Acrobatics +5, Arcana +5, Bluff +4, Diplomacy +4, Dungeoneering +10, Endurance +11, History +5, Intimidate +4, Religion +5, Stealth +5, Streetwise +4, Thievery +5, Athletics +6

FEATS
Human: Hybrid Talent
Level 1: Superior Will
Level 2: Improved Defenses
Level 4: Focused Mind
Level 6: Divine Fighter
Feat User Choice: Staff Expertise
Level 8: Battlewise
Level 10: Superior Implement Training (Accurate staff)

POWERS
Bonus At-Will Power: Grasping Tide (Druid)
Hybrid at-will 1: Voice of Battle
Hybrid encounter 1: Bramble Ally
Hybrid daily 1: Summon Giant Toad
Hybrid utility 2: Spirit Call
Hybrid encounter 3: Wind Wall
Hybrid daily 5: Spirit of Grief's Shadow
Hybrid utility 6: Cat's Grace
Hybrid encounter 7: Charm Beast
Hybrid daily 9: Summon Crocodile
Hybrid utility 10: Spirit Summons

ITEMS
Belt of Raging Endurance (heroic tier), Coif of Mindiron (heroic tier), Friend's Gift (heroic tier), Totemic Spear Short Spear +1, Phylactery of Action (heroic tier), Dwarven Drakescale Armor +2, Accurate staff of Ruin +2, Boots of Quickness (heroic tier), Steadfast Amulet +2
====== Copy to Clipboard and Press the Import Button on the Summary Tab ======

Built to take opportunity actions every round, get easy combat advantage, and seriously limit enemy mobility, clogging up the field with tons of summons and conjurations, or failing that, zones and turning enemies against each other. Thus, you have an animal companion (sentinel), a spirit companion (shaman), and a fey beast companion (fey beast tamer), as well as Grasping Tide. World Speaker is more controller-y than protector, so I went with that. It mostly saves its healing powers for its companions and itself, but can sometimes help its allies.

The summons can't take opportunity actions, sadly, but they can still limit enemy mobility pretty well with their instinctive actions. The wolf and blink dog force enemies to give up combat advantage, which is really nice to have, and have functional OAs. Hybrid Talent gives spirit companion an OA that stops enemies in their tracks, further denying mobility.

Spirit of Grief's Shadow is there to create a horrific catch-22 for one enemy, forcing them to either shift away (spirit immediately catches up), run away (enjoy wasting your turn), or attack the spirit (enjoy wasting your turn again). Same with Bramble Ally, which immobilizes enemies during their turns if they start adjacent to the spirit companion. Wind Wall is a wall and a zone as an encounter power that give superior cover vs. ranged attacks, great against artillery. Charm Beast is for anything stupid enough to get close, letting you send them towards your minions and party for free OAs. The Giant Toad has an attack with reach 3 that can pull enemies right back to it, and the Crocodile grabs enemies and forces them to escape with a -3 penalty.

Cat's Grace is always spent on self, patching up the low reflex a tad bit and giving a constant power bonus to initiative all day, every day. Protective Roots needs no introduction and is great no matter what. Spirit Summons gives another spirit companion, letting you make even more OAs.

Totemic Shortspear has a good passive benefit, Dwarven Armor is the safe default option, Boots of Quickness patch up low reflex, Belt of Raging endurance gives you a free healing surge, and Friend's Gift is for the Blink Dog and Wolf to get the most out of healing.

Improved Defenses is taken instead of Resilient Spirit because it also helps you and your summons. Superior Will is necessary, since dazing and stunning would ruin your ability to control the battlefield (and Coif of Mindiron, Steadfast Amulet, Focused Mind and Phylactery of Action are there to make absolutely sure it doesn't take). Staff Expertise and Superior Implement Training for an accurate Staff of Ruin that won't provoke OAs, giving your spirit companion and summons more bite with their attacks. Battlewise for good initiative, Divine Fighter for Cleric MC is there because feat tax on poor con shamans.

Normal number of creatures under your command : 3
Potential number if you went all out : 6
>> No. 7989 edit
>>7987
The downside of MCing cleric is you can't MC psion for Thrallherd, though since that would require an int score you don't have, it may be for the best.
>> No. 8183 edit
https://docs.google.com/open?id=0B0Pf2xAWVLoASDdYOGM1bUxRYWFUWmpyeXNEdW1NUQ

Hengeyokai because wanwan-tan. Inspired by Bern's Sorceror with Double Daggers.

Wanwan-tan has an armour of exploits to store Twin Strike in. (wait it's a daily power? oh well) He has a Psychokinetic Dagger +2, and a Dagger of Speed +1, both accurate.

Start turn adjacent enemy: use minor actions from Dagger of Speed and Psychokinetic Dagger to do 1d10+12 and 1d10+13 damage with close-range acid orbs, meaning proficiency bonus is added to the attacks. Can use Twin Strike (ranged) if started out ranged to add 2[W]+5 damage, otherwise, another acid orb for 3d10+38 damage on the first move, more accurate if adjacent to enemy. Ranged 20 so no way you're hiding from it.

George status: completely out-damaged.

Next turn, wanwan-tan still has Lightning Cuts for minor action 2[W]+7 damage on top of another Acid Orb for 1d10+13 damage.

George status: still out-damaged even on turn 2.

Out of turn, wanwan-tan can redirect an attack to an adjacent creature (meaning once per day he has a "lol hit your ally" power) and he has two dailies to interrupt enemies with; one of which Slows an enemy and reduces damage while providing out-of-turn damage, one of which can potentially null the attack and otherwise set wanwan-tan up for the minor action nova at close-range.

Sadly, wanwan-tan does only damage and cannot support the party in any other way besides "kill stuff".
>> No. 8239 edit
https://docs.google.com/open?id=0B0Pf2xAWVLoANG5iWm1lRTFRbkNqSlY3Wm01MHh3Zw

Just for fun. There's a feat that lets you grab a cantrip for minor action mage hand, so grab that later etc. For now hedge wizard gloves work.

It's a sort of lazylord: a warlord who uses a Tome and dips into Templar powers to make use of his Int score and attack, while retaining warlord at-wills for attack granting and encounters that grant attacks.
>> No. 8267 edit
I'm not gonna repost a build here because I've already posted an enchanter build I'm pretty sure, but it feels very nice to be a tiefling who can take Secrets of Belial to swap a medicore paragon path utility power out for Serpent's Cunning~
>> No. 8292 edit
https://docs.google.com/open?id=0B0Pf2xAWVLoAbEZFeXZoTVlTUnVhN0dkWDh2WXFvUQ

I made a Berserker.
>> No. 8489 edit
File 129695777988.png - (188.93KB , 490x595 , d06fd2617db931ccb8f10784a6a37b1b.png )
8489
https://docs.google.com/open?id=0B8mqAzuTXE5dcGdFVTNfUk5SRXk2Vnk3VG9EYkhmZw

Healbot, the healer who does anything for you~
3 encounter heals with big boosts to healing. Plus the noble adept theme for a bonus to your missed attack rolls! Encounter-dominating daily in Moment of Glory, and some fun utilities~
>> No. 8494 edit
>>8489
>Kalashtar
And you told me they were bad. :V
>> No. 8498 edit
File 129489136412.jpg - (267.53KB , 660x720 , concerned.jpg )
8498
>>8489
>only three encounter heals
I don't think it's enough.
>> No. 8627 edit
File 129527222995.jpg - (53.37KB , 412x500 , grab0050.jpg )
8627
>>8494
TBH I think Deva is probably mechanically superior, but I didn't want it to be a mere Reiyasu clone.
>> No. 8662 edit
File 133205949887.jpg - (23.16KB , 243x223 , 1332016863815.jpg )
8662
For some reason, I made a level 7 human polearm momentum druid~

The Good: Very powerful control effects for its level. With Rushing Cleats + Gauntlets of the Ram + Polearm Momentum + Alfsair Spear Gouge, you can slide 2 squares and knock prone with Savage Rend. Magic Stones attacks 3 targets, pushes 2 squares AND knocks prone.

The Bad: Somewhat low attack bonus and defenses. In order to get the necessary items, I had to go with a full set of +1 items. Attacking the target's weakest NAD is crucial to get a good hit rate.

The Essential: Beastwalker Circle lets you be a protector who gets beast form. I think Nature's Growth is worth going this far. The pack wolf is your summon of choice for Summon Natural Ally, and works best when parked next to a defender, so they can protect it, and it knocks enemies prone next to the defender. Despite this, I have selected Vine Serpents over an extra use at level 5, because Vine Serpents are very strong and less fragile than the wolf.
>> No. 8663 edit
File 133206548850.png - (59.35KB , 194x212 , swag.png )
8663
And just for fun, tiefling enchanter~ Not as much AoE as you might expect for a wizard, but lots of forced movement (Beguiling Strands and the charm powers slide [b]7 squares[/b]) and (in my opinion) fun powers that force enemies to attack each other, which can be very interesting if they have good basic attacks~

Tiefling is selected because of Wizard's Wrath (ignore immunities! charm golems!) and Imperious Majesty~
>> No. 8688 edit
====== Created Using Wizards of the Coast D&D Character Builder ======
Torinn, level 10
Dragonborn, Paladin
Build: Virtuous Paladin
Dragonborn Racial Power: Dragon Breath
Dragon Breath Key Ability: Dragon Breath Strength
Dragon Breath Damage Type: Dragon Breath Lightning
Background: Tymanther (Tymanther Benefit)

FINAL ABILITY SCORES
Str 20, Con 13, Dex 10, Int 8, Wis 11, Cha 20.

STARTING ABILITY SCORES
Str 16, Con 13, Dex 10, Int 8, Wis 11, Cha 16.


AC: 28 Fort: 23 Reflex: 20 Will: 23
HP: 82 Surges: 11 Surge Value: 21

TRAINED SKILLS
Religion +9, Intimidate +17, History +11, Diplomacy +17, Athletics +13

UNTRAINED SKILLS
Acrobatics +2, Arcana +4, Bluff +10, Dungeoneering +5, Endurance +2, Heal +7, Insight +7, Nature +5, Perception +7, Stealth +1, Streetwise +10, Thievery +1

FEATS
Level 1: Draconic Challenge
Level 2: Mighty Challenge
Level 4: Improved Initiative
Level 6: Resourceful Leader
Feat User Choice: Devout Protector Expertise
Level 8: Power of Hope
Level 10: Power of Protection

POWERS
Lay on Hands: Virtue's Touch
Paladin at-will 1: Valiant Strike
Paladin at-will 1: Virtuous Strike
Paladin encounter 1: Valorous Smite
Paladin daily 1: Radiant Delirium
Paladin utility 2: Call of Challenge
Paladin encounter 3: Winter's Edge
Paladin daily 5: Chilling Smite
Paladin utility 6: Wrath of the Gods
Paladin encounter 7: Divine Reverence
Paladin daily 9: Spirit Harrow
Paladin utility 10: Cleansing Spirit

ITEMS
Jolting Guard Longsword +2, Heavy Shield, Meliorating Layered Plate Armor +2, Steadfast Amulet +2, Iron Armbands of Power (heroic tier), Strikebacks (heroic tier), Reading Spectacles, Acrobat Boots (heroic tier), Strongheart Tattoo (heroic tier), Belt of Sacrifice (heroic tier), Symbol of Daring +2, Helm of Languages
====== Copy to Clipboard and Press the Import Button on the Summary Tab ======

I'll explain later.
>> No. 8689 edit
>>8688
Okay, lessee here. The Trouveur build is designed to provide a few nice buffs for allies while interfering with enemies through undoing their bad effects. Or something like that.

Passive benefits :
- +1 shield bonus to AC (protector expertise)
- +3 damage/THP with an AP (warlord MC)
- +2 damage with an AP (symbol of daring)
- +1 to ally healing surges (belt of sacrifice)

Leadery stuff :
- Divine Mettle, because goddamn divine mettle with its cha-mod bonus saving throw grant
- Virtue's Touch removes blinded, dazed, deafened, slowed, stunned, or weakened condition from target. No save required, no aftereffects lingering, just gone. If I could use it more often, that'd be nice too.
- Cleansing Spirit, another saving throw grant. Only +2 bonus, but hard to complain about it.
- Wrath of the Gods, for when it just has to die. Cha-mod power bonus to everybody's damage rolls all encounter long.
- Power of Hope / Protection, giving a +1 power bonus to ally attack/defense on valiant strike.

Defendery stuff :
- Mighty Challenge for extra damage on challenge.
- Draconic Challenge, Call of Challenge, and Valorous Smite, three mass sanctioning powers.
- Winter's Edge, for keeping them close and minion slaying.
- Spirit Harrow, keeping them even closer.
- Divine Reverence, close burst daze. Nuff said.
- Guardian's Counter, take a blow and counter-attack.
- Chilling Smite, damage reduction.
- Steadfast Amulet, for dealing with daze/stun.
- Improved init, going first is nice.

Other stuff :
- Jolting Guard, sick catch-22
- Strikebacks, see above
- Virtuous Strike, radiant damage as an MBA
- Acrobat Boots, stand up quick
- Strongheart Tattoo, heal more as day wears on
- Meliorating Armor, tougher as day wears on
- Iron Armbands of Power, arms slot tax
- Heavy shield, needed for devout protector feat
- Radiant Delerium, because more daze is nice, more daze with defense debuff nicer
- Reading Spectacles / Helm of Languages : Total understanding of everything being said/written

Known issues :
-No paragon paths complement its abilities too well
-Battles with few status effects will see challenge mostly ignored
-Virtue's Touch only 1/day

wat u think
>> No. 8690 edit
>>8689
Allies can benefit from only one Presence, so not sure if Resourceful Leader would mix with a Warlord presence.
>> No. 8691 edit
>>8690
Except these aren't actual presences, just imitations. It doesn't say "you gain this presence" in the feat description, so I think it might be okay.
>> No. 8826 edit
File 133281075661.png - (218.49KB , 374x530 , 1332772459928.png )
8826
>>6605
>>8662
One thing about my polearm momentum protector builds. Blood-Spray Bite is a good alternative to Charm Beast at level 7. In a fight with a lot of enemies, that can push a very good number of enemies around and knock them all prone. Against a single target though it's rather lackluster. So keep that in mind. Mechanically though it's hilarious to imagine too, because supposedly you're "pushing" them because they're scared of your ferocious bite, but somehow your polearm expertise knocks them prone~
>> No. 8892 edit
Nevitash, level 7
Kalashtar, Bard
Build: Cunning Bard
Bardic Virtue: Virtue of Cunning
Signs of Influence: Demand Audience
Signs of Influence: Welcome Guest
Kalashtar: Bluff Bonus
Background: Detective (Detective Benefit)

FINAL ABILITY SCORES
Str 8, Con 12, Dex 10, Int 19, Wis 12, Cha 19.

STARTING ABILITY SCORES
Str 8, Con 12, Dex 10, Int 16, Wis 12, Cha 16.


AC: 22 Fort: 16 Reflex: 20 Will: 20
HP: 54 Surges: 8 Surge Value: 13

TRAINED SKILLS
Arcana +12, Insight +12, Heal +9, Bluff +14, Perception +10

UNTRAINED SKILLS
Acrobatics +3, Diplomacy +8, Dungeoneering +5, Endurance +4, History +8, Intimidate +8, Nature +5, Religion +8, Stealth +3, Streetwise +8, Thievery +3, Athletics +2

FEATS
Bard: Ritual Caster
Level 1: Advantage of Cunning
Level 2: Improved Initiative
Level 4: Arcane Initiate
Level 6: Superior Implement Training (Accurate orb)
Feat User Choice: Orb Expertise

POWERS
Arcane Initiate: Hypnotism
Bard at-will 1: Staggering Note
Bard at-will 1: Cutting Words
Bard encounter 1: Victim of the Feywild
Bard daily 1: Stirring Shout It's Useless, It's All Useless
Bard utility 2: Moment of Escape
Bard encounter 3: Impelling Force
Bard daily 5: Timeless Trek in Mithrendain Logic Error
Bard utility 6: Revitalizing Incantation
Bard encounter 7: Blunder

ITEMS
Ritual Book, Nightmare Ward Hide Armor +2, Healer's Brooch +2, Accurate orb of Forceful Magic +2

Errybody getting moved around all day erry day. Orb and orb expertise add 2 squares to forced movement attacks. Might be overly focused on forced movement, but this guy's really, really good at it. Kalashtar for shaking off dominate and stuff against will.
>> No. 8910 edit
====== Created Using Wizards of the Coast D&D Character Builder ======
Eglath, level 7
Goliath, Fighter
Build: Great Weapon Fighter
Fighter: Combat Superiority
Fighter Talents: Two-handed Weapon Talent
Background: Officer Who Came Out of Retirement (Officer Who Came Out of Retirement Benefit)

FINAL ABILITY SCORES
Str 19, Con 13, Dex 15, Int 8, Wis 16, Cha 10.

STARTING ABILITY SCORES
Str 16, Con 13, Dex 14, Int 8, Wis 14, Cha 10.


AC: 23 Fort: 21 Reflex: 17 Will: 19
HP: 64 Surges: 10 Surge Value: 16

TRAINED SKILLS
Athletics +14, Endurance +11, Intimidate +8

UNTRAINED SKILLS
Acrobatics +5, Arcana +2, Bluff +3, Diplomacy +3, Dungeoneering +6, Heal +6, History +3, Insight +6, Nature +8, Perception +6, Religion +2, Stealth +5, Streetwise +3, Thievery +5

FEATS
Level 1: Weapon Proficiency (Greatspear)
Level 2: Mobile Challenge
Level 4: Swift Spear
Level 6: Polearm Momentum
Feat User Choice: Spear Expertise

POWERS
Fighter at-will 1: Footwork Lure
Fighter at-will 1: Cleave
Fighter encounter 1: Hack and Hew
Fighter daily 1: Tempest Dance
Fighter utility 2: Pass Forward
Fighter encounter 3: Rain of Blows
Fighter daily 5: Rain of Steel
Fighter utility 6: Glowering Threat
Fighter encounter 7: Come and Get It

ITEMS
Rushing Cleats (heroic tier), Steadfast Amulet +2, Grasping Greatspear +2, Magic Drakescale Armor +2
====== Copy to Clipboard and Press the Import Button on the Summary Tab ======
>> No. 8911 edit
====== Created Using Wizards of the Coast D&D Character Builder ======
Zordon, level 7
Mul, Fighter
Build: Great Weapon Fighter
Fighter: Combat Superiority
Fighter Talents: Two-handed Weapon Talent
Born of Two Races: Born of Two Races (Dwarf)
Background: Officer Who Came Out of Retirement (Officer Who Came Out of Retirement Benefit)

FINAL ABILITY SCORES
Str 19, Con 17, Dex 13, Int 8, Wis 14, Cha 10.

STARTING ABILITY SCORES
Str 16, Con 14, Dex 13, Int 8, Wis 14, Cha 10.


AC: 23 Fort: 21 Reflex: 16 Will: 17
HP: 68 Surges: 13 Surge Value: 17

TRAINED SKILLS
Intimidate +8, Endurance +17, Athletics +12

UNTRAINED SKILLS
Acrobatics +4, Arcana +2, Bluff +3, Diplomacy +3, Dungeoneering +5, Heal +5, History +3, Insight +5, Nature +5, Perception +5, Religion +2, Stealth +4, Streetwise +5, Thievery +4

FEATS
Level 1: Dwarven Weapon Training
Level 2: Devoted Challenge
Level 4: Mobile Challenge
Level 6: Improved Initiative
Feat User Choice: Spear Expertise

POWERS
Fighter at-will 1: Cleave
Fighter at-will 1: Brash Strike
Fighter encounter 1: Steel Serpent Strike
Fighter daily 1: Driving Attack
Fighter utility 2: Glowering Threat
Fighter encounter 3: Sweeping Blow
Fighter daily 5: Rain of Steel
Fighter utility 6: Ignore Weakness
Fighter encounter 7: Come and Get It

ITEMS
Dwarven Drakescale Armor +2, Steadfast Amulet +2, Iron Armbands of Power (heroic tier), Grasping Gouge +2
====== Copy to Clipboard and Press the Import Button on the Summary Tab ======
>> No. 8914 edit
====== Created Using Wizards of the Coast D&D Character Builder ======
Keothi, level 7
Minotaur, Runepriest
Build: Defiant Runepriest
Runic Artistry: Defiant Word
Goring Charge Key Ability: Goring Charge Strength
Background: Moonshae Isles (Moonshae Isles Benefit)

FINAL ABILITY SCORES
Str 19, Con 15, Dex 11, Int 10, Wis 17, Cha 8.

STARTING ABILITY SCORES
Str 16, Con 15, Dex 11, Int 10, Wis 14, Cha 8.


AC: 25 Fort: 20 Reflex: 18 Will: 21
HP: 57 Surges: 10 Surge Value: 14

TRAINED SKILLS
Religion +8, Endurance +8, Athletics +8, Insight +11

UNTRAINED SKILLS
Acrobatics -1, Arcana +3, Bluff +2, Diplomacy +2, Dungeoneering +6, Heal +6, History +3, Intimidate +2, Nature +8, Perception +8, Stealth -1, Streetwise +2, Thievery -1

FEATS
Level 1: Weapon Proficiency (Bastard sword)
Level 2: Armor Proficiency: Plate
Level 4: Improved Defenses
Level 6: Shield Proficiency: Heavy
Feat User Choice: Heavy Blade Expertise

POWERS
Runepriest at-will 1: Word of Exchange
Runepriest at-will 1: Word of Binding
Runepriest encounter 1: Flames of Purity
Runepriest daily 1: Rune of the Undeniable Dawn
Runepriest utility 2: Shield of Sacrifice
Runepriest encounter 3: Words of Bravery
Runepriest daily 5: Rune of the Final Act
Runepriest utility 6: Rune of Meritorious Alacrity
Runepriest encounter 7: Word of Befuddlement

ITEMS
Jolting Guard Bastard sword +2, Dwarven Rimefire Plate Armor +2, Steadfast Amulet +2, Heavy Shield
====== Copy to Clipboard and Press the Import Button on the Summary Tab ======
>> No. 8962 edit
====== Created Using Wizards of the Coast D&D Character Builder ======
Weary, level 7
Tiefling, Bard
Build: Cunning Bard
Bardic Virtue: Virtue of Cunning
Signs of Influence: Demand Audience
Signs of Influence: Welcome Guest
Background: Dalelands (Dalelands Benefit)

FINAL ABILITY SCORES
Str 10, Con 13, Dex 8, Int 17, Wis 14, Cha 19.

STARTING ABILITY SCORES
Str 10, Con 13, Dex 8, Int 14, Wis 14, Cha 16.


AC: 21 Fort: 16 Reflex: 19 Will: 20
HP: 55 Surges: 8 Surge Value: 13

TRAINED SKILLS
Arcana +11, Perception +10, Insight +10, Dungeoneering +10, Bluff +14

UNTRAINED SKILLS
Acrobatics +2, Diplomacy +8, Endurance +4, Heal +6, History +7, Intimidate +10, Nature +6, Religion +7, Stealth +4, Streetwise +8, Thievery +2, Athletics +3

FEATS
Bard: Ritual Caster
Level 1: Imperious Majesty
Level 2: Advantage of Cunning
Level 4: Bardic Wayfarer
Level 6: Superior Implement Training (Accurate wand)
Feat User Choice: Battle Song Expertise

POWERS
Bard at-will 1: Staggering Note
Bard at-will 1: Vicious Mockery
Bard encounter 1: Blunder
Bard daily 1: Stirring Shout
Bard utility 2: Moment of Escape
Bard encounter 3: Victim of the Feywild
Bard daily 5: Timeless Trek in Mithrendain
Bard utility 6: Revitalizing Incantation
Bard encounter 7: Unluck

ITEMS
Ritual Book, Healer's Hide Armor +2, Healer's Brooch +2, Accurate wand of Fear +2, Vistani Buzuq +2
RITUALS
Comrades' Succor, Traveler's Chant, Lullaby, Leomund's Tiny Hut, Raise Dead
====== Copy to Clipboard and Press the Import Button on the Summary Tab ======

Another cunning bard chessmaster build. Doesn't look like much now, but later on it becomes a Bard Taxi, which I am told is a destroyer of worlds in terms of effectiveness.
>> No. 8987 edit
File 133363620341.jpg - (111.20KB , 400x300 , teleportallthethings.jpg )
8987
>>8962
Bard Taxi Build, and how it can enable a 5 hit coup-de-grace on turn 1:
Weary, level 20
Tiefling, Bard, Evermeet Warlock
Build: Cunning Bard
Bardic Virtue: Virtue of Cunning
Signs of Influence: Demand Audience
Signs of Influence: Welcome Guest
Signs of Influence: Attract Attendants
Signs of Influence: Travel in Style
White Lotus Dueling Expertise: Choose Implement Proficiency: White Lotus Dueling Expertise (Staff)
Pact Initiate: Pact Initiate (fey pact)
Background: Vilhon Wilds (Vilhon Wilds Benefit)

FINAL ABILITY SCORES
Str 11, Con 14, Dex 9, Int 23, Wis 12, Cha 23.

STARTING ABILITY SCORES
Str 10, Con 13, Dex 8, Int 16, Wis 11, Cha 16.


AC: 34 Fort: 30 Reflex: 33 Will: 34
HP: 121 Surges: 9 Surge Value: 30

TRAINED SKILLS
Arcana +21, Perception +16, Insight +16, Dungeoneering +16, Bluff +23, Streetwise +21

UNTRAINED SKILLS
Acrobatics +10, Diplomacy +17, Endurance +13, Heal +12, History +17, Intimidate +17, Nature +12, Religion +17, Stealth +12, Thievery +10, Athletics +11

FEATS
Bard: Ritual Caster
Level 1: Imperious Majesty
Level 2: Advantage of Cunning
Level 4: Bardic Wayfarer
Level 6: Pact Initiate
Feat User Choice: White Lotus Dueling Expertise
Level 8: Superior Implement Training (Accurate staff)
Level 10: Distant Advantage
Level 11: Walk Among the Fey
Level 12: Armor Proficiency: Ring Mail
Level 14: Improved Defenses
Level 16: Acolyte Power
Level 18: Skill Power
Level 20: Danger Sense

POWERS
Bard at-will 1: Vicious Mockery
Bard at-will 1: Staggering Note
Skill Power: Insightful Riposte (retrained to Ethereal Sidestep at Acolyte Power)
Bard encounter 1: Blunder
Bard daily 1: Stirring Shout
Bard utility 2: Moment of Escape
Bard encounter 3: Victim of the Feywild
Bard daily 5: Timeless Trek in Mithrendain
Bard utility 6: Revitalizing Incantation
Bard encounter 7: Unluck
Bard daily 9: Counterpoint
Bard utility 10: Allegro
Bard encounter 13: Foolhardy Fighting (replaces Blunder)
Bard daily 15: Whispers of the Dream King (replaces Stirring Shout)
Bard utility 16: Haste
Bard encounter 17: Shout of Evasion (replaces Victim of the Feywild)
Bard daily 19: Satire of Prowess (replaces Counterpoint)

ITEMS
Ritual Book, Vistani Buzuq +2, Gloves of Dimensional Repulsion (paragon tier), Planestrider Boots (paragon tier), Ring of Retreat (paragon tier), Eladrin Ring of Passage (paragon tier), Coif of Mindiron (paragon tier), Belt of the Witch King (paragon tier), Phylactery of Action (heroic tier), Incisive Dagger Dagger +4, Eladrin Ring Mail +4, Timeless Locket +4, Accurate staff of Sleep and Charm +4
RITUALS
Comrades' Succor, Traveler's Chant, Lullaby, Leomund's Tiny Hut, Raise Dead, Song of Sustenance, Song of Restfulness, Chorus of Truth, Passwall, Planar Portal, Scry Trap, True Sending

Why this build is a destroyer of worlds:

With Danger Sense, you can expect to have around a 35 initiative; so you're probably moving before the monsters. Our party of melee strikers is 13 squares away from the solo – just out of charge range.

Here's a typical opening maneuver for you:

[minor] Allegro @11sq. Teleport the entire party 11 squares.
[free] Bardic Wayfarer @8sq. Split the teleport into two 4 square teleports, putting one of your allies into flanking position behind the bad guy, and then teleport back to your party. You are now invisible to this solo.
[move] Ethereal Sidestep @8sq. Do the same as above, with your other striker. Now both are in flank.
[action point] Gain an additional move and standard.
[standard] Foolhardy Fighting. Until EoNT solo provokes OAs from allies when it attacks and takes a -6 penalty to attack rolls.
[standard-AP] Whispers of the Dream King. The solo falls unconscious (save ends, though he gets a save when he takes damage)
[move-AP] Convert to a minor to use Haste. Give it to your Ranger, who has Blade Cascade and is in flank against the unconscious solo. If he misses, you can replace one of his rolls or use Adept's Insight to turn the miss into a hit.
Watch as the Ranger does a 5-hit coup-de-grace before he has even taken his own turn. The solo might wake up in the middle, but since Blade Cascade is a single power, every hit is a crit.
Let your to strikers actually take their turns, starting off in flanking position and the solo unable to retaliate without suffering a nasty beatdown from your team in return, its odds of hitting greatly diminished.

>> No. 9111 edit
https://docs.google.com/open?id=0B6XQuqqRbRyVZ3JDekc2cVZ2Zms

a bunch of stat stuff isn't added up because it hasn't been incorporated into the builder for some reason (fiery blood, flurry of blows, ki weapon, some other stuff) or got cut off (epic fort, form mastery, resilient focus)

basically it's a beacon of almost constant fire damage, whether by aura or area of effect, shifting a lot with its flurry of blows + boots of fencing master, and is stupidly hard to bring down with effective +9 to saves and more than one way to revive itself when things get too hard for even a revenant to handle. also deals fire and necrotic damage simultaneously thanks to special ki focus, so resistance/immunity is much less likely. ongoing damage will seriously hurt a lot of enemies
>> No. 9849 edit
Gogo is still fighthing against the evil CB update, so I tried to make a skull of her character. She wanted to play a tiefling paladin.
>> No. 9956 edit
https://docs.google.com/file/d/0B0Pf2xAWVLoAZ2N1cEdhbFo2ZEU

Elementalist - Earth Element. Does less damage, but that's all right... because at Paragon he makes up for it through Elemental Admixture.

The trick is really easy. Arcane Admixture makes his basic attack Elemental Bolt a Thunder/Acid combi.

Echoes of Thunder means if he hits, he gets +2 to damage. That's effective +24 to damage (I think it didn't add DIS properly so +25) after the first attack, which is silly good.

What's even better is this: Elemental Bolt slows on Hit. This means with Escalation and Weapon of Speed, you can attack three targets on your first turn and take them out of the fight through Slowing them. You can attack someone twice to also knock 'em prone. There's also a power to create difficult terrain to completely ruin the enemy's mobility.

Controller and Striker in one, though it's weak control. Damage output is constant and respectable though~
>> No. 9961 edit
File 130294168698.gif - (188.48KB , 539x765 , 1223507178004.gif )
9961
>>9956
Link no worky!
>> No. 9967 edit
>>9961
Oops

https://docs.google.com/open?id=0B0Pf2xAWVLoAZ2N1cEdhbFo2ZEU

That one should work.
>> No. 10362 edit
====== Created Using Wizards of the Coast D&D Character Builder ======
Chaedi, level 10
Half-Elf, Druid
Build: Guardian Druid
Primal Aspect: Primal Guardian
Fey Beast Tamer Starting Feature: Fey Beast Tamer Companion (Blink Dog)
Half-Elf Power Selection: Knack for Success
Background: Seeker for the Lost Clan (Seeker for the Lost Clan Benefit)

FINAL ABILITY SCORES
Str 10, Con 18, Dex 14, Int 13, Wis 20, Cha 8.

STARTING ABILITY SCORES
Str 10, Con 14, Dex 14, Int 13, Wis 16, Cha 8.


AC: 24 Fort: 22 Reflex: 20 Will: 23
HP: 75 Surges: 11 Surge Value: 18

TRAINED SKILLS
Nature +15, Arcana +11, Insight +17, Perception +15

UNTRAINED SKILLS
Acrobatics +6, Bluff +4, Diplomacy +6, Dungeoneering +11, Endurance +8, Heal +10, History +7, Intimidate +4, Religion +6, Stealth +6, Streetwise +4, Thievery +6, Athletics +4

FEATS
Druid: Ritual Caster
Level 1: Battlewise
Level 2: Agile Form
Level 4: Vicious Advantage
Level 6: World Serpent's Grasp
Level 8: Ruthless Killer
Feat User Choice: Staff Expertise
Feat User Choice: Superior Implement Training (Accurate staff)
Level 10: Mark of Detection

POWERS
Druid at-will 1: Grasping Tide (Druid)
Druid at-will 1: Magic Stones
Druid at-will 1: Grasping Claws
Druid encounter 1: Call Forth the Spirit Pack
Druid daily 1: Savage Frenzy
Druid utility 2: Dust Eddy
Druid encounter 3: Wind Wall
Druid daily 5: Vine Serpents
Druid utility 6: Camouflage Cloak
Druid encounter 7: Charm Beast
Druid daily 9: Primal Wolf
Druid utility 10: Armor of the Wild

ITEMS
Ritual Book, Pouncing Beast Hide Armor +2, Phylactery of Action (heroic tier), Claw Gloves (heroic tier), Horned Helm (heroic tier), Badge of the Berserker +2, Siberys Shard of the Mage (heroic tier), Boots of the Fencing Master (heroic tier), Accurate staff of Ruin +2, Belt of Vim (heroic tier), Adventurer's Kit
RITUALS
Animal Messenger, Amanuensis, Brew Potion, Make Whole, Last Sight Vision, Object Reading, Tongues, Disenchant Magic Item
====== Copy to Clipboard and Press the Import Button on the Summary Tab ======
>> No. 10365 edit
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10365
>>10362
You don't like Swarm Dispersal? It's one of my favorite druid utilities, being able to reduce the damage of an attack on you by 10 is a sweet deal~

Dust Eddy is kinda weird. It doesn't seem that useful for actually blinding enemies, since it'll probably wear off before they make any attacks that aren't OAs or whatever? I guess it's all right for making the enemy grant CA and stuff, I usually pick Verdant Bounty~ I'm a bit hesitant about taking both Magic Stones and Grasping Tide, seems like they overlap a lot. I'd be much more partial to picking up Savage Rend so you can indulge in slide shenanigans~ Savage Frenzy for your level 1 daily, really? I think it's kinda weak, especially since it only slows on a miss. Lightning Arc seems almost strictly better and easier to use, though I'm rather partial to Summon Giant Toad as well~

I question the need for 14 Dex, especially. What does that get you, besides extra Reflex, since you use Wis for Init and Con for AC~? I'd much rather invest in Strength to get 13, so you can pick up Battle Awareness, or maybe boost your Con up another +2~
>> No. 10376 edit
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10376
>>10362
Here's an interesting idea~ If you take Battle Awareness, you can take Wary Fighter instead of Battlewise, it's strictly better~
>> No. 10377 edit
>>10365
====== Created Using Wizards of the Coast D&D Character Builder ======
Chaedi, level 10
Half-Elf, Druid
Build: Guardian Druid
Fey Beast Tamer Starting Feature: Fey Beast Tamer Companion (Blink Dog)
Primal Aspect: Primal Guardian
Half-Elf Power Selection: Knack for Success
Background: Seeker for the Lost Clan (Seeker for the Lost Clan Benefit)

FINAL ABILITY SCORES
Str 13, Con 20, Dex 11, Int 10, Wis 20, Cha 8.

STARTING ABILITY SCORES
Str 13, Con 16, Dex 11, Int 10, Wis 16, Cha 8.


AC: 25 Fort: 23 Reflex: 18 Will: 23
HP: 77 Surges: 12 Surge Value: 19

TRAINED SKILLS
Nature +15, Arcana +10, Insight +19, Perception +17, Endurance +14

UNTRAINED SKILLS
Acrobatics +4, Bluff +4, Diplomacy +6, Dungeoneering +11, Heal +10, History +6, Intimidate +4, Religion +5, Stealth +4, Streetwise +4, Thievery +4, Athletics +5

FEATS
Druid: Ritual Caster
Level 1: Battle Awareness
Level 2: Agile Form
Level 4: Vicious Advantage
Level 6: World Serpent's Grasp
Level 8: Wary Fighter
Feat User Choice: Superior Implement Training (Accurate staff)
Feat User Choice: Staff Expertise
Level 10: Mark of Detection

POWERS
Druid at-will 1: Savage Rend
Druid at-will 1: Magic Stones
Druid at-will 1: Grasping Claws
Druid encounter 1: Call Forth the Spirit Pack
Druid daily 1: Lightning Arc
Druid utility 2: Verdant Bounty
Druid encounter 3: Wind Wall
Druid daily 5: Vine Serpents
Druid utility 6: Swarm Dispersal
Druid encounter 7: Charm Beast
Druid daily 9: Primal Wolf
Druid utility 10: Clear the Chaff

ITEMS
Ritual Book, Pouncing Beast Hide Armor +2, Phylactery of Action (heroic tier), Claw Gloves (heroic tier), Horned Helm (heroic tier), Badge of the Berserker +2, Accurate staff of Ruin +2, Siberys Shard of the Mage (heroic tier), Boots of the Fencing Master (heroic tier), Belt of Vim (heroic tier), Adventurer's Kit
RITUALS
Animal Messenger, Amanuensis, Brew Potion, Make Whole, Last Sight Vision, Object Reading, Tongues, Disenchant Magic Item
====== Copy to Clipboard and Press the Import Button on the Summary Tab ======
>> No. 10380 edit
File 129527222995.jpg - (53.37KB , 412x500 , grab0050.jpg )
10380
>>10377
I see, I see! I'm rather hooked on druid polearm builds, though. And the protector's "Nature's Growth" power and cantrips are very nice to me~ Here's my take on a polearm protector that doesn't quite go all-out control (all-out control sacrifices Claw Gloves for Gauntlets of the Ram to combine with Magic Stones, for a 3-target 2-square push + prone).
>> No. 10550 edit
File 130606626814.png - (85.73KB , 291x478 , kan_komarua134.png )
10550
If I decide to reroll Sureiya into a Spiked Chain ranger this is how it would probably end.
There are few things yet to decide, though. Everyone's input, ideas or suggestions are very welcome.

*Weapon: The best weapon I could use as a Spiked Chain would be a Farbond, however, I don't buy very much the idea of a magical flying spiked chain. Trying to explain it in character would be silly and difficult. So, the best second choice I see it's a Vanguard for now.

*Feats: There are many cool feats a light blades user can pick, and Half-orcs get some cool ones too, so I still don't completely decide.

*Equipment: Yes, I would like to get a Casque of Tricks and a Steadfast Amulet, but the budget for a level 8 character is not enough (12,800gp).


*Good points of the build:
Reach weapon.
One less magical item to buy.
More reliable damage (2d4 vs 1d10).
Some cool light blade feats.

*Bad points of the build:
No multiclass feat.
Can't use Harmony blade nor take Blade Dancer Paragon Path.
I'm kinda used to see Sureiya with Bastard swords.
>> No. 10551 edit
>>10550
I told you, just picture Sureiya as Kratos using his big telescoping swords and everything makes sense.
>> No. 10553 edit
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10553
>>10551
I was thinking something more like this.

Healer's Lore as an emergency heal for whoever needs it.
Deep Pocket Cloak so you can still quick-draw stuff (and if you get the trap-finding goggles on top of that, everybody gets a boost to healing)
Farbond Spellblade because Kratos (srsly, your damage output is about the same as his); was going to replace Marauder's Rush with Throw and Stab but that one doesn't have a charge anymore and you get a bonus to speed on a charge, which ought to help you engage enemies better
Swift Blade Style because more damage equal to your DEX mod on your bread-and-butter attack (Twin Strike) is amazing and should not be passed up.
I wanted to take Running Attack instead of Prime Shot, but I don't think you can actually retrain that

Anyway, as seen in this fight, if mobility is a problem, you can always ride on Rutger; it's practically the safest place on the battlefield since you're in range of all my powers, and I'll have your attackers under my aura
>> No. 10554 edit
File 132978231090.png - (18.86KB , 158x118 , b2.png )
10554
>>10553
Prime shot is better in paragon tier because of the feats Prime Punisher and Called Shot.

I'll look at the build in more detail later.
>> No. 10555 edit
>>10554
Hence my retraining comment.
>> No. 10556 edit
>>10553
Healing lore? I don't know, Sureiya is kinda busy already with his minor actions already. He has two minor action attacks, acrobat boots and hunter's quarry. Death threat is kinda good because of the bonuses to combat advantage.

Right now he was charge focused because of picking Vanguard weapon, but I dunno. Also, Why did you pick Deep-Pocket Cloak?
>> No. 10557 edit
>>10554
Oh yeah, Prime Punisher, Called Shoot and Improved Prime Shot are amazing at paragon. I was kinda considering change to the other bonus so I could take the feat Flank on the run. But it would kinda lame to ask Rin let me to "retrain" it again later
>> No. 10558 edit
>>10555
You can't retrain class features like that.
>> No. 10559 edit
>>10556
To draw weapons/potions without wasting actions?
>> No. 10560 edit
>>10559
Aren't both of my hands busy while holding the spiked chain?
>> No. 10561 edit
>>10560
one end is considered an off-hand weapon iirc
>> No. 10562 edit
>>10561
So how does it work? I drop one end with a free action, take another item with a free from a coat and then grab again the weapon with a minor?
>> No. 10563 edit
>>10562
no, you can hold stuff in the same hand as an off-hand weapon
>> No. 10564 edit
>>10563
What, really?
>> No. 10565 edit
>>10564
Yeah, like you can use stuff in the same hand as a dagger.
>> No. 10567 edit
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10567
>>10563
>>10565
This needs a source.

Anyway, anon, since you're willing to giving up your one multiclass limit, I thought maybe you could consider multiclassing to something like a monk instead and using a ki focus. It'll let you dual-wield again, and you do save money since you only pay for the one ki focus's enhancement bonus, and it'll apply to both of your weapons.

You can also buy cheap, low-level weapon enchantments like a +1 Rhythm Blade Rapier and benefit from them in addition to the enchantment on the ki focus itself. The restriction is that whenever you attack with a ki focused weapon, none of the weapon's magic properties apply, but I've read this to mean that enchantments like Frost Weapon are still applicable because they're powers. If you don't want to use a Rhythm Blade, then dual-wielding Frost Weapons and taking Lasting Frost at paragon tier is still an option.

It's a bit presumptuous of me, but I thought wielding a spiked chain may not fit the iconic dual-wielding archetype you mentioned. If I'm wrong, then please don't mind this post and take the chain.
>> No. 10568 edit
>>10567
Yes, one of the problems with the spiked chain is the flavor of the build. I do not like it very much. How would this option using a Ki focus be? Can you show me an example?
>> No. 10569 edit
File 129572942251.jpg - (133.46KB , 675x900 , 4a4ecc0970ecf22e941f5b3af864878c86168780.jpg )
10569
>>10567
I won't tolerate rhythm blade abuse in my campaign, I'm on the verge of banning it~
>> No. 10573 edit
>>10569
I have a compromise in mind for this. I intend to DM-errata Rhythm Blade to provide a flat shield bonus instead of adding an extra shield bonus, but I'll change the Two Weapon Defense feat to provide an untyped bonus.
>> No. 10575 edit
>>10573
Basically, swapping their properties, isn't it? Well to get two weapon defenses you actually need two feats...
>> No. 10578 edit
So, if I decide to go for the headman chop combo, can you people retrain something to work with it? It seems Sariel already has some nice synergy with it.
>> No. 10580 edit
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10580
>>10578
Doesn't asking everyone to retrain to suit your needs seem a little selfish?
>> No. 10581 edit
>>10580
Sorry, I think it is. I would consider retrain some stuff if it had good synergy with the party, though.
>> No. 10626 edit
>>10578
NP, changing build to fit yours. '3'
>> No. 10642 edit
Warlock that minors in leadering and deals 1d10+18+1d6+1d6 damage with Eldritch Blast. Hellsworn Blessing completely shreds encounters if you have a ranger in the party and is probably the best level 5 daily you can get if that's the case, even if you spend a standard action to use it. Fortune's Reversal hurts enemies that save or crit and slap them with a save penalty on top of that. Flames of the Smoking Crown lets you throw an enemy around like a ragdoll and spread ongoing damage to any of its allies at the end of the movement, which can add up quickly. With Balican Praetor, Hand of Blight inflicts vulnerability on a target hit if you use your Fell Might, though it does decrease by 1 each time the target takes damage; it still hurts more than an additional 1d8 damage would with an int modifier of +5. Cruel Bounty and Mire the Mind offer benefits to the party, Unspeakable Bond lets an ally take damage for you and buffs them for it, and Delban's Deadly Attention hurts enemies for attacking you as an immediate interrupt.
>> No. 10691 edit
>>10642
Why do that Warlock looks so amazing? Also that Hellsworn Blessing looks simply beautiful.
>> No. 10693 edit
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10693
>>10691
Because party synergy, ne. It helps you help it help us all.
>> No. 10698 edit
File 130052470041.png - (38.97KB , 138x186 , sip.png )
10698
>>10693
Well, speaking of that.

6:01 PM Meushijyo: the real problem here is that you people didn't let me cursespread at all
6:01 PM Astarotho: We're not here to help you
6:01 PM guets3: well myn barely did a thing this encounter
6:01 PM Astarotho: Either work with us or shut up
6:01 PM Meushijyo: help me help you ok
6:02 PM Riri: Well, George wasting his AP and resources isn't a miracle thing.
6:02 PM guets3: it was easy anyways
6:02 PM Meushijyo: giving me a +8 to damage directly benefits you
6:02 PM Meushijyo: I did kill a lot of minions though
6:02 PM Riri: You only need to kill one cursed creature to get a bonus later on okay.
6:02 PM Voyager: >we're not there to help you
6:02 PM Astarotho: Really? Because I didn't need your help at all~
6:02 PM Voyager: I what
>> No. 10700 edit
>>10698
The benefits here are more direct than a damage bonus through killing cursed enemies. Later Kinglocks can actually grant attacks that deal curse damage, which is super good.
>> No. 10701 edit
File 130059468249.png - (11.21KB , 117x94 , bern118.png )
10701
>>10700
Are you ignoring the irony here? I posted it for everyone because it was unfair for me to be the only one to appreciate the irony.
>> No. 10703 edit
Astaroth being downright hostile to George is normal, right. Also not helping allies irony is pretty good. Thx Voy.
>> No. 10706 edit
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10706
>>10701
I'm trying but you're making it really difficult!
>> No. 10717 edit
>>10693
>>10698
That's Astaroth in a bad day with George using AP to kill minions. In any case that Warlock he posted doesn't seem to need a lot of teamwork, it looks like a killing machine even by itself.
>> No. 10719 edit
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10719
>>10717
That's due to a combination of feats and items that give roughly the equivalent of 11 charges on a darkspiral rod if you're falling back on Eldritch Blast, before adding in Mindbite Scorn (+18+1d6+1d6). Otherwise it's just +13+1d6+1d6.
>> No. 10720 edit
>>10719
Of course, once epic tier rolls around and you get the Rod of Ulban, it becomes +w/e+3d6+1d6+10 since vulnerable 10 psychic.
>> No. 10728 edit
File 129464570122.jpg - (7.67KB , 181x161 , huh__.jpg )
10728
>>10720
Building on this, with the correct pact, theme, paragon path, feat and epic destiny combination, you can, at will, deal 2d10+47+4d8+8+10+15 plus ongoing 5/20 fire damage (14/29 fire damage and 14 cold damage taken on a save) as a warlock with eldritch blast, with all your dice gaining the brutal 1 property. This requires the elemental pact at heroic (since twofold pacting it doesn't work), sorcerer king pact at paragon, all the feats I already took, a primal MC for Reincarnate Champion, a Cha/Int primary race, Promordial Adept theme, a Rod of Ulban in the off-hand, Cursed Spells, Hellish Blast, Hellfire Blood, Warlock's Wrath, Wizard MC, Consuming the Weak, Hellfire Arcanist, Hellfire Master, and Icy Clutch of Stygia. The bare minimum damage done on a hit, assuming the enemy cannot resist or ignore effects, is 2+47+4+8+10+15, or 86 damage, and it takes 20 damage on its turn from ongoing damage, plus 43 damage if it saves against the ongoing damage. So the barest minimum damage you can do to an enemy is 149 damage after it ends its turn and saves against ongoing damage. As long as you've gotten the benefit of the elemental pact boon during the course of the encounter, this can be done at-will. Normal enemies die in two shots.

Probably not the most optimal way to play a warlock, since that's not really control there but it beats the hell out of relying solely on darkspiral rod and curse spreading~
>> No. 10729 edit
>>10728
Actually, that's wrong. I forgot about the brutal 1 feature of the PP. And keep in mind, that's if you roll 1 on everything.
>> No. 10852 edit
>>10642

If you take away this nonsense Gifted Death Dealer feat that apparently exists the damage is actually fairly comparable to what I'll have at level 10 ne. Not to mention that being weaker at curse spreading while 2d6 of the damage is from curses would make that build less versatile and most of the encounter powers are weak.
>> No. 10853 edit
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10853
Meet the strongest RBA
>> No. 10859 edit
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10859
>>10853
This becomes better in Epic tier, when, through useage of Arcane Admixture, it steals support from ice, lightning, and thunder keywords. That means Lasting Frost, Gifts for the Queen, Oncoming Storm, and, perhaps most notably, the Lyrandar Wind-Rider paragon path, which adds CON mod to damage rolls of lightning or thunder attack rolls. The result is a +40 attack bonus from various sources and a 2d12+1d6+76 damage modifier on Elemental Bolt. And, thanks to Quickened Spellcasting, you can cast it again at a +41 enhancement bonus as a minor action and deal 2d12+1d6+76+5(lasting frost)+3(Echoes of Thunder)+2(Rising Spellfury) damage. Oh, and Elemental Escalation means you can hit an additional target 1/round 4 times per encounter, dealing 3d10 additional fire damage, ongoing 10 fire damage (save ends, and they take 19/24 cold damage on a save), and take half damage on a miss. Oh, and mark of the storm slides them 1 square. And you can roll twice on all the damage dice. And if you crit, you can make another at-will attack if you didn't use Elemental Escalation already (since both are free actions). So on average you deal about 115 damage (not counting ongoing damage).

Needless to say, if you're artillery or a lurker, and you're not an elite or solo? You don't live past the first round. Anything else is bloodied and needs only one more hit to be knocked down (except for elites and solos, of course) unless you scored a crit, in which case you make your third attack and kill anything that's not an elite with ungodly accuracy.
>> No. 12328 edit
Sorry to bump, but I was fiddling through the character builder for builds that come to mind to me, for a brawler more specifically, but how the heck do spiked gauntlets work in the character builder, cause I'm mainly confused on how you can't really put it in the offhand slot in the builder, how it's considered a weapon when enchanted and put in the hands slot, etc.
>> No. 12331 edit
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12331
>>12328
It's always worked a bit weirdly. You pretty much have to put it in the hands slot, and though it'll count for a weapon, it doesn't really think you're dual-wielding even if you think you should be. I usually used a hackneyed workaround by placing mundane spiked gauntlets in the off-hand and main-hand slots in addition to putting magic gauntlets in the hands slot, then just hiding the attack rolls for mundane stuff on the power cards.
>> No. 12333 edit
>>12331
I see, thanks. How exactly do you put those in those weapon slots though as I don't really see the option?

nvm, cleared it up with rin

Last edited at 13/05/30(Thu)13:41
>> No. 12394 edit
File 13708899334.jpg - (37.86KB , 247x459 , nextlineis.jpg )
12394
Joseph, level 10
Elf, Monk
Build: Centered Breath Monk
Monastic Tradition: Centered Breath
Elf Subrace: Standard Elf Racial Traits
Background: Cormyr (General) (Cormyr (General) Benefit)

FINAL ABILITY SCORES
Str 8, Con 11, Dex 22, Int 10, Wis 18, Cha 10.

STARTING ABILITY SCORES
Str 8, Con 11, Dex 18, Int 10, Wis 14, Cha 10.


AC: 28 Fort: 19 Reflex: 25 Will: 22
HP: 68 Surges: 7 Surge Value: 18

TRAINED SKILLS
Athletics +9, Perception +18, Insight +28, Acrobatics +16, Nature +16

UNTRAINED SKILLS
Arcana +5, Bluff +5, Diplomacy +5, Dungeoneering +9, Endurance +5, Heal +9, History +5, Intimidate +5, Religion +5, Stealth +11, Streetwise +5, Thievery +11

FEATS
Level 1: Superior Implement Training (Accurate Ki Focus)
Level 2: Deadly Draw
Level 4: Implement Focus (Ki focuses)
Level 6: Unarmored Agility
Level 8: Fluid Motion
Feat User Choice: Ki Focus Expertise
Level 10: Traveler's Insight

POWERS
Monk at-will 1: Fallen Needle
Monk at-will 1: Five Storms
Monk encounter 1: Drunken Monkey
Monk daily 1: Stunning Palm
Monk utility 2: Cat and Mouse
Monk encounter 3: Wind Through the Willows
Monk daily 5: Water Gives Way
Monk utility 6: Quicksilver Motion
Monk encounter 7: Strike the Avalanche
Monk daily 9: Lightning Leap
Monk utility 10: Iron Dragon Defense

ITEMS
Monk Unarmed Strike, Flowform Cloth Armor (Basic Clothing) +2, Bracers of Brachiation (heroic tier), Rushing Cleats (heroic tier), Ki Dagger +1, Rhythm Blade Dagger +1, Diadem of Acuity (heroic tier), Steadfast Amulet +2, Belt of Vigor (heroic tier), Rain of Hammers Accurate Ki Focus +2, Gauntlets of Blood (heroic tier)
>> No. 73602 edit
File 131760978037.png - (38.58KB , 151x204 , flip.png )
73602
It turns out that yakuza and paladins have a lot in common thematically.

https://docs.google.com/file/d/0B87n8jzwBzZib3dDVkQxbGFWd0U/edit?pli=1

http://boonce.org/up/yakuza.png

====== Created Using Wizards of the Coast D&D Character Builder ======
Torinn's Yakuza Twin, level 11
Dragonborn, Paladin|Fighter, Champion of Order
Hybrid Paladin: Hybrid Paladin Reflex
Hybrid Talent: Combat Specialty
Combat Specialty: Combat Superiority (Hybrid)
Choose Bluff or Intimidate for your Level 10 Yakuza Feature: Intimidate (Level 10 Yakuza Feature)
Dragonborn Subrace: Standard Dragonborn Racial Traits
Dragonborn Racial Power: Dragon Breath
Dragon Breath Key Ability: Dragon Breath Strength
Dragon Breath Damage Type: Dragon Breath Lightning
Background: Wandering Duelist (Wandering Duelist Benefit)

FINAL ABILITY SCORES
Str 21, Con 14, Dex 12, Int 9, Wis 11, Cha 21.

STARTING ABILITY SCORES
Str 16, Con 13, Dex 11, Int 8, Wis 10, Cha 16.


AC: 29 Fort: 26 Reflex: 24 Will: 25
HP: 89 Surges: 11 Surge Value: 24

TRAINED SKILLS
Diplomacy +15, Athletics +13, Intimidate +22, Endurance +13

UNTRAINED SKILLS
Acrobatics +5, Arcana +4, Bluff +10, Dungeoneering +5, Heal +5, History +6, Insight +5, Nature +5, Perception +5, Religion +4, Stealth +4, Streetwise +12, Thievery +4

FEATS
Level 1: Hybrid Talent
Level 2: Mighty Challenge
Level 4: Improved Defenses
Level 6: Weapon Focus (Heavy Blade)
Level 8: Resourceful Leader
Level 10: Bravura Leader (retrained to Draconic Arrogance at Level 11)
Feat User Choice: Devout Protector Expertise
Level 11: Daunting Challenge

POWERS
Hybrid at-will 1: Tide of Iron
Hybrid at-will 1: Enfeebling Strike
Hybrid encounter 1: Valorous Smite
Hybrid daily 1: Majestic Halo (retrained to Driving Attack at Level 9)
Hybrid utility 2: Glowering Threat
Hybrid encounter 3: Parry and Riposte (retrained to Mocking Smite at Level 7)
Hybrid daily 5: Rain of Steel
Hybrid utility 6: Wrath of the Gods
Hybrid encounter 7: Come and Get It
Hybrid daily 9: Spirit Harrow
Hybrid utility 10: Life's Losing Hand

ITEMS
Dwarven Wyvernscale Armor +3, Iron Armbands of Power (heroic tier), Heavy Shield, Amulet of Protection +3, Acrobat Boots (heroic tier), Feyslaughter Longsword +2, Symbol of the Champion's Code +2
====== Copy to Clipboard and Press the Import Button on the Summary Tab ======

Last edited at 13/09/06(Fri)08:20:36
>> No. 73603 edit
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73603
Potential alternate options:

- Shield Push feat for pushing with Combat Challenge
- Dragonfear over Dragon Breath
- Brash Strike and Harlequin Style over Tide of Iron and Draconic Arrogance
- Toughness, Superior Will, Skill Power (Enter the Crucible), and other defender feats
- Level 10 utility power choice is up to personal preference

Last edited at 13/09/06(Fri)14:35:12
>> No. 73621 edit
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73621
Limbo's current player characters, as rebuilt by me. Other than being 12th-level, they follow limbo's rules, like Myn's Mindbite Scorn without Sorcerer-King Pact.

As I made them, I did keep in mind that these characters belong to one party. The theme is attack penalties, which tend to become better as they stack, so every character brings an element of control to the table. Aside from this, Sureiya2's Guardian's Counter helps trigger all three of Torinn2's punishment mechanics at once, and Myn2 has a pre-combat buff daily for Sureiya2 or Torinn2. There are multiple daily buffs that grant power bonuses for an entire encounter (they would not always stack), so the party should decide which buffs to expend in a given encounter beforehand.

Torinn2 is potentially be the most dangerous character, being able to make three or more attacks on top of doing Divine Challenge/Sanction damage in one round, often applying Draconic Arrogance, and maintaining high overall defenses all the while. However, he still needs party support to balance his unusually high punishment potential with extra survivability to discourage enemies from simply obeying his mark, meaning he will rely on Samel's defense bonuses. Sureiya2's damage is also great, but his low defenses would mean he must work closely with Torinn2 to survive. Myn2 absolutely needs the front line to keep enemies away from him in order for him to keep Shadow Walking, as his defenses and utility abilities were sacrificed for higher damage (there aren't enough feat slots in the world).

For individual characters, Torinn2's build has the greatest synergy between character options with his three stacking defender punishment mechanics, though the others should also be fairly effective even without complex interactions between elements.

Overall, I don't think these are overly optimized characters, and I tried to keep them close to limbo's current acceptable level of power.

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Myn2
Summary: http://pastebin.com/8XFsKuQW
Sheet: https://docs.google.com/file/d/0B87n8jzwBzZiQ2s1ckV2X1U5Tms/edit

Samel2
Summary: http://pastebin.com/pCHHQB47
Sheet: https://docs.google.com/file/d/0B87n8jzwBzZiVzU2bVN1cVMzTDA/edit

Sureiya2
Summary: http://pastebin.com/xUrdRKAr
Sheet: https://docs.google.com/file/d/0B87n8jzwBzZiU2VVQXFsWHp4Wm8/edit

Torinn2 (updated)
Summary: http://pastebin.com/qSyQaxAX http://pastebin.com/fJJ7qvQc
Sheet: https://docs.google.com/file/d/0B87n8jzwBzZiemxsOG1oX1RkbDA/edit

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Last edited at 13/09/15(Sun)12:43:32
>> No. 73819 edit
====== Created Using Wizards of the Coast D&D Character Builder ======
????, level 10
Half-Orc, Fighter
Build: Arena Fighter
Select the language to learn for your Moteborn starting feature:: Primordial (default Moteborn language)
Fighter: Combat Superiority
Fighter Talents: Arena Training
Arena Training: Arena Weapon (Bastard sword)
Arena Training: Arena Weapon (Spiked shield)
Background: Wandering Duelist (Wandering Duelist Benefit)

FINAL ABILITY SCORES
Str 20, Con 13, Dex 18, Int 10, Wis 14, Cha 8.

STARTING ABILITY SCORES
Str 16, Con 13, Dex 14, Int 10, Wis 14, Cha 8.


AC: 27 Fort: 24 Reflex: 22 Will: 19
HP: 82 Surges: 10 Surge Value: 21

TRAINED SKILLS
Intimidate +24, Endurance +12, Athletics +14, Perception +12

UNTRAINED SKILLS
Acrobatics +9, Arcana +7, Bluff +4, Diplomacy +4, Dungeoneering +7, Heal +7, History +5, Insight +7, Nature +7, Religion +5, Stealth +8, Streetwise +4, Thievery +8

FEATS
Level 1: Two-Blade Warrior
Level 2: Strong-Arm Tactics
Level 4: Two-Weapon Fighting
Feat User Choice: Heavy Blade Expertise
Level 6: Agile Superiority
Level 8: Two-Weapon Defense
Feat User Choice: Weapon Expertise (Heavy Blade)
Level 10: Weapon Focus (Heavy Blade)

POWERS
Fighter at-will 1: Dual Strike
Fighter at-will 1: Footwork Lure
Fighter encounter 1: Funneling Flurry
Fighter daily 1: Tempest Dance
Fighter utility 2: Glowering Threat
Fighter encounter 3: Rain of Blows
Fighter daily 5: Dancing Defense
Fighter utility 6: Kirre's Roar
Fighter encounter 7: Come and Get It
Fighter daily 9: Rain of Steel
Fighter utility 10: Clearheaded

ITEMS
Harmony Blade Bastard sword +2, Screaming Hide Armor +2, Courtier's Cape +2, Iron Armbands of Power (heroic tier), Elven Chain Shirt (heroic tier), Acrobat Boots (heroic tier), Belt of Vigor (heroic tier), Adventurer's Kit, Climber's Kit, Cockatrice venom, Cold-weather clothing, Desert Clothing, Delver's kit, Distillation Kit, Flotation bladder, Fey Barding, Farbond Spellblade Rapier +2, Casque of Tactics (heroic tier)
====== Copy to Clipboard and Press the Import Button on the Summary Tab ======

This man is a warrior, both fearless and fierce.
He wanders the planes, in search of the ultimate arms of war.
Brash is he, and reckless; though emotional and mercurial.
His single-minded stubbornness stoicism is the stuff of legend.
Long has this soldier wandered through both time and space.
Now, finally, his obsession for weapons has led him here.
Neither man nor beast shall stand in the way of his unrelenting quest for glory.

>> No. 73977 edit
====== Created Using Wizards of the Coast D&D Character Builder ======
Sureiya, level 20
Half-Orc, Ranger, Adroit Explorer
Build: Two-Blade Ranger
Fighting Style: Two-Blade Fighting Style
Ranger: Prime Shot
Ambitious Effort: Ambitious Effort New Power
Background: Amn (Amn Benefit)

FINAL ABILITY SCORES
Str 23, Con 14, Dex 21, Int 11, Wis 15, Cha 9.

STARTING ABILITY SCORES
Str 16, Con 13, Dex 14, Int 10, Wis 14, Cha 8.


AC: 34 Fort: 34 Reflex: 32 Will: 29
HP: 131 Surges: 8 Surge Value: 32

TRAINED SKILLS
Dungeoneering +17, Athletics +21, Thievery +20, Stealth +19, Perception +17, Intimidate +25

UNTRAINED SKILLS
Acrobatics +14, Arcana +10, Bluff +9, Diplomacy +9, Endurance +14, Heal +12, History +10, Insight +12, Nature +12, Religion +10, Streetwise +10

FEATS
Level 1: Battle Awareness
Level 2: Weapon Proficiency (Bastard sword)
Level 4: Two-Weapon Fighting
Level 6: Weapon Focus (Heavy Blade)
Feat User Choice: Heavy Blade Expertise
Level 8: Strong-Arm Tactics
Level 10: Impending Doom Style
Level 11: Prime Punisher
Level 12: Called Shot
Level 14: Prime Quarry
Level 16: Improved Defenses
Level 18: Lethal Hunter
Level 20: Superior Will

POWERS
Ambitious Effort New Power: Ruffling Sting
Ranger at-will 1: Twin Strike
Ranger at-will 1: Marauder's Rush
Ranger encounter 1: Off-Hand Strike
Ranger daily 1: Jaws of the Wolf
Ranger utility 2: Invigorating Stride
Ranger encounter 3: Disruptive Strike
Ranger daily 5: Frenzied Skirmish
Ranger utility 6: Death Threat
Ranger encounter 7: Lashing Leaves
Ranger daily 9: Attacks on the Run
Ranger utility 10: Resume the Hunt
Ranger encounter 13: Off-Hand Diversion (replaces Off-Hand Strike)
Ranger daily 15: Blade Cascade (replaces Jaws of the Wolf)
Ranger utility 16: Ranger's Parry
Ranger encounter 17: Untamed Outburst (replaces Lashing Leaves)
Ranger daily 19: Cruel Cage of Steel (replaces Frenzied Skirmish)

ITEMS
Predator's Hide Kank Hide Armor +4, Steadfast Amulet +4, Harmony Blade Bastard sword +4, Farbond Spellblade Bastard sword +4, Iron Armbands of Power (paragon tier), Gauntlets of Destruction (paragon tier), Casque of Tactics (paragon tier), Elven Chain Shirt (heroic tier), Stone of Earth (paragon tier), Ring of Giants (paragon tier), Backlash Tattoo (heroic tier), Boots of Eagerness (heroic tier), Diamond Cincture (heroic tier), Dice of Auspicious Fortune (paragon tier)
>> No. 76808 edit
Torinn3 1hand
http://pastebin.com/GQDjBTQp
https://drive.google.com/file/d/0B87n8jzwBzZib0d4UzFFRHZqMzQ/view

Torinn3 2hand
http://pastebin.com/eRsmSZN2
https://drive.google.com/file/d/0B87n8jzwBzZiVV9lUUVPTUVFaUk/view
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