Recent Chat Activity (Main Lobby)
Join Chat

Loading Chat Log...

Prefer not to see ads? Become a Community Supporter.
Results 1 to 15 of 15

Thread: 2x 10th Level Builds, need opinions:

  1. #1
    Join Date
    Aug 2011
    Location
    Hampton, VA
    Age
    33
    Posts
    57
    Downloads
    0
    Uploads
    0

    Wink 10th Level Builds, in the Tomb of Horrors

    Prefer not to see ads?
    Become a Community Supporter.
    12/14: So originally this was going to be for me to get advice on potential builds, but the rate some of us are going through Characters, I figured I could review some builds from a complete newbie perspective and chronicle our adventure without giving away spoilers.

    Note: I've only been playing D&D for about 4 months, and only 4E.

    12/15 Revision - The Start of Our Journey:

    The original party, banded together because of their super awesome names, entered the Campaign looking for treasure and their super secret club house hidden in the Feywild.

    Chet Awesome Laser - Monk
    Groo Bunnystomper - Warden
    Matilda The Angry Carrot - Sorceress Extraordinaire
    Big McLargeHuge - Barbarian

    Day 1: As we approached a cave, we strolled in, caustiously but casually, hoping THIS could be the place! A club house full of treasure! One horrifying puzzle involving a very angry statue, the party would survive, but Groo was horrifically crippled and left behind. The party decided to press onward without Groo, hoping things would get better.

    Continued in Post #10



    9/28 - Original Text
    Code:
    Alas, my wonderful Goliath Warden is no longer wonderful (permanently slowed and weakened), so the DM suggested I bring in another character, but it has to be a different class.  :rolleyes:  Being a complete newb still, I think my replacements look 'ok' but could maybe be better/more sensible.
    
    Death is a very high probability for everyone in the party, so I might as well have fun with it.
    
    I'm not so much concerned about having a fully optimized build, but more just for being 'useful'.  To my eyes, that paladin doesn't look very useful.  We're all running level 10 to start, can have 1x 9th level, 1x 10th, and 1x 11th level (or lower) item each, plus 4200gp to buy whatever.  
    
    
    
    Thematically and for playing it, I'm liking the look of the assassin better and I'm leaning in that direction.  For party use, a defender would be the way to go, but that paladin just doesn't look or feel right to me at all...there's just not enough oomph to him, nothing drawing me in about his build.  I had the same problem trying to build most other defender classes.
    
    
    Note:  I have the Dynamic Garrote & Dagger +3 both listed so the info shows on the power cards, since the Dynamic actually lets me switch between the two as a minor action.
    
    
    Changeling, Assassin (Executioner):
    
    Code:
    ====== Created Using Wizards of the Coast D&D Character Builder ======
    Ot To, level 10
    Changeling, Assassin (Executioner)
    Assassin Guild Technique: Red Scales
    Versatile Expertise Option: Versatile Expertise (Blowgun)
    Versatile Expertise Option: Versatile Expertise (Light blade)
    Becomer Option: Stealth Bonus
     
    FINAL ABILITY SCORES
    STR 11, CON 10, DEX 22, INT 8, WIS 10, CHA 18
     
    STARTING ABILITY SCORES
    STR 11, CON 10, DEX 18, INT 8, WIS 10, CHA 14
     
     
    AC: 26 Fort: 18 Ref: 24 Will: 23
    HP: 67 Surges: 7 Surge Value: 16
     
    TRAINED SKILLS
    Acrobatics +17, Intimidate +14, Perception +12, Stealth +18, Thievery +17
     
    UNTRAINED SKILLS
    Arcana +4, Athletics +5, Bluff +11, Diplomacy +9, Dungeoneering +5, Endurance +5, Heal +5, History +4, Insight +7, Nature +7, Religion +4, Streetwise +9
     
    POWERS
    Basic Attack: Melee Basic Attack
    Basic Attack: Ranged Basic Attack
    Changeling Racial Power: Changeling Disguise
    Changeling Racial Power: Changeling Trick
    Assassin Attack: Assassin's Strike
    Assassin Attack: Garrote Strangle
    Assassin Attack: Poisoned Dagger
    Assassin Attack: Quick Lunge
    Assassin Attack: Hidden Stab
    Assassin Utility 2: Distracting Illusion
    Assassin Utility 6: Ghost of the Rooftops
    Assassin Utility 10: Eyes Unseen
     
    FEATS
    Level 1: Shield Proficiency: Light
    Level 1: Becomer
    Level 2: Venom Hand Master
    Level 4: Initiate of Three Masks
    Level 6: Wasteland Wanderer
    Level 8: Quick Draw
    Level 10: Versatile Expertise
     
    ITEMS
    Nitharit Poison
    Id Moss Powder
    Ki Focus x1
    Garrote
    Light Shield x1
    Ungol Dust
    Carrion Crawler Brain Juice
    Raven Cloak +2 x1
    Shadowdance Leather Armor +2 x1
    Dynamic Dagger +3
    Iron Armbands of Power (heroic tier) x1
    Burglar's Gloves x1
    Acrobat Boots x1
    Rebounding Blowgun +1
    Dynamic Garrote +3
    ====== End ======
    Deva, Paladin
    Code:
    ====== Created Using Wizards of the Coast D&D Character Builder ======
    Galad, level 10
    Deva, Paladin
    Build: Protecting Paladin
     
    FINAL ABILITY SCORES
    STR 10, CON 14, DEX 11, INT 8, WIS 19, CHA 20
     
    STARTING ABILITY SCORES
    STR 10, CON 14, DEX 11, INT 8, WIS 15, CHA 16
     
     
    AC: 20 Fort: 20 Ref: 20 Will: 23
    HP: 88 Surges: 15 Surge Value: 22
     
    TRAINED SKILLS
    Endurance +8, Heal +14, Intimidate +15, Religion +11
     
    UNTRAINED SKILLS
    Acrobatics +2, Arcana +4, Athletics +1, Bluff +10, Diplomacy +10, Dungeoneering +9, History +6, Insight +9, Nature +9, Perception +9, Stealth +1, Streetwise +10, Thievery +1
     
    POWERS
    Basic Attack: Melee Basic Attack
    Basic Attack: Ranged Basic Attack
    Deva Racial Power: Memory of a Thousand Lifetimes
    Paladin Feature: Divine Mettle
    Paladin Feature: Divine Strength
    Paladin Feature: Divine Challenge
    Paladin Feature: Lay on Hands
    Feat Utility: Amoth's Grace
    Paladin Attack 1: Bolstering Strike
    Paladin Attack 1: Enfeebling Strike
    Paladin Attack 1: Piercing Smite
    Paladin Attack 1: Paladin's Judgment
    Paladin Utility 2: Call of Challenge
    Paladin Attack 3: Invigorating Smite
    Paladin Attack 5: Arc of Vengeance
    Paladin Utility 6: Wrath of the Gods
    Paladin Attack 7: Astral Thunder
    Paladin Attack 9: Radiant Pulse
    Paladin Utility 10: Cleansing Spirit
     
    FEATS
    Level 1: Amoth's Grace
    Level 2: Battle Intuition
    Level 4: Lend Health
    Level 6: Devoted Paladin
    Level 8: Durable
    Level 10: Toughness
     
    ITEMS
    Longsword of Evil Undone +2 x1
    Imposter's Layered Plate Armor +3 x1
    Raven Cloak +2 x1
    Heavy Shield x1
    Iron Armbands of Power (heroic tier) x1
    Acrobat Boots x1
    ====== End ======
    Any thoughts, insights, opinions? Help is greatly appreciated.
    Last edited by ShaneC; 12-16-2011 at 10:43 AM. Reason: Updates n' Stuff

  2. #2
    Join Date
    Jan 2007
    Location
    Sylmar
    Posts
    1,017
    Blog Entries
    44
    Downloads
    1
    Uploads
    0
    Have you considered a Essential Build. The Caviler builds are bit better at the pally usefulness.

    The other option is to go hybrid, so you build something a bit different.

    I would agree that I don't like the defenders builds as much but I managed to create a vampire heritage brawler fighter; though I wanted to do more roleplay than combat.

    If you choose to not be a defender then you open yourself to a class you like better. It will depend on your playstyle.

  3. #3
    Join Date
    Aug 2011
    Location
    Hampton, VA
    Age
    33
    Posts
    57
    Downloads
    0
    Uploads
    0
    My understanding of hybrids is that you lose out on the class abilities though...ie. the ability to mark, designate a quarry, curse, etc...otherwise i'd throw one together.

    I threw the assassain into the tomb to replace my warden....so far so good, but I haven't had much combat yet.



    Sent from my PG06100 using Tapatalk

  4. #4
    Join Date
    Jul 2007
    Location
    Fort Wayne
    Posts
    21
    Downloads
    0
    Uploads
    0
    Take a look at Battlemind. They are hard to knock down. If survival is the key, they have a ton of surges and HP. I have a Gith Battlemind that has virtually no strengths, but is well rounded against any attack.

  5. #5
    Join Date
    Nov 2011
    Location
    Castroville
    Posts
    11
    Blog Entries
    1
    Downloads
    0
    Uploads
    0
    Quote Originally Posted by ShaneC View Post
    I threw the assassain into the tomb to replace my warden....so far so good, but I haven't had much combat yet.
    im building an assassin now, trying to figure out how to work it right. any advice? i'm lvl 5 at the moment

  6. #6
    Join Date
    Jan 2009
    Location
    Williamsburg
    Posts
    168
    Blog Entries
    18
    Downloads
    0
    Uploads
    0
    Shane, I like your outlook on the game. It's difficult when players take their characters too seriously. The DM sounds like he's taking a pretty tough spin on his world. It'll keep you on your toes, for sure. I think the assassin is an interesting character. Let us know what you go with.
    Never make the DM chip in for the pizza!

  7. #7
    Join Date
    Aug 2011
    Location
    Hampton, VA
    Age
    33
    Posts
    57
    Downloads
    0
    Uploads
    0
    We hit a few snags in scheduling with everyone, so we're about 5 weeks behind where we should be, and we only get about 3hrs per night, one day a week.

    Our DM doesn't pull any punches, that's for sure. Since we're playing out of the book he's playing it straight by the book. The ranged characters are doing decent, it's those of us getting in melee range that are having issues. Last we played, my Assassin got surrounded by wraiths (5dmg from each at the start of the turn) and dazed = dead assassin. I was getting some bad rolls in there too. I forget if I went down first or the Shaman. He couldn't get enough heals out.

    The assassin was alot of fun to play. What I deem "the best" powers are pretty situational (garrote strangle), and the damage dealing is pretty consistent.

    The above paladin build didn't (and won't) get used. It may be an ok build, but I'm feeling no love for the character itself.

    Next up? Leaning heavily towards a berserker barbarian, though there's a chance of a hybrid coming in as well. Need to decide soon, game should be on tomorrow night.

  8. #8
    Join Date
    Jan 2009
    Location
    Williamsburg
    Posts
    168
    Blog Entries
    18
    Downloads
    0
    Uploads
    0
    Sounds good. Let us know how it goes.
    Never make the DM chip in for the pizza!

  9. #9
    Join Date
    Aug 2011
    Location
    Hampton, VA
    Age
    33
    Posts
    57
    Downloads
    0
    Uploads
    0
    Well, I'm still feeling quite indecisive, but I think I'm leaning towards this fellow.

    He has near Paladin level AC, and near Warden level HP, and if I understand the rules correctly, he should be able to pump up his temp HP quite a bit as well. +16 vs AC to hit doesn't sound too shabby either.

    Code:
    ====== Created Using Wizards of the Coast D&D Character Builder ======
    Lo-Kath WolfWrestler Thuliaga, level 10
    Goliath, Warden/Fighter
    Hybrid Warden Option: Hybrid Warden Will
    Hybrid Talent Option: Fighter Combat Talent
    Fighter Combat Talent Option: Battlerager Vigor (Hybrid)
     
    FINAL ABILITY SCORES
    STR 22, CON 18, DEX 10, INT 8, WIS 11, CHA 10
     
    STARTING ABILITY SCORES
    STR 18, CON 14, DEX 10, INT 8, WIS 11, CHA 10
     
     
    AC: 27 Fort: 24 Ref: 18 Will: 19
    HP: 93 Surges: 13 Surge Value: 23
     
    TRAINED SKILLS
    Athletics +17, Endurance +13, Nature +12
     
    UNTRAINED SKILLS
    Acrobatics +4, Arcana +4, Bluff +5, Diplomacy +5, Dungeoneering +5, Heal  +5, History +4, Insight +5, Intimidate +5, Perception +5, Religion +4,  Stealth +4, Streetwise +5, Thievery +4
     
    POWERS
    Basic Attack: Melee Basic Attack
    Basic Attack: Ranged Basic Attack
    Goliath Racial Power: Stone's Endurance
    Warden Feature: Warden's Fury
    Warden Feature: Warden's Grasp
    Fighter Attack: Combat Challenge
    Fighter Attack 1: Crushing Surge
    Warden Attack 1: Weight of Earth
    Fighter Attack 1: Hack and Hew
    Fighter Attack 1: Knee Breaker
    Endurance Utility 2: Inspiring Fortitude
    Warden Attack 3: Burst of Earth's Fury
    Warden Attack 5: Wellspring Strike
    Warden Utility 6: Bear's Endurance
    Fighter Attack 7: Bloody the Field
    Fighter Attack 9: Pestering Wound
    Fighter Utility 10: Iron Defiance
     
    FEATS
    Level 1: Polearm Expertise
    Level 2: Armor Proficiency: Chainmail
    Level 4: Hybrid Talent
    Level 6: Hafted Defense
    Level 8: Weapon Focus (Polearm)
    Level 10: Toughness
     
    ITEMS
    Imposter's Braidmail Armor +3 x1
    Iron Armbands of Power (heroic tier) x1
    Frost Fury Halberd +2 x1
    Amulet of Life +2 x1
    Gauntlets of Blood (heroic tier) x1
    Belt of Feral Might x1
    Sling
    Attention-Stealing Bullet +1
    Sling Bullet
    Throwing hammer
    ====== End ======

    A bit weak in the NADs though.

    ---------- Post added at 11:23 PM ---------- Previous post was at 11:09 PM ----------

    It may end up being the Barb Berserker too. Might just have to flip a coin to decide when it's time.

    Code:
    ====== Created Using Wizards of the Coast D&D Character Builder ======
    Borthomar, level 10
    Mul, Barbarian (Berserker)
    Heartland Option: Temperate Land
    Born of Two Races Option: Dwarf
     
    FINAL ABILITY SCORES
    STR 20, CON 16, DEX 17, INT 8, WIS 11, CHA 10
     
    STARTING ABILITY SCORES
    STR 16, CON 14, DEX 15, INT 8, WIS 11, CHA 10
     
     
    AC: 25 Fort: 25 Ref: 21 Will: 17
    HP: 90 Surges: 12 Surge Value: 22
     
    TRAINED SKILLS
    Athletics +14, Endurance +14, Heal +10, Perception +10
     
    UNTRAINED SKILLS
    Acrobatics +8, Arcana +4, Bluff +5, Diplomacy +5, Dungeoneering +5, History +4, Insight +5, Intimidate +5, Nature +5, Religion +4, Stealth +7, Streetwise +7, Thievery +7
     
    POWERS
    Basic Attack: Melee Basic Attack
    Basic Attack: Ranged Basic Attack
    Mul Racial Power: Incredible Toughness
    Multiple Class Utility: Defender Aura
    Barbarian Attack: Vengeful Guardian
    Barbarian Attack 1: Run Down
    Barbarian Attack 1: Stalk and Strike
    Barbarian Attack 1: Vault the Fallen
    Barbarian Attack 1: Macetail's Rage
    Endurance Utility 2: Inspiring Fortitude
    Barbarian Attack 3: Blood Strike
    Barbarian Attack 5: Frost Wolf Rage
    Heal Utility 6: Physician's Care
    Barbarian Attack 7: Curtain of Steel
    Barbarian Attack 9: Eye of the Maelstrom
    Endurance Utility 10: Reactive Surge
     
    FEATS
    Level 1: Berserk Vitality
    Level 2: Dwarven Weapon Training
    Level 4: Toughness
    Level 6: Bludgeon Expertise
    Level 8: Defender of the Wild
    Level 10: Crippling Crush
     
    ITEMS
    Hammer of Victory Craghammer +2 x1
    Amulet of Life +2 x1
    Iron Armbands of Power (heroic tier) x1
    Light Shield x1
    Adventurer's Kit
    Sunrod
    Gauntlets of Blood (heroic tier) x1
    Acrobat Boots x1
    Throwing hammer
    Summoned Tembo Hide Armor +3 x1
    ====== End ======

  10. #10
    Join Date
    Aug 2011
    Location
    Hampton, VA
    Age
    33
    Posts
    57
    Downloads
    0
    Uploads
    0
    The party continued onward and found there way to a forest and an abandoned camp site with little to no useful items, nor a club house, nor treasure. They did, however meet up with some very angry animated gear and some other nasties. It was at this point they also met up with a Assassin named Ot To, appearing as a Dwarf. This shadowy figure impressed the party with his spectacular display of acrobatics by leaping off a tower, performing a backflip, and plunging his dagger and rapier deep into a Wisp. When the excitement was over and the animations destroyed, Ot To confessed his true form to be Changling. He just enjoyed having an audience watch a dwarf doing flips and leaping in and out of shadows. Ot To too had heard of the treasures and club house and joined the party hoping to find these wonderful things.

    As the party continued on through the forest, Chet AwesomeLaser climbed up a cliff for a better vantage point and kept pace with the party, as they continued along on the lower trails. All seemed to be going well as they stumbled across some abandoned buildings. Chet was the first to enter, and the rest of the party went to meet him. As the party approached Chet, he seemed to blink out of existence. The party approached the location where Chet vanished, and screams were heard, but Chet's body was never found. Still not sure where he went or what happened.

    Due to the demise of Chet, the party found it best to find a safe place to setup camp and ponder what to do next.

    As the journey continued, far far away from the place of Chet's disappearance, they met a Shaman who offered them healing in exchange for companionship (and treasure, and a place and the club house).

    Another building appeared in the distance and the party ventured in. Ot To now taking the lead, sneaking around and trying to survey what lie ahead. Big McLargeHuge was 2nd in line, ready to rain down blows upon whatever they might happen across. Wormie, the Shaman and Matlilda, the Angry Carrot Sorceress Extraordinaire brought up the rear.

    Entering the building, there was very little of interest until someone spotted some tunnels. Exploring the tunnels led to some interesting paths and shapes that made everyone's head hurt, but they pressed on into a room filled with Runes and some very unusual architecture. The party spread out across the room to investigate the source of the glow. The runes on the walls interested Matilda so she began some arcane divining to see what she could learn. Her divination was quickly interrupted when clones (probably evil, judging by their goatees) attacked!

    Ot To deffinatly held his own, thanks to the Shaman sharing some heals. Matilda mostly was able to stay at range from her clone and blast it. Poor Big, he just couldn't hold out against those barbaric dice. Once Ot To finished off his clone, he was able to sneak up behind evil Matilda with a garrotte and put her down. The party regrouped to finish off the evil barbarian and shaman.

    Big was laid to rest in the room of runes, and the party would continue.

  11. #11
    Join Date
    Jan 2009
    Location
    Williamsburg
    Posts
    168
    Blog Entries
    18
    Downloads
    0
    Uploads
    0
    Sounds like a light-hearted meat grinder of a game. Thanks for keeping us in the loop!
    Never make the DM chip in for the pizza!

  12. #12
    Join Date
    Aug 2011
    Location
    Hampton, VA
    Age
    33
    Posts
    57
    Downloads
    0
    Uploads
    0
    Big was replaced by Wendy Hotbewbs, a scantly clad rogue. My memory gets a bit fuzzy here, as it was about this time that we ended up on a bit of a hiatus.

    I do remember a great game at some gambling tables involving quite a few skill checks and being throughly captivated with the game tables.

    Actually, none of the party remembers the details of the games terribly well, but we'd all find it nearly impossible to deny the awesomeness of that room and its many games.

    After leaving the casino (for lack of better terms), we found our way into another room filled with runes. Not much time to investigate this one, as we were quickly joined by some very VERY angry wraiths



    Sent from my PG06100 using Tapatalk

  13. #13
    Join Date
    Aug 2011
    Location
    Hampton, VA
    Age
    33
    Posts
    57
    Downloads
    0
    Uploads
    0
    Quote Originally Posted by Otakar View Post
    Sounds like a light-hearted meat grinder of a game. Thanks for keeping us in the loop!
    Deffinatly a meat grinder. There's still chunks of the party in Matilda's hair. She's none too happy about that, but she's the only original member left!



    Sent from my PG06100 using Tapatalk

  14. #14
    Join Date
    Jan 2009
    Location
    Williamsburg
    Posts
    168
    Blog Entries
    18
    Downloads
    0
    Uploads
    0
    I like the gameing room idea. Wish you could get your DM to blog that on here. Sounds like a nice diversion from the old 2-encounters-an-hour method.
    Never make the DM chip in for the pizza!

  15. #15
    Join Date
    Aug 2011
    Location
    Hampton, VA
    Age
    33
    Posts
    57
    Downloads
    0
    Uploads
    0
    In reality, I think it played out kinda boring...or maybe we just didn't see a way to RP it better. It was neat, at first, but it lasted far too long to be entertaining.

    Still to come, Kicking Down Doors!



    Sent from my PG06100 using Tapatalk

Bookmarks

Posting Permissions

  • You may not post new threads
  • You may not post replies
  • You may not post attachments
  • You may not edit your posts
  •