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5-man Group: Stinging Archer

The fourth member of the group is one of two Strikers.  While it is made to be a damaging class, Rangers can be built with some supportive abilities.  Mobility and Adaptability on the battlefield is both the Defence and Attack for this character.

System: DnD 4.0
Class: Ranger
Level of Build: 7
Books Required: Players Handbook, Adventurer’s Vault 1 and 2
Build Requirements: Ability – Twin Strike, Items – Duelist’s Bow, Cloak of Distortion
Example Character Sheet: Zhartull the Pathfinder

One of the basic abilities Rangers get over other classes is the Twin Strike.  Two attacks, while only dealing 1[w] damage, can be used to target two enemies or just hit twice on a single enemy.  Take proficiency in the Greatbow to up your damage to 1d12 and the range to make it better.  Then tack on the Duelist’s Bow magic enhancement where each hit makes the target get -2 to ranged and area attack rolls.  Now your dealing damage and making it harder for them to hit you.

For defences I went with a combination of mobility, Cloak of Distortion and Repulsion Armor.  While the Mark of Passage isn’t needed, it amplifies all the shifting abilities from the at-will to utility ones that help him move about the battlefield.  This keeps him away from both mele and ranged attackers, for the Cloak of Distortion gives any ranged attacks against him a -5 to the attack.  If the mele are still getting close, then activate the Repulsion Armor.  It lets you push them away before they can even get in an attack.

Background:  One of the most normal out of the group, a simple Pathfinder who was initially hired to guide the group.  He kept on for the amusement that the odd mix of people on top the interesting adventures they got into.  While in town, he will speak through Marvin to keep his race hidden.

Quotes:

“The path ahead is more tricky than a tiny rogue”

*baby talk* “Gardrak in kitty form is soo cuOww!”

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5-man Group: Nature’s Invoker

For the third member of the 5-man group, I put together the other hand of nature.  This is the Controller part of the group, furthering the use of the Mark of Storm.  This character focuses on tactically moving multiple enemies around the battlefield to the advantage of the group.

System: DnD 4.0
Class: Invoker
Level of Build: 7
Books Required: Players Handbook 2, Divine Power, Eberron Player’s Guide
Build Requirements: Feat – Mark of Storm, Powers – Thunder/Lighting damage
Example Character Sheet: Gardrak the Stormy

I have in earlier posts said how useful that the Mark of Storm ability is.  It lets you shift an enemy you damage with a lighting or thunder power.  There are many multi-target and area spells that Invokers get that do so.  Just the simple at-will attack lets you target three enemies.  Moving them about the battlefield to your will.

One thing I wanted to help adapt this character to Nature’s way was first a Monstrous Humanoid.  The background of which was chased to the wilds and survived there.  With that I added the Multiclass Druid feat to give him wildshape.  While not that great in combat, the ability is intended for use to get into towns without trouble.  It is easier being a Ranger’s pet than a monster.

Background: Gruff and hardened but easy enough to provoke to anger or passion.  While of a different house, he has been befriended by the Cleric.  Both of the same god but of different parts, they are more likely to be found in argument than discussion.

Quotes:

“Damn priest’s head got so big he can talk without speaking…”

“mmm I can smell a good storm brewing here”

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5-man Group: Pacifist Healer

Post 2 of the Character Spree continues as I add another member to the 5-man group.  I wanted to make a healer but they can be really squishy themselves.  So I setup one that could for RP reasons and tactical reasons stop attacking and just stay in Sanctuary.

System: DnD 4.0
Class: Cleric
Level of Build: 7
Books Required: Players Handbook, Divine Power
Build Requirements: Feat – Pacifist Healer, Utility – Sanctuary
Example Character Sheet: Marvin the Calm

Looking at the different abilities of healing classes, I saw there was a lot of sacrifice needed to do both attack and heals.  The benefits were not worth it so I focused just on healing.  The feat Pacifist Healer greatly improves your healing powers, there is also a mix of Powers that don’t do damage but can still help other players or control enemies.  The items given are focused again on healing to maximize what abilities he does have.  Making great use of each encounter or daily power he has.

The main drawback of the build is that you get Stunned if you deal damage to a bloodied enemy until the end of your next turn.  To counter this, the character call use the utility power Sanctuary to give +5 to all Defenses as long as they don’t attack.  Just sit back and heal, make fun commentary on the fight in your spare time.  Even directly into people’s minds with the Telepathy 5 Racial.

Background:  The loving and beauty side of Nature, this sylvanus’ servant is always calm and soft spoken.  Though in the heat of the moment, he will get a bit more cynical and commanding.  Bringing out some of the harsh judgment that Nature is known for.  While he might be the ‘good’ side of nature, he is still Unaligned as he will not sacrifice his personal Vows even for even those closest to him.

Quotes:

Klank – “Why do you even have a Mace if your a Pacifist?”  Marvin “It’s a Medic’s Mace, now be quite while I smash… I mean mend you up.”

“Why do I even bother healing you, you can’t even dodge a Kobald’s attacks!”

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5-man Group: Immovable Fighter

The first up out of the 5-man Group is the Defender Job:

System: DnD 4.0
Class: Fighter
Level of Build: 7
Books Required: Players Handbook 1 and 2, Martial Power, Eberron Players Guide
Build Requirements: Feat – Warden Multiclass, Item – Throwing Shield
Example Character Sheet: Klank the Tank

I was looking through the different forms of tanks and wanted to factor in how many enemies I could Mark at a time.  While Wardens were best at constantly marking things next to them, it lacked any ranged marking abilities.  The Fighter came as the most adaptable Defender.  Being able to mark anything that he attempted to hit (doesn’t even need to actually hit).  So combining that with the multiclass warden feat, I was able to come up with the best mixed Defender I could.

There aren’t really any key points on this character.  Each item, ability and feat add up small bonuses and capabilities to the character.  Alone, they are not that powerful but they add up together.  The -3 instead of -2 from marks due to the Mark of Warding, the Multiclass feat to add an extra close bust1 marking power per encounter, armor to decrease damage taken, at-will attack to give temporary hit points that stack with each other, shield you can toss for ranged marking without having to switch weapons, the list goes on.

Background: Stubborn is to say the least, he is more a hired help from his House to protect the other members of the group.  While starting with the group on the basis of money, he is the type to slowly grow attachment to those he is with.  Klank is more than just a name as he is a bit clumsy and noisy, less movement the better.

Quotes

*knocks over an object* “Oops”

“I am not leaving this spot, sword nor spell nor word will move me!”

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5-man Group Preview

I want to give a little insight into why I was taking my time before starting the Character Spree.  I am still new(ish) to the DnD 4th Edition.  I had been making characters for Striker spots but not any other jobs.  For a better spectrum, I went and created what I thought was a balanced 5 man party.  Before I start posting them, I had a few notes and pre-view as to what was coming up:

I use every book, most of these characters have a mix of feats and religions from different Realms.  More specificly the Mark feats from Eberron and the Religions (and feets) from Forgotten Realms.  None of these are so overpowering or needed on each character that they can’t be changed.  Though they could be fit into a world just the same.

The 5 Man Group:

Immovable Fighter
Pacifist Healer
Nature’s Invoker
Stinging Archer
Untouchable Avenger

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Barbarian Charger

As I haven’t been posting for a bit, here is the first of the Character Spree ahead of schedule.  The build is just for a general Charging Barbarian but the loophole of the Brutal weapon ability and weapon size makes it much more interesting.

System: DnD 4.0
Class: Barbarian
Level of Build: 7
Books Required: Players Handbook 2 , Monster Manual, Adventurer’s Vault
Build Requirements:  Racial – Oversized, Item – Executioner’s Axe
Example Character Sheet: Smemblard the Charger

The basics of the character are to charge enemies and just go at it with a big axe.  Usually starting with a charge in along with the encounter power to get temporary hit points right off the bat.  From there you can either go after a single target and get more temp hit points or charge after another target.  Simple, damaging and effective.  The weapon enchantment along with Power Attack will hurt your health and attack power but when you hit, it will hurt.

The main Broken part of this character is the weapon.  Executioner’s Axe is a +2 Proficiency, 1d12 weapon with High Crit and Brutal 2.  When enlarged for the Oversized Racial, the damage die changes to 2d6.  But it doesn’t say anywhere that you have to change the Brutal 2.  So now you will always be rolling for at least 6 damage per 1[w] damage you do.

DM Tips – There are two balances for this if you don’t want to let your player have this feature.  The first is to banthe races or give RP’d penalties for being a Monstrous Race.  Your a monster, so townsfolk aren’t going to react well even if your in a ‘Perfect’ world game.  The second balance is to reduce the Brutal amount to 1 instead of keeping it at 2.  It still is highly effective but not as broken.

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