Mystic isn't up on Hero Lab yet, otherwise would have it in that style of template The role is a heavy melee damage dealer/counter build, with some minor ranged support. crunch:
Name: Verras the Blade LN Aasimar (Garuda-Blooded) Mystic 9 Medium Outsider(native) STR 10 (+0)
AC 19 (10 base +4 armour + 5 Dex), 14 Flatfooted, 15 Touch
Senses Darkvision 60ft. Acid resistance 5, cold resistance 5, electricty resistance 5 Init +10 (+6 dex +4F)
Fort +6
BAB +6/+1
Attack
Skills
Languages Common, Celestial Traits
Feats
Mystic
Elemental Attunement (Su)- When a mystic readied maneuvers, mas select air(lightning), earth(acid), fire(fire) or water(cold). May spend standard action to change. May spend animus to change damage type to active element of any maneuver that deals damage.
Maneuvers
Stances
Gear
Looks & Personality:
Verras is a tall, thin man with feathers cresting out from around his ears. A fine rapier sits at his waist, always at the ready. He dresses fairly colourfully. He drives towards self-perfection and is a bit ascerbic in his personality. Not that he dislikes people, he just feels that if you are not constantly trying to improve, as such, he comes off coarse and a bit aloof. Still, his skill with a blade cannot be denied, as well as the innate abilities that he has attained from his meditation in the monastaries of Irori. Background: Verras was found of the steps of a monastery of Irori. He was raised with their beliefs and took them to heart. While he was there, he took to the martial traditions, using them as a way to hone his form. Over time, he became skilled in them, and then when he was twenty-two, he left the monastery. Travelling around, he moved between groups of adventurers, constantly trying to hone his ability. Eventually, he found himself within the courts of Andor, practicing against the knights and the fops of the court. Despite that, he found difficulty in attempting to maneuver through the court's intrigue, and that has posed a challenge for himelf to try and self improve on. Eventually, he was tasked with overseeing some lords' lands. Whilst there, he headed back to his old monastery, to pray. Before heading back to the city, he stopped in a small town, resting there, not knowing what the morning would bring.
Crunch:
Markus Varnell Male human warder (zweihander sentinel) 1 NG Medium humanoid (human) Init +0; Senses Perception +0 -------------------- Defense -------------------- AC 18, touch 10, flat-footed 18 (+6 armor, +2 shield) hp 15 (1d12+3) Fort +5, Ref +1, Will +3 Resist cold 2 -------------------- Offense -------------------- Speed 30 ft. (20 ft. in armor) Melee armament shield bash +5 (1d3+4) or . . greatsword +5 (2d6+6/19-20+1d6) Special Attacks 1 hunting party, 1 iron shell, 1 scarlet einhander, 1 tactical strike -------------------- Statistics -------------------- Str 18, Dex 10, Con 15, Int 16, Wis 10, Cha 8 Base Atk +1; CMB +5; CMD 15 Feats Combat Reflexes, Martial Power, Tactical Rush Traits deft dodger, indomitable faith, northern ancestry Skills Acrobatics -1 (-5 to jump), Bluff +0, Climb +3, Diplomacy +3, Intimidate +3, Ride -1, Survival +4, Swim +3 Languages Common, Draconic, Dwarven, Elven SQ Aegis, armament shield, Defensive Focus, zweihander training Other Gear four-mirror, greatsword, 40 gp -------------------- Special Abilities -------------------- 1 Hunting Party (Readied, 1/Encounter) (Ex) Strike: Make an attack, grant an adjacent ally an attack of opportunity against the same enemy. 1 Iron Shell (Readied, 1/Encounter) (Ex) Successful shield bash attack negates incoming attack 1 Scarlet Einhander (Ex) Stance - +2 shield bonus to AC and +1d6 damage on attacks when fighting with one weapon. 1 Tactical Strike (Readied, 1/Encounter) (Ex) Strike: Make an attack, grant nearby ally the ability to move up to 10 ft. Aegis +1 (10 feet) (Ex) +1 morale bonus to AC and Will saves for allies within 10 feet Armament Shield Your weapon can bash as a light shield if wielded in two hands Combat Reflexes (5 AoO/round) Can make extra attacks of opportunity/rd, and even when flat-footed. Defensive Focus (10ft) (Ex) Increased threatened area, can move when making AoO, +4 to CMD vs. Acro to avoid AoO Energy Resistance, Cold (2) You have the specified Energy Resistance against Cold attacks. Martial Power -1/+2 Take a penalty to melee attacks to grant temporary hit points. Tactical Rush Move up to your speed as a swift action 1/encounter Zweihander Training Gain your Aegis bonus as a shield bonus when using a two-handed weapon Hero Lab and the Hero Lab logo are Registered Trademarks of LWD Technology, Inc. Free download at http://www.wolflair.com
Description & Personality:
Markus is a massive man, but surprisingly swift on his feet. He has close cropped black hair with a matching beard. He is not often found out of his plate mail aside from sleep and in towns. Nevertheless, he doesn't let his blade out of his reach. Born in the north, he has a professional mercenary demeanour when he is being paid. That being said, in his off hours, he is just as hearty and merry as most. He is a consummate professional- making sure to follow his contract to the letter. Background: Born in Whitethrone, Markus Varnell learned to respect might, and the wrath of the Winter Witches. His father- a military man- taught him how to fight. It was also in the barracks where he learned of Gorum, and he made it a core of his faith. This left him to be scorned and ostracized as he grew up, as he worshipped a god not normally worshipped in Irrisen. When he grew up, he knew that he didn't want to live in Irrisen. So he signed up with the Scarlet Blade mercenary company, where they trained him in working in the vanguard. In the Blade, Markus was hired out on a variety of different jobs. From bodyguarding to fighting from the Van, Markus found himself in a variety of different jobs. From time to time, he would take time off, enjoy the streets of Andor, or the architecture of Cheliax. Over time, he had a bit of adventurelust and wanderlust instilled in him, making him wish to take himself to the edges of the world. With the Blades, he managed to visit much of it, he was able to satisy much of it. But all good things came to an end, after a fight with a superior officer, Markus left the Blades, leaving his old life behind, and looking to the future. Eventually, Markus left the Scarlet Blade to set out on his own. Eventually he began hiring himself out to various caravans and security details over several the next year or so. Now, he is between jobs, looking for the next big haul, and maybe, just maybe, an adventure.
Probably a sorcerer 18 Charisma
e: Wow, that's... pretty crap. Any chance at a reroll? if so, they're below alt roll?: 1d10 + 7 ⇒ (3) + 7 = 10 Dex 1d10 + 7 ⇒ (2) + 7 = 9 Con 1d10 + 7 ⇒ (9) + 7 = 16 Int 1d10 + 7 ⇒ (10) + 7 = 17 Wis Honestly, a lot more palatable.
Going to roll a Monk
5d8 ⇒ (3, 4, 6, 5, 3) = 21 What is your feelings towards brass knuckles and monks? Do they only deal the 1d3 damage, or can a monk deal their unarmed damage with it?
4d6 ⇒ (1, 1, 5, 4) = 11
Rerolled 1s in order
Set 2:
Rerolled 1s in order
Rererolled 1s
Gonna go with set 2
Player Information from me. I have not played Rise of the Runelords. As for PbP games on these forums, I have participated in a few, though most have them have gone t#~~ up. The ones that didn't that I participated in, I had to drop out as my house was hit by lightning. However, I have been participating in a couple other PbP games offsite, which have been going on for the better part of 8 or 9 months now. I can typically post once a day, possibly twice if the game is a little bit faster, but erratically in terms of time of the day, as work puts me on shifting schedules.
Ability Scores:
4d4 + 4 ⇒ (2, 3, 4, 1) + 4 = 14
4d4 + 4 ⇒ (2, 2, 3, 1) + 4 = 12 4d4 + 4 ⇒ (2, 2, 4, 3) + 4 = 15 4d4 + 4 ⇒ (4, 1, 4, 2) + 4 = 15 4d4 + 4 ⇒ (1, 4, 4, 4) + 4 = 17 4d4 + 4 ⇒ (4, 3, 3, 4) + 4 = 18 Looking at a Human Defiler. Wild Talent Table: 1d100 ⇒ 15 Wild Talent Feat and one psionic feat for which I qualify +3pp
Male
Nah, it's actually pretty standard optimization. 16 wis and 16 dex base, elf gives +2 bonus to each, so already we're at +4 to both dex and wis based skills. Train both of them, and you get an additional +5, so we're looking at +9 to each trained dex or wisdom skill. Elf gets +2 bonus to perception, bringing perception up to 11, power of skill brings all trained skills up by +1 and makes Overwhelming strike a basic melee attack (considered a feat tax for most Avengers.), and the Detective background raises perception and insight by 1, and adds them to the class skill list. So after all that, we have 13 perception, 11 insight and 10 stealth. Not too hard to do. Now, I also have sense threat, which allows me to make a perception check in place of my initiative rolls. This replaces my standard elven reroll, as I already get a bunch of double rolls. So that's how I got my +13 initiative that one combat. It really isn't OP for 4e assumptions. Typically the standard assumption for MM3 math is that you have an 18 or 20 in your attack stat after racial bonuses, with 16, 14 or 13 in your secondary stats. It's also why the <weapon/implement> expertise feats are considered required by 5th level in order for a lot of the math to work, and why I questioned your low attack values. Like I said, +7 is about what's required to hit AC 50% of the time at level 1, while +5 is the standard against Non-Armor Defenses (NADs). Having your stats at those points is also considered somewhat standard for having a pair of stronger defenses as well. Also, as a striker, you definitely want to be looking at minor-action and off-action attacks, which sadly the rangers gets few of without multiclassing, but then again, the ranger is typically one of the highest hitting attackers in the game because the way multiattacks end up double dipping from almost every bonus that you get, meaning that you can throw out a lot of damage once you can start hitting with five to ten attacks on a nova round. I've seen a well opped ranger kill off an elite with full health on a really good nova round. He managed to get about four or five crits, but the bonus damage was enough to take out the remaining health out of it. Personally, I chose a lower damaging class, as the Avenger does not get anywhere near as much burst damage, but is a hell of a lot more accurate. Assuming that we hit on a 11, that means that I have about a +5 bonus to hit on my oath of emnity, due to the rerolls. That means that my standard DPR (damage per round) is a lot higher than most, as I'm hitting more frequently (75% of the time rather than 50% of the time), but for less amounts of damage. If you want to check out the optimization handbook for rangers, it's here But no, I might be a bit higher than baseline, as I've been opping for perception, but 9-10 is sort of the standard baseline for first level trained skills. Sort of as a guideline, easy/medium/hard skill checks for a lot of encounters for us are 9-10/13-15/21-23 for our encounters. Easy skill checks should be auto-successes if you're trained in the skill, medium skill checks should succeed most of the time if you're trained, and hard checks should succeed some of the time if you're trained, and never if you're not. Honestly, I'm nowhere near OP. I've just been on the optimizing scene for long enough that I know how to build a character to be a little bit more effective than people that are more unfamiliar with the system. Edit: Taking a look at your character, it seems you've fallen into the trap that a lot of 3.5/PF->4e players make. Namely- switch-hitting is not necessary in 4e. The reason that switch hitting became necessary is due to the full attack action taking up room, which mean that once an archer was engaged in melee, he had no real way out of getting out of melee. Due to the standard/move/minor action economy of 4e, you don't need to switch hit, as you can simply shift+attack, particularly for the ranger, which actually has a lot of shifting built right into it's abilities. Personally, I would drop your strength to 10, con to 13 and crank your dexterity all the way to 20 points. That way, you'll be hitting with many of your attacks, and be putting out quite a bit of nova damage. As for your feat, I'd retrain out and grab a greatbow for more damage (2 average damage and further range), and maybe pick up the noble adept theme to boost an attack roll once per encounter. If you're concerned about health, you can always pick up the Impiltur theme as well from the Forgotten realms Players guide, which gives you wisdom for your health rather than your constitution. So you don't lose any health there. If you do want to continue being a switch-hitter though, I'd recommend picking up the feat Master at Arms, as it gives the same bonus, but a +1 to all attack rolls with weapon attacks as well.
Male
Hey Mia, those numbers seem really low to me, assuming you`re attacking with a bow, you should be attacking at a +5- +3 from dex and +2 from the bow`s proficiency bonus, and even that`s a pretty low bonus to be attacking AC at, usually +6-+7 is the typically the 1st standard that you want to be attacking against AC at in order to be able to hit on a 9 or 10, 7 or 8 with Combat Advantage. You should be also doing 1d8+3 damage on the damage rolls, with a bonus 2 if both hit.
EldonG wrote:
F*!~ this, I'm obviously not going to convince you that Fighters need help outside of combat. I've never argued that Fighter's couldn't deal damage, just that they had s~$~ty will and reflex saves, which get more important as levels go up. They don't have a niche, as the one that they're supposed to have is also filled in by a paladin and the ranger. They got nerfed severely in 3.X, and many of us want to see them better than just the big stupid fighter that can only fight and nothing else. What we're asking is for the fighter to get better in just a few ways: 1) picking up basically anything and being a total badass with it, rather than just his chosen weapon type. Easiest fix, just give the weapon training/weapon mastery bonuses to all weapons, rather than just 1 group. 2) Give him better saves somehow, so he doesn't get dominated by a stiff breeze. Maybe make all his saves based off of his strength modifier. 3) Give the fighter something to do outside of combat. Don't just give him more skill points, give him the ability to radiate an aura of badassery that makes people want to listen to him. Make it so that people treat him as if their attitute was two steps higher or some such. Give the fighter the ability to influence the narrative. These are just suggestions that I've made without much thought, but I don't think that they'd overpower the fighter in any way. It would just make him a better badass.
EldonG wrote:
Have you ever looked at the wizard/sorcerer spell list? It's kinda loaded with standard action spells that can trivialize or remove most threats.
EldonG wrote:
Nobody is saying that they suck at fighting in overall comparison to the rest of the game. However, there are other classes that can fight just as well as the fighter- and sometimes better- AND survive longer in combat AND operate outside of combat in skill and social challenges. Sure, the fighter is better in physical combat than the sorcerer, or the wizard. But they can use their own resources to end a combat faster than a fighter can. And heaven forbid if a fighter ever goes up against one- one charm person spell and he's murdering the rest of the party, or is stunned for the combat, or is continuously on fire, because his saves suck and can't compete against a wizard's DCs.
EldonG wrote:
Except that you are leaving out the part where the rest of the party is low-op, and the fighter is high-op. The antipaladin should be able to wreck just as much s#!+ in physical fighting as the fighter, depending on how many good creatures they encounter. And if I'm not mistaken (can't find the thread right no), he's playing with a Sorcerer as well. He's at a high enough level that the Sorcerer can outright end combat encounters without a second thought, as well as social encounters and environmental encounters. Yes, a well-optimized fighter can kill something pretty well if he has his favoured weapon type on him, but an equally opped ranger can match or beat him. As can a Divine Hunter Paladin. And then the Archer and Paladin can go and do something else. But yes, a fighter can do a lot of damage if he gets opped for it. But he's a glass cannon if he gets targetted with anything that attacks something other than his AC. And he's not much use elsewhere either. If you're in a combat-heavy campaign, the fighter is going to shine a little bit more, but if you start adding more and more social/roleplaying/skill challenges to the campaign, the fighter is going to be more of a hinderance than anything else. Edit: it was a sorcerer, not a wizard
Goreshack wrote:
When I play a fighter, what I want to be is a dude that is so amazing in the art of war, he can pick up a tree branch, give a rousing cry of battle, then lead an charge against the gates of hell and make demon lords cry like a little baby. Right now the fighter can't do that. Let's break down why not. When it comes to picking up a tree branch, chances are it's not the fighter's chosen weapon, so it's suboptimal to fight as such, the fighter would be better off finding mook #437 and take his sword, giving him the tree branch. Not exactly heroic. Assuming that the fighter is human and hasn't dumped int he has 3 skill points. One of those will go into perception, then he puts the rest of them into Diplomacy and Intimidate. So he's not good at climbing, survival, stealth etc. And he's probably dumped charisma, so suddenly the fighter is not as great at giving speeches than say a bard or a paladin. Oh, you didn't dump charisma? Well, looks like you're no longer the god in combat that you think you are. The paladin, the Magus, or another melee archetype probably is beating you in damage now.
That's the issue with fighters, they're in this rut where they don't have a niche that isn't better fulfilled by other classes. Not taking account of spells- as they basically nullfiy every niche out there- the Bard is basically going to succeed in every way against the fighter. In combat, a Ranger or a Paladin can compete with the fighter when they're not against their chosen enemies, and against their chosen enemies, they surpass the fighter in combat. And if the Fighter loses his chosen weapon? Looks like you're the bottom of the totem pole in combat too. Why can't the fighter be a dude that can beat an army with a tree branch, or command the highest respect from a king he's never met simply because he radiates such an aura of power and respect? Why can the fighter not be able to pick up a spear, then impale 13 men with it just by tossing it? And roleplaying it isn't a valid response. Roleplaying is entirely subjective and conjecture. There should be a mechanical part to it so any fighter can step into the role of an undisputed master of war and isn't subject to DM fiat. As is right now, at every level the Fighter has no narrative control, while the wizard has basically an undisputed amount of it. That's a discrepancy that should not exist in any game where a story is being created by the players.
Durngrun Stonebreaker wrote: I don't want it changed. Sorry that breaks your unified front. I understand you think it is broken (or you don't, I don't know) but I disagree. I still don't get why people feel this way. For the most part, what we want is for the fighter to have more narrative control over things, which is what skills (and spells, but that's a conversation in and of itself) do. And the fighter has barely any of them open to him, particularly if he's putting one of them into perception per level. Then there's the problems of higher levels and what people become. The casters, particularly arcane ones, gain full mastery of magic, and basically have the power of gods. The Paladin becomes a literal avatar of their god. The Ranger becomes a dude that's so good at tracking that they can follow a dude to the ends of the earth, then kill them with a single arrow. And the fighter- the class that includes the archetype of the man that can lead armies, command such attention that he's looked on in awe. The dude that legends get made of just when he walks through a town. What does the fighter get? A little bit better with one particular weapon. The thing is, this is specifically a D&D 3.0/2.5/PFism, and they are the only editions where I find playing a fighter more unfun than playing a paladin or a monk, or most any other class. And it's weird, as this phenomenon doesn't exist in any other edition of DnD. In 2e and before, as a part of his class, the Fighter got literal armies at his command. In 4e, many of the Paragon paths and Epic Destinies allow the fighter to have just as much narrative control as the rest of the classes. My question is, why can't I properly build Hercules, or Cú Chulainn, or hell, even Achilles. Why can't I make Boromir, without taking a feat that DMs either ban or every other class can take, and can probably be better at than you. Why can't I make Ulysses, Thor or any of the other fighters of myth. Why can the 20th level wizard get the ability to change the aspects of reality just by thinking while the 20th level fighter still have to look for contracts with kings because he's just a good fighter. The reason why the fighter is considered poor isn't because of his combat skill (and even there, the fighter still starts to get outstripped at higher levels), but because he does not have the ability to make changes to the narrative by making unexpected skill checks, or by getting abilities that allow them to bypass skill checks like every other class in the game gets to do. Honestly, when porting over the monk/fighter from 3.5, they really should have just gone and made them more like the swordsage/war blade.
Male
By the way, I have passive perception of 23 and passive insight of 21. In the event that those matter. Also, non elves within 5 of me get +1 to perception. Also, Sense Threat: Benefits: When you roll initiative, you can make a Perception check and use its result for your initiative check. When you do so, allies within 10 squares of you who have a lower initiative than yours gain a +2 racial bonus to their initiative. This benefit replaces elven accuracy.
Set 1
Set 2
I'll see what I can make up.
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