More D&D Characters

 

I know. I know. I said Wizards is killing me with their errata, but I can’t help myself. I like making characters. So here are a few more first level characters I’ve come up with just for the heck of it:

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Thordek, level 1 Dwarf Warlock, Eldritch Strike: Eldritch Strike Constitution, Eldritch Pact: Vestige Pact, Background: Dwarf - Dedicated to an Ancestor (+2 to History)
FINAL ABILITY SCORES: Str 13, Con 20, Dex 10, Int 13, Wis 12, Cha 8.
STARTING ABILITY SCORES: Str 13, Con 18, Dex 10, Int 13, Wis 10, Cha 8.
AC: 16 Fort: 15 Reflex: 12 Will: 12
HP: 32 Surges: 11 Surge Value: 8
TRAINED SKILLS: Insight +6, Religion +6, History +8, Arcana +6
UNTRAINED SKILLS: Acrobatics -1, Bluff -1, Diplomacy -1, Dungeoneering +3, Endurance +6, Heal +1, Intimidate -1, Nature +1, Perception +1, Stealth -1, Streetwise -1, Thievery -1, Athletics
FEATS: Level 1: Armor Proficiency (Chainmail)
POWERS: Eldritch Blast: Eldritch Strike, Vestige Pact at-will: Eyes of the Vestige, Warlock encounter 1: Clarion Call, Warlock daily 1: Vestige of Mount Vaelis
ITEMS: Adventurer’s Kit, Dagger, Warhammer, Chainmail

Thordek is a spiritual warrior using the warlock class for mechanical purposes. He is basically a priest of ancestor worship and gains his powers through communion with his deceased ancestors. As far as the game is concerned he is a warlock, but fluff-wise his powers are different. The vestige pact works very well for this since it is based on making pacts with a variety of spirits. Instead of the spirits mentioned in each power (King Elidyr, Zutwa, and Mount Vaelis), Thordek communes with his ancestors King Eberk, Zistra, and Vondal. He is a multi-purpose striker with both melee and ranged attacks (well, one melee attack) and is okay with being right in the mix since he has a 16AC, 32hp, and lugs around a warhammer. His ancestors protect him if he moves around the battlefield (concealment from Shadow Walk ability). That’s the only thing I couldn’t really explain directly. Why do his ancestors provide concealment if he moves? I have no idea. Instead of cursing enemies he asks for his ancestors to guide his attacks. They typically provide other boons as well.

Thordek doesn’t necessarily have the greatest striker damage since his ranged at-will is only +5 vs. Will and 1d6+5 damage + 1d6 if they are cursed. His melee at-will is a little better since he two-hands the warhammer (+7 vs. AC and 1d10+6 damage +1d6 if they are cursed). At 2nd level he will take Dwarven Weapon Training and switch to a waraxe, which will up his melee damage to 1d12+8 +1d6 if they are cursed. Other heroic feats that fit his character are: Killing Curse (d8 instead of d6 curse damage), Scale Armor Proficiency (for better AC), Toughness (more hp never hurt), and Empowering Shadows (+1 damage when he is concealed). His first two paragon feats will be Prime Punisher (his Prime Shot bonus applies to melee attacks if no allies are adjacent to his target) and Called Shot (+5 damage against target hit using Prime Shot bonus). He will probably also retrain Empowering Shadows for Dwarven Durability for a little more survivability. Prime Punisher will be really awesome since Thordek can pretty easily get a +3 Prime Shot bonus while he is under the vestige of Zistra and +3 to hit is no joke. Plus that feat means the damage bonus of Called Shot also applies. At 12th level, using Eldritch Strike with a standard waraxe he’d be +17 vs. AC and 1d12+2d8+13 damage if his target was cursed with none of Thordek’s allies adjacent to the target and he had Zistra’s pact boon applied. That’s pretty nasty.

Anyway, I like Thordek. He is different than your typical build which is always something I look for when making a character. He may not be completely optimized but he should be able to do his job as a striker well, especially once he gets the Paragon level.

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Rufus the Bowmaster, level 1 Human Ranger, Fighting Style: Hunter Fighting Style, Ranger: Prime Shot
FINAL ABILITY SCORES: Str 10, Con 12, Dex 20, Int 10, Wis 12, Cha 10.
STARTING ABILITY SCORES: Str 10, Con 12, Dex 18, Int 10, Wis 12, Cha 10.
AC: 18 Fort: 13 Reflex: 17 Will: 12
HP: 24 Surges: 7 Surge Value: 6
TRAINED SKILLS: Perception +6, Nature +6, Endurance +5, Dungeoneering +6, Acrobatics +9, Athletics +4
UNTRAINED SKILLS: Arcana, Bluff, Diplomacy, Heal +1, History, Insight +1, Intimidate, Religion, Stealth +4, Streetwise, Thievery +4
FEATS: Human: Weapon Proficiency (Greatbow), Level 1: Weapon Expertise (Bow), Hunter Style: Quick Draw
POWERS: Bonus At-Will Power: Fading Strike, Ranger at-will 1: Twin Strike, Ranger at-will 1: Warning Shot,
Ranger encounter 1: Skirmish Shot, Ranger daily 1: Sure Shot
ITEMS: Greatbow, Longsword, Hide Armor, Adventurer’s Kit

The greatbow is currently the most powerful ranged weapon in D&D 4e at 1d12 damage so it lends itself to optimized ranged strikers. Most ranged strikers typically have set damage values for their powers of either 1d8 or 1d10 (Dark Pact warlock is an exception if the target is at full hp). Only the Ranger has ranged weapon powers that can take advantage of the 1d12 of the greatbow. Unfortunately the greatbow only has a +2 proficiency so starting characters are likely to have only a +6 or +7 to hit versus AC which is not that great. Fortunately the Ranger has Twin Strike, so they can shoot twice, as well as Prime Shot if they get close enough. Rufus is human just so he can get that extra +1 to hit from Weapon Expertise at first level. What other race/class combo gets two attacks at +8 or +9 vs. AC and 1d12 damage plus another 1d6 if the target is the ranger’s quarry? And do it all from out of harm’s way? Rufus can still handle himself decently in melee. While he only has 24hp, he has an 18AC (22 AC vs. opportunity attacks provoked by him shooting), and he can draw and sheathe his longsword for free (very useful with Fading Strike).

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Bree, level 1 Halfling Sorcerer, Spell Source: Storm Magic, Background: Occupation - Mariner (+2 to Perception)
FINAL ABILITY SCORES: Str 8, Con 11, Dex 16, Int 10, Wis 10, Cha 20.
STARTING ABILITY SCORES: Str 8, Con 11, Dex 14, Int 10, Wis 10, Cha 18.
AC: 13 Fort: 10 Reflex: 13 Will: 17
HP: 23 Surges: 6 Surge Value: 5
TRAINED SKILLS: Arcana +5, Endurance +5, Nature +5, Athletics +4
UNTRAINED SKILLS: Acrobatics +5, Bluff +5, Diplomacy +5, Dungeoneering, Heal, History, Insight, Intimidate +5, Perception +2, Religion, Stealth +3, Streetwise +5, Thievery +5
FEATS: Level 1: Sorcerous Blade Channeling
POWERS: Sorcerer at-will 1: Lightning Strike, Sorcerer at-will 1: Storm Walk, Sorcerer encounter 1: Whirlwind, Sorcerer daily 1: Howling Tempest
ITEMS: Dagger, Cloth Armor (Basic Clothing), Adventurer’s Kit

Bree is a character I came up with when working on a waterworld type fantasy campaign. In a world where islands are the norm, trees may not be in great supply so ships will either be rare or smaller. In either case, halflings make great sailors due to their small size. When I saw the new Storm Sorcerer I thought it would be perfect for a halfling buccaneer spellcaster, especially with the Sorcerous Blade Channeling feat. Bree is not the most optimized character around as her at-wills are only +5 to hit and 1d8+8 damage. Not bad, but not that great. She’s more of a fun character concept than an optimized build anyway.

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Until next time…

 

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