4th edition fighter progression

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alhoon
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4th edition fighter progression

Post by alhoon »

I made a fighter using the 4th edition rules:

Race dwarf. Vision: Low-light Speed: 5 squares
Languages: Common, Dwarven
Cast-Iron Stomach: +5 racial bonus to saving throws against poison.
Dwarven Resilience: You can use your second wind as a minor action instead of a standard action.
Dwarven Weapon Proficiency: You gain proficiency with the throwing hammer and the warhammer.
Encumbered Speed: You move at your normal speed even when it would normally be reduced by armor or a heavy load. Other effects that limit speed (such as difficult terrain or magical effects) affect you normally.
Stand Your Ground: When an effect forces you to move—through a pull, a push, or a slide—you can move 1 square less than the effect specifies. This means an effect that normally pulls, pushes, or slides a target 1 square does not force you to move unless you want to.
In addition, when an attack would knock you prone, you can immediately make a saving throw to
avoid falling prone.

Combat Challenge: Every time you attack an enemy, whether the attack hits or misses, you can choose to mark that target. The mark lasts until the end of your next turn. While a target is marked, it takes a –2 penalty to attack rolls for any attack that doesn’t include you as a target. A creature can be subject to only one mark at a time. In addition, whenever a marked enemy that is
adjacent to you shifts or makes an attack that does not include you, you can make a melee basic attack against that enemy as an immediate interrupt.

Combat Superiority: You gain a +1 bonus to opportunity attacks. An enemy struck by your opportunity attack stops moving, if a move provoked the attack. If it still has actions remaining, it can use them to resume moving.

Fighter Weapon Talent: When using a one handed weapon you gain a +1 bonus to attack rolls.

1st level:
Stats: str 16 dex 12 con 18 int 10 wis 12 cha 10
Hp : 33 Hsurges : 13
Skills : Athletics, Endurance, Streetwise
Fort 16 R 13 W 11 AC 19
Equipment: Scale armor and heavy shield, warhammer, 2 throwing hammers.

Basic Attack: +6 vs AC 1d10+5 damage.
Basic Ranged attack: +5 vs AC 1d6+5 damage (range 5/10)

At will powers:

Tide of iron:
Target: One creature Attack: +6 vs. AC
Hit: 1d10+5 damage, and you push the target 1 square if it is your size, smaller than you, or one size category larger. You can shift into the space that the target occupied.

Cleave:
Target: One creature Attack: +6 vs. AC
Hit: 1d10+5 damage, and an enemy adjacent to you takes 3 damage.

Encounter power:

Steel serpent strike:
Target: One creature Attack: +6 vs. AC
Hit: 2d10 + 5 damage, and the target is slowed and cannot shift until end of your next turn.

Daily Power:

Comeback strike:
Target: One creature Attack: +6 vs. AC
Hit: 2d10 + 5 damage, and the target is slowed and you can spend a healing surge.

Feat:
Dwarven Weapon Training [Dwarf]
Benefit: You gain proficiency and a +2 feat bonus to damage rolls with axes and hammers.

5th level:
Stats: str 17 dex 12 con 19 int 10 wis 12 cha 10
Hp : 58 Hsurges : 13
Skills : Athletics, Endurance, Streetwise
Fort 20 R 17 W 15 AC 22
Equipment: Dwarven scale armor+1 and heavy shield, lifedrinker warhammer+1, 2 throwing hammers, amulet of protection +2, bracers of mighty striking.

Basic Attack: +9 vs AC 1d10+8 damage.
Basic Ranged attack: +7 vs AC 1d6+5 damage (range 5/10)

At will powers:

Tide of iron:
Target: One creature Attack: +9 vs. AC
Hit: 1d10+6 damage, and you push the target 1 square if it is your size, smaller than you, or one size category larger. You can shift into the space that the target occupied.

Cleave:
Target: One creature Attack: +9 vs. AC
Hit: 1d10+6 damage, and an enemy adjacent to you takes 3 damage.

Encounter powers:

Steel serpent strike:
Target: One creature Attack: +9 vs. AC
Hit: 2d10 + 6 damage, and the target is slowed and cannot shift until end of your next turn.

Crushing blow:
Target: One creature Attack: +9 vs. AC
Hit: 2d10 + 10 damage. (Needs a hammer, there were better powers for other weapons)


Daily Powers:

Comeback strike:
Target: One creature Attack: +9 vs. AC
Hit: 2d10 + 6 damage, and the target is slowed and you can spend a healing surge.

Dizzying blow:
Target: One creature Attack: +9 vs. AC
Hit: 3d10 + 6 damage, and the target is immobilized (save ends).

Utility power:
Daily, Stance (i.e it goes for the whole encounter unless you change stance)
Minor Action Personal
Effect: You gain regeneration 6 when you are bloodied.


Feats:
Dwarven Weapon Training [Dwarf]
Benefit: You gain proficiency and a +2 feat bonus to damage rolls with axes and hammers.

Power Attack
Prerequisite: Str 15
Benefit: When making a melee attack, you can take a –2 penalty to the attack roll. If the attack hits, you gain a +2 bonus to the damage roll.

Powerful Charge
Prerequisite: Str 13
Benefit: When you charge, you gain a +2 bonus damage and a +2 bonus to bull rush attempts.

Equipment: Remember, Only one daily power per milestone +1 per day.

Dwarven armor +1 (level 2, still one of the best armors!)
Property: Gain a +1 to Endurance
Power (Daily ✦ Healing): Free Action. Regain hit points as if you had spent a healing surge.

Lifedrinker warhammer +1 (level 5)
critical: +1d6 necrotic
Property: When you drop an enemy to 0 hit points or fewer with a melee attack made with this weapon, gain 5 temporary hit points.

Amulet of protection +2 (level 6)

Bracers of mighty striking (level 2)
Property: When you hit with a melee basic attack, you gain a +2 item bonus to the damage roll.
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Post by alhoon »

Well, it wasn't as easy as advertised but simpler than 3rd edition. Also the power progression of the character doesn't seem very good.

Power balance? No. Many powers are better than other powers of equal level. The same goes for feats and especially for items.

I made this guy that refuses to die. He heals with his weapon if he kills someone, he has second wind as a minor action, he has 13 healing surges and yet, he can use one free from his armor.
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Post by Dr Ed »

I guess we'll all have to enter house rules to negate munchkin potential. 4e doesn't seem as bad as 3.5 in terms of powergaming, but it's still too early to know for sure.
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Post by alhoon »

My gripe is that some powers are just plain better than others at least in a certain category. I.e the customization possibilities are actually thinner than you would guess at first glance.
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Post by Dr Ed »

That's been a persistent problem throughout D&D history, though. I mean, certain spells/powers are always used, and others are always just filler. If you were to completely eliminate the filler, you'd have people complaining about how "limited" the options were.

Oh wait...
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Post by alhoon »

In defence of the 4th I have to say the "filler" powers aren't as many as the lame feats in 3rd edition.
There're groups of powers and filler powers. Some powers are good for the tank fighter that protects his party others for the more mobile fighter that moves and moves again, others for the damage dealer. And yes, there are also some powers that are lame.

What I was talking about is that once you set your mind on X fighter type, the choices you have to make are limited. Take powers on your fighter type or a power that's not worthy enough.
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Post by alhoon »

To continue my presentation of the "I won't die" dwarf:

10th level:
Stats: str 18 dex 12 con 20 int 10 wis 12 cha 10
Hp : 88 Hsurges : 14
Skills : Athletics, Endurance, Streetwise
Fort 24 R 21 W 19 AC 25
Equipment: Dwarven plate armor+2, shield of defiance, lifedrinker warhammer+2, 2 throwing hammers, cloak of resistance +3

Basic Attack: +14 vs AC 1d10+9 damage.
Basic Ranged attack: +10 vs AC 1d6+7 damage (range 5/10)

At will powers:

Tide of iron:
Target: One creature Attack: +14 vs. AC
Hit: 1d10+9 damage, and you push the target 1 square if it is your size, smaller than you, or one size category larger. You can shift into the space that the target occupied.

Cleave:
Target: One creature Attack: +14 vs. AC
Hit: 1d10+9 damage, and an enemy adjacent to you takes 3 damage.

Encounter powers:

Steel serpent strike:
Target: One creature Attack: +14 vs. AC
Hit: 2d10 + 9 damage, and the target is slowed and cannot shift until end of your next turn.

Crushing blow:
Target: One creature Attack: +14 vs. AC
Hit: 2d10 + 14 damage. (Needs a hammer, there were better powers for other weapons)

Unbreakable:
Immediate reaction Personal
Trigger: You are hit by an attack
Effect: Reduce the damage from the attack by 10

Iron Bulwark:
Target: One creature Attack: +14 vs. AC
Hit: 2d10 + 9 damage.
Effect: You gain a +2 power bonus to AC until the end of your next turn.

Daily Powers:

Comeback strike:
Target: One creature Attack: +14 vs. AC
Hit: 2d10 + 9 damage, and the target is slowed and you can spend a healing surge.

Dizzying blow:
Target: One creature Attack: +14 vs. AC
Hit: 3d10 + 9 damage, and the target is immobilized (save ends).


Boundless endurance
Minor interupt Personal
Trigger: You are hit by an attack
Effect: You take no damage from the attack that just hit you. owever, you are stunned and take a –2 penalty to all defenses until the end of your next turn.

Victorious surge:
Target: One creature Attack: +14 vs. AC
Hit: 3d10 + 9 damage, and you regain hit points as if you had spent a healing surge.

Last ditch evasion:
Immediate reaction Personal
Trigger: You are hit by an attack
Target: One creature Attack: +14 vs. AC
Hit: 3d10 + 9 damage, and you regain hit points as if you had spent a healing surge.

Feats:
Dwarven Weapon Training [Dwarf]
Benefit: You gain proficiency and a +2 feat bonus to damage rolls with axes and hammers.

Power Attack
Prerequisite: Str 15
Benefit: When making a melee attack, you can take a –2 penalty to the attack roll. If the attack hits, you gain a +2 bonus to the damage roll.

Powerful Charge
Prerequisite: Str 13
Benefit: When you charge, you gain a +2 bonus damage and a +2 bonus to bull rush attempts.

Armor proficiency (plate)
Prerequisites: Str 15, Con 15, training with scale armor
Benefit: You gain training with plate armor.

Weapon focus (Hammers)
Benefit: You gain a +1 feat bonus to damage rolls with the hammer weapon group. At
11th level, this bonus increases to +2. At 21st level, it increases to +3.

Improved initiative
Benefit: You gain a +1 feat bonus to initiative checks.

Equipment: Remember, Only one daily power per milestone +1 per day.

Dwarven armor +2 (level 7)
Property: Gain a +2 to Endurance
Power (Daily ✦ Healing): Free Action. Regain hit points as if you had spent a healing surge.

Shield of defiance (level 8)
Power (Daily ✦ Healing): Immediate Reaction. You can use this power when a critical hit is scored on you. You can spend a healing surge.

Lifedrinker warhammer +2 (level 10)
critical: +2d6 necrotic
Property: When you drop an enemy to 0 hit points or fewer with a melee attack made with this weapon, gain 5 temporary hit points.

Cloak of resistance +3 (level 12)
Enhancement: Fortitude, Reflex, and Will
Power (Daily): Minor Action. Gain resist 10 to all damage until the start of your next turn.
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Post by VAN »

Cool dwarf! I like him! :wink:
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Post by alhoon »

:shock: :? Come again? VAN we were talking 3 hours about 4th edition fighter and his powers and you didn't even want to try him... now you like him?

Not to mention my surprise since you were always against guys that heal with vampiric weapons and powers.

Really, VAN Dion is right. You can't say "I don't like the game" just from the rules before playing the game. You have to give a try first. I agree that 4th edition wizard is not for you. But a modified fighter with 2 weapon fighting is.

First Jester goes anti-4th and now VAN goes pro-4th fighter.
Last edited by alhoon on Fri Jun 13, 2008 7:12 pm, edited 1 time in total.
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Post by alhoon »

I made a wizard using the 4th edition rules: He’s a damage dealer. He’s pathetic in melee combat (but no complains here). Generally, he has very cool powers for his level. For example with a clap and a couple of good rolls on d20 he throws back nearby enemies.

EDIT: I added the rituals.

Race tiefling. Vision: Low-light Speed: 6 squares
Languages: Common, Primordial
Bloodhunt: +1 racial bonus to attack rolls against bloodied enemies.
Fire resistance: 5+1/2 level.
Infernal wrath: Encounter, minor action, personal.
Effect: You can channel your fury to gain a +1 power bonus to your next attack roll against an enemy that hit you since your last turn. If your attack hits and deals damage, add your Charisma modifier as extra damage.

Wand of Accuracy: Once per encounter as a free action, you gain a bonus to a single attack roll equal to your Dexterity modifier. You must wield your wand to benefit from this feature.

1st level:
Stats: str 8 dex 12 con 12 int 19 wis 14 cha 13
Hp : 22 Hsurges : 7
Skills : Arcana, Religion, Diplomacy, History
Fort 11 R 14 W 14 AC 14
Equipment: robes, wand, dagger.

Basic Attack: +2 vs AC 1d4-1 damage.
Basic Ranged attack: magic missile.

At will powers:

ghost sound:
Standard Action Ranged 10
Target: One object or unoccupied square
Effect: You cause a sound as quiet as a whisper or as loud as a yelling or fighting creature to emanate from the target. You can produce nonvocal sounds such as the ringing of a sword blow, jingling armor, or scraping stone. If you whisper, you can whisper quietly enough that only creatures adjacent to the target can hear your words.

Light:
Minor Action Ranged 5
Target: One object or unoccupied square
Effect: You cause the target to shed bright light. The light fills the target’s square and all squares within 4 squares of it. The light lasts for 5 minutes. Putting out the light is a free action.
Special: You can have only one light cantrip active at a time. If you create a new light, your previously cast light winks out.

Mage hand:
Minor Action Ranged 5
Effect: You conjure a spectral, floating hand in an unoccupied square within range. The hand picks up, moves, or manipulates an adjacent object weighing 20 pounds or less and carries it up to 5 squares. If you are holding the object when you use this power, the hand can move the object into a pack, a pouch, a sheath, or a similar container and simultaneously move any one object carried or worn anywhere on your body into your hand. As a move action, you can move the hand up to 5 squares. As a free action, you can cause the hand to drop an object it is holding, and as a minor action, you can cause the hand to pick up or manipulate a different object.
Sustain Minor: You can sustain the hand indefinitely.
Special: You can create only one hand at a time.

Prestidigitation:
Standard Action Ranged 2
Effect: (Flavor power mostly)
Special: You can have as many as three prestidigitation effects active at one time.

Magic missile:
Implement
Standard Action Ranged 20
Target: One creature
Attack: +4 vs. Reflex
Hit: 2d4 + 4 modifier force damage.
Special: This power counts as a ranged basic attack. When a power allows you to make a ranged basic attack, you can use this power.

Thunderwave:
Implement
Standard Action Close blast 3
Target: Each creature in blast
Attack: +4 vs. Fortitude
Hit: 1d6 + 4 thunder damage, and you push the target 2 squares.


Encounter power:

Burning hands:
Implement
Standard Action Close blast 5
Target: Each creature in blast
Attack: +5 vs. Reflex
Hit: 2d6 + 5 fire damage.

Daily Power: (pick one memorized)

Flaming sphere:
Implement
Standard Action Ranged 10
Target: One creature adjacent to the flaming sphere
Attack: +5 vs. Reflex
Hit: 2d6 + 5 modifier fire damage.
Effect: You conjure a Medium flaming sphere in an unoccupied square within range, and the sphere attacks an adjacent creature. Any creature that starts its turn next to the flaming sphere takes 1d4 + 5 modifier fire damage. As a move action, you can move the sphere up to 6 squares.
Sustain Minor: You can sustain this power until the end of the encounter. As a standard action, you can make another attack with the sphere. (i.e with a minor and a move action you deal 1d4+5 int damage for the encounter besides your other attacks)

OR

Melf’s acid arrow:
Implement
Standard Action Ranged 20
Primary Target: One creature
Attack: +4 vs. Reflex
Hit: 2d8 + 4 acid damage, and ongoing 5 acid damage (save ends). Make a secondary attack.
Secondary Target: Each creature adjacent to the primary target
Secondary Attack: +4 vs. Reflex
Hit: 1d8 + 4 acid damage, and ongoing 5 acid damage (save ends).
Miss: Half damage, and ongoing 2 acid damage to primary target (save ends), and no secondary attack.


Feat:
Hellfire blood [Tiefling]
Prerequisite: Tiefling
Benefit: You gain a +1 feat bonus to attack rolls and damage rolls when you use a power that has the fire or fear keyword.

Rituals: (The explanations were larger. I took the liberty to cut some things which I don’t think they are needed)

Animal messenger (level 1)
Time: 10 minutes Duration: special Component Cost: 10 gp
Key Skill: Nature (+2)
You target a nonhostile Tiny animal, such as a sparrow, a raven, a fox, or a carp. The animal must remain within 5 squares of you for the time necessary to perform the ritual. Once the ritual is complete, you whisper a message of up to 25 words to the animal and name a recipient and
a location. The animal bounds off toward the location, in search of the recipient. The animal avoids danger along its path. Upon finding the recipient, the animal approaches until it is adjacent to the recipient, and then your whisper issues from the animal’s mouth, conveying the message.
Your Nature check determines how long the animal is affected by the ritual.
Nature check result:
19 or lower 6 hours
20–29 12 hours
30–39 18 hours
40 or higher 24 hours

Comprehend languages (level 1)
Time: 10 minutes Duration: 24 hours Component Cost: 10 gp
Key Skill: Arcana (+9)
When beginning the ritual, choose a language you have heard or a piece of writing you have seen within the past 24 hours.
Using this ritual on a language you have heard allows you to understand it when spoken for the next 24 hours and, if your Arcana check result is 35 or higher, to speak the language fluently for the duration.
Using this ritual on a language you have seen as a piece of writing allows you to read the language for the next 24 hours and, if your Arcana check result is 35 or higher, to write the language in its native script or in any other script you know for the duration.

Tenser’s floating disk (level 1)
Time: 10 minutes Duration: 24 hours Component Cost: 10 gp
Key Skill: Arcana (+9)
You create a slightly concave, circular plane of force that floats a foot off the ground and can carry what you lay upon it. The disk is 3 feet in diameter and 1 inch deep at its center. It remains stationary unless you move more than 5 squares away from it, in which case it moves with your base speed once per round until it is within 5 squares of you. You can command the disk to move up to your speed as a move action. If you are more than 5 squares from the disk for 2 consecutive rounds, the disk disappears, dropping whatever it was carrying.
Your Arcana check result determines the maximum load the disk can carry.
Arcana check result:
9 or lower 250 pounds
10–24 500 pounds
25–39 1,000 pounds
40 or higher 2,000 pounds



5th level: Our guy now has some powers to use against nearby enemies and spells to protect himself or get away. Still… he’s pathetic in close combat.

Stats: str 8 dex 13 con 12 int 20 wis 14 cha 13
Hp : 38 Hsurges : 7
Skills : Arcana, Religion, Diplomacy, History
Fort 14 R 17 W 17 AC 19
Equipment: deathcut leather armor+1, wand of icy rays, Bracers of perfect shot, cloak of resistance, dagger.

Basic Attack: +4 vs AC 1d4-1 damage.
Basic Ranged attack: magic missile.

At will powers:

ghost sound:
Standard Action Ranged 10
Target: One object or unoccupied square
Effect: You cause a sound as quiet as a whisper or as loud as a yelling or fighting creature to emanate from the target. You can produce nonvocal sounds such as the ringing of a sword blow, jingling armor, or scraping stone. If you whisper, you can whisper quietly enough that only creatures adjacent to the target can hear your words.

Light:
Minor Action Ranged 5
Target: One object or unoccupied square
Effect: You cause the target to shed bright light. The light fills the target’s square and all squares within 4 squares of it. The light lasts for 5 minutes. Putting out the light is a free action.
Special: You can have only one light cantrip active at a time. If you create a new light, your previously cast light winks out.

Mage hand:
Minor Action Ranged 5
Effect: You conjure a spectral, floating hand in an unoccupied square within range. The hand picks up, moves, or manipulates an adjacent object weighing 20 pounds or less and carries it up to 5 squares. If you are holding the object when you use this power, the hand can move the object into a pack, a pouch, a sheath, or a similar container and simultaneously move any one object carried or worn anywhere on your body into your hand. As a move action, you can move the hand up to 5 squares. As a free action, you can cause the hand to drop an object it is holding, and as a minor action, you can cause the hand to pick up or manipulate a different object.
Sustain Minor: You can sustain the hand indefinitely.
Special: You can create only one hand at a time.

Prestidigitation:
Standard Action Ranged 2
Effect: (Flavor power mostly)
Special: You can have as many as three prestidigitation effects active at one time.

Magic missile:
Implement
Standard Action Ranged 20
Target: One creature
Attack: +9 vs. Reflex
Hit: 2d4 + 9 modifier force damage.
Special: This power counts as a ranged basic attack. When a power allows you to make a ranged basic attack, you can use this power.

Thunderwave:
Implement
Standard Action Close blast 3
Target: Each creature in blast
Attack: +9 vs. Fortitude
Hit: 1d6 + 7 thunder damage, and you push the target 2 squares.

Encounter powers:

Burning hands:
Implement
Standard Action Close blast 5
Target: Each creature in blast
Attack: +10 vs. Reflex
Hit: 2d6 + 9 fire damage.

shield: (memorize this or expeditious retreat)
Immediate Interrupt Personal
Trigger: You are hit by an attack
Effect: You gain a +4 power bonus to AC and Reflex defense until the end of your next turn.

Fire shroud:
Implement
Standard Action Close burst 3
Target: Each enemy in burst (i.e not allies)
Attack: +10 vs. Fortitude
Hit: 1d8 + 9 fire damage, and ongoing 5 fire damage (save ends).

Daily Power:

Flaming sphere:
Implement
Standard Action Ranged 10
Target: One creature adjacent to the flaming sphere
Attack: +10 vs. Reflex
Hit: 2d6 + 9 modifier fire damage.
Effect: You conjure a Medium flaming sphere in an unoccupied square within range, and the sphere attacks an adjacent creature. Any creature that starts its turn next to the flaming sphere takes 1d4 + 7 modifier fire damage. As a move action, you can move the sphere up to 6 squares.
Sustain Minor: You can sustain this power until the end of the encounter. As a standard action, you can make another attack with the sphere.
NOTE: I don’t think the +2 impement bonus applies to the 1d4+7 damage the sphere does in it’s area since it doesn’t use the wand, the wizard does.

OR

Melf’s acid arrow:
Implement
Standard Action Ranged 20
Primary Target: One creature
Attack: +9 vs. Reflex
Hit: 2d8 + 7 acid damage, and ongoing 5 acid damage (save ends). Make a secondary attack.
Secondary Target: Each creature adjacent to the primary target
Secondary Attack: +9 vs. Reflex
Hit: 1d8 + 7 acid damage, and ongoing 5 acid damage (save ends).
Miss: Half damage, and ongoing 2 acid damage to primary target (save ends), and no secondary attack.

Expeditious retreat: (memorize this or shield)
Move Action Personal
Effect: Shift up to twice your speed.

Fireball: (Probably the worst 5th lvl daily, but still… it’s fireball!)
Implement
Standard Action Area burst 3 within 20 squares
Target: Each creature in burst
Attack: +9 vs. Reflex
Hit: 3d6 + 9 fire damage.
Miss: Half damage.

OR

Bigby’s icy grasp:
Implement
Standard Action Ranged 20
Effect: You conjure a 5-foot-tall hand of ice in an unoccupied square within range, and the hand attacks. As a move action, you can move the hand up to 6 squares.
Target: One creature adjacent to the hand
Attack: +9 vs. Reflex
Hit: 2d8 + 7 cold damage, and the hand grabs the target. If the target attempts to escape, the hand uses your Fortitude or Reflex defense.
Sustain Minor: A target grabbed by the hand takes 1d8 + 5 cold damage when you sustain this power. As a standard action, you can attack another target with the hand, but it must release a target it has grabbed.
NOTE: Again I don’t think the +2 impement bonus from the wand applies to grab damage.


Feats:
Hellfire blood [Tiefling]
Prerequisite: Tiefling
Benefit: You gain a +1 feat bonus to attack rolls and damage rolls when you use a power that has the fire or fear keyword.

Armor Proficiency (Leather)
Benefit: You gain training with leather armor.

Astral Fire
Prerequisites: Dex 13, Cha 13
Benefit: You gain a +1 feat bonus to damage rolls when you use a power that has the fire or radiant keyword.

Equipment: Remember, Only one daily power per milestone +1 per day.

Deathcut armor+1 (level 5)
Property: Resist 5 necrotic and resist 5 poison.
Power (Daily ✦ Necrotic): Immediate Reaction. You can use this power when an enemy hits you with a melee attack. Deal 1d10 + 1 necrotic damage to that enemy.

Wand of icy rays+2 (level 8)
Implement (Wand)
Critical: +2d6 damage per plus
Power (Daily ✦ Arcane, Implement): Standard Action. See bellow:

Icy rays:
Implement
Standard Action Ranged 10
Targets: One or two creatures
Attack: +9 vs. Reflex, one attack per target
Hit: 1d10 + 7 cold damage, and the target is immobilized until the end of your next turn.


Bracers of perfect shot (level 3)
Property: When you hit with a ranged basic attack, you gain a +2 item bonus to the damage roll.

Cloak of resistance+1 (level 2)
Power (Daily): Minor Action. Gain resist 5 to all damage until the start of your next turn.

NOTE: An implements bonus is an enhancement bonus, which is different than an item bonus. I.e the bracers and the wand stack!

Rituals: (The explanations were larger. I took the liberty to cut some things which I don’t think they are needed)

Animal messenger (level 1)
Key Skill: Nature (+4)

Comprehend languages (level 1)
Key Skill: Arcana (+12)

Tenser’s floating disk (level 1)
Key Skill: Arcana (+12)

Enchant magic item (level 4)
Time: 1 hour Duration: Permanent Component Cost: Special
Key Skill: Arcana (no check)
You touch a normal item and turn it into a magic item of your level or lower. The ritual’s component cost is equal to the price of the magic item you create.
You can also use this ritual to resize magic armor. There is no component cost for this use.

Magic Circle (level 5)
Time: 1 hour Duration: Until broken Component Cost: 100
Key Skill: Arcana (+12)
You inscribe a circle on the ground, a circle emblazoned with arcane symbols of protection. If drawn correctly, these symbols make it difficult for creatures of a particular origin to enter or pass.
When performing the ritual, you choose aberrant, elemental, fey, immortal, natural, shadow, or all. The last option applies a –5 penalty to your check. The circle requires 1 minute to inscribe per square inside the circle (and it must be a circle).
An affected creature whose level is lower than your Arcana check result minus 10 cannot pass through the circle, affect creatures through the circle’s boundary, or affect the boundary in any way. Other creatures of an affected origin take force damage equal to your Arcana check result when passing through the boundary, but doing so breaks the circle. Unaffected creatures can take a standard action to obscure the inscription and break the circle.

NOTE: A quite vague ritual with much room for abuse. How large can the circle be? This mage if he had the inclination and the time could draw a cirlce around an evil “abandoned” temple in 3-4 hours and then perform the ritual with a roll of 15 he could block all creatures of level 12 or less or natural creatures of level 17 or less from getting in or out of the temple!

Arcane lock (level 4, Aquired)
Time: 10 mins Duration: special Component Cost: 25 gp
Key Skill: Arcana (+12)
You lock a door, a window, a gate, a portcullis, or some other means of ingress. You can open the door normally, but those who don’t have your permission to use it find it locked.
Your Arcana check, with a +5 bonus, sets the DC for Thievery checks or Strength checks made to open the door.
When you perform the ritual, you can allow for certain other creatures or types of creatures to pass through the door normally, ignoring the ward’s effect. You can choose any or all (or none) of the following options:
Password: If uttered within 5 squares of the portal, the speaker can ignore theward for the next minute.
Individuals: You can designate up to ten other specific
Individuals.
Descriptions: You can describe one or more categories of creatures who can ignore the ward at all times.
The Arcane Lock remains until you dismiss it, the door is destroyed, or until the ward is defeated, such as by the Knock ritual or a successful Strength or Thievery check.
Wherever you are, you instantly know if your Arcane Lock is defeated by one of these methods.

Water walk (level 2, Aquired)
Time: 10 mins Duration: special Component Cost: 20 gp
Key Skill: Nature (no check)
You or an ally can move on water as if it were solid ground. Rapids or choppy seas are considered difficult terrain. The target of this ritual can end its benefits as a free action. The target can immerse itself in water or swim underwater if desired without needing to end the ritual.
Last edited by alhoon on Sat Jun 14, 2008 11:26 am, edited 1 time in total.
"You truly see what a person is made of, when you begin to slice into them" - Semirhage
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Nikolas of the Mists
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Post by Nikolas of the Mists »

I think the best thing that they managed to do with 4e was achieve a significant degree of balance in between classes. The issue of power selections facing many classes is being addressed in a book for each "power source" so there will be a lot more to choose from down the road.

I think one advantage 4e mages have is that with the wide variety of spells that have been released in earlier editions of D&D, through comparison to the new PHB a player and GM can work out a new balanced and acceptable spell/power relatively easily. The freedom of rituals not being restricted by an at-will/encounter/daily power (despite the apparent inhibitive cost) also means there is a lot of versatility for ritual casters that want to work with their GM for that something special.
"I wouldn't worry too much about the Vistana with the pistols --
If he wanted to kill you, he'd have done it already."
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