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  • File : 1265554174.jpg-(246 KB, 940x934, Koishi Flandre Chainsaw Axe.jpg)
    246 KB 4e Character Builds, Bonus Thread: The Artful Charger (Level 21) Anonymous 02/07/10(Sun)09:49 No.7964731  
    Anyone who has partaken in the PlayStation 2 game that is Prince of Persia: The Sands of Time (along with its successors) can attest to the grandiosity of the acrobatic stunts that the eponymous Prince performs both to traverse the trials and travails that the environment pits him against and to outmaneuver his adversaries in combat. The character's most iconic technique, perhaps, involves the Prince vaulting over and around a foe and deftly slashing it on the way down. This epic-level build does everything in its power to replicate that exploit in an optimal fashion, not as a fighter or a rogue, but as an uncharacteristic warforged barbarian|fighter.

    This level 21 build synthesizes several popular charge-related options, while disdaining the ubiquitous "Feycharger" feats, to form a combat style that maximizes the possibility of being able to use charge attacks, while also increasing the mobility that such attacks can offer you. With a Badge of the Berserker and the Roundabout Charge heroic feat, for example, you can charge any given enemy using a square adjacent to that enemy as your origin square and any other square adjacent to the target as your destination square, all without provoking opportunity attacks, achieving the desired Prince of Persia-esque vault trick with a degree of visual extrapolation and perhaps an effortless Athletics check.
    >> Anonymous 02/07/10(Sun)09:50 No.7964737
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    When you hit with a Howling Strike charge, which is likely with a +30 attack bonus for these attacks, a regular hit inflicts 2d12, Brutal 2 plus 5d6+30 damage, whereas a critical hit (Axe Mastery gifts you with a 19-20 critical range) doles out a tremendous 3d12, Brutal 2 plus 5d6+104 damage and grants you a free melee basic attack thanks to your Rampage class feature. Also on a hit, you knock the target prone, push the target 1 square, and can shift 2 squares into a square that the target vacated. After all this, hit or miss, you shift 2 squares immediately after the charge, gaining a +1 item bonus to AC and Reflex until the end of your next turn. Quite the act of alacrity, no?
    >> Anonymous 02/07/10(Sun)09:51 No.7964743
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    A Badge of the Berserker, Great Cat Armor (which you can use to shift 2 squares as a move action, by the way), Boots of Adept Charging, and Davros Elden's Defensive Step form the core of the charge mechanics of this build. The +1 bonus to charge attack rolls from a Charger's Headdress was chosen in place of the +2d6 damage from a paragon-tier Horned Helm, for while the benefit of the former item does not contribute as much to the average damage of your charges, its 32,000 gp cheaper price tag opens up room for other magic items. A Backlash Tattoo and Strikebacks add more non-standard-action encounter powers to your arsenal, and two Rings of Giants significantly boost your damage on a critical hit. You are unfortunately burdened with an enormous surplus of magic item daily powers, but the following scheme should prove workable: Use your two sets of Dice of Auspicious Fortune at the start of each day, covering you from missed attack rolls and failed saving throws, skill checks, and ability checks. As you gain milestones, use the daily powers of your Sacrificial Execution Axe +5, the Great Cat Stalkerhide +4, the two Rings of Giants, and the Charger's Headdress as you see fit.

    Despite the character being direly fragile for a striker with low overall defenses of AC 37, Fortitude 36, Reflex 28, and Will 29, I believe that this should be a substantially enjoyable and stylish build to play for a game beginning at level 21. It is a tad too feat- and item-intensive to play at any lower level, I must admit. After the build outline below is an analysis of the damage output and maneuvering possible with a Howling Strike charge.
    >> Anonymous 02/07/10(Sun)09:52 No.7964746
         File1265554354.jpg-(115 KB, 500x600, Suika Gourd Bonk.jpg)
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    Level: 21
    Race: Warforged, Eberron Player's Guide, pages 32-33
    Class: Hybrid Barbarian|Fighter, Dragon Magazine #383, pages 11, 12, 14, 15
    Paragon Path: Warforged Juggernaut, Eberron Player's Guide, page 66
    Epic Destiny: Demigod, Player's Handbook, pages 174-175

    Ability Scores:
    Level 1: Strength 16+2, Constitution 16+2, Dexterity 12, Intelligence 10, Wisdom 8, Charisma 12
    Level 4: Strength 17+2, Constitution 17+2, Dexterity 12, Intelligence 10, Wisdom 8, Charisma 12
    Level 8: Strength 18+2, Constitution 18+2, Dexterity 12, Intelligence 10, Wisdom 8, Charisma 12
    Level 11: Strength 19+2, Constitution 19+2, Dexterity 13, Intelligence 11, Wisdom 9, Charisma 13
    Level 14: Strength 20+2, Constitution 20+2, Dexterity 13, Intelligence 11, Wisdom 9, Charisma 13
    Level 18: Strength 21+2, Constitution 21+2, Dexterity 13, Intelligence 11, Wisdom 9, Charisma 13
    Level 21: Strength 22+2+2, Constitution 22+2+2, Dexterity 14, Intelligence 12, Wisdom 10, Charisma 14

    Feats:
    Level 1: Hide Armor Expertise, Primal Power, page 137
    Level 2: Hybrid Talent (Fighter Weapon Talent [Two-Handed]), Player's Handbook, page 76
    Level 4: Weapon Expertise (Axes), Player's Handbook 2, page 190
    Level 6: Weapon Proficiency (Execution Axe), Player's Handbook, page 201
    Level 8: Weapon Focus (Axes), Player's Handbook, page 201
    Level 10: Hewing Charge, Dragon Magazine #379, page
    Level 11: Sly Dodge, Martial Power, page 150
    Level 12: Roundabout Charge, Martial Power, page 144
    Level 14: Powerful Charge, Player's Handbook, page 199
    Level 16: Armor Specialization (Hide), Player's Handbook, page 202
    Level 18: Paragon Defenses, Player's Handbook 2, page 191
    Level 20: Toughness, Player's Handbook, page 201
    Level 21: Axe Mastery, Player's Handbook, page 206
    Level 21 (replaces Toughness): Overpowering Charge, Primal Power, page 147
    >> Anonymous 02/07/10(Sun)09:53 No.7964752
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    At-Will Attack Powers:
    Level 1: Brash Strike, Martial Power, page 7
    Level 1: Howling Strike, Player's Handbook 2, page 50

    Encounter Attack Powers:
    Level 1: Great Cleave, Player's Handbook 2, page 51
    Level 3: Parry and Riposte, Martial Power, page 10
    Level 7: Curtain of Steel, Player's Handbook 2, page 54
    Level 11: Ruinous Onslaught, Eberron Player's Guide, page 66
    Level 13 (replaces Great Cleave): Storm of Blades, Player's Handbook 2, page 56
    Level 17 (replaces Parry and Riposte): Revel in Pain, Dragon Magazine #381, page 79
    Level 20 (replaces Storm of Blades): Trip Up, Martial Power, page 12

    Daily Attack Powers:
    Level 1: Tyrant's Rage, Primal Power, page 12
    Level 5: Rain of Steel, Player's Handbook, page 79
    Level 9: Flying Serpent Rage, Primal Power, page 16
    Level 15 (replaces Tyrant's Rage): Unyielding Avalanche, Player's Handbook, page 82
    Level 19 (replaces Flying Serpent Rage): Rock Tree Rage, Primal Power, page 20
    Level 20: Crag of Steel, Eberron Player's Guide, page 66

    Utility Powers:
    Level 2: Pass Forward, Martial Power, page 10
    Level 6: Run Rampant, Primal Power, page 15
    Level 10: Daring Shout, Player's Handbook Heroes, Series One
    Level 10 (replaces Pass Forward): Shrug It Off, Primal Power, page 13
    Level 12: Inexorable Momentum, Eberron Player's Guide, page 66
    Level 16: Warding Steel, Dragon Magazine #379, page 65
    >> Anonymous 02/07/10(Sun)09:55 No.7964757
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    Equipment:
    Main Hand: Sacrificial Execution Axe +5 (Level 21, Free), Adventurer's Vault, page 77
    Armor (Attached Component): Great Cat Darkhide +4 (Level 19, Free), Adventurer's Vault 2, page 9
    Neck (Embedded Component): Badge of the Berserker (Level 22, Free), Adventurer's Vault 2, page 64
    Arms (Embedded Component): Iron Armbands of Power +4 (Level 16, 45,000 gp), Adventurer's Vault, page 117
    Feet (Embedded Component): Boots of Adept Charging (Level 2, 520 gp), Adventurer's Vault, page 126
    Hands (Embedded Component): Strikebacks (Level 10, 5,000 gp), Adventurer's Vault, page
    Head (Embedded Component): Charger's Headdress (Level 12, 13,000 gp), Adventurer's Vault 2, page 111
    Ring (Embedded Component): Ring of Giants (Level 13, 17,000 gp), Dragon Magazine #378, page 57
    Ring (Embedded Component): Ring of Giants (Level 13, 17,000 gp), Dragon Magazine #378, page 57
    Waist (Embedded Component): Cincture of the Dragon Spirit (Level 6, 1,800 gp), Adventurer's Vault, page 165
    Grandmaster Training: Davros Elden's Defensive Step (Level 7, 2,600 gp), Dungeon Master's Guide 2, page 145
    Wondrous: Backlash Tattoo (Level 9, 4,200 gp), Adventurer's Vault 2, page 84
    Wondrous: Dice of Auspicious Fortune (Level 11, 9,000 gp), Dragon Magazine #383, page 83
    Wondrous: Dice of Auspicious Fortune (Level 11, 9,000 gp), Dragon Magazine #383, page 83
    Loose Change: 880 gp
    >> Anonymous 02/07/10(Sun)09:56 No.7964761
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    Miscellany:
    Initiative: +12 (10 half level + 2 Dexterity modifier)
    Size: Medium
    Speed: 6 squares
    Vision: Normal
    Passive Insight: 20 (10 base + 10 half level + 0 Wisdom modifier)
    Passive Perception: 20 (10 base + 10 half level + 0 Wisdom modifier)
    Languages: Common
    Special (Living Construct): You are a living construct. You do not need to eat, drink, breathe, or sleep. You never make Endurance checks to resist the effects of starvation, thirst, or suffocation. All othr conditions and effects affect you normally.
    Special (Unsleeping Watcher): You do not sleep and instead enter a state of inactivity for 4 hours to gain the benefits of an extended rest. While in this state, you are fully aware of your surroundings and notice approaching enemies and other events as normal.

    Trained Skills:
    Acrobatics: +17 (10 half level + 2 Dexterity modifier + 5 training)
    Athletics: +23 (10 half level + 8 Strength modifier + 5 training)
    Endurance: +27 (10 half level + 8 Constitution modifier + 5 training + 2 racial + 2 Construct Perfection)
    Intimidate: +25 (10 half level + 8 Strength modifier [Cincture of the Dragon Spirit] + 5 training + 2 racial)
    >> Anonymous 02/07/10(Sun)09:57 No.7964768
         File1265554652.jpg-(1.54 MB, 1700x2000, China Suika Sword.jpg)
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    Untrained Skills:
    Arcana: +11 (10 half level + 1 Intelligence modifier)
    Bluff: +12 (10 half level + 2 Charisma modifier)
    Diplomacy: +12 (10 half level + 2 Charisma modifier)
    Dungeoneering: +10 (10 half level + 0 Wisdom modifier)
    Heal: +10 (10 half level + 0 Wisdom modifier)
    History: +11 (10 half level + 1 Intelligence modifier)
    Insight: +10 (10 half level + 0 Wisdom modifier)
    Nature: +10 (10 half level + 0 Wisdom modifier)
    Perception: +10 (10 half level + 0 Wisdom modifier)
    Religion: +11 (10 half level + 1 Intelligence modifier)
    Stealth: +12 (10 half level + 2 Dexterity modifier)
    Streetwise: +12 (10 half level + 2 Charisma modifier)
    Thievery: +12 (10 half level + 2 Dexterity modifier)

    Hit Points:
    Hit Points: 158 (132 barbarian|fighter + 26 Constitution score)
    Bloodied: 79
    Healing Surge Value: 39
    Healing Surges per Day: 16 (8 barbarian|fighter + 8 Constitution modifier)
    Special (Backlash Tattoo): The first time you're bloodied during an encounter, you can make a basic attack as an immediate reaction.
    >> Anonymous 02/07/10(Sun)09:58 No.7964772
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    Defenses:
    AC: 37 (10 base + 10 half level + 4 enhancement + 8 Constitution modifier + 4 stalkerhide + 1 Armor Specialization)
    Fortitude: 36 (10 base + 10 half level + 5 enhancement + 8 Constitution modifier + 1 Paragon Defenses + 2 class)
    Reflex: 28 (10 base + 10 half level + 5 enhancement + 2 Dexterity modifier + 1 Paragon Defenses)
    Will: 29 (10 base + 10 half level + 5 enhancement + 2 Charisma modifier + 1 Paragon Defenses + 1 racial)
    Action Point (Unstoppable): When you spend an action point, you can make a saving throw.
    Special (Construct Perfection): You gain a +2 bonus to saving throws.
    Special (Warforged Resilience): You have a +2 racial bonus to saving throws against ongoing damage. Also, when you make a death saving throw, you can take the better result of your die roll or 10.
    Special (Sly Dodge): Once per encounter, when an enemy makes an opportunity attack against you, you can add your Charisma modifier (+2) to your AC against that attack.
    >> Anonymous 02/07/10(Sun)09:59 No.7964775
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    Non-Charge Attacks:
    Attack Bonus (Non-Charge): +27 (10 half level + 5 enhancement + 8 Strength modifier + 2 Weapon Expertise + 2 proficiency)
    Attack Bonus (Opportunity Attack): +28 (10 half level + 5 enhancement + 8 Strength modifier + 2 Weapon Expertise + 2 proficiency + 1 Strikebacks)
    Damage Bonus (Non-Charge): +20 (5 enhancement + 8 Strength modifier + 3 Weapon Focus + 4 Iron Armbands of Power)
    Damage (Stance): 1d12+8, Brutal 2 (1d12, Brutal 2 execution axe + 5 enhancement + 3 Weapon Focus)
    Damage per [W]: 1d12, Brutal 2 (Sacrificial Execution Axe +5)
    Extra Critical Damage: 3d12, Brutal 2 plus 5d6+20 (3d12, Brutal 2 High Crit + 5d6 Sacrificial Execution Axe + 10 Ring of Giants + 10 Ring of Giants), critical hit on a natural 19 or 20 (Axe Mastery), and once per round, when you score a critical hit with a barbarian power, you can make a melee basic attack as a free action (Rampage)
    Marking (Combat Challenge [Hybrid]): This class feature functions as the fighter class feature (Player's Handbook, page 76), except that you can use it to mark only enemies you attack using fighter powers and fighter paragon path powers.
    >> Anonymous 02/07/10(Sun)10:00 No.7964782
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    Charging and Shifting:
    Attack Bonus (Howling Strike Charge): +30 (10 half level + 5 enhancement + 8 Strength modifier + 2 Weapon Expertise + 2 proficiency + 1 Fighter Weapon Talent + 1 Charger's Headdress + 1 charging)
    Regular Damage (Howling Strike Charge): 2d12, Brutal 2 plus 5d6+30 (2d12, Brutal 2 execution axe + 5 enhancement + 8 Strength modifier + 3 Weapon Focus + 4 Iron Armbands of Power + 2d6 Charging Strike + 3d6 Howling Strike + 8 Constitution modifier [Hewing Charge] + 2 Powerful Charge)
    Critical Damage (Howling Strike Charge): 3d12, Brutal 2 plus 5d6+104 (3d12, Brutal 2 High Crit + 5d6 Sacrificial execution axe + 24 execution axe + 5 enhancement + 8 Strength modifier + 3 Weapon Focus + 4 Iron Armbands of Power + 12 Charging Strike + 18 Howling Strike + 8 Constitution modifier [Hewing Charge] + 2 Powerful Charge + 10 Ring of Giants + 10 Ring of Giants), critical hit on a natural 19 or 20 (Axe Mastery), and once per round, when you score a critical hit with a barbarian power, you can make a melee basic attack as a free action (Rampage)
    Action Point (Charging Action): When you spend an action point to make a charge attack, you gain a +2 bonus to speed and all defenses until the end of your next turn.
    Special (Badge of the Berserker +5): When you charge, your movement made as part of the charge doesn't provoke opportunity attacks.
    Special (Roundabout Charge): When you charge, you can end your movement in any square adjacent to the target from which you can attack it.
    Special (Overpowering Charge): When you hit a target with a charge attack, you can knock the target prone.
    >> Anonymous 02/07/10(Sun)10:01 No.7964786
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    Special (Charging Strike): Whenever you charge a target and hit it, you push the target 1 square. In addition, you can shift 1 square (2 squares with Great Cat Stalkerhide +4) into a square that the target vacated.
    Special (Boots of Adept Charging): After charging, you can shift 1 square (2 squares with Great Cat Stalkerhide +4) before your turn ends.
    Special (Great Cat Stalkerhide +4): When you shift, you can shift 1 additional square.
    Special (Davros Elden's Defensive Step): When you shift, you gain a +1 item bonus to AC and Reflex until the end of your next turn.

    Item Powers:
    Strikebacks (Encounter): Immediate Reaction. Use this power when an adjacent enemy hits you. Make a melee basic attack against that enemy.
    Davros Elden's Defensive Step (Encounter): Minor Action. Shift 2 squares (3 squares with Great Cat Stalkerhide +4). (You gain a +1 item bonus to AC and Reflex until the end of your next turn.
    Dice of Auspicious Fortune, Set A (Encounter): No Action. Effect: Replace the result of a d20 you just rolled with one of the results stored in the dice. This removes the stored result in the dice.
    Dice of Auspicious Fortune, Set B (Encounter): No Action. Effect: Replace the result of a d20 you just rolled with one of the results stored in the dice. This removes the stored result in the dice.
    >> Anonymous 02/07/10(Sun)10:01 No.7964788
    >>7964731
    WAKA WAKA WAKA WAKA WAKA WAKA WAKA WAKA WAKA WAKA WAKA WAKA WAKA WAKA WAKA WAKA WAKA WAKA WAKA WAKA WAKA WAKA WAKA WAKA WAKA WAKA WAKA WAKA WAKA WAKA WAKA WAKA WAKA WAKA WAKA WAKA WAKA WAKA WAKA WAKA WAKA WAKA WAKA WAKA WAKA WAKA WAKA WAKA WAKA WAKA WAKA WAKA WAKA WAKA WAKA WAKA WAKA WAKA WAKA WAKA WAKA WAKA WAKA WAKA WAKA WAKA WAKA WAKA WAKA WAKA WAKA WAKA WAKA WAKA WAKA WAKA WAKA WAKA WAKA WAKA WAKA WAKA WAKA WAKA WAKA WAKA WAKA WAKA WAKA WAKA WAKA WAKA WAKA WAKA WAKA WAKA WAKA WAKA WAKA WAKA WAKA WAKA WAKA WAKA WAKA WAKA WAKA WAKA WAKA WAKA WAKA WAKA WAKA WAKA WAKA WAKA WAKA WAKA WAKA WAKA WAKA WAKA WAKA WAKA WAKA WAKA WAKA WAKA WAKA WAKA WAKA WAKA WAKA WAKA WAKA WAKA WAKA WAKA WAKA WAKA WAKA WAKA WAKA WAKA WAKA WAKA WAKA WAKA WAKA WAKA WAKA WAKA WAKA WAKA WAKA WAKA WAKA WAKA WAKA WAKA WAKA WAKA WAKA WAKA WAKA WAKA WAKA WAKA WAKA WAKA WAKA WAKA WAKA WAKA WAKA WAKA WAKA WAKA WAKA WAKA WAKA WAKA WAKA WAKA WAKA WAKA WAKA WAKA WAKA WAKA WAKA WAKA WAKA WAKA WAKA WAKA WAKA WAKA WAKA WAKA WAKA WAKA WAKA WAKA WAKA WAKA WAKA WAKA WAKA WAKA WAKA WAKA WAKA WAKA WAKA WAKA WAKA WAKA WAKA WAKA WAKA WAKA WAKA WAKA WAKA WAKA WAKA WAKA WAKA WAKA WAKA WAKA WAKA WAKA WAKA WAKA WAKA WAKA WAKA WAKA WAKA WAKA WAKA WAKA WAKA WAKA WAKA WAKA WAKA WAKA WAKA WAKA WAKA WAKA WAKA WAKA WAKA WAKA WAKA WAKA WAKA WAKA WAKA WAKA WAKA WAKA WAKA WAKA WAKA WAKA WAKA WAKA WAKA WAKA WAKA WAKA WAKA WAKA WAKA WAKA WAKA WAKA WAKA WAKA WAKA WAKA WAKA WAKA WAKA WAKA WAKA WAKA WAKA WAKA WAKA WAKA WAKA WAKA WAKA WAKA WAKA WAKA WAKA WAKA WAKA WAKA WAKA WAKA WAKA WAKA WAKA WAKA WAKA WAKA WAKA WAKA WAKA WAKA WAKA WAKA WAKA WAKA WAKA WAKA WAKA WAKA WAKA WAKA WAKA WAKA
    >> Anonymous 02/07/10(Sun)10:01 No.7964792
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    Dice of Auspicious Fortune, Set A (Daily): Standard Action. Effect: Roll 3 d20s. The results are "stored" in these dice until the end of your next extended rest or until you use this power again. Using this power removes any results previously stored in the dice.
    Dice of Auspicious Fortune, Set B (Daily): Standard Action. Effect: Roll 3 d20s. The results are "stored" in these dice until the end of your next extended rest or until you use this power again. Using this power removes any results previously stored in the dice.
    Ring of Giants, A (Daily): Free Action. Use this power when you hit with a primal attack power. In addition to the power's normal effect, you also push the target 2 squares and knock it prone.
    Ring of Giants, B (Daily): Free Action. Use this power when you hit with a primal attack power. In addition to the power's normal effect, you also push the target 2 squares and knock it prone.
    Sacrificial Execution Axe +5 (Daily): Free Action. Use this power when you hit with the weapon. Spend a healing surge, and instead of regaining hit points, you cause the target to become weakened until the end of your next turn.
    Great Cat Stalkerhide +4 (Daily): Move Action. You shift a number of squares equal to twice the armor's enhancement bonus (+4, shift 9 squares with Great Cat Stalkerhide +4). (You gain a +1 item bonus to AC and Reflex until the end of your next turn.
    Charger's Headdress (Daily ✦ Teleportation): Standard Action. Make a charge attack, but instead of moving your speed before the attack, you teleport the same number of squares.
    >> Anonymous 02/07/10(Sun)10:02 No.7964797
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    The potency of Howling Strike, Rampage, and a melee basic attack can be put into perspective by the following calculations:

    Howling Strike:
    Average AC of a Level 21 Monster: 35 (21 + 14)
    Attack Bonus: +30 (10 half level + 5 enhancement + 8 Strength modifier + 2 Weapon Expertise + 2 proficiency + 1 Fighter Weapon Talent + 1 Charger's Headdress + 1 charging)
    Regular Damage: 2d12, Brutal 2 plus 5d6+30 (2d12, Brutal 2 execution axe + 5 enhancement + 8 Strength modifier + 3 Weapon Focus + 4 Iron Armbands of Power + 2d6 Charging Strike + 3d6 Howling Strike + 8 Constitution modifier [Hewing Charge] + 2 Powerful Charge)
    Critical Damage: 3d12, Brutal 2 plus 5d6+104 (3d12, Brutal 2 High Crit + 5d6 Sacrificial execution axe + 24 execution axe + 5 enhancement + 8 Strength modifier + 3 Weapon Focus + 4 Iron Armbands of Power + 12 Charging Strike + 18 Howling Strike + 8 Constitution modifier [Hewing Charge] + 2 Powerful Charge + 10 Ring of Giants + 10 Ring of Giants), critical hit on a natural 19 or 20 (Axe Mastery), and once per round, when you score a critical hit with a barbarian power, you can make a melee basic attack as a free action (Rampage)
    Average Regular Damage: 62.5
    Average Critical Damage: 144
    Average Regular Hit Chance vs. Level 21 Monster: 70%
    Average Critical Hit Chance vs. Level 21 Monster: 10%
    Average Overall Damage vs. Level 21 Monster: 58.15 (62.5 * 0.7 + 144 * 0.1)
    >> Kobolddragonfag 02/07/10(Sun)10:02 No.7964798
    >>7964788
    I shoulda guessed you were the same dumbfuck who keeps spamming other threads.

    Do you really think you're accomplishing something?
    >> Anonymous 02/07/10(Sun)10:03 No.7964804
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    Melee Basic Attack (against prone enemy):
    Average AC of a Level 21 Monster: 35 (21 + 14)
    Attack Bonus: +29 (10 half level + 5 enhancement + 8 Strength modifier + 2 Weapon Expertise + 2 proficiency + 2 combat advantage [prone])
    Regular Damage: 2d12+20, Brutal 2 (2d12, Brutal 2 execution axe + 5 enhancement + 8 Strength modifier + 3 Weapon Focus + 4 Iron Armbands of Power)
    Critical Damage: 3d12, Brutal 2 plus 5d6+64 (3d12, Brutal 2 High Crit + 5d6 Sacrificial Execution Axe + 24 execution axe + 5 enhancement + 8 Strength modifier + 3 Weapon Focus + 4 Iron Armbands of Power + 10 Ring of Giants + 10 Ring of Giants)
    Average Regular Damage: 35
    Average Critical Damage: 104
    Average Regular Hit Chance vs. Level 21 Monster: 65%
    Average Critical Hit Chance vs. Level 21 Monster: 10%
    Average Overall Damage vs. Level 21 Monster: 33.15 (35 * 0.65 + 104 * 0.1)

    58.15 + 33.15 * 0.1 = 61.465

    Lastly, let it be demonstrated that the tactical superiority of the Artful Charger is considerable. Picture the following scenario:
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    >> Anonymous 02/07/10(Sun)10:05 No.7964815
    >>7964798
    Butthurt, or genuinely retarded? You decide, /tg/!
    >> Anonymous 02/07/10(Sun)10:06 No.7964830
    rolled 7 + 1 = 8

    >>7964815
    since touhoufags stuff is actually kind of interesting most of the time I guess that makes you the faggot.
    >> Anonymous 02/07/10(Sun)10:06 No.7964832
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    The four-by-four black diamond in the Northern (upper) portion of the grid is a Gargantuan-sized dragon. The one-by-one black diamond in the Southern (lower) half represents the barbarian|fighter. White diamonds denote empty squares, though they can be occupied by enemies and nevertheless be safely ignored thanks to Inexorable Momentum. On the barbarian's turn, she can use a move action to move six squares like so:
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    She can then declare a charge, moving six squares over and around the dragon by means of an acrobatic vault, circumventing opportunity attacks:
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    >> Anonymous 02/07/10(Sun)10:07 No.7964836
         File1265555233.jpg-(199 KB, 800x800, Yumemi Chiyuri Blackboard Math.jpg)
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    A rather clever brute, this character is. She takes a swing with her Sacrificial Execution Axe +5, hitting the dragon, knocking it prone, and pushing it 1 square:
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    From here, the Artful Charger can then shift 2 squares in either direction, or she can shift 1 square SW, S, or SE, then shift 2 squares in any direction. Where she chooses to relocate herself shall vary depending on the circumstances of the battle, of course. She should preferably situate herself in a square wherein the greatest number of enemies can fall prey to one of her stances, be it Rain of Steel, Unyielding Avalanche, or Crag of Steel.

    That is all.
    >> Anonymous 02/07/10(Sun)10:09 No.7964857
    >>7964830
    The thing is, some of us don't like that stuff. One or two spammers stole a /bx/ meme (I was there during the pacman invasion), now every little retard genuinely believes that it's just one person.
    >> Anonymous 02/07/10(Sun)10:11 No.7964868
    rolled 2 + 1 = 3

    >>7964857
    It could be 50 dudes, as long as he posts something mildly interesting I don't give a fuck how many of them there is. I don't even play 4e but they/she/he/it gets shit done, so fuck it.
    >> Anonymous 02/07/10(Sun)10:13 No.7964890
    >>7964868
    WHITE K-NIGGER DETECTED
    >> Anonymous 02/07/10(Sun)10:23 No.7964959
    >>7964731
    got any other builds op?
    >> Anonymous 02/07/10(Sun)10:29 No.7965007
    >>7964959
    A lot of them are on suptg's 4e tag.
    >> Anonymous 02/07/10(Sun)10:30 No.7965017
    >>7965007
    thanks
    >> Anonymous 02/07/10(Sun)10:31 No.7965029
    Hi, one person spamming touhoufag and every other 4e thread. How are you today?

    Touhoufag, would it definitely be preferable to use a Charging Headdress rather than a Horned Helmet?
    >> Anonymous 02/07/10(Sun)10:37 No.7965072
    >>7964868
    I fully agree with this gentleman.
    >> Anonymous 02/07/10(Sun)10:44 No.7965127
         File1265557460.jpg-(267 KB, 750x800, Suika Scooter.jpg)
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    >>7965029

    Howling Strike:
    Average AC of a Level 21 Monster: 35 (21 + 14)
    Attack Bonus: +29 (10 half level + 5 enhancement + 8 Strength modifier + 2 Weapon Expertise + 2 proficiency + 1 Fighter Weapon Talent + 1 charging)
    Regular Damage: 2d12, Brutal 2 plus 7d6+30 (2d12, Brutal 2 execution axe + 5 enhancement + 8 Strength modifier + 3 Weapon Focus + 4 Iron Armbands of Power + 2d6 Horned Helm + 2d6 Charging Strike + 3d6 Howling Strike + 8 Constitution modifier [Hewing Charge] + 2 Powerful Charge)
    Critical Damage: 3d12, Brutal 2 plus 5d6+116 (3d12, Brutal 2 High Crit + 5d6 Sacrificial execution axe + 24 execution axe + 5 enhancement + 8 Strength modifier + 3 Weapon Focus + 4 Iron Armbands of Power + 12 Horned Helm + 12 Charging Strike + 18 Howling Strike + 8 Constitution modifier [Hewing Charge] + 2 Powerful Charge + 10 Ring of Giants + 10 Ring of Giants), critical hit on a natural 19 or 20 (Axe Mastery), and once per round, when you score a critical hit with a barbarian power, you can make a melee basic attack as a free action (Rampage)
    Average Regular Damage: 69.5
    Average Critical Damage: 156
    Average Regular Hit Chance vs. Level 21 Monster: 65%
    Average Critical Hit Chance vs. Level 21 Monster: 10%
    Average Overall Damage vs. Level 21 Monster: 60.775 (69.5 * 0.65 + 156 * 0.1)

    A Horned Helm would allow you to inflict approximately 2.625 more damage each round on average. While you could simply abstain from two Rings of Giants, I would prefer the reliability and increased probability of pushing your target and knocking it prone that the Charger's Headdress provides.
    >> Anonymous 02/07/10(Sun)11:27 No.7965554
    I'd like these threads better if they didn't give me a headache trying to read.
    >> Anonymous 02/07/10(Sun)11:34 No.7965627
    >>7965554
    I can read them just fine. They're a lot more detailed than Character Builder outputs, that's for sure.
    >> Anonymous 02/07/10(Sun)11:37 No.7965649
    >>7965554
    They're written by an idiot savant, that's why. He's so focused on powergaming that he can't even control his bowels.
    >> Anonymous 02/07/10(Sun)11:51 No.7965800
    >>Class: Hybrid Barbarian|Fighter, Dragon Magazine #383, pages 11, 12, 14, 15
    Seriously? No DM is going to let you make a gestalt character.
    >> Anonymous 02/07/10(Sun)11:52 No.7965815
    >>7965800
    Every DM I know of actually monitors touhoufag builds and bans everything that looks similar.
    >> Anonymous 02/07/10(Sun)11:54 No.7965835
    >>7965800
    Hybrid multiclass does not equal gestalt, bro
    >> Anonymous 02/07/10(Sun)12:00 No.7965898
    >>7965835
    Isn't a combination of two classes basically what gestalt was?
    >> Anonymous 02/07/10(Sun)12:04 No.7965944
    >>7965898
    Gestalt gets the best of both classes, hybrid multiclass gets the weak sides of both classes and needs to pay a stupid amount of feats to get the full features of _one_ of their classes.
    >> Anonymous 02/07/10(Sun)12:39 No.7966316
    >>7965815
    Is it really so bad? What you've got here is something that really IS stylish. It's better than the stereotypical barbarian chargebot.
    >> Anonymous 02/07/10(Sun)14:21 No.7967459
    Nobody notices that this is warforged Prince of Persia? For shame, /tg/.
    >> Anonymous 02/07/10(Sun)14:33 No.7967556
         File1265571217.jpg-(84 KB, 800x751, CoolStoryCat.jpg)
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    >>7965815
    You know shitty DMs.

    TF is one of the few CharOp types who actually gives a damn about positioning, status infliction, and basically any non-damaging shite a character can do. The massive damage powergamer types are far and away more annoying in-game than someone running a well-built team player. The old 3.5 "this character can SOLO DUNGEONS!" is dead; a lone wizard in the wild gets eaten, regardless of his damage output or ritual casting ability, and frenzied berserker uber-chargers no longer one-shot the tarrasque.

    Your DMs need to get with the times, brah.
    >> Anonymous 02/07/10(Sun)14:57 No.7967828
    >>7964832

    I see a formatting failure.
    >> Anonymous 02/07/10(Sun)15:34 No.7968377
    I think this might be doable at level 16. You'd have to take away Overpowering Charge, Axe Mastery and Paragon Defenses, and you'd get no Great Cat, but it would work.
    >> Anonymous 02/07/10(Sun)15:39 No.7968459
         File1265575150.png-(1.15 MB, 795x1000, Suika Moon Sky.png)
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    >>7968377

    This build certainly would be viable at level 16, albeit at a much, much lesser degree of mobility.
    >> sage sage 02/07/10(Sun)15:39 No.7968472
    sage



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