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4e Multiclass Builds

Posted: Thu Jul 10, 2008 6:19 am
by Orion
Race: Halfling
Class: Feylock
Path: Paladin (Of Corellon)
Str 13 Dex 16 Con 11 Int 12 Wis 10 Cha 18


Snapshot: Level 1
HP 23 Surges 6 AC 15 Fort 11 Ref 14 Will 14
Skills: Thievery +10 Streetwise +9 Intimidate +9 Bluff +9 Endurance +5
Powers
At Will
Warlock's Curse
Eldritch Blast +4 vs Will 1d10+4
Eyebite +4 vs. Will 1d6+4 psychic, invisible to target 1 round
Encounter
Second Chance
Witchfire +4 2d6+4 psychic, target -3 to hit 1 round
Divine Challenge (7 damage)
Daily
Dread Star +4 3d6+4 radiant and immobilized 1 round; effect: -2 will (save ends)

Feats: Initiate of the Faith

At level one, he's a pretty generic warlock. A little fragile in HP and defenses, but second chance makes up for it. Every encounter, he picks out an enemy to mark and proceeds to eyebite it repeatedly, making it unable to find himself and hopefully unwilling to attack anyone else.




Snapshot: Level 11
Str 14 Dex 18 Con 12 Int 12 Wis 14 Cha 20
HP 84 Surges 7 AC 23 Fort 19 Ref 22 Will 23
Skills: Thievery +16 Streetwise +15 Intimidate +15 Bluff +15 Endurance +11
Feats: Soldier of the Faith, Novice Power, Initiate Power, Adept Power, Rapier Proficiency, Twofold Curse, Toughness
Powers (+13 to hit with spells, +16 with weapons; all +8 damage)
At Will
Enfeebling Strike
Eyebite
Encounter
Divine Challenge
Witchfire
Otherwind Stride
Divine Reverance
Benign Transposition
Daily
Dread Star
Crown of Madness
One Stands Alone
Utility
Fiendish Reilience
Shroud of Black Steel
Cleansing Spirit

Notes: this guy's defenses and HP are still a tad disappointing, though second chance helps; his dps lags slightly. But he has damage mitigation and other tricks a true warlock would have trouble imitating. his Mark does big damag e to anyone he can snipe from behidn the lines, but he doesn't always stay there. He has access to lots of telportation, between his (twofold, as he has other mnor actions to worry about) curse and some of his powers. This helps him use his close bursts. In a climcatic fight, he can gwet surrounded by enemies, One Stands Alone them, then bamph out to safety and begin sniping again. if caught in melee, he has credible options that a true lock would lack. And his + to hit with *all* his powers is maxed out.



Feats: Initiate of the Faith
Possessions: +3 Pact Blade Rapier, +3 Holy Symbol, +2 Deathcut Leather, +2 Amulet of False Life Leather, +1

Posted: Thu Jul 10, 2008 6:39 am
by Orion
Race: Eladrin
Class: Tactical Warlord
Path: Spiral Tower Wizard
Stat Priority: INT, STR, WIS, CON, DEX, CHA
Skills: Heal, History, Athletics, Endurance, (Perception: Eladrin), (Arcana: Multiclass)
Feats: Arcane Initiate, Novice Power, Initiate Power, Adept Power, Burning Blizzard, Lasting Frost, Combat Commander

Powers

At Will
Commander's Strike
Viper's Strike
Encoutner
Inspiring Word (Twice)
Fey Step
The One Sword
Thunderwave
Fire Shroud
Warlord's Favor
Surprise Attack
Daily
Leading the Attack
Ice Storm
Stand the Fallen
Utility
Aid the Injured
Stand Tough
Resistance

Possessions: +3 Frost Longsword, +2 Deathcut Hide, +3 Cloak of Resistance, Boots of Spider Climbing

Notes: This guy has a STR mod TWO below optimized, which might appear to be a crippling drawback. However, compared to the standard Warlord, he has a lot going for him. He only has 5 STR-based powers anyway, 2 of which grant benefits on a miss. Since Commander's Strike is an INT-based at-will and The One Sword might never get used up, he needn't rely on his STR.

The Maxed INT has several advantages. He has an AC and Reflex wel above the norm for Warlords, which, combined with Perception, ought to make up for his lack of Toughness. The High INT also improves his warlord buffs -- here is a guy who hands out a +5 to initiative just standing around, and has multiple ways to hand out +5 to hit to his friends as well.

Finally, I'm assuming that his frost sword akes all his attcks and spells into frost powers, so they do +2 damage and inflict vulnerable 5. Correct me if I'm wrong.

On top of all the above, he has access to area damage and the awesome Resistance, making him significantly more versatile than your average adventurer.

Posted: Fri Jul 11, 2008 4:23 am
by Orion
"Meatgrinder"

Level 11
Dwarf
Fiendlock
Fighter

Stat Priority: CON, STR, INT, WIS
Feats: Multiclass X4, Dwarven Resilience, Hammer Rhythem, Chain Proficiency

Possessions: +3 Resounding Hammer, +2 Amulet of Health, +3 Chain, +2 Rod of First Blood

Powers:

Dire Radiance
Cleave

Diabolic Grasp
Crushing Blow
Infernal Moon Curse
Come and Get It

Armor of Agathys
Rain of Steel
Summons of Khirad

Ethereal Stride
Battle Awareness
Shielding Shades

Notes:

Defensively, this guy's AC is 3 points worse than a sword-and-board fighter, and his other defenses are a tad low. He can, however, soak up damage like nobody's business. He has 13 surges per day, each restoring 25 points, second wind as a minor action, and 11 temphp on kills. It takes a *lot* of damage to put this guy down.

Offensively, his fighter abilities are mostly +12 vs. AC which has a ... disappointing hit rate against level 10 monsters. He doesn't care. Hammer rhythm ensures that he does 5 damage on a miss, which allows him to get his 2d6 Curse dice. That's a *guaranteed* 12 damage per round, which is pretty awesome in 4e. Meanwhile if he puts both his dailies up he hands out like an extra 14 in auras, bringing his auto-hit dps to 26. Summons of Khirad forces enemies into it.

His Warlock spells are virtually optimized for + to hit, though obviously a warlock with real feats could do better damage. Still, the Rod of first strike makes up for his lack of energy focus feats, at least when he opens the fihgt with area spells at range.

Posted: Fri Jul 11, 2008 5:24 am
by Psychic Robot
That's a *guaranteed* 12 damage per round, which is pretty awesome
Best part of this thread.

Posted: Fri Jul 11, 2008 4:33 pm
by Orion
A Twin Striking Ranger at this level is attacking twice for 1d8+10 (assuming weapon focus, +3 sword and 20 STR) with an extra 2d8 of Hunter's Quarry on a hit.

If he hits with one sword (which is about average) he does 23.5 damage. His actual dps is slightly lower because on a double-miss he loses Quarry. So with a 50% hit rate his average damage is actually more like 21

My Build would have a 40% hit rate under those circumstances. Doing 2d6+5 on a miss and 1d10+2d6+6 on a hit, his dps is about 15.

So yes, his at-will attacks do about 25% less than a Ranger, who has the deadliest at-will abilities in the game. I think he does a beter job keeping up with Rogues and other 'locks.

Furthermore, as chance to hit goes down, his auto-damage becomes more valuable and the ranger's quarry becomes less helpful. If you're grinding down a solo you hit 25% of the time, his offense starts looking pretty good.

All of which ignroes the build's actual strengths, which include far better mitigation, area damage, and tanking than a ranger could ever manage.

Posted: Fri Jul 11, 2008 5:45 pm
by Orion
This one may be less optimized, as it is a scaled down version of an epic build

Level 11
Dwarf
Fighter
Combat Veteran

Stat Priority: STR, CON, WIS, DEX
Feats: Student of Battle, Acolyte Power, Polearm Gamble, Dwarven Durability, Blade Opportunist, Heavy Blade Focus, Toughness

Powers

Reaping Strike
Cleave

Skirmish Ploy
Come and Get It
Sweeping Blow
Passing Attack

Shift the Battle
Dizzying Blow
Comback Strike

Defensive Rally
Battle Awareness
Boundless Endurance

Possessions: +3 Dwarven Scale, +3 Glaive, +2 Amulet of Health, Bracers of Mighty Striking +2, Dwarven Greaves

Notes: Finally, a multiclasser who doesn't suffer defensively. With scale armor and, for once, no equipment woes, his defenses are all up there. HP damage will have a *very* hard time putting him down: each surge restores an extra 8 points on top of the normal 25%

His basic schtick is of course to exploit polearm gamble like mad. Come and Get It gives him free attacks against everyone, but Skirmish Ploy lets him pull an enemy into a free attack as well. Shift the battle lets him push everyone away, drawing more AoOs if they come back.

Of course, keeping everyone at arms' length means he's less effective than a standard fighter at actually tanking, so he's better as a second defender than as the only one. Even so, he does have two daily haling powers (defensive rally and healing word) to help keep more fragile characters on thier feet.

Posted: Sat Jul 12, 2008 4:55 am
by Orion
Lvel 11
Human
Orb Wizard
Divine Oracle
Stat Priority: WIS, INT, CON, CHA

Feats: Initiate of the Faith, Ritual Caster, Spell Focus, Wintertouched, Toughness, Durable, Leather Proficiency, Action Surge, Lasting Frost

Powers:

Thunderwave
Ray of Frost
Scorching Burst

Prophecy of Doom
Winter's Wrath
Icy Rays
Chill Strike

Healing Word
Lightning Serpent/Ice Storm
Web/Bigby's Icy Grasp
Sleep/Freezing Cloud

Notes: At this level, the build is essentially like any other Ice Control Wizard. Multiclassing only cost him one feat, and the once/day heal plus the free skill are arguably nearly worth the investment. Prophecy of Doom is less useful against mobs than Wizard Paragon powers, but with a teammate who has the right build: (vicious Scimitars for the win!) really takes the pain out of fighting elites.

His initiative and lack of surprise help him get the drop on enemies, which is essential to good control. Still, while solid, at level 11 this build hasn't really bloomed yet.

Level 21
Orb Wizard
Divine Oracle
Demigod

Feats: Toughness, Durable, Initiate of the Faith, Dark Fury, Psychic Lock, Spell Focus, Epic Resurgence, Spell Accuracy, Improved Initiative, Human Perseverance, Novice Power, Adept Power, Action Surge, Action Recovery

Illusory Ambush
Scorching Burst
Thunderwave

Prophecy of Doom
Enthrall
Mesmeric Hold
Enemies Abound

Hammer of Fate
Prismatic Beams/Wall of Ice
Evard's Black Tentacles/Mordenkainen's Sword
Sleep/Disintegrate

Good Omens
Displacement/Greater Invisibility
Resistance/Arcane Gate
Cure Serious Wounds
Shield/Jump

Notes: At this point, this guy is ungodly powerful against anybody not specifically protected from psychic tomfoolery.

He pulls off the Sleeplock like a pro, of course. Rolling *twice* (cause it's against will) and with a +3 if he burns an action point, not much is escaping. The first round they are not only slowed but also -2 to hit. The target he chooses to orb will be saving at -10, which should give even solos a few rounds to nap.

Prismatic Burst if equally ridiculous. Rlling twice ensures that he should hit almost everyone with most of the effects, making it a powerhouse spell all around. And it doesn't hurt his friends!

His encounter spells include two area immobs, three if he uses prophecy of doom to fuel his epic resurgence. For the most part, nobody is going anywhere.

Posted: Sun Jul 13, 2008 9:51 am
by Fwib
Boolean wrote:A Twin Striking Ranger at this level is attacking twice for 1d8+10 (assuming weapon focus, +3 sword and 20 STR) with an extra 2d8 of Hunter's Quarry on a hit.
You don't get to add your attack stat to the damage with Twin Strike :(