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New Character Checklist. NEW PLAYERS READ THIS

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Edited 1713138407
So you want to play?  Excellent! Steps 1-12 deal with 4e character creation; steps 13-15 deal with putting everything in Roll20 and getting ready to play!  If you are new to D&D 4e or to Roll20 I highly recommend watching these videos:  Building a Character Part 1 (Steps 1-13) and Building a Character Part 2 (Steps 14-15). Even if you are a 4e veteran, read through this checklist carefully , as we have some Guild-specific instructions that may be different from what you're used to doing in other campaigns. You are very welcome to ask questions in the Guild Discord chat and in the Questions thread throughout this process. You can also start roleplaying your character before the sheet is completely finished in the Guild Discord's RP chat. Note that we will ask you to attempt to finish your sheet completely before having it checked (for the sanity of our DMs), but we do not expect it to be perfect and if you do have specific questions, we would be glad to answer them. Step 1: Resources  - While we don't expect you to pay a ton for all the books, we do expect you to have access to some of the material if you are going to play. You can use material from any official D&D 4e publication, which you can access all of through the compendium . If you look anywhere else, make sure what you are looking at is 4th edition Dungeons and Dragons and it is official product (updated with all the errata ), not 3rd party or even the original publications.  You should at minimum read the entry on your class, read your powers and read the basics of gameplay and combat. The chapters you should read are outlined in the Basic rules thread. Making a sheet on myth-weavers is likely easiest (and free) for players learning the game.  If you use this sheet it also makes it much easier for the DMs to check your sheet so you are likely to spend less time waiting for someone to check your character. Please do NOT use the character builder to make your character. For more info on why, see Question #3 here . Step 2: Guild Discord Chat - The Guild has its own Discord server for help, chat, and game announcements, which you should join. When you join, please read the "Three Rs" on the welcome page. Step 3:  Class - There are 46 of them (excluding Hybrids). Pick one. List its class features in your class features section on the first page. Step 4: Race -  There are 46 of them.  Pick one.  Typically you want your Racial bonuses to match up with your class's Key Abilities.  While you can play a Charisma / Strength Paladin as a Bullywug, it likely isn't a good idea. List your race features in the race features section on the first page, and add any skill bonuses you get to the Misc column of the skills section on the first page. Step 5: Stat Array -  Yes there are a ton of arrays available to you.  As a new player, while you are learning the ropes, you probably want to pick one of these: 18/14/11/10/10/8 16/16/12/12/10/8 16/14/14/11/10/10 16/14/14/13/10/8 Once you choose an array please put it in the Statistic Block on your sheet . These numbers are before racial modifiers and are not in order.  You want to put the highest number in your primary statistic and the secondary number in your secondary statistic. So if you are a Dragon Sorcerer you want your two highest statistics in Strength and Charisma. Read your class if you are confused. We strongly recommend having at least a score of 18 in your primary attack stat at lvl 5. This campaign starts at lvl 5 , so you should add the +1 to two different ability scores that you would have received at lvl 4. List what ability scores you boosted under your stat array in the Statistic Block section of your sheet. It is a very bad idea to not boost your primary stat due to being able to get any smaller numbers at a lesser cost by simply building it into your array at level 1.  If you do choose to ignore this warning you will be expected to explain your reasoning using the information from  This Thread. You should also set the level on your sheet to be 5. Step 6: Skills - Your class will tell you what list you can pick from and how many you get.  Training is +5. If you're using mythweavers, just click the "trained" checkbox. In general, it's better to be really good at a few things rather than ok-ish at many things, so consider training the skills that line up with your high ability scores. Step 7: Powers - Choose your powers from your class and learn what they do. Check the rules on character creation in PHB1 page 29 to make sure you have the right number of each type of powers. If you're unsure what some of the words mean, look through Chapter 9 ("Combat") in PHB1, and it will explain most of the terms used. At level 5, most (not all) classes will have two at-will attack powers (lvl 1), two encounter attack powers (lvl 1,3), two daily attack powers (lvl 1,5), and a utility power (lvl 2). For more info, see PHB1 page 29. When you list your powers on your sheet, you should indicate the type of power and its level in the title of the power. For instance "Valiant Strike (at-will 1)." If you have a hybrid character, you should also specify which class the power comes from, e.g. "Twin Strike (at-will 1 R)." If you want to learn more about what the 4e community thinks of various powers, feats, or items for each class, check out the collection of Build Guides . Note that what they consider the "best" options may not be the best options for your specific character! Step 8: Feats - You get a  Free Expertise Feat . [If your class already grants a free expertise feat as a class feature (e.g. Ranger (Hunter) ), you can take any feat for which you fulfill the prerequisites as a free bonus feat in its place.] You will also have a feat at level 1, level 2 and level 4 starting off (plus an extra if human).  There are a ton of feats, which you can find in 4e publications or in the compendium.  Typically you want to pick up things that help your initiative, give you a bonus to damage and give you defenses first.  If you are confused, its all good.  Pick something quickly and get back to it later. For each feat, list the level at which you would take that feat, e.g. "Lvl 4: Cunning Stalker." You may also write short descriptions of its benefits after the feat name. Step 9: Equipment - Read through the Rules on Items if you haven't. You have 4500gp to spend on magic items.  You need to buy these things first (Yes you need magic items of all "big 3" before any DM will approve your character): 1) Weapon or Implement 2) Neck Item 3) Armor  4) Other stuff You can wear things higher than your level, you cannot however buy anything above level 7 as a starting character, as these higher-level items would impoverish you and make you unable to buy all the things you should get. You can buy certain items at a discount by buying them from other players. Check the Items for Sale Thread for details. Because these items are sold at a discount, you can buy items above level 7 from the items for sale thread as a starting character. Note : You do not have to buy only from the sale thread, you can buy items as normal as long as they are allowed in the campaign.  Also, if you are wearing +2 Chain, Scale or Plate, be sure that you pick up the masterwork version of your armor.  If you are not sure what this means, ask a GM. List the magic items and equipment you purchase in the "Magic Items and Equipment" section of your character sheet on the second page. For the weapon/implement, armor, and neck slot, be sure to include the enhancement bonus of the item in its name. Examples "Veterans Leather Armor +2", Withering Dagger +3", Casque of tactics (heroic). It is also a good idea to list the slot the item is located in the "Use" column of the sheet. For instance, next to "Iron Armbands of Power (heroic)" you would write "Arm.". List the individual cost per item under Coins and Wealth on page 3. If you bought something from the sales thread, please state so here. Note: All Mundane items (non-magic less than 50gp) items are free for the sake of making everyone's life easy.  If you don't try to abuse it by making a fortress from the 34,000,000 arrows in your quiver, we won't make people have to remember whether they have 34 or 35 arrows in their quiver. Step 10: Review Sheet and Sheet Details -  Now that you have all the pieces for your character, you need to fill in some of the spare blanks.  Keep in mind that we don't expect you to get everything right, but we do ask that you make an attempt.  The following spaces need to be filled out: Character Name, Race, Size, Gender, Height, Weight, Deity, Alignment Name (Your name on R20) Class: Your Class.  If you are a hybrid, use the | symbol (Fighter|Paladin is hybrid Fighter and Paladin). Paragon Path - Not Needed until 11 Epic Destiny - Not Needed until 21 Adventure Company - The Guild Defenses - Add any defensive bonuses you get from class into the column for class.  The same goes for Feats, Enhancement (Enh), Misc and Temp.  Keep in mind that your armor bonus does not get entered here and every character should have something in the Enh column from their magic items. Max HP - Determine your Max HP for level 5 according to your class entry. Surges/Day - Determine your Surges per day according to your class entry. Quick Lookup - Fill out all the small boxes (even with 0s).  This is where you equip your armor, list the speed of your race, denote your special senses such as darkvision as well as determine your initiative. Conditional Modifiers - Fill out any conditional modifiers.  For example, "+2 bonus to saving throws against charm effects" Statistic Block - This should contain your Array, Racial Bonuses, and Level up increases. Race Features - List your Race Features. If you have a mechanical background (See #11), list that here as well. Attack/Damage Workspace - Pick an at-will ability and a basic attack.  You will want to fill these out.  If you have questions on how to get the numbers to put into these columns please refer to page 274 for attack and 276 for damage in the player's handbook and read this thread . Skills - Make sure to add your bonuses from your race and possibly background/theme/items to your 'misc' column for the appropriate skill. Feats - List your feats here. Just feats. Not class features, not items. Just feats. Class/Path/Destiny Features - List Class Features.  If you have a Theme (See #12) you should denote what your theme is and what bonuses you get from that theme here. Languages - Check your race for Languages.  You cannot start with either Supernal or Abyssal unless a feature explicitly gives knowledge of one to you. Coins and Other Wealth - Remember to put whatever money you have from starting your character in this area.  This number should not be over 3000 for a new character.  If you find you have a ton of money left over, you have forgotten magical equipment.  Please write down how you spent your money in this section so we can quickly see where your starting gold went. Personality / Mannerisms / Background - In one of these areas you should give some details on your character.  We don't need a 30 page backstory (but put it up there if you like), however we need something to make this more than a stat sheet. Please keep in mind that the dark brooding stranger may be fun on TV but severely limits your interactions in the Roleplay part of this Roleplaying Game .  If you are having trouble figuring out what to put here answer the following questions: What does this character look like? Where is this character from? Why is this character adventuring? Does this character have any obvious traits that set them apart? The very last box on the 3rd page is for YOUR personal notes.  Nothing put in this box can be seen by people who are not the PC.  Do not put anything in this box you want anyone else to see. Step 11 ( optional!) : Mechanical Background - Look at the mechanical background thread . THIS IS NOT THE SAME AS YOUR BACKSTORY. You do not, strictly speaking, need one of these if you are just starting out. If you pick one, put it at the bottom of your "Race Features" section on the first page of your sheet. Step 12 ( optional!) : Theme - This modifies your class in small ways. The themes are relatively hard to find if you don't have access to either the paid WOTC compendium (D&Di) or the portable compendium. You do not, strictly speaking, need a theme if you are just starting out, but they can give you some fun and interesting bonuses if you grab one.If you pick one, put it at the bottom of your "Class Features" section on the first page of your sheet, along with any features you get from your theme. If you get different features at different levels, you can list them on separate lines with their level, e.g. "lvl 5: +2 bonus to Athletics." Step 13: Post your character  - You need to post your character in a format readable by anyone (make sure you hit "Save" and that it is not set to private) in the #sheet-macro-checks channel on Discord. While you're there, make sure you're a member of the Guild on roll20: read and post on the Guild's LFG page to get an official invitation to the Guild if you have not already done so. A DM will come and look at it and if everything seems cool will make you a Journal Entry. Additionally, input the information for your character in the Guild Census . Step 14: Fill out your Journal Entry - To access your journal entry, go to the Guild main page and click on "Launch game." You should find your journal in the Journal tab under "Player Characters." Before you adjust your journal, though, you should to go into the Settings tab (at the table), scroll down, to Game Settings, and change "Player/Video Avatar size" to "Names only." This will allow you to actually see the tabletop past the avatars. Once you've done that, go to your new character's journal and click on the "Attributes and Abilities" tab of the journal. Fill out your attributes from your myth-weavers sheet (it should be fairly self-explanatory). Your Journal entry also needs to have your macros put into it in the Abilities section.  Your macros can be really complicated or really simple.  See the Macro guides for more information (now in video form ).  Basically it just needs to be obvious what you are doing and do the math/dice rolls for you when you click your abilities.  Once you are done, run your macros by a DM in the #sheet-macro-checks channel and they will make you a token once they check and approve your macros. The proper format for requesting sheet and macro checks can be found in that channel's pins. If you upload a picture to be used in your journal entry the DM will use that to make your token unless you tell them otherwise.  YOU ARE NOT READY TO PLAY UNTIL A DM HAS CHECKED YOUR MACROS AND MADE YOU A TOKEN. Step 15: Change your Display Name: When you're at the Guild's table on roll20, go to the Settings tab and change your display name so it reflects what the levels and roles of your characters are. For instance, If I have a level 10 leader and a level 5 controller, I will change my name to Gary M (10L, 5C). This will change your name just at the Guild's table and not for any other games or aspects of roll20. You should NOT change your display name to your character's name. Step 16: Read up on Guild Etiquette: Read this post for a list of expectations for how players interact with the DM and other players in-game. Step 17: Go to Game - Check the Upcoming Sessions thread on roll20 or the Discord Channel to see when the next game is and what level at which you can play.  We try to be very accommodating so if a game routinely doesn't work for you, talk to other players and see if you can get a group for a time not listed.
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Here are some examples for level 5 builds. If I get bored I'll add more later. -------------------------------------------------------------------------------------------------------------------------------------------------------- Class : Berserker – A fair bit of striking potential on a character with good defenses and ways to shake off a few effects. The Berserker allows a few different ways to make catch 22s. The defender is an aura defender that is able to turn off the aura (with a minor action or with power usage) to raise their ability to deal damage. Sub-type : Frozen Land – Cold resistance (5 at starting level) and +1 to Fort and Will. Poised Defender Feature: +2 bonus to AC while the Defender Aura is on. Role : Defender/Striker Race : Half - Orc – Strength and Dexterity are the primary stats and this lines up well. Background : All of these pregens will come with Auspicious Birth for the hit points unless they have no need for the extra hit points this background supplies. The Basics : Berserker Fury vs Defender Aura Berserker Fury can be entered by using a Primal Keyword power ( Life-Ending Strike and Resurgent Strike ) or if you spend a minor action to do so while bloodied. Under almost all circumstances you will want to use one of your powers to enter your fury. Keep in mind you cannot use those powers without entering your Fury . Your Fury will give you a surge worth of temps (14) and will make you deal +1d8 damage on your MBAs, Jarring Smash and Run Down . Defender Aura allows you to make opportunity attacks against those in your aura that shift or attack any ally who isn't you as long as that ally is not also a defender. Those Opportunity Attacks deal an extra 1d8 damage. Off Turn Actions: Vengeful Guardian (Opportunity Attacks)(Defender Aura Only) Battle Awareness (Immediate Interrupt)(Encounter Power) Guardian's Counter (Immediate Interrupt)(Encounter Power) Shrug it Off (Immediate Reaction)(Encounter Power) – This is a Primal power, but isn't an attack so your fury does not activate. Also you can't shrug off things like Daze, Dominate or Stun as you can't take Immediate actions while under those effects. Implacable Advance (No Action) (Effect) Playguide : Being a defender is always about making the monster's turns seem like all kinds of bad options. You have well-rounded defenses at 22/20/17/15 when defending but the real pain is how easy it is for you to get temps to make the enemy's incoming damage much less impressive. Ideally you will want to be a defender for a round or two and then switch to striker once things realize that not attacking you is going to get them dead real fast. With another defender in the party you can start off striking and never look back, but you will want to stay near the defender to help them force punishments. No matter if you are in a group with a defender or alone your first turn is either going to be charging into the thick of things to keep them locked where they started (Your initiative is good at +8) or by moving up and threatening all kinds of bad things on an enemy by dropping Implacable Advance on them. The Double Punish : With another Defender : Stand near something marked and Guardian's Counter after they hit the defender or Battle Awareness it if they miss. Alone : Stand near something squishy and OA + Guardian's Counter / Battle Awareness if they violate your aura. When highly Mobile : Putting Implacable Advance on a monster and then either Action Pointing and charging away, moving away and eating an opportunity attack or getting some form of movement from an ally can give the monster all kinds of heart attacks. Just make sure you don't do this to a ranged monster who will have no problems standing still and blasting where they are. If the monster is forced to charge, or chooses to charge one of your allies you can shift next to it and toss a double punish on it from half-way across the map. Vengeful Guardian works by giving you an OA at +1d8 damage if someone attacks anyone else. What you want to add to that is an immediate action to pile on the damage. Once you leave defender mode the immediates are the only thing that will keep you feeling like a defender, but you also won't have a lot of time working as a striker so its less of a thing to worry about. If you are playing with another defender, standing next to that defender without your aura on is a good way to force a punishment. If the defender marks the target and it hits you, the defender punishes it, if target obeys mark you can either punish it with Battle Awareness , or take the hit and punish it with Guardian's Counter (Which will mean the monster is now violating mark and the other defender can punish as well). Morgoth, level 5 Half-Orc, Barbarian (Berserker) Heartland Option: Frozen Land Auspicious Birth (Auspicious Birth Benefit) Theme: Guardian FINAL ABILITY SCORES STR 19, CON 11, DEX 19, INT 10, WIS 13, CHA 8 STARTING ABILITY SCORES STR 16, CON 11, DEX 16, INT 10, WIS 13, CHA 8 AC: 20 Fort: 20 Ref: 17 Will: 15 HP: 58 Surges: 8 Surge Value: 14 TRAINED SKILLS Acrobatics +10, Athletics +10, Endurance +8, Perception +10 UNTRAINED SKILLS Arcana +2, Bluff +1, Diplomacy +1, Dungeoneering +3, Heal +3, History +2, Insight +5, Intimidate +3, Nature +3, Religion +2, Stealth +5, Streetwise +1, Thievery +5 POWERS Basic Attack: Melee Basic Attack Basic Attack: Ranged Basic Attack Guardian Attack: Guardian's Counter Half-Orc Racial Power: Furious Assault Multiple Class Utility: Defender Aura Barbarian Attack: Vengeful Guardian Barbarian Attack 1: Run Down Barbarian Attack 1: Jarring Smash Barbarian Attack 1: Resurgent Strike – Primal so be careful with this. Keep in mind that Temporary hit points don't stack so you are going to want to use this to end a Daze or Weaken effect on you unless you used Life-Ending Strike in the same encounter and are out of temps again. Barbarian Attack 1: Life-Ending Strike – Primal. Barbarian Utility 2: Shrug It Off Barbarian Attack 3: Implacable Advance – Keep in mind that the movement is a free action triggered by them moving away so you can be wherever they go to keep defending. Barbarian Attack 5: Dangerous Presence – This will fall off if you stop defending, so keep that in mind. FEATS Free: Two-Handed Weapon Expertise Level 1: Battle Awareness (Athletics Training)– Make sure to make a card for the MBA this allows you to take. Level 2: Cunning Stalker – Combat Advantage is nice. Level 4: Berserk Vitality – Surge worth of temps when you fury, also don't have to spend that surge to get the benefit. ITEMS Badge of the Berserker +1 – Charging is a good way to get where you need to be and getting into the thick of things can be annoying unless you ignore OAs. Bracers of Mighty Striking (heroic tier) - +2 damage on MBAs and you will hopefully be making a good bit of those. If you play it well, likely 2-3 per combat. Battle Harness Hide Armor +1 - +1 Initiative and lets you draw your weapon when its time to get the job done. Sentinel Marshal Honor Blade Greatsword +1 - +1 Initiative and 6 temps when you kill something. Helm of Opportunity (heroic tier) - +1 to hit on OAs Adventurer's Kit 765gp left -------------------------------------------------------------------------------------------------------------------------------------------------------- Class : Warlord – Leader with solid enabling. Sub-type : Bravura – When allies Action Point they also can gamble on getting an extra basic attack. Role : Leader Race : Dragonborn – Stats line up well, plus the racial feat “Inspiring Breath” is very strong in heroic. Sub-Race : Kapak Dragonborn . Flight is nice for avoiding Difficult Terrain and picking up Murderous Eye is a good alternative to keeping Dragonborn Fury . You will not want to pick up Sinuous Agility or Caustic Heritage though (as we are using our breath for something and you want STR/CHA stats). Background : All of these pregens will come with Auspicious Birth for the hit points unless they have no need for the extra hit points this background supplies. The Basics : The Bravura Warlord is first in, last out. They have nearly Defender level defenses and will be constantly encouraging things to try to take that tip off their shoulder. Your enabling is strong and even your non-standard actions will come at a premium. Pay attention on everyone else's turns and have macros at the ready to help them in a time of need, or grant some extra attacks. Remember your job is to keep people alive and effective, but they need not always be full HP. If the target isn't bloodied or stunned you will want to ration your Inspiring Words as you only have 2 at this level and only 1 healing power outside of that. Granted that one healing power comes in the form of the incredibly impressive Stand the Fallen , but its a daily so use carefully. Make sure your allies know they can rely on you to keep them alive but also you are relying on them to be good weapons and murderize the targets you tenderize with your breath and other abilities. Offturn Actions : Powerful Warning (Immediate Interrupt)(Encounter) Vengeance is Mine (Immediate Reaction)(Encounter) Bravura Presence (No Action) (At-Will) – Under almost all circumstances your allies will want to take this gamble and you should promote that type of play. At higher levels you are going to be able to give them some solid bonuses to their attacks that you grant, so this can be a good time to get people used to taking the attacks you give them. The Playguide : Part of playing a Warlord well is making sure you know your weapons... I mean allies. At the start of the session ask who has good basic attacks as well as who in your party benefits the most from being mobile. You can move some people off of their turn with things like Battlefront Shift and Knight's Move so make sure the party knows you don't mind getting them where they need to be in order to remain effective. If your Defender rolled crap initiative but really wants to be in the middle of the enemy clump you can go a long way to making that happen. One of your strikers might be able to really get the job done if only they could use all their actions on attacks, so let them. All that being said your bread-and-butter is going to be Brash Assault . Yes they get CA for hitting you, but its a good way to grant attacks At-Will and their chance to hit you is going to be pretty rough due to Harlequin Style . The higher level you get and the more defensive you become this will only get worse and worse for team bad-guy. Your defenses are 25/23/19/22 against your Harlequin target and most of the bad guy's MBAs are going to be trying to tag your higher-than-defender level AC meaning at-level monsters need a 13 on the die to hit your AC (CA included) and most monsters are going to want to try to kill the leader. Keep in mind you cannot Vengeance is Mine on your own turn (sadly). Enabling Novas : Warlord is all about setting the scene for your allies to look like badasses. It will be your job to know what your team can do and that they know what you are trying to do. Inspiring Breath for +5 to damage on a group of targets is only good if the group is on-board with what to attack before they attack and your team isn't crippled by status effects. Example Nova : Move Action: Knight's Move Ally next to kill target or Move adjacent to kill target yourself. If you are using dailies you can downgrade this to a minor to activate the Daily power of your Vanguard Weapon to give everyone a +1 to hit and +4 to damage when you charge. Minor Action: Breath Weapon your target. Try to get 2+ people included so you can get the most mileage out of Orchestrated Offensive . Standard Action: Brash Assault + Inevitable Strike , Tap and grant an ally a hit. If you are using dailies you will want to charge instead to give everyone the hit and damage bonus. Free Action: Action Point Standard Action: Orchestrated Offensive . Keep in mind that your allies cannot make more than 1 Free Action attack per turn, so you can't grant an attack to whomever is your Brash Assault target (but they are welcome to take the shift). Free Action: Encourage people to Action Point on the kill target if needed. Balasar, level 5 Kapak Draconian, Warlord (Marshal) Warlord Option: Battlefront Leader Commanding Presence Option: Bravura Presence Dragonborn Racial Power Option: Dragon Breath Dragon Breath Key Ability: Dragon Breath Strength Dragon Breath Damage Type: Dragon Breath Acid Auspicious Birth (Auspicious Birth Benefit) Theme: Ironwrought FINAL ABILITY SCORES STR 19, CON 13, DEX 10, INT 11, WIS 8, CHA 19 STARTING ABILITY SCORES STR 16, CON 13, DEX 10, INT 11, WIS 8, CHA 16 AC: 21 Fort: 18 Ref: 15 Will: 18 HP: 51 Surges: 8 Surge Value: 12 TRAINED SKILLS Athletics +9, Diplomacy +11, Endurance +7, Intimidate +13 UNTRAINED SKILLS Acrobatics +0, Arcana +2, Bluff +6, Dungeoneering +1, Heal +1, History +4, Insight +1, Nature +1, Perception +1, Religion +2, Stealth –1, Streetwise +6, Thievery –1 POWERS Basic Attack: Melee Basic Attack Basic Attack: Ranged Basic Attack Ironwrought Attack: Inevitable Strike Dragonborn Racial Power: Dragon Breath Warlord Feature: Battlefront Shift Warlord Feature: Inspiring Word Warlord Attack 1: Brash Assault Warlord Attack 1: Direct the Strike Warlord Attack 1: Powerful Warning Warlord Attack 1: Orchestrated Offensive Warlord Attack 1: Vengeance is Mine – At 3 you can take another level 1, so take another off-turn power so you can always Brash on your turn. Warlord Utility 2: Knight's Move Warlord Attack 5: Stand the Fallen – Save for if multiple people are going down this turn, or are already down. FEATS Free: Light Blade Expertise Level 1: Inspiring Breath Level 2: Mark of Healing Level 4: Harlequin Style ITEMS Vanguard Rapier +1 - +1d8 damage on charges. You won't be charging much, but the daily power helps the whole party nova harder. Dwarven Chainmail +1 – Heals for you, you are encouraging other people to hit you afterall. Heavy Shield Amulet of Life +1 – Most heals for you for when monsters roll well. Casque of Tactics (heroic tier) – Bonus to initiative and you get to swap with someone if that helps the enabling Adventurer's Kit Acrobat Boots – Positioning is really important for you and this makes Prone less annoying. 915gp left -------------------------------------------------------------------------------------------------------------------------------------------------------- Class : Avenger Sub-type : Pursuit Role : Striker Race : Elf , stats line up and Wood Elf lets you go first. Sub-Race : Wood Elf – You will want Sense Threat instead of Elven Accuracy . This is because you really want to go first as a Samurai Background : All of these pregens will come with Auspicious Birth for the hit points unless they have no need for the extra hit points this background supplies. The Basics : You are an avenger and as such you are going to be in the thick of it a lot. With smart positioning you can also remove something melee almost completely from the fight every encounter (in addition to doing solid damage to it). Your defenses are normal for strikers but you don't have anything over 20 at level 5 so you will want to make sure you are careful about getting beaten up as you don't have a ton of ways to be durable yet. Why do I make a point about being durable? Because if your first turn goes the way you want it to, you will be painting a target on your back. For more details look down at Alpha Strike. One thing to keep in mind is that your weapon is a special snowflake. While you won't get a ton of use out of the Reach property as you need to be adjacent for your oath, but it counts as a double weapon, a weapon in each hand, a two-handed weapon, a flail and a light blade. That means you can tack on a lot of support. Offturn Actions : Opportunity Attack – Technically not its own thing, but if played right you might get several of these from forgetful DMs, Bond of Foresight and/or dumb monsters. The Playguide : While playing a pursuit avenger you want to remember two basic rules. Its always give the enemy the option to go bug someone else (So you can trigger your pursuit damage bonus and so you don't die) and always try to be next to one bad guy at a time ( Oath of Enmity won't work surrounded). Flail Expertise + Power of Skill means your At-will attack is a melee basic attack that you can choose to prone with if you so choose. And you usually will want to do so. The shift granted by Overwhelming Strike can be taken to stay adjacent to the target (So you can keep hitting them and benefiting from Oath ) or you can be used to get a square away from them in order to set up a bad situation for them. After your Alpha Strike you want to spend your time fighting things that are melee and staying a square away from them while they are prone. You want want to charge in, prone them and then shift to a spot where they have to charge around you in order to go attack someone (Since they are prone and 1 square away from you they can't stand and charge you) or crawl to you and attack you at a penalty since they are on the ground. If they try to charge around you, slap them down with your weapon (stopping their charge) and shift away. Alpha Strike : You have a great chance of going first to benefit from Samurai since you are using your Perception in place of initiative (+15 for initiative). Your first turn is where you want to focus as many of your powers and abilities as possible as your crit range will be extended, you might have a +2 from Iaijutsu and you have combat advantage from Superior Reflexes . Free Action: Iaijutsu into position. Critical hits happen on 18-20 now. Minor Action: Oath of Enmity Standard Action: Angelic Alacrity – This combined with Iaijutsu should mean you can be where you want to be. Alternatively you can also use Wings of Light if you are popping dailies and you need a lot of movement or Bond of Foresight if you don't need the movement and want to be annoying. Minor Action: Fury's Advance – Always remember that you don't have to shift if you don't want to, if you are going to be using your chain daily you want to not follow so you can get enough space to charge. Free Action: Quick Spiked Chain – Overwhelming Strike (Slide prone the target and shift away) Free Action: Action Point Standard Action: Charge with Overwhelming Strike – Shift back and prone so you can be in a position to annoy them if they try to get around you. Seria, level 5 Wood Elf, Avenger Avenger's Censure Option: Censure of Pursuit Auspicious Birth (Auspicious Birth Benefit) Theme: Samurai FINAL ABILITY SCORES STR 10, CON 11, DEX 17, INT 10, WIS 21, CHA 8 STARTING ABILITY SCORES STR 10, CON 11, DEX 14, INT 10, WIS 18, CHA 8 AC: 19 Fort: 14 Ref: 19 Will: 19 HP: 59 Surges: 7 Surge Value: 14 TRAINED SKILLS Acrobatics +11, Perception +15, Religion +8, Stealth +11 UNTRAINED SKILLS Arcana +2, Athletics +2, Bluff +1, Diplomacy +3, Dungeoneering +7, Endurance +2, Heal +7, History +2, Insight +7, Intimidate +3, Nature +9, Streetwise +1, Thievery +5 POWERS Basic Attack: Melee Basic Attack Basic Attack: Ranged Basic Attack Samurai Utility: Iaijutsu Avenger Feature: Abjure Undead – Even if they are undead you are unlikely to use this. Avenger Feature: Divine Guidance Avenger Feature: Oath of Enmity – Comes back after you kill them, so make sure you kill what you go after. Avenger Attack 1: Overwhelming Strike – MBA from Power of Skill Avenger Attack 1: Bond of Pursuit – Almost never use this power Avenger Attack 1: Angelic Alacrity Avenger Attack 1: Wings of Light Avenger Utility 2: Holy Blessing Avenger Attack 3: Fury's Advance Avenger Attack 5: Bond of Foresight – Remember Opportunity Actions happen first. So if you are fighting something and they hit you, you can hit them back, prone them (-2 hit) and shift away (possibly out of their range) FEATS Free: Flail Expertise Level 1: Superior Reflexes Level 2: Power of Skill Level 4: Spiked Chain Training ITEMS Adventurer's Kit Badge of the Berserker +1 – Charging is going to be your bread and butter after you alpha strike, so make sure you can get to where you need to be unhindered. Flowform Cloth Armor (Basic Clothing) +1 – Sometimes conditions annoy you, Flowform is hear to make sure you can do your job. Quick Spiked chain +1 - Extra attack 1/day Horned Helm (heroic tier) – Part of the Charge Package, enjoy it. 645gp left -------------------------------------------------------------------------------------------------------------------------------------------------------- Class : Invoker Sub-type : Covenant of Wrath Role : Controller Race : Half - Elf . Stats match well and they have a good bit of racial support and options especially in paragon. Background : Trained from Birth for a Specific Prophecy . Your con is fairly high and going first is very handy. The Basics : You are a controller with stellar multi-targeting abilities. Your job is to cripple the enemy. Sometimes this takes the form of softening up a group of enemies so your team can take them out, sometimes it means disabling part of the battle that you don't want to deal with at the moment. You are an almost purely ranged character but Staff Expertise means you can function in melee if need be. Offturn Actions : Covenant of Wrath (Immediate Reaction)(Encounter) The Playguide : Stay back, shoot your spells. Let anyone who can grant attacks know your Ranged Basic can tap two targets for some damage. One mistake that is commonly made is staying too far away from your party. A good rule of thumb is that you want to stay within 5 squares of your party leader so that in the event that a group of enemies can get to you, you aren't off in the boondocks. This build also takes Scholar so you will know a ton of languages and have a strong ability to tell who is lying. This turns into a frankly stupid ability once your character hits level 10 and can get all languages plus Traveller's Insight. It is worth noting that this build can speak Dwarven , Elven , Draconic , Common and Supernal . Speaking Supernal is required for using the Syllables which will help let you go first. All of your abilities hit multiple people so all of your abilities will gain a +1 bonus to damage for each enemy you target, hit or miss, with that attack. Throwing Grenades at your Allies : Many of your attacks are unfriendly which means they will hit allies just as easily as enemies. That means you need to be careful about positioning and when you see the opportunity to use one of your powerful dailies you should take it. If there are 3+ enemies that you can catch with Silent Malediction you should go ahead and use it. There may even be times when hitting an ally is a good idea (That ally has a way to get a saving throw or you can hit 5 or more enemies by including them), but in any case where you are attacking an ally you need to make sure to ask that player if it is ok that you include them. If they say no, then don't do it. Another thing to consider when bursting and blasting is size and elevation. If there is an elevation difference between where your enemies are and where your allies are you can use that to your advantage by blowing up the bottom of the hill while your ally stands slightly uphill. The same thing can happen if you are fighting bigger monsters. In a fight involving a few Ogres you can blast the squares above your party's head to hit all the ogres in a group, but miss all your allies. Shen, level 5 Half-Elf, Invoker Divine Covenant Option: Covenant of Wrath Half-Elf Power Selection Option: Knack for Success Trained from Birth for a Specific Prophecy (Trained from Birth for a Specific Prophecy Benefit) Theme: Scholar FINAL ABILITY SCORES STR 8, CON 17, DEX 10, INT 11, WIS 21, CHA 10 STARTING ABILITY SCORES STR 8, CON 14, DEX 10, INT 11, WIS 18, CHA 10 AC: 19 Fort: 17 Ref: 14 Will: 19 HP: 43 Surges: 9 Surge Value: 10 TRAINED SKILLS Arcana +8, Dungeoneering +13, History +8, Insight +16, Religion +8 UNTRAINED SKILLS Acrobatics +1, Athletics +0, Bluff +2, Diplomacy +4, Endurance +4, Heal +7, Intimidate +2, Nature +7, Perception +7, Stealth +1, Streetwise +2, Thievery +1 POWERS Basic Attack: Melee Basic Attack Basic Attack: Ranged Basic Attack Scholar Utility: Use Vulnerability Half-Elf Racial Power: Knack for Success Invoker Feature: Rebuke Undead Covenant of Wrath Power: Armor of Wrath Invoker Attack 1: Divine Bolts – Counts as an RBA Invoker Attack 1: Hand of Radiance Invoker Attack 1: Thunder of Judgment – Feel free to toss things off the map until your party wants to deal with them. Invoker Attack 1: Silent Malediction – Taken at level 3, not a lot of great options at 3. Invoker Attack 1: Lightning's Revelation – -3 to all defenses is a very powerful debuff and all your friends will love you for it. It also lasts for 2 of your turns so if you are planning on dumping some damage on your action point this is a good power to start with. Invoker Attack 1: Brilliant Beacon – Taken at level 5, also better than the options at 5. Invoker Utility 2: Divine Call FEATS Level 1: Ritual Caster Level 1: Superior Implement Training (Accurate staff) Level 2: Power of Skill Level 4: Battlewise – Pops your initiative up to +7 which isn't great but isn't bad either. Level 5: Staff Expertise ITEMS Ritual Book Hand of Fate Tenser's Floating Disk Rebuking Chainmail +1 – Keep track of what you hit so you know what you get bonuses from. It might be a good idea to ask for a color from the DM to help you keep track. Accurate staff of the War Mage +1 – For getting more people with your dailies Cloak of Distortion +1 – Stay back, have better defenses. Eagle Eye Goggles (heroic tier) - +1 to hit on your Divine Bolts Accurate staff of Insightful Detection +1 – Cover isn't usually a problem, but you don't want it to stand in the way of you hitting with your control abilities. Syllable of Grace x10 – These are very cheap if you want a way to help your initiative, especially nice if you notice that bumping yourself up puts you in front of more monsters on team enemy. 900gp left