4e puzzles

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Jonathan
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4e puzzles

Post by Jonathan »

I want to make my bladesinger capable of using his class feature Arcane Strike (melee basic attack as a minor when you use a bladesinger daily attack) during the first round of Bladesong. However, this means I must be adjacent to an enemy or else I don't have enough actions (Bladesong, daily attack, MBA, nothing left for a move). Normally, I want this character to Bladesong as the first thing he does in combat, so a setup round to move into position is not desired. Here he is, in all his level one glory:
====== Created Using Wizards of the Coast D&D Character Builder ======
Dwin, level 1
Wood Elf, Wizard (Bladesinger)
Blade Magic Option: Scimitar
Versatile Expertise Option: Versatile Expertise (Heavy Blade)
Versatile Expertise Option: Versatile Expertise (Wand)
Pivotal Event - Murder (+2 to Perception)

FINAL ABILITY SCORES
STR 10, CON 11, DEX 16, INT 20, WIS 10, CHA 8

STARTING ABILITY SCORES
STR 10, CON 11, DEX 14, INT 18, WIS 10, CHA 8


AC: 19 Fort: 10 Ref: 15 Will: 12
HP: 23 Surges: 7 Surge Value: 5

TRAINED SKILLS
Acrobatics +8, Arcana +10, Nature +7, Perception +9

UNTRAINED SKILLS
Athletics +0, Bluff –1, Diplomacy –1, Dungeoneering +0, Endurance +0, Heal +0, History +5, Insight +0, Intimidate –1, Religion +5, Stealth +3, Streetwise –1, Thievery +3

POWERS
Basic Attack: Melee Basic Attack
Basic Attack: Ranged Basic Attack
Wizard Utility: Water Stride
Wizard Utility: Spook
Wizard Utility: Chameleon's Mask
Wizard Utility: Bladesong
Wizard Attack: Shadow Sever
Wizard Attack: Dancing Fire
Wizard Attack: Unseen Hand
Wizard Attack 1: Burning Hands
Wizard Attack 1: Skewering Spikes
Wizard Attack 1: Magic Missile

FEATS
Level 1: Mark of Making
Level 1: Versatile Expertise
Level 1: Valenar Weapon Training

ITEMS
Doubt x1
Leather Armor x1
Adventurer's Kit
Longbow
Enchant Magic Item
Make Whole
Alchemy Case
Clearsense Powder
Antivenom
Alchemist's Acid
Spellbook
Clearsense Powder (level 1)
Antivenom (heroic tier)
Alchemist's Acid (level 1)
====== End ======

There are a number of ways to accomplish what I want to accomplish. A warlord build has a class feature to shift allies around prior to combat, but we have no warlords. A battlemind has a class feature to shift himself around, but I can't multiclass into that class feature. A monk has level 6 encounter power and a swordmage has a level 2 daily power that lets them move for free, so I can multiclass and powerswap for one of those at level 8. There is a Samurai theme which gives a free shift at the beginning of combat as a theme feature, so that works mechanically, but our DM outlawed themes. Is there anything I am missing that will get me my four actions in the first round of combat at level 3?

Closest I have found is Fey Strike Weapon, which gives a free teleport of an enemy that I have hit with an attack (the daily, in this case) to a square adjacent to me. This works great, until level 5 when I gain a second daily. Then I either need two of these Fey Strike Weapons and a milestone between dailies, or some other plan. Can you do better? Runner up is a belt which gives a free move on an initiative roll of 20 plus a boon to reroll the initiative, giving an almost 10% chance of getting the effect I want every combat.

I am going to ask my DM about the theme, but I do not have high hopes.

Jonathan
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Re: 4e puzzles

Post by Jonathan »

I think I may have something here. Dimensional Cleave is a level one Swordmage encounter attack power.
Encounter Arcane, Weapon Free Action Melee 1 Trigger: You teleport an enemy to a square adjacent to you on your turn. Target: The triggering enemy Attack: Intelligence vs. AC Hit: 1[W] + Intelligence modifier damage. Aegis of Ensnarement: Add your Constitution modifier to the damage. In addition, you can use this power as part of the immediate reaction of your aegis of ensnarement.
As an arcane wands user, Dwin can enchant a wand with any class encounter power he has access to. So, at level 2, I take Blade Initiate and level 4, I take Arcane Aegis to get my own aegis. Shit, this doesn't work unless I can get the Aegis of Ensnarement to fire on my turn. Otherwise I don't get to use a bladespell. Dammit.

Jonathan
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Posts: 6722
Joined: Tue Sep 19, 2006 8:45 pm
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Re: 4e puzzles

Post by Jonathan »

====== Created Using Wizards of the Coast D&D Character Builder ======
Dredge, level 12
Revenant, Assassin/Vampire, Vampire Noble
Bloodline: Beguiler Bloodline
Hybrid Assassin Option: Hybrid Assassin Fortitude
Hybrid Vampire Option: Hybrid Vampire Fortitude
Choose your Race in Life: Shade
Inherent Bonuses
Arcane Sentinel

FINAL ABILITY SCORES
STR 12, CON 11, DEX 22, INT 11, WIS 9, CHA 21

STARTING ABILITY SCORES
STR 11, CON 10, DEX 17, INT 10, WIS 8, CHA 16


AC: 24 Fort: 21 Ref: 24 Will: 23
HP: 66 Surges: 2 Surge Value: 16

TRAINED SKILLS
Athletics +12, Bluff +18, Intimidate +18, Stealth +17, Thievery +17

UNTRAINED SKILLS
Acrobatics +12, Arcana +6, Diplomacy +11, Dungeoneering +5, Endurance +8, Heal +5, History +6, Insight +5, Nature +5, Perception +5, Religion +6, Streetwise +11

POWERS
Basic Attack: Melee Basic Attack
Basic Attack: Ranged Basic Attack
Revenant Utility: Dark Reaping
Assassin Feature: Assassin's Shroud
Vampire Attack: Blood Drinker
: Blood Drinker (Additional Use)
Paladin Utility: Shroud of Shadow
Assassin Attack 1: Executioner's Noose
Vampire Attack 1: Taste of Life
Assassin Attack 1: Targeted for Death
Bluff Utility 2: False Bravado
Assassin Attack 3: Inescapable Shadow
Vampire Attack 5: Unfettered Hunger
Assassin Utility 6: Vanish
Vampire Attack 9: Domineering Gaze
Bluff Utility 10: Stall Tactics
Vampire Noble Utility 12: Aura of Grandeur

FEATS
Level 1: Lethal Shroud
Level 2: Cruel Shroud
Level 4: Killer's Insight
Level 6: Grave Dust Advantage
Level 8: Shadow Reservoir
Level 10: Ki Focus Expertise
Level 11: Walker of the Dark Path
Level 12: Divine Vampire

ITEMS
Dagger x1
Abduction Ki Focus +3 x1
====== End ======
Considering this for next year.

Jonathan
Grand Pooh-Bah
Posts: 6722
Joined: Tue Sep 19, 2006 8:45 pm
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Re: 4e puzzles

Post by Jonathan »

====== Created Using Wizards of the Coast D&D Character Builder ======
Quinn, level 12
Eladrin, Warlord (Marshal), Freedom Fighter
Warlord Option: Combat Leader
Commanding Presence Option: Resourceful Presence
Inherent Bonuses

FINAL ABILITY SCORES
STR 12, CON 11, DEX 11, INT 22, WIS 9, CHA 21

STARTING ABILITY SCORES
STR 11, CON 10, DEX 10, INT 17, WIS 8, CHA 16


AC: 28 Fort: 21 Ref: 26 Will: 26
HP: 78 Surges: 7 Surge Value: 19

TRAINED SKILLS
Athletics +11, Diplomacy +16, Endurance +10, History +19, Intimidate +16

UNTRAINED SKILLS
Acrobatics +5, Arcana +14, Bluff +11, Dungeoneering +5, Heal +5, Insight +5, Nature +5, Perception +5, Religion +12, Stealth +5, Streetwise +11, Thievery +5

POWERS
Basic Attack: Melee Basic Attack
Basic Attack: Ranged Basic Attack
Eladrin Racial Power: Fey Step
Warlord Feature: Inspiring Word
Warlord Attack 1: Direct the Strike
Warlord Attack 1: Commander's Strike
Warlord Attack 1: Overwhelming Force Trap
Warlord Attack 1: Destructive Surprise
Warlord Utility 2: Adaptive Stratagem
Warlord Attack 3: Battering Command
Warlord Attack 5: Scent of Victory
Warlord Utility 6: Guileful Switch
Warlord Attack 7: Friendly Fire
Warlord Attack 9: Awakened Wrath
Warlord Utility 10: Judicious Action
Freedom Fighter Attack 11: Self-Sacrificing Strike
Freedom Fighter Utility 12: Inspiring Example

FEATS
Level 1: Imaginative Reaction
Level 2: Lend Might
Level 4: Improved Inspiring Word
Level 6: Improved Resources
Level 8: Lend Strength
Level 10: Tactical Inspiration
Level 11: Versatile Word
Level 12: Combat Commander

ITEMS
Amulet of Protection +3 x1
Adventurer's Kit
Vanguard Longsword +3 x1
Darkforged Braidmail Armor +3 x1
Light Shield x1
====== End ======

Peijen
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Posts: 2790
Joined: Fri Jul 18, 2003 2:28 pm
Location: Irvine, CA

Re: 4e puzzles

Post by Peijen »

You need to drop a dragon turtle on top of some orcs!

Jonathan
Grand Pooh-Bah
Posts: 6722
Joined: Tue Sep 19, 2006 8:45 pm
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Re: 4e puzzles

Post by Jonathan »

====== Created Using Wizards of the Coast D&D Character Builder ======
Sonliin, level 12
Genasi, Artificer, Paragon Multiclassing
Elemental Manifestation Option: Stormsoul
Proficiency: Weapon Proficiency (Greatsword)
Inherent Bonuses, Spellscarred
Gritty Sergeant (Gritty Sergeant Benefit)

FINAL ABILITY SCORES
STR 11, CON 20, DEX 11, INT 22, WIS 14, CHA 9

STARTING ABILITY SCORES
STR 10, CON 15, DEX 10, INT 17, WIS 13, CHA 8


AC: 27 Fort: 26 Ref: 26 Will: 22
HP: 87 Surges: 11 Surge Value: 21

TRAINED SKILLS
Arcana +17, Dungeoneering +13, Endurance +18, Heal +13, History +17, Perception +13

UNTRAINED SKILLS
Acrobatics +6, Athletics +6, Bluff +5, Diplomacy +5, Insight +8, Intimidate +5, Nature +10, Religion +12, Stealth +6, Streetwise +5, Thievery +6

POWERS
Basic Attack: Melee Basic Attack
Basic Attack: Ranged Basic Attack
Genasi Racial Power: Promise of Storm
Artificer Feature: Healing Infusion: Curative Admixture
Artificer Feature: Healing Infusion: Resistive Formula
Swordmage Feature: Aegis of Shielding
Artificer Attack 1: Magic Weapon
Artificer Attack 1: Burning Weapons
Artificer Attack 1: Icebound Sigil
Swordmage Attack 1: Booming Blade
Artificer Utility 2: Swift Mender
Swordmage Attack 3: Transposing Lunge
Swordmage Attack 5: Enervating Slash
Swordmage Utility 6: Swordmage's Decree
Artificer Attack 7: Sphere of Reality
Swordmage Attack 7: Echoes of Sword Magic
Artificer Attack 9: Radiant Sigil
Artificer Utility 10: Recuperative Enchantment
Swordmage Utility 10: Dimensional Dodge

FEATS
Level 1: Ritual Caster
Level 1: Heart of the Blade
Level 2: Elemental Echo
Level 4: Novice Power
Level 6: War Wizard's Expertise
Level 8: Acolyte Power
Level 10: Adept Power
Level 11: Arcane Aegis
Level 12: Greater Aegis of Shielding
Level 12: Retribution Seeker

ITEMS
Ritual Book
Brew Potion
Disenchant Magic Item
Enchant Magic Item
Make Whole
Amulet of Protection +3 x1
Adventurer's Kit
Crossbow
Crossbow Bolts
Wand Implement
Blade of the Eldritch Knight Greatsword +3 x1
Drowmesh of Aegis Expansion +3 x1
====== End ======

Jonathan
Grand Pooh-Bah
Posts: 6722
Joined: Tue Sep 19, 2006 8:45 pm
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Re: 4e puzzles

Post by Jonathan »

For archival purposes:
====== Created Using Wizards of the Coast D&D Character Builder ======
Dwin, level 5
Wood Elf, Wizard (Bladesinger)
Blade Magic Option: Scimitar
Versatile Expertise Option: Versatile Expertise (Heavy Blade)
Versatile Expertise Option: Versatile Expertise (Wand)
Pivotal Event - Murder (+2 to Perception)

FINAL ABILITY SCORES
STR 10, CON 11, DEX 17, INT 21, WIS 10, CHA 8

STARTING ABILITY SCORES
STR 10, CON 11, DEX 14, INT 18, WIS 10, CHA 8


AC: 23 Fort: 13 Ref: 20 Will: 15
HP: 43 Surges: 7 Surge Value: 10

TRAINED SKILLS
Acrobatics +10, Arcana +12, Nature +9, Perception +11

UNTRAINED SKILLS
Athletics +2, Bluff +1, Diplomacy +1, Dungeoneering +2, Endurance +2, Heal +2, History +7, Insight +2, Intimidate +1, Religion +7, Stealth +5, Streetwise +1, Thievery +5

POWERS
Warlord Feature: Battlefront Shift
Basic Attack: Melee Basic Attack
Basic Attack: Ranged Basic Attack
Wizard Utility: Spook
Wizard Utility: Water Stride
Wizard Utility: Bladesong
Wizard Attack: Dancing Fire
Wizard Attack: Unseen Hand
Wizard Utility: Mage Hand
Wizard Attack: Dazzling Sunray
Wizard Attack 1: Scare
Wizard Attack 1: Burning Hands
Wizard Attack 1: Skewering Spikes
Wizard Attack 1: Magic Missile
Wizard Utility 2: Memory to Mist
Wizard Attack 3: Color Spray
Wizard Attack 3: Ebony Razors

FEATS
Level 1: Valenar Weapon Training
Level 2: Mark of Making
Level 2: Versatile Expertise
Level 2: Superior Reflexes
Level 4: Disciple of Inspiration

ITEMS
Alchemist's Acid
Clearwater Solution
Antivenom
Alchemist's Spark
Alchemist's Acid (level 1)
Alchemist's Spark (level 3)
Clearwater Solution
Antivenom (heroic tier)
Headband of Perception (heroic tier)
Adventurer's Kit
Spellbook
Residuum (Any)
Alchemy Case
Longbow
Brew Potion
Enchant Magic Item
Make Whole
Bracers of Mighty Striking (heroic tier) x1
Quick Doubt +1 x1
Clockwork Bomb
Amulet of Protection +1 x1
Alchemical Reagents (Arcana)
Clockwork Bomb (level 4)
Aversion Staff +1 x1
Potion of Healing
Wand of Scare +1
Mercurial Mind (heroic tier)
Helm of Seven Deaths x1
Magic Leather Armor +2 x1
====== End ======
====== Created Using Wizards of the Coast D&D Character Builder ======
Syed, level 7
Human, Warlock
Eldritch Blast Option: Eldritch Blast Charisma
Eldritch Pact Option: Fey Pact
Versatile Expertise Option: Versatile Expertise (Light blade)
Versatile Expertise Option: Versatile Expertise (Rod)
Human Power Selection Option: Bonus At-Will Power
Inherent Bonuses
Glamoured (Fey) (+2 to Stealth)

FINAL ABILITY SCORES
STR 10, CON 14, DEX 12, INT 14, WIS 8, CHA 20

STARTING ABILITY SCORES
STR 10, CON 14, DEX 12, INT 13, WIS 8, CHA 17


AC: 19 Fort: 17 Ref: 18 Will: 21
HP: 56 Surges: 8 Surge Value: 14

TRAINED SKILLS
Arcana +10, Bluff +13, History +10, Intimidate +13, Stealth +13, Thievery +9

UNTRAINED SKILLS
Acrobatics +4, Athletics +3, Diplomacy +8, Dungeoneering +2, Endurance +5, Heal +2, Insight +2, Nature +2, Perception +2, Religion +5, Streetwise +8

POWERS
Basic Attack: Melee Basic Attack
Basic Attack: Ranged Basic Attack
Warlock's Curse Power: Warlock's Curse
Warlock Attack 1: Echoing Dirge
Warlock Attack 1: Eldritch Blast
Warlock Attack 1: Eyebite
Warlock Pact Boon 1: Misty Step
Warlock Attack 1: Witchfire
Warlock Attack 1: Curse of the Dark Dream
Warlock Utility 2: Shadow Veil
Warlock Attack 3: Eldritch Rain
Warlock Attack 3: Shared Agony
Warlock Attack 5: Fury of Gibbeth
Warlock Utility 6: Shadowslip

FEATS
Level 1: Twilight Adept
Level 1: Arcane Reserves
Level 2: Sacrifice to Caiphon
Level 6: Versatile Expertise
Level 6: Hidden Sniper
Level 7: Reckless Curse

ITEMS
Adventurer's Kit
Rod Implement
Rod of Deadly Casting +2 x1
Repulsion Leather Armor +2 x1
Sling
Quarterstaff
Torch
Bedroll
Waterskin
Belt Pouch (empty)
Flint and Steel
Backpack (empty)
Footpads
Warlock's Robes
Dagger x1
Boots of Stealth (heroic tier) x1
Hempen Rope (50 ft.)
====== End ======

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