Primers for 1st-Level Characters, Particularly for Long-Time D&D Players

Post/Author/DateTimePost
#1

usf22raptr_dup

Jul 02, 2008 2:47:41
So much has changed in the new edition (IMHO, for the better), that I have been writing some basic guides on options to look at as players create their first 4E characters. These are not hard and fast optimizations, neither are they set-in-stone rules that you must follow; rather, they attempt to open player's eyes to the wealth of options available to them in the new edition and, perhaps, give them some direction as they create their new PC's.

Here they are...
Please let me know what you think...I will be finishing more of these guides as I find the time to complete them.

Cleric
THE CLERIC

Role: The cleric is primarily a leader, preferring to keep out of the primary melee in an encounter and increase the combat capabilities of his/her party. In addition, the cleric has a number of Strength-based powers that permit the cleric to perform as a party’s secondary tank/defender; this, however, should not be a cleric’s primary role, as the cleric has neither the hitpoints or the heavier weapons and armor necessary to make the most effective form of tank/defender. Although the PHB suggests these two basic paths for a cleric, players that wish to play to the strengths of the class should focus on the “leadership” aspect of the class, as the class, like every other class that fills a core role, is an integral component in a well-functioning and capable adventuring party.

Key Abilities: Strength, Wisdom, and Charisma. A cleric’s most important stat is Wisdom, as all of the cleric’s “buff” powers, as well as many of its ranged attack powers rely on Wisdom to target foes; clerics that want to focus on being a party leader/buffer should maximize their starting Wisdom score, however, even clerics that wish to follow a more militant path should ensure that their Wisdom score is not neglected. Strength is also important, as most of the cleric’s melee powers rely on Strength to target foes, a cleric that wants to mix it up in melee (a battle cleric) should try to keep their Strength and Wisdom scores very close, if not the same . Charisma is highly important for a leader/buffer cleric, as many of the buff powers of the class determine things such as range, or number of hitpoints gained, etc. using Charisma as the modifier for such effects. Constitution is largely only as important to this class as it is to every other class that does not have powers that rely on CON (i.e. CON is only going to boost starting HP and number of healing surges); however, if you wish to wear heavier armors (particularly for battle clerics) 13 is necessary for scale, and 15 is necessary for plate. Dexterity and Intelligence (the latter, despite providing the ability modifier for Religion and Arcana which power your rituals) are, of necessity, the dump stats for the class.

Races: Races that make effective clerics, based on key abilities: Dwarves, Elves, and Humans make effective leader/buffer (devoted) clerics. Dragonborn, Dwarves, and Humans make effective battle clerics.

Sample Stat Lines: (Assumes standard array for score generation)
1. Dragonborn (Battle): The dragonborn makes a good choice for a battle cleric, with a bonus to STR and CHA, thereby providing bonuses to two of the three key ability scores. Using the standard array, this yields three very good (not great) scores in all three key abilities. In addition, the dragonborn innate breath weapon is quite handy in situations where you become surrounded by enemies. Even with the racial boost to CHA, however, it must be noted that preference is given to CON at first level, to permit the dragonborn to take proficiency in scale mail (in the first three levels, prior to the first stat bump, not necessarily at level 1). STR-16 DEX-11 CON-13 INT-10 WIS-16 CHA-14

2. Dwarf (Battle): A dwarf makes a very good battle cleric, with a bonus to Wisdom that is essential to every cleric, as well as a boost to CON which increases those all important hitpoints. However, it must be pointed out that hitpoints per level no longer benefit from a good CON score, thereby making CON still of less importance than the cleric’s three key ability scores, though this does permit the dwarf to qualify for the better armors somewhat easier than other races. A dwarf battle cleric will likely have a lower than optimal CHA score, a potential problem that must be compensated for with stat bumps through level progression. STR-16 DEX-10 CON-13 INT-12 WIS-16 CHA-13

3. Dwarf (Devoted): The Wisdom bonus to a devoted dwarven cleric, along with the boost to CON, make it a very strong contender for the title of strongest devoted build, however, it must be noted that this build does not have a high STR, thus it is necessary to focus your power selection on WIS-based attacks. STR-13 DEX-10 CON-13 INT-12 WIS-18 CHA-14

4. Elves (Devoted): Elves, with their bonuses to DEX and WIS, as well as their seven-square base speed can make enormously effective mobile, devoted clerics, dashing around the battlefield to wherever their leader abilities are most needed. It should be noted, however, that this build is best used by NOT relying on ANY Strength-based abilities, thus pushing this build into the “specialized” area, and only a player who is willing to invest a little more brain power to play intelligently and be humble enough to be the “engine that drives the motor of the party” rather than one of its “pistons” (i.e. don’t expect to rack up an impressive list of kills, except against undead and things vulnerable to radiant damage, however, you will have an enormous number of “assists” by boosting the effectiveness of your party members). Lighter armors that don’t restrict your movement are key, augmented by both your buffs and high DEX. STR-10 DEX-15 CON-11 INT-12 WIS-18 CHA-14

5. Human (Battle): Humans make good battle clerics for the same reason that they make good (insert class here), they are supremely flexible and can fit nearly any role. In addition, extra feats and powers make it easier to gain the accessories necessary to make effective battle clerics (i.e. heavier armor and weapons). These builds will start with a lower than optimal CHA score, however, to allow a first-level cleric to gain either a heavier armor proficiency or shield proficiency. STR-16 DEX-11 CON-13 INT-10 WIS-16 CHA-12

6. Human (Devoted): See above for strength/weaknesses of Humans. This build, much like the elf, chooses to forgo STR-based powers in favor of stronger focus on the WIS-based powers and buffs that make the class shine in its core role. The CON is, however, high enough that, at fourth level, it could be bumped up a point and allow the cleric to choose a heavier armor proficiency. STR-13 DEX-11 CON-12 INT-10 WIS-18 CHA-14

Skills: Your choice of skills as a cleric, either battle or devoted, depends mostly on whether you will be the “face” of the party, or not. If you are going to be the face, the best skills to start with are Religion (granted by the class), Diplomacy, Arcana, and Heal (add Insight, if Human). If you are not going to be the face (preferably because it is covered by another member of the party, a warlord or paladin perhaps) good choices for first-level trained skills are Religion, Arcana, History, and Heal (add Insight, if Human). As a caster of Ritual magic from first level, gaining Arcana is essential to expand your options for what rituals to include in your ritual book.

Feats: Your choice of first-level feat is largely tied to what type of cleric you wish to be. A battle cleric with the proper stats should likely choose to upgrade from chainmail to scale mail (and add a light shield proficiency if Human), there will be many opportunities to add flavor feats to your character at later levels, but it is essential to survive long enough to reach those higher levels; thus, a better armor is a key component to accomplishing that very thing. For a devoted cleric, your options are somewhat more open, though it is still strongly suggested, for all but the elven clerics, that you take a proficiency with a light shield as your first level feat (and if you are Human, you too should probably consider upgrading your choice of armor to the heavier scale mail). The elf, however, should likely consider Elven Precision (particularly as you gain levels, the +2 bonus on those re-rolls for your impressive daily powers can prove crucial…wasting Flame Strikes is simply bad form as a cleric), Skill Focus (Religion or Heal), or even Skill Training in Nature or Perception (two skills to which elves gain a racial bonus).

Powers: The real meat of every class is in its power selection, the cleric is no exception.
For at-will powers, the choice varies with the build (as does everything else). Every cleric should choose either lance of faith, or sacred flame, as both of these powers are at-will ranged, deal radiant damage, and provide a tangible, immediate bonus to your allies. My personal preference is sacred flame as a hit on an enemy allows you to grant an ally, CHA mod. + ½ your level temp. HP, or to make an immediate saving throw; lance of faith is not bad, however, as a hit grants an ally a +2 power bonus to his next attack against a target you hit; both ally effects have a range of LOS. Battle clerics will want to choose one of the two STR-based powers as well, both are equally good. Priest’s shield allows you to boost yours and one adjacent ally’s AC with a hit, while righteous brand allows you to grant an ally within five squares, a power bonus to their attacks against the target you hit, equal to your STR modifier. A devoted cleric with a decent STR score can choose one of the STR-based attacks, but is probably better served by taking both of the ranged powers; melee is NOT where the devoted cleric wants to be, anyways.
For encounter powers, a battle cleric’s best choice is healing strike, which is a high damage, radiant attack which, on a hit, allows you or an ally within five squares to spend a healing surge. A devoted cleric’s best choice is divine glow, a blast 3 attack which targets each enemy in the area, doing a small amount of radiant damage to each, and each ally in the area gains a +2 to attack rolls until the end of your next turn.
For daily powers, the battle cleric has avenging flame, another good damage power that also does half damage on a miss; in addition, the power has ongoing damage with the added bonus that, if the target makes an attack during its turn, it cannot make a save vs. the ongoing damage! The devoted cleric has a choice of either beacon of hope, a nifty power with a burst 3 that can weaken every enemy in the burst, but, more importantly, does a small amount of healing to you and all allies in the burst and makes your subsequent use of healing powers much more effective for the rest of the encounter; or, the other choice is cascade of light, a much more offensive power that does (for the level) a good amount of radiant damage to a single target and causes the target to be vulnerable to further attacks from you, as well as being a ½ damage on a miss power.

Equipment and Adventuring Gear: For the cleric, gear is mainly a matter of choice, with a limited choice of weapons and armor (unless an upgraded choice of armor is gained through feats), clerics, except for elves, are best served by using chainmail and a simple melee weapon of their choice (maces being typical), carrying a crossbow is also highly recommended. An elven cleric, however, should choose hide armor, and carry a longbow and choice of simple melee weapon. Other standard adventuring gear is left to player discretion…be creative…don’t forget a holy symbol!

Other Choices: For the cleric, the only choice remaining should be what second 1st-level ritual to add to your ritual book. You receive Gentle Repose automatically at first level and are then given a choice of a second; the second should likely be Comprehend Language or Tenser’s Floating Disk, the former because of its inherent utility, and the latter because of its inherent utility…

All in all, the cleric should be a lot of fun to play, and it is a class that rewards intelligent play (as do each other class in $th Edition). These should not be considered hard and fast rules for building a good cleric, but they are meant to be a guideline for players that are new to the game or the edition, to be able to make some informed decisions considering their first character in $th Edition.

- Izzie, student of Godwin the Gnome
#2

drmorganes

Jul 02, 2008 6:57:54
A quick copy/paste from your Word document(s) to the forums would increase your views. As I mentioned to another person yesterday, we know these forums are safe. I don't know that your download will be.

Having to follow links two levels deep is also harming your visibility.
#3

maekrix_waere

Jul 02, 2008 11:45:09
A quick copy/paste from your Word document(s) to the forums would increase your views. As I mentioned to another person yesterday, we know these forums are safe. I don't know that your download will be.

Having to follow links two levels deep is also harming your visibility.

Seconded.
#4

usf22raptr_dup

Jul 03, 2008 0:05:30
Thanks, will do...edit above...

Ranger
THE RANGER

Role: The ranger class, in the newest edition of D&D, is one of the more unusual to define. While the class fits neatly into the striker role, dealing significant damage to one or two targets at a time, the ranger has a wider array of methods with which to deal this damage. The ranger can follow two basic paths during his career; the archer ranger, a DEX-based path that focuses on staying out of melee and raining down death on the party's enemies; and the two-blade ranger, a STR-based path that emphasizes high-damage hit-and-run attacks, striking the party's enemies with a pair of one-handed weapons. Stealthy tactics, a keen eye, and important understanding of nature and/or dungeons are what make a ranger a valued member of any adventuring party.

Key Abilities: Strength/Dexterity, Wisdom. For the ranger, the most important stat to maximize at first level depends solely upon which path the ranger chooses to embark. If the ranger is going to be an archer ranger, then maximizing DEX should be a priority; while if the ranger chooses the two-blade path, STR should be given primary consideration. For either path, the ranger's WIS score should be given secondary consideration, as the WIS modifier is a key component for a number of beneficial effects generated by the ranger's powers. STR or DEX (whichever is not the primary path score) should be given the third priority, as the class only has light armor proficiency to start, and will need the DEX to increase its survivability. While CON is important, just as it is for most other classes, there are no powers that specifically key off of the CON stat. CHA and INT can be considered dump stats for the class, as none of the class's abilities or starting skills depend on either stat.

Races: Races that make effective rangers depend largely on which path the ranger chooses; for archer rangers, elves stand head and shoulders (and ears) above other races, with a racial stat boost to both primary abilities; however, eladrin, halflings, and humans also make very competent archer rangers (as all have a racial boost to DEX, the primary stat necessary for the path). For two-blade rangers, dragonborn and humans have an advantage at early levels, being able to boost their all-important STR stat, however, elves also make good two-blade rangers, if they also choose to select some powers from the archer path (which is likely a good idea for all two-blade rangers).

Sample Stat Lines: (Assumes standard array for score generation)

1. Elf (Archer): The elf is to the ranger class, what the dragonborn is to the paladin class, a match made in heaven. With a boost to both primary scores needed for the build, coupled with their naturally high rate of speed, the elf shines as an archer ranger. STR-13 DEX-18 CON-12 INT-11 WIS-16 CHA-10

2. Eladrin (Archer): The eladrin, much like its pointy-eared cousin, makes a capable archer ranger, with their racial bonus to DEX, and the ability to take one extra skill training at first level, the eladrin can be an excellent addition to an adventuring party. STR-13 DEX-18 CON-12 INT-13 WIS-14 CHA-10

3. Halfling (Archer): The halfling makes a very good archer ranger, not only because of its racial boost to DEX, but the racial ability to gain a bonus against opportunity attacks further augments the ranger's already prodigious hit-and-run capability. STR-13 DEX-18 CON-12 INT-11 WIS-14 CHA-12

4. Humans (Archer): Just as is the case for every other class, a human can take up the life of a ranger as if they were born to it. The extra feat and skill training, also come in handy for the human ranger. STR-13 DEX-18 CON-12 INT-11 WIS-14 CHA-10

5. Dragonborn (Two-Blade): The rare dragonborn rangers, make excellent use of their racial stat boost to STR. The breath weapon and hardy nature of the dragonborn, also contribute to their survivability in combat. Many dragonborn rangers will also want to multi-class into either fighter or paladin, to expand their repertoire of STR-based abilities. STR-18 DEX-13 CON-12 INT-11 WIS-14 CHA-12

6. Humans (Two-Blade): The human two-blade ranger, is likely best served by having a balanced approach to STR and DEX, rather than choosing to specialize in only STR. This approach will permit the ranger to be equally adept at ranged or melee combat over the course of his adventuring career. The choice to follow the two-blade ranger path will augment the ranger's melee capability. This build does suffer from a slightly sub-optimal WIS score. STR-16 DEX-16 CON-12 INT-11 WIS-13 CHA-10

7. Elves (Two-Blade): Much like the human two-blade ranger, the best choice for an elven two-blade ranger is to balance out his STR and DEX scores and plan on drawing from both sets of powers over the course of his career. This build, thanks to the elven racial bonuses, does not suffer from the sub-optimal WIS score of the human. STR-16 DEX-16 CON-12 INT-11 WIS-15 CHA-10

Skills: For a ranger, the choice of skills is most dependent upon the party in which he travels. For a small party, the ranger will most likely be the party scout, as well as a source of invaluable information concerning many of the monsters which the party encounters in their travels, for this ranger, a good starting skill list could consist of: Dungeoneering and Nature (one which the class grants for free, at the discretion of the player), Acrobatics/Athletics (depending on which path the ranger is following), Perception, and Stealth. For a ranger in a larger party, Dungeoneering/Nature (whichever is not covered by another member of the party), Acrobatics/Athletics, Heal/Endurance (Heal if the party has only one leader, Endurance otherwise), Perception, and Stealth are the skills of choice. As the eyes of the party, Perception is a must, and the ranger’s penchant for hit-and-run attacks makes choosing Stealth, rather easy.

Feats: For a ranger, the choice of feat at first level should probably be one of the ranger-specific feats: Agile Hunter or Lethal Hunter. Lethal Hunter works equally well for either ranger build, as it boosts the damage of the ranger's Hunter's Quarry class feature. The two-blade ranger also could benefit from the choice of Agile Hunter, which allows a ranger which scores a critical hit in melee against a target, to shift as a free action while imposing a penalty on attack rolls against the ranger until the end of the ranger's next turn. A human ranger should also choose one of the human-specific racial feats (Action Surge is always an attractive choice). An elf, also, might benefit from the Elven Precision feat (that +2 to re-roll is always welcome on those high-damage daily powers).

Powers: For a ranger, like most other classes, power selection depends largely on which of the two paths are chosen at first level.
For at-will powers, an archer ranger has a choice between three first-level powers. The first, careful attack, is a high-accuracy, low-damage power that works with both a ranged attack or a melee attack, meaning that it is quite useful, as it allows greater flexibility to the ranger that suddenly finds itself in melee; however, this power does a measly 1[W] damage, with no ability modifier added, thus its damage potential is quite limited, particularly at higher levels; this, however, is offset by an inherent bonus to your attack rolls, every time the power is used, meaning that a ranger will be more likely to hit, but it will be for less damage each time. An archer ranger's second choice, nimble strike, is a very useful power that encourages ranged hit-and-run tactics, granting the ability to shift one square either before or after attacking, allowing the ranger to shift out of cover, make an attack, and then move or shift back into cover. The final option for the archer ranger, twin strike, is another power that only does 1[W] damage, however, this power allows the ranger to make TWO attacks, either against the same target, or against separate targets; this is the only at-will power that does a total of 2[W] damage (assuming two hits) at first level; this alone, despite the lack of an ability modifier to the damage, makes this a highly-attractive power for either ranger build. On the other hand, the two-blade ranger can use careful attack or twin strike just as effectively as the archer ranger, but it also has access to the highly useful hit and run power. Hit and run allows the two-blade ranger, on a hit or a miss, to move in the same turn after using this power without provoking an opportunity attack, enabling the masterful "hit-and-run" tactics that make a ranger so effective.
For encounter powers at first level, both ranger builds can choose a utility encounter power, fox's cunning, which allows a ranger to shift one square after an enemy makes a melee attack against him, then counterattack with a basic attack (with a bonus equal to his WIS modifier) against the attacker. Both builds also have a choice between two additional powers, evasive strike and two-fanged strike. Evasive strike allows the ranger to shift a number of squares (based off the ranger's WIS modifier) before or after attacking, again, an effective hit-and-run power that also does 2[W] plus the relevant modifier damage. Two-fanged strike is similar to the at-will twin strike, in that it allows two attacks (though these must be focused on a single target), but these attacks do 1[W] plus the relevant modifier damage and gain a bonus amount of damage (equal to the ranger's WIS modifier), if both attacks hit. The two-blade ranger also has the option of selecting dire wolverine strike, a powerful technique that targets all adjacent enemies (close burst 1, must be able to see).
For daily powers at first level, again, the dual nature of the ranger is apparent as there is another power which either build can use effectively. Hunter's bear trap is a great power that works for either build, doing a good amount of damage (2[W] plus the relevant modifier), slowing the target (even on a miss), and doing ongoing damage (on a hit); as well as being a half-damage on a miss power. The archer ranger can also choose split the tree; a strong, multi-target attack (two creatures within three squares of each other), that allows the ranger to make two attack rolls and use the better of the two against both targets, doing 2[W] damage plus the DEX modifier against both. The two-blade ranger has two additional choices, jaws of the wolf and sudden strike. Jaws of the wolf is a strong, two-attack vs. one creature power that does 2[W] plus STR modifier damage on each hit, and half damage on a miss (meaning, that even two misses should be roughly equivalent to a single, good hit). Sudden strike is an unusual power that allows the ranger to make an off-hand strike first (for 1[W] damage), then, hit or miss, to shift one square and make a primary-hand attack that, on a hit, imposes a condition penalty (weakened) on the target, as well as doing a healthy dose of damage (2[W] plus STR modifier).

Equipment: Every ranger should carry a bow of some kind, as getting that crucial first strike can be pivotal to the party's success in battle. Most rangers also carry a pair of one-handed weapons, regardless of which path that they choose (archer or two-blade). The ranger's dual-nature powers typically stipulate that the ranger has to be wielding a ranged weapon, or a pair of melee weapons. The ability to use the same powers with two entirely different approaches gives the ranger great flexibility in combat, and the ability to respond across the battlefield wherever he is needed the most.

The ranger is somewhat unusual in that so many of the powers for the class can be used with either a melee or a ranged attack. Combined with intelligent play, the ranger can be a highly-effective, mobile source of damage; either harassing enemy skirmishers, leaders, and spellcasters, all the enemies that attempt to stay on the fringes of battle, or by taking advantage of the party's defenders and dancing in and out of melee, striking the enemy's brutes and soldiers whose focus is on the party's paladins and fighters. No opponent is safe from the deadly arrows or blades of a well-played ranger, and every adventuring party would do well to include one.
#5

usf22raptr_dup

Jul 07, 2008 3:55:39
Next one is finished:

Warlock
THE WARLOCK

Role: The warlock is a direct-damage, effect-inducing, mobile striker. With three, distinct paths (called pacts) to follow, and a varied repertoire of nifty combat and support powers, the warlock can add a distinct level of "oomph" to an adventuring party. Being even squishier than rogues, however, the warlock demands intelligent play. Power selection hinges largely on the choice of pact at first level, and this will have a profound impact on the specific role that a warlock plays in combat. Out of combat, the warlock benefits from a wide skill list that includes Thievery, allowing a warlock to supplant a rogue in certain circumstances (or to simply allow the party a second opportunity to overcome those difficult trap challenges that rear their ugly heads in combat situations). The warlock is an immensely entertaining and rewarding class to build and to play.

Key Abilities: The choice of key abilities for a warlock hinge greatly upon the pact choice. For the fey pact, CHA should be maximized, as all of the pact-boosted powers utilize CHA-based attack rolls; INT should be second, for a fey pact warlock, as most warlock powers derive a mechanical effect or benefit from the INT modifier; finally, CON should be given final consideration, to allow the fey pact warlock to choose some powers that rely on CON-based attack rolls. For the infernal pact, quite the reverse is necessary, placing CON as the highest priority (for the same reason as above); INT still remains the second-most important consideration; and CHA becomes the tertiary ability. The star pact, on the other hand, has pact-specific powers that draw on both CON and CHA, meaning that an optimal build should have both of these stats equal at first level (though if preference MUST be made, CON would receive slightly higher priority), and INT would be tertiary. The warlock, of any path, derives no benefit (save qualifying for certain feats) from STR, DEX, or WIS; thus, these should be considered dump stats (DEX, alone, might gain some small consideration for the aforementioned feat qualifications).

Races: Races that make effective warlocks, based on racial stat boosts, include: dragonborn, half-elves, halflings, humans, and tieflings make excellent fey pact warlocks; dwarves, half-elves, and humans, make superb infernal pact warlocks; finally, half-elves (in particular), humans, and tieflings make effective star pact warlocks.

Sample Stat Lines (assumes standard array for score generation):

Fey Pact -

1. Dragonborn: Dragonborn make an interesting choice for a warlock. With a racial boost to the pact's primary stat, and some interesting racial abilities that key off CON (another primary attribute of warlocks), the dragonborn warlock can make a powerful warlock. The starting STR and CON scores allow the dragonborn warlock to select Armor Proficiency (Hide) or (Chain) at first level. STR-13 DEX-12 CON-13 INT-14 WIS-10 CHA-18

2. Half-Elves: Half-elves make excellent warlocks of any pact, with a racial boost to both, primary combat stats. Coupled with their racial ability to choose racial feats that benefit either elves or humans (humans, in particular), the half-elf shines as a warlock. Again, this build would be able to take AP (Hide/Chain) at first level. STR-13 DEX-11 CON-14 INT-14 WIS-10 CHA-18

3. Halflings: Halflings make intriguing warlocks, particularly when replacing a rogue in an adventuring party (thanks to the class' access to Thievery as a class skill). This build does not allow the warlock to choose AP (Hide/Chain) at first level, however, it makes it easily accessible by 4th level. STR-13 DEX-13 CON-12 INT-14 WIS-10 CHA-18

4. Humans: No surprise, humans can make effective warlocks, just like they can make effective . Human warlocks, however, will be somewhat squishier than other races, owing to their single stat boost; this is off-set by the racial abilities that grant an extra feat and an extra at-will power. STR-13 DEX-11 CON-12 INT-14 WIS-10 CHA-18

5. Tieflings: Surprisingly, tieflings make better fey pact warlocks than they do infernal pact warlocks, not to say that they cannot do both effectively, but their racial boosts make them more effective as fey pact warlocks. STR-13 DEX-11 CON-12 INT-16 WIS-10 CHA-18

Infernal Pact -

1. Dwarves: Dwarves make for a much sturdier and resilient warlock. With a racial boost to the infernal pact warlock's key combat ability, and the natural dwarven resilience, an infernal pact warlock can afford to take slightly greater risks in combat while seeking greater rewards. As usual, this build is intended to allow the warlock to gain AP (Hide/Chain) STR-13 DEX-11 CON-18 INT-14 WIS-12 CHA-12

2. Half-Elves: Again, the half-elf seems custom-fit for any of the warlock pacts. STR-13 DEX-11 CON-18 INT-14 WIS-10 CHA-14

3. Humans: Is there any class that these guys cannot fit? (The answer, in a nutshell, is no, by the way...) STR-13 DEX-11 CON-18 INT-14 WIS-10 CHA-12

Star Pact -

1. Half-Elves: While this might seem a match made in the Astral Sea, the tiefling actually has a slight edge over the half-elf when making a star pact warlock (thanks to the higher starting INT), however, the build is still quite effective. Like most star pact warlocks, however, this build does not emphasize qualifying for the Armor feats, due to the dual-stat requirement for effectiveness. CON is given the slight edge, as the pact's at-will power (dire radiance) is CON-based. STR-11 DEX-12 CON-18 INT-13 WIS-10 CHA-16

2. Tieflings: Still a slightly better choice for the tiefling than the infernal pact (which is still surprising), not as perfect a fit as for the fey pact, but still quite strong. STR-11 DEX-12 CON-16 INT-15 WIS-10 CHA-16

3. Humans: Recognize these guys, yet? Like the half-elf, the human star pact warlock suffers from a lower, starting INT score, but the real strength of the class is in the flexibility of power selection, the paragon-tier stat bump should be more than sufficient for the warlock in its career. STR-11 DEX-12 CON-16 INT-13 WIS-10 CHA-16


Skills: SKill choice for the warlock is interesting, as most warlocks will be complementary characters, both in and out of combat. Taking Arcana is a definite; Religion is a good choice, particularly if you plan to take the ritual caster feat (which is never a bad choice); Thievery is a great choice, particularly if you are replacing a rogue, as the party's striker; and the fourth choice should be a skill that either appeals to the player, or that synergizes with racial skill bonuses (e.g. Bluff for a tiefling is a good choice, Insight for a half-elf, etc.).

Feats: Feat choice for the first-level warlock is fairly open, as there are not any glaring choices that would be considered "must-haves." Builds that meet the stat requirements are well-served by selecting an improved Armor Proficiency, (Hide for builds with good DEX, Chain otherwise). The pact boon feats (such as Improved Dark One's Blessing, etc.) are a very good choice, as they will benefit a warlock over the entire course of his adventuring career. Racial feats are always a good choice, for any class. Finally, Ritual Caster is a good choice for any arcane/divine class.

Powers: Power selection for the warlock, can be somewhat simpler (particularly at first level) than for other classes. The choice of pact pre-determines which at-will powers that you have, and there are pact-specific bonuses to powers across all three tiers for the warlock.
For at-will powers, every warlock gets Eldritch Blast, a very nice, ranged power that does good damage (1d10 + relevant modifier), and allows the warlock to choose which primary attribute is used for the attack rolls and damage rolls (CON or CHA); in addition, the power can be used in any situation that allows a ranged basic attack, becoming highly useful when multi-classing into certain classes (ranger comes to mind as a great one). The pact that the warlock chooses then determines which 2nd at-will power is gained at first level. Star pact warlocks get the radiant-damage dealing power, Dire Radiance, which has the intriguing secondary effect (on a hit) of inflicting further damage on a target, if it moves any closer to you on its next turn (with no means of avoiding this extra damage). Fey pact warlocks get the psychic-damage dealing, Eyebite, which has the interesting side effect (on a hit) of rendering the warlock invisible to the target until the start of the warlock's next turn. Infernal pact warlocks get the fire-damage dealing, Hellish Rebuke, with the nasty side-effect (on a hit) of forcing the target to take additional amount of damage if the warlock takes damage before the start of the warlock's next turn. For a human warlock, there is not a perfect choice for the third at-will, but it should be noted that Eyebite is a CHA-based power, while the other two are CON-based.
For encounter powers, again, pact selection should steer power selection; although there is no restriction against choosing powers outside of the pact, there are typically mechanical bonuses to be gained by selecting powers that are inside the pact. Fey pact warlocks have the impressive Witchfire power, a fire-damage dealing power that imposes a penalty on the target's attack rolls (on a hit) of either -2, or -(2 + INT modifier) for fey pact warlocks. Infernal pact warlocks get a choice between two encounter powers at first level, Diabolic Grasp or Vampiric Embrace. Diabolic Grasp is a battlefield-control power that does good damage and (on a hit) allows the warlock to slide the target, either 2 squares or (for the infernal pact warlock) 1 + INT modifier squares. Vampiric Embrace, on the other hand, is a drain power that, again, does a healthy dose of necrotic damage and (on a hit) grants the warlock either 5 or, for an infernal pact warlock, 5 + INT modifier, temporary HP. Lastly, star pact warlocks have the Dreadful Word power, a healthy dose of psychic damage that has the benefit of imposing a penalty (on a hit) to the target's Will defense, -1 or -(1 + INT modifier) for star pact warlocks; this power synergizes brilliantly with many other warlock powers, particularly in the star pact path, because they target the Will defense.
For daily powers, at first level, the warlock has a free choice, as none of the powers gains a pact-specific bonus; that being said, however, there are certain powers that work better for certain pacts. The first power, Armor of Agathys, is incredibly useful, granting a sizeable number of temporary HP, with the added bonus of doing a small amount of cold damage (for the rest of the encounter) to any enemy that starts its turn adjacent to the warlock; any of the three pacts can benefit from choosing this power. The second option, Curse of the Dark Dream, is a better choice for star or fey pact warlocks, as it is CHA-based; the power does a good amount of psychic damage and (on a hit) allows the warlock to slide the target 3 squares; in addition, the power can be sustained (hit or miss) with a minor action each round, allowing the warlock to slide the target 1 square each time it is sustained (save ends). The third option, Dread Star, is another power that appeals to either star or fey pact warlocks, being CHA-based; the power does a healthy dose of radiant damage and (on a hit) is immobilized until the end of the warlock's next turn; in addition, the power (hit or miss) has the added effect of imposing a -2 penalty on the target's Will defense (save ends), thus, synergizing well with other star and fey pact powers. The final option, Flames of Phlegethos, appeals more to star and infernal pact warlocks, as it is CON-based; the power does the most damage of the first-level dailies (and it is also fire damage), in addition, the power carries the effect of (hit or miss) inflicting ongoing fire damage (save ends).

Equipment: At first level, the options for a warlock are rather limited, in terms of equipment. The first-level warlock should select the strongest armor with which he is proficient, should carry a dagger for melee defense (however, shame on any warlock that is forced to use it), a ranged weapon is, essentially, unnecessary, as the warlock has the infinitely-useful eldritch blast, which is available for making ranged basic attacks. Since the class can use magic wands and rods, acquisition of one of these implements should be a priority for the warlock, however, this is not an option for the first-level warlock; as such, saving as much of the character's starting wealth will allow the warlock to acquire better equipment sooner than if he spends it all at first level. One option that bears consideration, however, is investing in a riding horse at first level; while it may sound somewhat strange, the extra mobility offered by the horse (speed 10), as well as the fact that your horse can benefit, particularly at higher levels, from many of the warlock's utility powers that influence things such as skill checks and movement (i.e. teleportation); while the Mounted Combat feat is not essential at first level to make this an effective choice, it does become much more useful from 2nd level and on, but this is something for the warlock to consider as he increases in level.

All in all, the warlock is an enormously entertaining class to play, both in and out of combat. Your party will appreciate both your ability to deal serious pain to single enemies and the series of useful "de-buffs" that the warlock can impose on those enemies. Out of combat, the warlock makes it possible to travel without a rogue, or to be twice as effective in dealing with traps and such. Remember, the choice of pact has the greatest impact on the development of the warlock, so this, more than any other choice, should be given the most consideration as you build your warlock.

- Izzie, student of Godwin the Gnome
#6

prowlor

Jul 07, 2008 12:22:54
I made my first 4e character last night, and went with a Dragonborn Infernal Warlock. After trying to get used to the system and figuring out what everything meant, I was blown away by the staggering power behind my warlock. Now I may be interpreting the rules wrong, however as far as I can tell, my basic attack will be something like:

1. As a minor action, throw a Warlock's curse on a enemy who doesn't have one on him yet.

2a. Attack enemies that have a hard time hitting with E. Blast for 1d10+3 (my Con modifier) plus an additional 1d6 for them being affected by Warlocks curse. If they die, I get my level+3 HP back from their demise. If they are rushing me (which I assume they are since I only have a 10ft range) I get a +1 modifier on my attack

2b. If they are hitting me frequently, I can use Hellish Rebuke to do 1d6+3 + 1d6 {from curse} and an extra 1d6 if they damage me next turn (do i get an extra 1d6 from my curse for this hit as well?).

3. I move away from them more then 3 spaces and get a +2 defensive bonus from shadow walk that turn as well.


When I calculated this, my jaw dropped. My 2e Templar deals 1d10+2 damage with his two handed sword and my 3.5 level 1 sorcerer deals 1d4 damage with a frost ray.

I was disappointed, however, that they made casters into a linear progression of you get spell "x,y,z" at level 1, "p,d,q" at level 2, etc. It takes the specialization out... but its still cool and I cant pass judgment till i really get into the grit of the game
#7

malcapricornis

Jul 07, 2008 14:14:22
I made my first 4e character last night, and went with a Dragonborn Infernal Warlock. After trying to get used to the system and figuring out what everything meant, I was blown away by the staggering power behind my warlock. Now I may be interpreting the rules wrong, however as far as I can tell, my basic attack will be something like:

1. As a minor action, throw a Warlock's curse on a enemy who doesn't have one on him yet.

2a. Attack enemies that have a hard time hitting with E. Blast for 1d10+3 (my Con modifier) plus an additional 1d6 for them being affected by Warlocks curse. If they die, I get my level+3 HP back from their demise. If they are rushing me (which I assume they are since I only have a 10ft range) I get a +1 modifier on my attack

2b. If they are hitting me frequently, I can use Hellish Rebuke to do 1d6+3 + 1d6 {from curse} and an extra 1d6 if they damage me next turn (do i get an extra 1d6 from my curse for this hit as well?).

3. I move away from them more then 3 spaces and get a +2 defensive bonus from shadow walk that turn as well.


When I calculated this, my jaw dropped. My 2e Templar deals 1d10+2 damage with his two handed sword and my 3.5 level 1 sorcerer deals 1d4 damage with a frost ray.

I was disappointed, however, that they made casters into a linear progression of you get spell "x,y,z" at level 1, "p,d,q" at level 2, etc. It takes the specialization out... but its still cool and I cant pass judgment till i really get into the grit of the game

Eldritch Blast has a 10 SQ range which is 50'. Aside from that it appears everything else is correct.

It appears that the Hellish Rebuke does actually trigger the curse damage if you had not already used the curse damge that round. Though I suppose that it can be argued that the triggered condition is not an "attack". That said, for you to gain curse damage bonus from that target that target had to be cursed when you casted Hellish Rebuke originally. I would assume you would want to apply the curse bonus damage on the initial hit thus making it impossible to apply the curse bonus damage again that round.

From PHB page 131:
"Once per turn as a minor action, you can place a Warlock’s Curse on the enemy nearest to you that
you can see. A cursed enemy is more vulnerable to your attacks. If you damage a cursed enemy, you deal
extra damage. You decide whether to apply the extra damage after making the damage roll. You can deal
this extra damage once per round."

The question I have is the cursed damage that you are allowed to do once per curse or once per round?
#8

prowlor

Jul 07, 2008 15:21:52
Oh, i thought "Range 10" meant 10ft which would be 2 squares... that makes it even better :D

Also, I interpreted warlocks curse to be able to be be used once per encounter on each target. Maybe I'm wrong? Even so, Cursing everything in existence is still profitable because of my Dark Ones Blessing and Greater Dark Ones Blessing skill and feat I have. Even if a team-mate kills a enemy, I think I still get the HP boost
#9

usf22raptr_dup

Jul 07, 2008 15:28:15
It appears that the Hellish Rebuke does actually trigger the curse damage if you had not already used the curse damge that round. Though I suppose that it can be argued that the triggered condition is not an "attack". That said, for you to gain curse damage bonus from that target that target had to be cursed when you casted Hellish Rebuke originally. I would assume you would want to apply the curse bonus damage on the initial hit thus making it impossible to apply the curse bonus damage again that round.

From PHB page 131:
"Once per turn as a minor action, you can place a Warlock’s Curse on the enemy nearest to you that
you can see. A cursed enemy is more vulnerable to your attacks. If you damage a cursed enemy, you deal
extra damage. You decide whether to apply the extra damage after making the damage roll. You can deal
this extra damage once per round."

The question I have is the cursed damage that you are allowed to do once per curse or once per round?

Check out this thread for some? answers...
#10

malcapricornis

Jul 07, 2008 15:49:00
Thanks for the pointer. Now, what Wiz needs to do is have a FAQ for this game that is updated daily. Sifting through 50 forums for intricate rules rulings is a pain.
#11

usf22raptr_dup

Jul 07, 2008 15:58:14
LOL, I know...I just spent 30+ minutes looking for that thread (which still only helps clarify the issue, without giving a definitive, straight from WotC, answer, but, like the rest of the boards, we all do the best we can, and wing it from there ;) ). I think a thread that was solely-dedicated to WotC rulings on specific questions raised by the boards would be immensely helpful, the trick is ensuring that the answers get correctly 'ported over to the thread...


P.S. I'm just curious if people think that these guides have been helpful; obviously, I'm not trying to number-crunch optimize every first level character out there, I just wanted to give people a feel for the new system, and help open eyes to the possibilities inherent in the system.
Thanks,
Izzie