From Concept to Character Sheet; Part 4: Powers

Posted by Mark on Dec 21, 2008 in 4e D&D, Forgotten Realms, Game Design |
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concept4

dicemonkey-48Previously, we’ve talked about coming up with a character concept, choosing ability scores, and deciding on skills and feats. This time, we’re covering Powers, one of my favorite new changes to D&D.

So, we already know that Alric will be wearing plate armor and plans on being very “knightly”, so I want his powers to reflect that. Also, I want him to be in the front lines, helping out his fellow party members to best take down the enemy.

As a human he gets three at-will powers, which is a nice start.

First off, as a fighter, I’m going for the one-handed Fighter Weapon Talent (that should be mentioned).

I’ll be starting out with Cleave, since I want him to be able to leap into combat right away, hacking into the enemy before moving on to the next.

Secondly, I’ll be taking Tide of Iron, since my character will be wielding a shield, and I want him to have a lot of battlefield control by pushing the enemy around.

Third, cracking open the Martial Power sourcebook, I’ll be selecting Footwork Lure. For those without the Martial Power book, Footwork Lure allows me to make an attack, then shift one square, and slide the target into the square I previously occupied. This is for more battlefield control on my part.

As an Encounter power, I’ll select the Martial Power Shield Bash. It allows me to make a 1d10 hit, push the target back AND knock him prone. A very nice combo, and I think I’m going to enjoy using my shield a lot.

As a Daily power, I’ll go with the MP Tempest Dance. My character can make a standard attack, shift one square, and repeat the attack against another target. Then he gets to do the same one more time. I  imagine Alric charging through the midst of an army, slashing at anyone who gets close.

That’s about all for now. Check next time, where we’ll hammer out equipment and a few last minute details with the character.

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