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Who wants to try this shit again?
Inspiration (http://forums.somethingawful.com/showthread.php?threadid=3273056&pagenumber=1)
What if I DMd?
Maybe
4th edition though >:E
I'm the only one allowed to read the LP forum fuck off
GoodTeletubby
06-01-2010, 01:24 AM
depends on the source materials >.>
I is bored, so why the fuck not?
Purser The Guy
06-01-2010, 02:01 AM
Eh, sure. All the other PbPs I've tried playing have gone to shit and I haven't done 4th edition as a player yet.
PS: I like how humans and half-elves are good now.
I'm the only one allowed to read the LP forum fuck off
It's a big forum, fag t:mad:
Also yay replies and shit.
I was hoping on having this one be a bit more...chill in terms of story.
I don't mean like clowns and shit flying off everywhere but you don't all have to be brooding drow warlocks with a sinister past or divine human paladins trying to fight off all evil in the name of god.
I'm just going off our previous attempts here, we've always had a party full of total pricks who would rather brood than communicate with the party.
Jenius
06-01-2010, 03:09 AM
I think previous failures had less to do with story/rp and more to do with people getting sidetracked and not keeping up with the game. For reference the campaign I tried to run here (last summer) worked irl and was taken to completion (took about half a year, maybe 2/3rds).
well that too.
I might have to Doodle Poll this bitch up tomorrow.
Purser The Guy
06-01-2010, 04:39 AM
I'm just going off our previous attempts here, we've always had a party full of total pricks who would rather brood than communicate with the party.
God, I hate that. The party I DM'd IRL was pretty cool but it then life intervened and we ended up stopping.
I play pretty straightforward characters, so brooding, emo, non-talkyness should be nonexistent. If I go pali, I'll be the "nice guy" kind.
I don't mind a less than serious campaign. I've always wanted to play a drug addicted CN character.
My favorite character I ever made was a thief with an addiction to cinnamon. Too bad that campaign was also a Source one, so it ended before anything remotely interesting could happen.
Alright, got a few polls for you.
Do you prefer play-by-post, or a set group meeting time? Answer at the top of the page.
If we have a set group time, when would you be available? Click here (http://www.doodle.com/fr5nympcts2b7kyr). Ignore specific dates, just consider them as week-to-week. These numbers are Eastern time. Keep in mind a session would last about 3 hours, and the times represent when the game would start.
I suppose I will offer myself up as DM unless anyone else is feeling itchy to grow their neckbeard and take up the position.
Kedster
06-01-2010, 07:00 PM
And here I thought the poll would be something like 'Do you even bother playing it? Lolnerdalarm/guilty pleasure/checkbox'
GoodTeletubby
06-01-2010, 08:20 PM
Heh, aside from Sunday nights after 9 or so, I can't commit to anything. On any other given night I may be working until 10 or 11pm, and Thursday nights are fixed raid night, so that's completely out of the question. PbP is usually fine as long as everyone's available to get on at least once a day, usually. The only real issue I've run into with it is the possibility for a couple people who are on at the same to have everyone else left behind in a conversation.
Also: source materials preferred? >.> I have a... rather expansive collection to draw from, including the D&D insider articles, what's your preference on limits?
Also: source materials preferred? >.> I have a... rather expansive collection to draw from, including the D&D insider articles, what's your preference on limits?
I strongly encourage creativity and fun. If you think it'll help you get into it and enjoy yourself, use whatever material you want. As long as you can send me a copy, and its Wizard approved, use whatever you'd like.
Purser The Guy
06-01-2010, 10:30 PM
I strongly encourage creativity and fun. If you think it'll help you get into it and enjoy yourself, use whatever material you want. As long as you can send me a copy, and its Wizard approved, use whatever you'd like.
4th ed, Level 1, I presume? :V
4th ed, Level 1, I presume? :V
yuuuuuup
maybe level 2 if people are really itching for that extra power or somethin :V
GoodTeletubby
06-01-2010, 11:00 PM
hmm, what books do you have access to already? I don't want to go digging for files of stuff you already have?
Purser The Guy
06-01-2010, 11:00 PM
yuuuuuup
maybe level 2 if people are really itching for that extra power or somethin :V
I use this. Works decently.
http://www.wizards.com/dnd/tool.aspx?x=dnd/4new/tool/characterbuilder
Making a higher-than 3rd level character involved getting at least 1 month of D&DI.
hmm, what books do you have access to already? I don't want to go digging for files of stuff you already have?
I can download whatever shit. I think first off I need to find out if we have enough interest to actually do this.
Purser The Guy
06-01-2010, 11:30 PM
I can download whatever shit. I think first off I need to find out if we have enough interest to actually do this.
Need 4-5+DM, soooo. Close?
GoodTeletubby
06-02-2010, 12:07 AM
yay for inconclusive polls
3'd be the minimum, really, 4 would be fine
Need 4-5+DM, soooo. Close?
I'd really dig 4, cause my OCD side requires that all 4 4.0 roles be fulfilled
Purser The Guy
06-02-2010, 12:53 AM
I'd really dig 4, cause my OCD side requires that all 4 4.0 roles be fulfilled
Yeah, but what if everyone had role bleed? The defender is a leader! The leader is a controller! The controller is a defender?!
ProphetKing
06-02-2010, 07:25 AM
i will ply as a ninja
GoodTeletubby
06-02-2010, 09:08 AM
Yeah, but what if everyone had role bleed? The defender is a leader! The leader is a controller! The controller is a defender?!
Then the striker just gets to dick around and kill shit?
GoodTeletubby
06-02-2010, 02:15 PM
So, anyways: Role preferences, in order of preference
1)Striker: Longtooth shifter ranger
B)Controller: Shardmind Wizard
iii)Defender: Half-elf Battlemind
δ)Leader: Half-elf Bard
jok3r
06-02-2010, 09:22 PM
voted either and i would probably play.
edit: haven't played 4.0. How much does it differ from 3.5?
Purser The Guy
06-02-2010, 10:19 PM
So, anyways: Role preferences, in order of preference
1)Striker: Longtooth shifter ranger
B)Controller: Shardmind Wizard
iii)Defender: Half-elf Battlemind
δ)Leader: Half-elf Bard
Oh hey, good idea.
1)Controller: Human Wizard
2)Defender: Half-Elf Paladin (or) Dwarven Warden
3)Striker: Longtooth shifter ranger :V
4)Leader: Human/Genasai Warlord (or) Dwarven Shaman
voted either and i would probably play.
edit: haven't played 4.0. How much does it differ from 3.5?
Like whoa different. It's a lot simpler in many ways, though.
voted either and i would probably play.
edit: haven't played 4.0. How much does it differ from 3.5?
There are a lot less bullshit skills, and DM decisions are much more free form. There's a lot less consulting tables for obscure combat rules and stuff. Combat is much more like an MMO, "Powers" giving you access to cool shit right out the box.
I think it's pretty awesome.
Jenius
06-03-2010, 04:00 AM
There are a lot less bullshit skills, and DM decisions are much more free form. There's a lot less consulting tables for obscure combat rules and stuff. Combat is much more like an MMO, "Powers" giving you access to cool shit right out the box.
I think it's pretty awesome.
It get's less awesome the more you play it sadly. After you've been at it a while you realize the power system is kind of pointless because there's clear best options with somewhat viable alternatives that are really only there for flavor or if your group lacks something (normally healing or aoe) that they provide (albeit usually watered down). Taking it a step further it's also pretty apparent there's a large gap between some of the classes in specific roles, bards for example could not really solo heal a 4-5 man party through an entire day with an appropriate amount of dmg encounters (as dictated by level/experience). The bard would either need to heavily multiclass (to get utility heals via a warlord or a cleric), rely on teammate multiclassing, or hope there's a pseudo leader in the group (like a paladin or a life warden). Invoker is notably worse than wizard, and so forth. The power system is crafted in such a way that it looks like you have options, but 99% of it is really just whether you're willing to sacrifice a bit of character strength in the name of flavor.
Instead what the power system does is make encounters take forever, it's seriously like playing a board game for larger ones. My group recently took a shot at pathfinder (a 3.5 offshoot essentially) and shit was so much more streamlined because autoattacking was usually the best option and powers were more situational.
Granted I do enjoy 4.0 and plan on playing it on and off among other systems, but I think that a lot of the allure is reading stuff without actually playing, because when you start rolling dice a lot of it's flaws come out.
Jenius
06-03-2010, 04:07 AM
Also I'd probably be in for a play by post here, extended session is nice in theory but I think it will die out faster because odds are people will get busy and cancel and it only takes one person bailing to put a notable damper on something scheduled. We might consider play by posting and setting up skypes whenever combat goes down (otherwise combat would take forever), but I think I tried something vaguely similar last time and it didn't really work out.
In terms of what I'd play, well I'd like to play a striker because I never get to irl but seeing as no one else really wants to be the defender or the leader I'll list those first.
1. Leader: Cleric/warlord
2. Defender: Warden/Fighter
3. Striker: Barb/Rogue
4. Controller: Wizard/Invoker
Race would likely be min/maxing for whatever I end up playing.
Well yeah if you're gonna sperg about doing the best you possibly can, then there is a clear path. But I think the power system makes things more fun than auto-attacking and having the Wizard and Cleric afraid to cast anything in case the DM throws something unexpected at them and they need the essential nukes/heals ready. edit: and it's not like the same couldn't also be said for 3.5. there's a clear best option that's been worked out there too, but at least the "flavor" powers in 4th have some kind of use compared to some of the abysmal options in 3.5
I hated playing a Wizard/Sorcerer/any caster in 3.5. I didn't like the idea of blowing my load and having almost nothing left to fall back on when shit went south. At least Clerics could mace something decently well and had some hit points.
Jenius
06-03-2010, 03:51 PM
Well yeah if you're gonna sperg about doing the best you possibly can, then there is a clear path. But I think the power system makes things more fun than auto-attacking and having the Wizard and Cleric afraid to cast anything in case the DM throws something unexpected at them and they need the essential nukes/heals ready. edit: and it's not like the same couldn't also be said for 3.5. there's a clear best option that's been worked out there too, but at least the "flavor" powers in 4th have some kind of use compared to some of the abysmal options in 3.5
I hated playing a Wizard/Sorcerer/any caster in 3.5. I didn't like the idea of blowing my load and having almost nothing left to fall back on when shit went south. At least Clerics could mace something decently well and had some hit points.
Your qualms with 3.5 are fairly fixed in pathfinder.
And I don't even mean sperging about being the best in 4th, I mean just making a realistically playable character. The encounter levels recommended by the dmg can be pretty hard, especially when they're at the tip of their difficulty. The power system looks really good to you because as far as I can tell you haven't really played 4th, put a year or so under your belt and you may understand my position a bit better.
Purser The Guy
06-03-2010, 10:58 PM
Your qualms with 3.5 are fairly fixed in pathfinder.
And I don't even mean sperging about being the best in 4th, I mean just making a realistically playable character. The encounter levels recommended by the dmg can be pretty hard, especially when they're at the tip of their difficulty. The power system looks really good to you because as far as I can tell you haven't really played 4th, put a year or so under your belt and you may understand my position a bit better.
I know where you're coming from. I DM'd for about 6 months. Granted, the median age of my group was 38.
Skydin
06-04-2010, 12:27 AM
voted either and i would probably play.
edit: haven't played 4.0. How much does it differ from 3.5?
They took all those complicated bits that made you use your intelligence and create a good, deep character that you feel you know the ins and outs of, and turned that into "You can do this this or this, grats."
As you can tell, I'm not a huge fan of 4.0, much prefer pathfinder.
->http://www.d20pfsrd.com/<-
It's 3.5+
@Van: That's why Casters don't solo, they have meatshields.
Also, I'm totally in for Play by Post if there's still room. >_>
Look I just don't like the idea that I have 4 magic missles before being forced to use a crossbow as a spellcaster. :V
I know other systems have fixed it but i still kinda wanna try 4.0.
well fuck if you guys want to try a different system then whatever that'd be cool with me. I might make some weird rule calls for some things but if it'd make you all happier :V
Skydin
06-04-2010, 12:39 AM
Look I just don't like the idea that I have 4 magic missles before being forced to use a crossbow as a spellcaster. :V
So what you're telling me is that you should play a psion.
So what you're telling me is that you should play a psion.
I did. Love psionics.
And do you really visit here enough to do a play by post?
Purser The Guy
06-04-2010, 12:43 AM
So what you're telling me is that you should play a psion.
Boooooring.
Skydin
06-04-2010, 12:43 AM
I did. Love psionics.
And do you really visit here enough to do a play by post?
I do to. ^_^
Also, the only reason I'm never here is because I haven't been here in so long. XD I'm online enough that I'd be fine, and this is still in my favorites.
Purser The Guy
06-04-2010, 01:23 AM
Play Shadowrun.
FTFY
GoodTeletubby
06-04-2010, 01:30 AM
Play ParanoiaFTFY
Fixt
Jenius
06-04-2010, 06:10 AM
well fuck if you guys want to try a different system then whatever that'd be cool with me. I might make some weird rule calls for some things but if it'd make you all happier :V
4th is fine, I was just kind of pointing out the power system is not as awesome a step up as you appeared to think it was. I didn't mean the game wasn't fun. If campaigns were done in person, with a group of 4 player characters + 1 dm, with all players knowledgeable of their roles and with their powers and bonuses memorized, I think 4th is really fun for combat (though out of combat stuff was probably a bit of a step back). I plan to dm a 4th campaign at some-point next year with the sole purpose of it just being essentially dungeon delve after dungeon delve, plot be damned (note I won't do this online).
Kedster
06-04-2010, 11:04 AM
Anyone who says 4.0 is simple needs to get a punch in his face.
It was retardedly easy to be a DM in 3(.5). Now in 4.0, you have all these AMAGADPOWERS to keep track of. And most 'powers' were baseline, meaning even your Wizard cold try to push someone a few boxes, it was just less likely. Now it's 'Na, you can't make such an attack it's a level 9 power'
And as for all the tables, DMG specifically said those were guidelines for people.
Anyway, 4ed is lame. DnD in general is lame. Roleplaying outside of playing pixelated characters is retarded.
Skydin
06-04-2010, 11:57 AM
I shouldn't be talking, as I'm obviously retarded.
Fixed.
GUESS WHAT NIGGAS!? I GOT A JOB
Which means I can now justify spending free time with DnD rather than job hunting. Exciting!
If you're interested in playing, have a character sheet ready and posted on here by this Saturday. Then I can start the campaign off Sunday night. We will do play-by-post, and maybe gathering together in an AIM session for the combat events. Maybe. Hopefully.
Purser The Guy
06-09-2010, 01:22 AM
GUESS WHAT NIGGAS!? I GOT A JOB
Which means I can now justify spending free time with DnD rather than job hunting. Exciting!
If you're interested in playing, have a character sheet ready and posted on here by this Saturday. Then I can start the campaign off Sunday night. We will do play-by-post, and maybe gathering together in an AIM session for the combat events. Maybe. Hopefully.
Kay. :V
Verata Fundus, level 2
Human, Wizard
Arcane Implement Mastery: Orb of Imposition
Background: Refused Admittance (Perception class skill)
FINAL ABILITY SCORES
Str 8, Con 12, Dex 10, Int 18, Wis 16, Cha 12.
STARTING ABILITY SCORES
Str 8, Con 12, Dex 10, Int 16, Wis 16, Cha 12.
AC: 17 Fort: 13 Reflex: 16 Will: 17
HP: 26 Surges: 7 Surge Value: 6
TRAINED SKILLS
Dungeoneering +9, Arcana +10, Perception +9, Insight +9, History +10
UNTRAINED SKILLS
Acrobatics +1, Bluff +2, Diplomacy +2, Endurance +2, Heal +4, Intimidate +2, Nature +4, Religion +5, Stealth +1, Streetwise +2, Thievery +1, Athletics
FEATS
Wizard: Ritual Caster
Human: Enlarge Spell
Level 1: Armor Proficiency (Leather)
Level 2: Implement Expertise (orb)
POWERS
Bonus At-Will Power: Winged Horde
Wizard at-will 1: Chilling Cloud
Wizard at-will 1: Thunderwave
Wizard encounter 1: Orbmaster's Incendiary Detonation
Wizard daily 1: Grease
Wizard daily 1 Spellbook: Sleep
Wizard utility 2: Shield
Wizard utility 2 Spellbook: Jump
ITEMS
Spellbook, Adventurer's Kit, Quarterstaff, Leather Armor, Potion of Healing (heroic tier)
RITUALS
Tenser's Floating Disk, Create Campsite, Comprehend Language
GoodTeletubby
06-09-2010, 01:52 AM
GUESS WHAT NIGGAS!? I GOT A JOB
Which means I can now justify spending free time with DnD rather than job hunting. Exciting!
If you're interested in playing, have a character sheet ready and posted on here by this Saturday. Then I can start the campaign off Sunday night. We will do play-by-post, and maybe gathering together in an AIM session for the combat events. Maybe. Hopefully.
So looking at The Guy's post, level 2?
Should we be using the DMG's rules for wealth for higher than level 1 chars as well, then? 1 item +1 level, 1 item -1 level, gp=value of item level -1
which would be a lvl 3 item, lvl 1 item, and 360gp?
DMG 143 if you need the page, it's one of those obscure rules that's poorly pointed out.
Or what? ~_~ need rulz!
Purser The Guy
06-09-2010, 03:21 AM
I put down a level 2 just in case that's what we're doing. Easy enough to de-level. :V
Go ahead and do level 2 shit as the book has it.
GoodTeletubby
06-09-2010, 10:19 PM
Go ahead and do level 2 shit as the book has it.
Uh oh. He is letting us has shinies.
He is planning to try to kill us. I know it!
GoodTeletubby
06-09-2010, 11:17 PM
There we go. I spoilered in the D&DI Compendium text for all the non-PHB stuff that I noticed. If there's anything that needs clarification, let me know.
Wilnan Killdeer, level 2
Longtooth Shifter, Ranger
Fighting Style: Two-Blade Fighting Style
Ranger: Running Attack RUNNING ATTACK
Appears in Martial Power 2
This class feature replaces the Prime Shot class feature.
If you use a standard action that lets you move (such as a charge or the skirmish shot power), and you end that movement at least 2 squares away from where you began that move, you gain a +1 bonus to attack rolls made as part of that standard action.
Background: Geography - Forest, Recent Life - Explorer of the Ancient, Occupation - Hunter (Thievery class skill)
FINAL ABILITY SCORES
Str 20, Con 10, Dex 14, Int 10, Wis 13, Cha 8.
STARTING ABILITY SCORES
Str 18, Con 10, Dex 14, Int 10, Wis 11, Cha 8.
AC: 16 Fort: 17 Reflex: 14 Will: 12
HP: 32 Surges: 6 Surge Value: 8
TRAINED SKILLS
Dungeoneering +7, Thievery +8, Perception +7, Nature +7, Stealth +8
UNTRAINED SKILLS
Acrobatics +3, Arcana +1, Bluff, Diplomacy, Endurance +3, Heal +2, History +1, Insight +2, Intimidate, Religion +1, Streetwise, Athletics +8
FEATS
Level 1: Weapon Proficiency (Bastard sword)
Level 2: Quick Draw
POWERS
Ranger at-will 1: Hit and Run
Ranger at-will 1: Twin Strike
Ranger encounter 1: Dire Wolverine Strike
Ranger daily 1: Jaws of the Wolf
Ranger utility 2: Begin the Hunt Begin the Hunt
You quickly identify your prey and ready yourself to attack it.
Daily Martial
No Action Personal
Trigger: You roll initiative
Effect: You gain a +2 bonus to the initiative check, and using your Hunter’s Quarry, you designate one creature you can see as your quarry. You gain a +2 power bonus to attack rolls against that creature until it is no longer your quarry.
First published in Martial Power 2.
ITEMS
Adventurer's Kit,
Paired Bastard sword +1,
Paired Weapon
One weapon suddenly becomes two with startling speed.
Level: 3
Price: 680 gp
Weapon: Any one-handed melee
Enhancement: +1 attack rolls and damage rolls
Critical: +1d6 damage
Power (At-Will): Minor Action. Split the weapon into two identical weapons, one in your primary hand and one in your off-hand. You can spend another minor action to recombine the weapons into one. If you have the Quick Draw feat, you can split or recombine the weapon as a free action.
First published in Adventurer's Vault.
Magic Leather Armor +1,
Climber's Kit,
Crowbar,
Camouflaged Clothing, Camouflaged Clothing
Category: Gear
Price: 30 gp
Weight: 4 lb
Description: This clothing is patterned so you blend into shadows. While wearing it, you gain a +1 item bonus to Stealth checks to hide.
First published in Dragon Magazine 373.
Footpads, Footpads
Category: Gear
Price: 5 gp
Description: These felt soles fit over shoes or boots and help dampen the noise you create while walking. The footpads grant you a +1 item bonus to Stealth checks made to move quietly.
First published in Dragon Magazine 373.
Thieves' Tools,
Glass Cutter, Glass Cutter
Category: Gear
Price: 25 gp
Weight: 5 lb
Description: When breaking a window is not an option, you can use a glass cutter to create the opening you need. Using a glass cutter takes 1 minute and it opens a hole large enough to fit your arm through.
First published in Dragon Magazine 373.
Repeating crossbow, Repeating crossbow
Simple two-handedranged weapon
Cost: 35 gp
Damage: 1d8
Proficient: +2
Range: 10/20
Weight: 6 lb.
A rectangular magazine attaches to the top of this crossbow. A double-action lever drops a bolt into place as a free action, then fires it as a standard action. A repeating crossbow does not need to be reloaded as long as it has ammunition in its magazine. A magazine costs 1 gp and holds 10 bolts. It takes a standard action to remove an empty magazine and load a new one.
Properties:
Load Free (Ranged weapons that loose projectiles, including bows, crossbows, and slings, take some time to load. When a weapon shows “load free” on the ranged weapons table, that means you draw and load ammunition as a free action, effectively part of the action used to attack with the weapon. Any weapon that has the load property requires two hands to load, even if you can use only one hand to attack with it. (The sling, for example, is a one-handed weapon, but you need a free hand to load it.) The crossbow is “load minor,” which means it requires a minor action to load a bolt into the weapon. If a power allows you to hit multiple targets, the additional load time is accounted for in the power.).
Group:
Crossbow (Essentially a small metal bow mounted on a stock and equipped with a mechanical trigger, a crossbow is a point-and-shoot projectile weapon. Crossbows are popular because they require little training to master, yet the heavy pull of the metal bow gives them substantial power.).
First published in Adventurer's Vault.
Magazine (4), Magazine
Category: Ammunition
Price: 1 gp
Weight: 1 lb
Description: A rectangular magazine that attaches to the top of a repeating crossbow. A double-action lever drops a bolt into place as a free action, then fires it as a standard action. A magazine holds 10 bolts. It takes a standard action to remove an empty magazine and load a new one.
First published in Adventurer's Vault.
Crossbow Bolts (80),
Potion of Healing (heroic tier) (2),
Alchemist's Acid (level 1),
Alchemist's Acid
When shattered, this glass vial releases a spray of acid.
Level: 1
Price: 20 gp
Alchemical Item
Power (Consumable • Acid): Standard Action. Make an attack: Ranged 5/10; +4 vs. Reflex; on a hit, the attack deals 1d10 acid damage and ongoing 5 acid damage (save ends); on miss, half damage and no ongoing acid damage.
First published in Adventurer's Vault.
Alchemist's Fire (level 1),
Alchemist's Fire
When shattered, this flask fills an area with alchemical flame.
Level: 1
Price: 20 gp
Alchemical Item
Power (Consumable • Fire): Standard Action. Make an attack: Area burst 1 within 10; +4 vs. Reflex; on a hit, deal 1d6 fire damage; on miss, deal half damage.
First published in Adventurer's Vault.
Alchemist's Frost (level 1),
Alchemist's Frost
This ceramic flask explodes in an icy haze when it hits, crippling its target with numbing cold.
Level: 1
Price: 20 gp
Alchemical Item
Power (Consumable • Cold): Standard Action. Make an attack: Ranged 5/10; +4 vs. Reflex; on a hit, the target takes 1d10 cold damage and is slowed until the end of your next turn; on miss, the target takes half damage and is not slowed.
First published in Adventurer's Vault.
Clockwork Bomb (level 4),
Clockwork Bomb
You set the device on the ground and hope that it detonates when you want it to.
Level: 4
Price: 40 gp
Alchemical Item
Power (Consumable • Fire): Minor Action. Place the clockwork bomb in your space or in a square adjacent to you, and decide how many rounds pass before the bomb goes off (6 rounds maximum). Each round, at the start of your turn, move the clockwork bomb one square in a direction of your choosing and roll a d6. On a roll of 6, the bomb detonates prematurely. If the clockwork bomb is hit by an attack (the bomb has the same defenses as its user), it also explodes. When the bomb detonates, make an attack: Area burst 1 centered on the bomb’s space; targets each creature in burst; +7 vs. Reflex; 1d10 fire damage.
Special: Once the bomb is set, it can be disabled with a DC 17 Thievery check.
First published in Eberron Player's Guide.
18 gp
Purser The Guy
06-10-2010, 12:01 AM
Kay, updated with equipment and stuff.
Verata Fundus, level 2
Human, Wizard
Arcane Implement Mastery: Orb of Imposition
Background: Refused Admittance (Perception class skill)
FINAL ABILITY SCORES
Str 8, Con 12, Dex 10, Int 18, Wis 16, Cha 12.
STARTING ABILITY SCORES
Str 8, Con 12, Dex 10, Int 16, Wis 16, Cha 12.
AC: 18 Fort: 14 Reflex: 17 Will: 18
HP: 26 Surges: 7 Surge Value: 6
TRAINED SKILLS
Dungeoneering +9, Arcana +11, Perception +9, Nature +9, History +10
UNTRAINED SKILLS
Acrobatics +1, Bluff +2, Diplomacy +2, Endurance +2, Heal +4, Insight +4, Intimidate +2, Religion +5, Stealth +1, Streetwise +2, Thievery +1, Athletics
FEATS
Wizard: Ritual Caster
Human: Enlarge Spell
Level 1: Armor Proficiency (Leather)
Level 2: Implement Expertise (orb)
POWERS
Bonus At-Will Power: Winged Horde
Wizard at-will 1: Chilling Cloud
Wizard at-will 1: Thunderwave
Wizard encounter 1: Orbmaster's Incendiary Detonation
Wizard daily 1: Phantom Chasm
Wizard daily 1 Spellbook: Flaming Sphere
Wizard utility 2: Shield
Wizard utility 2 Spellbook: Jump
ITEMS (4 GP on person)
Spellbook, Adventurer's Kit, Potion of Healing (heroic tier) (3), Magic Orb +1, Dagger, Cloak of Resistance +1, Runic Leather Armor +1, Residuum (Any) (90)
RITUALS
Tenser's Floating Disk, Create Campsite, Comprehend Language, Eye of Alarm, Endure Elements
Jenius
06-11-2010, 09:09 PM
Yeah I may have to call this one out, I don't think I've been checking TS consistantly enough while I'm here for the summer and I'd probably end up dragging you guys down.
Grats on the job though Van.
Also way to hog the striker class and then choose the most boring and vanilla one GT :V.
GoodTeletubby
06-12-2010, 12:31 AM
Yeah I may have to call this one out, I don't think I've been checking TS consistantly enough while I'm here for the summer and I'd probably end up dragging you guys down.
Grats on the job though Van.
Also way to hog the striker class and then choose the most boring and vanilla one GT :V.
:( Why no like the ranger? What's wrong with big wolfman slicing your face open with a pair of 4-foot long swords!?
Not that I don't have half a dozen other others sitting around that I could've used as well, but still!
Purser The Guy
06-12-2010, 04:32 AM
:( Why no like the ranger? What's wrong with big wolfman slicing your face open with a pair of 4-foot long swords!?
Not that I don't have half a dozen other others sitting around that I could've used as well, but still!
Two-weapon rangers are pretty much numero uno in damage striking. It's about as close to the "Whack something, repeat until dead." strategy as one can get.
Jenius probably say's it's vanilla because everyone makes them. :P
As it stands, the best overall picks for defender and leader at this point are paladin and warlord. The two work well together and taclords love having as many melee friends as possible, since they use them to deal damage. Imagine getting to get make an extra whack every turn, with +4 damage. On special occasions, you get a +4 to hit as well.
Jenius
06-12-2010, 01:15 PM
:( Why no like the ranger? What's wrong with big wolfman slicing your face open with a pair of 4-foot long swords!?
Not that I don't have half a dozen other others sitting around that I could've used as well, but still!
That's what it sounds like in you're head but trust me when I say gameplay is really static with them, that and they're a bit op. The only reason one wouldn't get bored of them is because they're so strong, but other than that it's really just pick a target and flail on it until it dies with fairly little utility or variation.
Edit: And either TG know nothing about anything or some erata's really changed stuff up because paladins are darn near useless as solo tanks especially with tons of squishys simply because they don't have a lot of good ways to maintain several marks and even if they did their marks are probably the easiest to ignore of any of the defender classes. Divine power helped him a lot in this aspect and also gave him an at will that fixed his opportunity attack problem but fighter is still probably the hands down best defender.
Taclord is decent in a melee heavy party, but if you go melee melee melee and 1 ranged controller I guarantee the dm will set up situations where melee sucks and you'll just get steamrolled and it will be completely your fault. In terms of pure healing it's really hard to match a cleric but they don't have quite the same damage potential as a taclord.
this will all be moot unless we get 1-2 more people in here.
Purser The Guy
06-12-2010, 06:17 PM
Edit: And either TG know nothing about anything or some erata's really changed stuff up because paladins are darn near useless as solo tanks especially with tons of squishys simply because they don't have a lot of good ways to maintain several marks and even if they did their marks are probably the easiest to ignore of any of the defender classes. Divine power helped him a lot in this aspect and also gave him an at will that fixed his opportunity attack problem but fighter is still probably the hands down best defender.
Yeah, a -6 (-8 in paragon) to hit anyone other than the defender totally sucks balls if you can't deal more than 7 damage in heroic on the mark, even when you have immediate reaction powers that further punish marks. Even hospitaler is clearly overrated. What was I thinking? :V
Jenius
06-12-2010, 09:48 PM
Yeah, a -6 (-8 in paragon) to hit anyone other than the defender totally sucks balls if you can't deal more than 7 damage in heroic on the mark, even when you have immediate reaction powers that further punish marks. Even hospitaler is clearly overrated. What was I thinking? :V
Hospitaler is pretty good but I've seen Palies in action and only being able to consitantly mark one thing is where they really really fall short. They're nice at tanking bosses (though again the damage on mark is kind of irrelevant and I'm not sure where you're getting -6 rather than -2) but what happens is paladin marks one dude, others zergswarm your squishies and then paladin is just like whoops I can't do shit. Paladins also do very little in terms of damage.
His secondary leader capabilities aren't bad, but I'm pretty sure paly is unanimously considered the worst at straight up defending on the boards. I haven't read much since DP but I don't recall it improving him that much.
Purser The Guy
06-13-2010, 12:04 AM
Hospitaler is pretty good but I've seen Palies in action and only being able to consitantly mark one thing is where they really really fall short. They're nice at tanking bosses (though again the damage on mark is kind of irrelevant and I'm not sure where you're getting -6 rather than -2) but what happens is paladin marks one dude, others zergswarm your squishies and then paladin is just like whoops I can't do shit. Paladins also do very little in terms of damage.
The -6 is base -2 of mark, -1 from group defense (effectively, it's actually an untyped +1 to all defenses to the party vs. any mark), -1 from Mark of Warding (eberron feat, YMMV), and -2 from ye olde enfeebling strike.
With at-will powers, a paladin can mark 2 things at once, as long as they're withing 1 square of each other. (divine challenge on guy 1, move or charge up to a square adjacent to guy 1 and hit guy 2 with ardent strike)
With dual strike, fighter can more easily mark 2 but he can only react to attack one guy or the other if they move off.
Encounter powers and dailies (at level 1 or 2) open up some very nice multi-marks for pallies. A couple involving close burst 3 marking to everything. My favorite level 1 pali daily gives you automatic marking to everything adjacent to you for the entire encounter.
As long as the fighter has no access to his immediate action or has already used it, he's more or less relegated to being a low-grade striker with better defenses, with his marks giving -2 or -3 to hit squishier targets. Paladin marks are always at least that AND deal damage, and are dangerous when combined with immediate reactions/interrupts like Price of Cowardice (that one actually hits unmarked enemies too).
Jenius
06-13-2010, 12:07 PM
The -6 is base -2 of mark, -1 from group defense (effectively, it's actually an untyped +1 to all defenses to the party vs. any mark), -1 from Mark of Warding (eberron feat, YMMV), and -2 from ye olde enfeebling strike.
This requires that you a: spam enfeebling strike every turn which does very little damage :b have several feats to back it up at least one of which is not allowed in standard play (and can fighters get group defense too? I don't recognize it completely but I think it's phB 3) and you run into the can't mark two things situation again. If you're not marking just one thing while using a weak ass at will, it looks like you're still at the -2 or -3 depending on feats that a fighter would be at.
With at-will powers, a paladin can mark 2 things at once, as long as they're withing 1 square of each other. (divine challenge on guy 1, move or charge up to a square adjacent to guy 1 and hit guy 2 with ardent strike)
With dual strike, fighter can more easily mark 2 but he can only react to attack one guy or the other if they move off.
Is this power the one you can use as a melee basic? I can't remember. Because if it's not and you take enfeebling and this, monsters can run right past you (assuming chaladin which is probably the only worthwhile paladin build) and you can't do shit. Fighters always have access to strong opp attacks no matter their atwills. Fighters also have higher bab for to hit and bonuses to opp attacks from their wisdom.
Encounter powers and dailies (at level 1 or 2) open up some very nice multi-marks for pallies. A couple involving close burst 3 marking to everything. My favorite level 1 pali daily gives you automatic marking to everything adjacent to you for the entire encounter.
If I recall a lot of the multimarks are dailiys, there were probably some encounters in there but none of them match up to the multimarking power of things like come and get it that a fighter gets. Almost every level of encounters fighters have powers that involve marking more than one thing, doing a lot of damage to each thing they mark, and usually being able to mark things several squares apart from each other.
As long as the fighter has no access to his immediate action or has already used it, he's more or less relegated to being a low-grade striker with better defenses, with his marks giving -2 or -3 to hit squishier targets. Paladin marks are always at least that AND deal damage, and are dangerous when combined with immediate reactions/interrupts like Price of Cowardice (that one actually hits unmarked enemies too).
Admittedly, this is the biggest weakness of the fighter, but iirc when a paladin multimarks only his minor action mark carries the free damage ability. The other things just say "and the target is marked" which isn't the same as a aoe divine challenge. So the same thing can be said for paladins when it comes to multimarking, only the fighter can still choose whoever he wants to take a swing at and still has far better opportunity attacks than the paladin.
The fighter also doubles as an incredibly powerful melee striker. Depending on spec a fighter can put out close to as much damage as a lot of strikers can and he can do this while defending. This is kind of a wash with the paladin's healing ability though, which is kind of like a secondary leader (though realistically paladins kind of have to spread their points a bit thin to get a good set of charisma, wisdom, and pre-req stats for feats).
Purser The Guy
06-13-2010, 03:12 PM
This requires that you a: spam enfeebling strike every turn which does very little damage :b have several feats to back it up at least one of which is not allowed in standard play (and can fighters get group defense too? I don't recognize it completely but I think it's phB 3) and you run into the can't mark two things situation again. If you're not marking just one thing while using a weak ass at will, it looks like you're still at the -2 or -3 depending on feats that a fighter would be at.Yup, enfeebling strike is good for solos and elites, not so much for other stuff. But damage isn't really the point, the point is lockdown. Group defense is for Half-Elf Pallies *only*, which is why I usually don't run other challies than them.
Is this power the one you can use as a melee basic? I can't remember. Because if it's not and you take enfeebling and this, monsters can run right past you (assuming chaladin which is probably the only worthwhile paladin build) and you can't do shit. Fighters always have access to strong opp attacks no matter their at wills. Fighters also have higher bab for to hit and bonuses to opp attacks from their wisdom.
Nope, you can use it as a charge though. Virtuous Strike is the Chaladin's Melee Basic. Works pretty well since you can make it tack on radiant vulnerability so the pali marks do even more damage.
If I recall a lot of the multimarks are dailiys, there were probably some encounters in there but none of them match up to the multimarking power of things like come and get it that a fighter gets. Almost every level of encounters fighters have powers that involve marking more than one thing, doing a lot of damage to each thing they mark, and usually being able to mark things several squares apart from each other.
Valorous Strike and Call of Challenge are a level 1 encounter and a level 2 encounter power, respectively. They mark things with Divine Sanction.
Admittedly, this is the biggest weakness of the fighter, but iirc when a paladin multimarks only his minor action mark carries the free damage ability. The other things just say "and the target is marked" which isn't the same as a aoe divine challenge. So the same thing can be said for paladins when it comes to multimarking, only the fighter can still choose whoever he wants to take a swing at and still has far better opportunity attacks than the paladin.Nope, as you say, divine power made paladins better. It added Divine Sanction. Not really any limits to how many you can mark with that.
Until the mark ends, the target takes radiant damage
equal to 3 + your Charisma modifier the first time each
round it makes an attack that doesn't include you as
a target. The damage increase s to 6 + your Charisma
modifier at 11th level and 9 + your Charisma modifier
at 21st level .
The fighter also doubles as an incredibly powerful melee striker. Depending on spec a fighter can put out close to as much damage as a lot of strikers can and he can do this while defending. This is kind of a wash with the paladin's healing ability though, which is kind of like a secondary leader (though realistically paladins kind of have to spread their points a bit thin to get a good set of charisma, wisdom, and pre-req stats for feats).
10, 12, 12, 8, 16, 16 does pretty decently if you go straight hospitaler route. Certain feats make you more leadery if you want/need it obv.
12, 13, 13, 8, 14, 16 will allow for easy pre-req grabs on all the better goodies like Protecting Boon (All alies in burst 10 get to make a save with +cha)
Jenius
06-13-2010, 07:40 PM
DP makes them better but not better than fighters and you can ignore that if you want but pretty much everyone who sees em in action and on the wotc boards is behind me on that last I checked. You've already listed 3 at wills you kind of need when you only get two (human aside) you're going to have worse stats and bab bonuses than fighter (inherently making your damage worse in accuracy and in terms of raw +. And while I don't have books on me those multimark encounters you listed don't do much more than marking for a turn, come and get it vacuums everything within burst 3 of fighter and he gets to take a swing at each. Fighter defends and does faaaarr more damage than a paladin, paladins are just hunks of armor that are annoying for solo mobs but far weaker against groups.
You seem to act like you can do 500 things in one turn but in reality you're either going to blow an encounter or enfeebling strike something or daily or this or that, most paladin powers aren't good at doing several things at once and the minor to mark really hurts their actions per turn when they have other things they're like to be doing like lay on hands.
In practical play defender hierarchy is fighter>>warden>paladin>sm, I dunno where phb3 defender(s?) fall on this though.
Role up a level 4-7ish paladin and fighter and compare them, you'll see the mere fact a fighter can drop things sooo much faster contributes far more to global damage reduction to the team. Lay on hands kind of makes up for this but it's actually surprisingly hard to get a breather to use that in combat if the dm likes to throw knockdowns/dazes/etc.
Note I'm not trying to say paladins are useless (though there would be a solid argument for that pre divine power, my original statement had just been a hyperbole) you just said they were the best whereas I'm positive fighter is above them and I'm pretty sure warden is too.
Also keep in mind that a fighter trigger does a lot of damage and stops the enemy in it's tracks whereas the paladin trigger just does token damage. Say you're multimarking to hold down a solo and a brute/skirmisher, the solo can pretty much just wander off and swing at something else because that -2 (or -3) leaves it still easier to hit squishies than the dude in plate with a shield. Solos have a ton of health so doing less than 10 damage on them from the mark is nice but not something they will care about. A fighter in the same situation could just save his swing for the solo and if it tries to get away he'll do more damage and depending on how it tried to get away, he'll stop movement too (meaning it will take the damage and not even be able to hit the squishy).
Shadow
06-13-2010, 07:48 PM
hai guize i'm an evil gobblin role for initiative loool
GoodTeletubby
07-04-2010, 01:30 AM
*looks at topic*
*casts wall of iron*
*pushes wall of iron over on topic*
*arcane marks a large R.I.P. on the iron wall*
*looks at topic*
*casts wall of iron*
*pushes wall of iron over on topic*
*arcane marks a large R.I.P. on the iron wall*
not my fault no one wanted to do this.
Hey I'd add a character if that's doable. Are we going to be playing strongly by-the-book, alignment wise? Because I have a couple of ideas for silly seeming characters
1. Nerull worshiping born-again Fighter (defender or striker depending)
2. Saint Buthbert worshiping bard (he'd be like an intense evangelical priest, prolly support)
3. Paladin who's worhsipping the god of revelry. He'd be played as a douchy stoner.
If anyone's still interested I'll look through the character sheets and figure out what I should go with, but right now I'm tired as hell and i have homework to do.
If GT and TG (lol) both confirm they're still interested by Sunday I'll run this.
GoodTeletubby
07-09-2010, 10:29 PM
>.> Nerull is dead, and St. Cuthbert isn't in 4e either.
And I think I'd rather go without a striker than without a leader or defender, so if he takes defender fighter, I'll take leader so that we don't all get our sorry little asses kilt in 15 seconds.
Jenius
07-09-2010, 10:42 PM
I'll run this.
Shit, into the ground amiright?
GoodTeletubby
07-09-2010, 10:47 PM
Shit, into the ground amiright?
Maybe even underground!
Maybe not such a good idea though, last time I did that, it involved kobolds, a young black dragon, and a bunch of PCs who were foolish enough to wander into said dragon's lair, underwater, at like level 7.
Purser The Guy
07-10-2010, 01:35 AM
Willing to give it the ol' college try, but it takes 4 to really do this (GM included). Can go fighter defender if needed, I guess. Not like I don't have a dragonborn halitosis fighter in the wings already.
GoodTeletubby
07-10-2010, 09:38 AM
Willing to give it the ol' college try, but it takes 4 to really do this (GM included). Can go fighter defender if needed, I guess. Not like I don't have a dragonborn halitosis fighter in the wings already.
Van/Kant/GT/TG = 4, no?
Or do you have Kant on ignore?
Purser The Guy
07-10-2010, 06:57 PM
Van/Kant/GT/TG = 4, no?
Or do you have Kant on ignore?
I know Kant is in on this, just not sure how much.
I'll be in as much as I can be, being as inexperienced as I am. Also we'll need some sort of rogue or utility class seeing as everyone wants to go fighty
I'll be in as much as I can be, being as inexperienced as I am. Also we'll need some sort of rogue or utility class seeing as everyone wants to go fighty
Heal/Tank/DPS fuck controllers
Jenius
07-11-2010, 02:16 AM
Van/Kant/GT/TG = 4, no?
Or do you have Kant on ignore?
I think he meant gm excluded, you really need a striker, a defender, a leader, and a controller. Now it's possible to go 3 man losing either the striker or the controller, but that really limits the DM's options because then they have a hard time sending swarms at you (if you're sans controller) or they have a hard time going with a massive solo showdown (if you're down a striker).
You can mitigate this and make a strong 3 person party, but I have a feeling Kant's character will be passable at best (he says he only has the first book) and neither TG or GT would really want to invest the time min/maxing with each other anyways.
Not saying you guys can't try mind you, just a fair warning that combat is going to be a headache for both the players and the dm.
I think he meant gm excluded, you really need a striker, a defender, a leader, and a controller. Now it's possible to go 3 man losing either the striker or the controller, but that really limits the DM's options because then they have a hard time sending swarms at you (if you're sans controller) or they have a hard time going with a massive solo showdown (if you're down a striker).
You can mitigate this and make a strong 3 person party, but I have a feeling Kant's character will be passable at best (he says he only has the first book) and neither TG or GT would really want to invest the time min/maxing with each other anyways.
Not saying you guys can't try mind you, just a fair warning that combat is going to be a headache for both the players and the dm.
Introduce Gnome DM companion who makes wisecracks and puns and handles the missing role.
Jenius
07-11-2010, 02:03 PM
Introduce Gnome DM companion who makes wisecracks and puns and handles the missing role.
It can work. I find leaders make good dm insert characters cause all you're doing is enabling anyways, you don't have to worry about looking like you're stealing the spotlight. If you go controller/defender/striker, the players can sometimes feel like the dm is running the campaign for themselves if an encounter makes one of those roles particularly important.
It can work. I find leaders make good dm insert characters cause all you're doing is enabling anyways, you don't have to worry about looking like you're stealing the spotlight. If you go controller/defender/striker, the players can sometimes feel like the dm is running the campaign for themselves if an encounter makes one of those roles particularly important.
Yeah I think I just figured out a plot element I could include that makes it work with the original campaign I had in mind anyway.
Someone help Kant get a character. I'll post something later tonight.
GoodTeletubby
07-11-2010, 06:08 PM
Well, I have an assassin, who could handle traps and all, which would let you bring in a GnomeDM, to keep us alive. Gnome bards are rather suitable combinations.
Klyr'Talnethnay, level 2
Drow, Assassin
Guild Training: Night Stalker
Darkfire: Darkfire Charisma
Background: Curious Archeologist (+2 to Thievery)
FINAL ABILITY SCORES
Str 10, Con 13, Dex 20, Int 8, Wis 10, Cha 15.
STARTING ABILITY SCORES
Str 10, Con 13, Dex 18, Int 8, Wis 10, Cha 13.
AC: 20 Fort: 13 Reflex: 17 Will: 14
HP: 27 Surges: 7 Surge Value: 6
TRAINED SKILLS
Stealth +13, Streetwise +8, Acrobatics +13, Thievery +13, Perception +6
UNTRAINED SKILLS
Arcana, Bluff +3, Diplomacy +3, Dungeoneering +1, Endurance +2, Heal +1, History, Insight +1, Intimidate +5, Nature +1, Religion, Athletics +1
FEATS
Level 1: Hidden Insight
Level 2: Underdark Climber
POWERS
Assassin at-will 1: Inescapable Blade
Assassin at-will 1: Executioner's Noose
Assassin encounter 1: Nightmare Shades
Assassin daily 1: Terrifying Visage
Assassin utility 2: Lurking Shadow
ITEMS
Final Sleep Ki Focus +1, Magic Leather Armor +1, Backpack (empty), Bedroll, Belt Pouch (empty), Camouflaged Clothing, Climber's Kit, Crowbar, Flint and Steel, Glass Cutter, Sunrod (2), Thieves' Tools, Footpads, Waterskin, Silk Rope (50 ft.), Journeybreads (10), Light Shield, Repeating crossbow, Longsword, Magazine (3), Crossbow Bolts (60), Holy Water (level 1) (2), Alchemist's Frost (level 1) (2), Antivenom (heroic tier), Tanglefoot Bag (level 2), Dagger (2)
Scout/trapfinder/makesthingsdead, rather than just straight up in your face makes things dead.
Jenius
07-11-2010, 06:16 PM
Which book did assassins get introduced? I don't recall ever seeing them and I've seen PHB3, though I've only skimmed it.
As an aside, backgrounds aren't technically part of a core character, that's kind of up to the DM.
Which book did assassins get introduced? I don't recall ever seeing them and I've seen PHB3, though I've only skimmed it.
As an aside, backgrounds aren't technically part of a core character, that's kind of up to the DM.
Things will be made vague enough that the players should be able to put their character wherever to develop backstory. Even I'm purposely being generic with the "how the fuck you all know each other" aspect of it.
Jenius
07-11-2010, 08:10 PM
Things will be made vague enough that the players should be able to put their character wherever to develop backstory. Even I'm purposely being generic with the "how the fuck you all know each other" aspect of it.
I meant background bonuses, I've noticed the character sheets posted people picked the optional things in the book that give +2 to a skill and I've known some dm's don't allow it (cause it's not technically part of the rules, just an optional one).
GoodTeletubby
07-11-2010, 11:06 PM
Assassin is D&DI material, along with the revenant race
I meant background bonuses, I've noticed the character sheets posted people picked the optional things in the book that give +2 to a skill and I've known some dm's don't allow it (cause it's not technically part of the rules, just an optional one).
since they both did it I'm just gonna allow it.
Campaign thread posted now.
Jenius
07-12-2010, 02:40 AM
Assassin is D&DI material, along with the revenant race
Have fun playing a class that is either OP or Gimped then :V. It's technically RPGA legal but from what I've seen in dragon the stuff never looks anywhere near as carefully balanced as book releases. Whenever people make broken characters that have infinite abilities or loops, it dips into D&DI content. Some of the feats are extra ridiculous.
After you get through a combat session or two, tell me how balanced it feels. With everything online erratas are easy, so it's possible they just fix stuff as they go. I might let D&DI into my campaigns if it works out well for you, normally I just ban non book content.
It's gonna be fun having Kant tank shit.
Also Kant if you want help with character specifics later on that's cool, but if you're looking to get in on this now you can go ahead and post your reactions and we'll worry about how many skill points you have in cock fencing when its convenient.
EDIT: Also creating a new account to post with is completely unnecessary so lets all laugh at GT :V
GoodTeletubby
07-12-2010, 10:16 PM
Keeps things organized for me, I may post intermittently between the two accounts, but having one where I can toss relevant info and links in the signature is useful.
Purser The Guy
07-12-2010, 10:18 PM
It's gonna be fun having Kant tank shit.
Also Kant if you want help with character specifics later on that's cool, but if you're looking to get in on this now you can go ahead and post your reactions and we'll worry about how many skill points you have in cock fencing when its convenient.
EDIT: Also creating a new account to post with is completely unnecessary so lets all laugh at GT :V
I was wondering what to have Kant do. Was thinking he should be a striker, since those tend to be the easiest to do. :V
On a side note, I just noticed that Kant is an anagram of Tank.
oh dip guys, Kant is an anagram of tank D=
I'll just use the same character build I have for the other game because that's not going to go anywhere
I see you guys have backgrounds and stuff. I'm wondering if I should go for Avenger (either Dwarves or Goblins) or Soldier. Character background is that he started worshipping the Raven Queen during the Dungeon Wars, in which a group of humans and elves fought (Dwarves/Goblins) in order to gain control over a mine. Now he's trying to spread the word of the goddess and gain fortune and fame.
Luthor Hardenburg, Human fighter
Level 2
Unaligned (Lawful)
Strength 14 (+2)
Constitution 18 (+4)
Dexterity 13 (+1)
Intelligence 11 (+0)
Wisdom 12 (+1)
Charisma 10 (0)
Maximum Hit Points: 45 [includes toughness]
Bloodied: 22
Surge Value: 11
Surges / Day: 15 [includes constitution modifier] [includes durable]
Size: Medium
Speed: 5 squares [includes armor penalty]
Vision: Normal
Encumberance 4e
Languages: Common; Elven
Skills: Endurance (+9), Heal (0), Intimidate (+6), Streetwise (+6)
Feats:
Durable
Improved Initiative
Toughness
At-Will:
Basic Melee Attack: By weapon, damage 1[W]+2 [strength bonus] [standard action]
Basic Ranged Attack: By weapon, damage 1[W]+1 [dexterity bonus] [standard action]
Bull Rush: +3 [base strength attack] vs fortitude [standard action]
Grab: +3 [base strength attack] vs reflex [standard action]
Move grabbed target: +3 [base strength attack] vs fortitude [standard action]
Escape: +0 [acrobatics] vs reflex / +1 [athletics] vs fortitude [move action]
Cleave [Level 1] [see online revision]
Sure Strike [Level 1]
Tide of Iron [Level 1]
Encounter Powers:
Second Wind
Spend an Action Point [free action, not in surprise round]
Covering Attack [Level 1]
Daily Powers:
Brute Strike [Level 1][reliable]
Boundless Endurance [Level 2 Utility][minor action]
Human
* One extra at-will power from your class (already included)
* One bonus feat at 1st level (already included)
* One bonus skill from the skill class list (already included)
* +1 to fortitude, reflex, and will defenses
Fighter
* Combat Challenge (mark enemy) [see online revision]
* This fighter chose Combat Superiority class feature.
* This fighter chose the one-handed style [already included].
Luthor Hardenburg's Equipment:
Backpack
Bedroll
Fishing net
Flint and steel
Jug (clay)
Lantern (bullseye)
Lantern oil (pints) x2
Pouch (belt) x1
Rations (1 day) x10
Rope (50', hempen) x1
Sunrods x2
Waterskins x1
Purser The Guy
07-13-2010, 10:47 PM
o
Stuff
Wow, yeah... Kinda baed. :V
Add moar strength, drop some Con.
This should work a lot better for ya. Feel free to change to human if you want,
====== Created Using Wizards of the Coast D&D Character Builder ======
Character Name Here, Level 2
Goliath, Fighter
Fighter Talent: Battlerager Vigor
Background: Muscle (+2 to Athletics)
ABILITY SCORES
Str 18, Con 16, Dex 13, Int 8, Wis 14, Cha 10.
AC: 18 Fort: 18 Reflex: 13 Will: 15
HP: 37 Surges: 12 Surge Value: 9
TRAINED SKILLS
Intimidate +6, Endurance +8, Athletics +13
UNTRAINED SKILLS
Acrobatics +1, Arcana, Bluff +1, Diplomacy +1, Dungeoneering +3, Heal +3, History, Insight +3, Nature +5, Perception +3, Religion, Stealth +1, Streetwise +1, Thievery +1
FEATS
Level 1: Goliath Greatweapon Prowess
Level 2: Improved Vigor
POWERS
Fighter at-will 1: Brash Strike
Fighter at-will 1: Crushing Surge
Fighter encounter 1: Steel Serpent Strike
Fighter daily 1: Villain's Menace
Fighter utility 2: Pass Forward
ITEMS
Woundstitch Powder (heroic tier), Amulet of Protection +1, Adventurer's Kit, Potion of Healing (heroic tier), Handaxe (5), Chainmail of Resistance +1, Foe Maker Greataxe +1
Jenius
07-14-2010, 12:01 AM
Keep in mind he only has PHB1 so he's not gonna know what a lot of those do.
Kant a word of advice, tanking in dnd isn't like tanking in video games, there's no rule that the monsters have to attack you. If you're the last one standing that means you fucked up, if you're doing your job and things go south you should be the one dieing (though the rest of the party may soon follow). Making yourself incredibly durable (high life, armor, etc) at the cost of hitting enemies/doing damage to them means you're not a threat so they'll pretty much just ignore you even when marked. When you build a defender, you want to be scary enough that monsters focus on you. Defenders will naturally have decent ac and life, so you don't need to worry too much about trying to get that on your own.
In game terms this means focus on stats like str (for to hit and damage), feats like weapon focus/proficiency/expertise (to hit stronger with more powerful weapons and more accurately). You still want to pick up boosts like plate proficiency eventually (and as a human it wouldn't be bad to do that by level 2) but your primary focus should really be trying to make a striker out of your defender because that's how you make them successfully tank. This is true even more so for the fighter, because his incentive to not attack his teammates is that he gets to take a swing at you so you want to make each swing as threatening as can be.
HEY TG POST IN THE RP JERKOFFY THREAD.
FUCKER
Purser The Guy
07-14-2010, 02:21 AM
HEY TG POST IN THE RP JERKOFFY THREAD.
FUCKER
Just did. :V
Jenius
07-14-2010, 02:30 AM
Also TG I dunno if you realized this when making the suggestion but BRV has been considerably nerfed from the version in martial power and while it's not bad there can be a strong argument for the base fighter.
A shortcoming of the brv is that in addition to not getting that sweet sweet +1 attack bonus, invig powers (which brvs usually want to be using) tend to want you to use +2 prof weapons, so if you try optimizing for brv then you end up with -2 difference to attack roll vs a regular fighter, which is pretty huge. If you take brv and ignore the vig powers (or just don't care about the +con damage a lot have tacked on when using a +2 weapon) then you're losing around half the effect the brv class is giving you.
The temp hitpoints also look nicer on paper than they playout in game, as most leader classes have spammable temp hit point abilities you run into overlap issues because temp hitpoints don't stack (except in specific brv cases). I've never found crushing blow to be too stellar because I almost always already had 5 or so temp hitpoints just sitting on me from class features or utilities etc.
Purser The Guy
07-14-2010, 02:38 AM
Also TG I dunno if you realized this when making the suggestion but BRV has been considerably nerfed from the version in martial power and while it's not bad there can be a strong argument for the base fighter.
Yeah, I know ragers aren't practically indestructible now, but they still make for a tough tank that's bad to ignore.
I do, however, see the value in tempest and weapon talent. I actually prefer weapon talent in general.
Jenius
07-14-2010, 11:51 AM
Yeah, I know ragers aren't practically indestructible now, but they still make for a tough tank that's bad to ignore.
I find them easier to ignore than reg fighters because that -2 attack difference and the fact that if they're spamming their invig powers they'll often have more temp hp than a base fighter making it less desirable to hit them. I suppose if you go for a chainmail wearing brv to get the damage boost (I mean armor isn't too important anyways if you can pump a decent amount of temp) they might be harder to ignore.
I can't remember, is it +1 damage in chainmail then +1 again if you have temp hp? +2 damage is nothing to scoff at. Especially early levels.
I'll be home tomorrow, so I'll fix up the character then, but I'm going to go with your idea, TG, though I'm keeping with human and probably soldier (?). I'll also start downloading other books
Purser The Guy
07-14-2010, 11:08 PM
I can't remember, is it +1 damage in chainmail then +1 again if you have temp hp? +2 damage is nothing to scoff at. Especially early levels.
By the errata that I've got:
+Con THP every time you hit with melee/close attack. Stacks with any THP you would've gotten from using the power already.
+Con THP if you miss with an invigorating power.
If in chainmail or lighter, +1 dmg if you have THP. Another +1 if you're using an axe/hammer/mace/pick.
So yeah, wearing chainmail is pretty much mandatory as a rager. Makes you easier to hit and more threatening to ignore, both of which improve stickiness.
GoodTeletubby
07-15-2010, 11:08 PM
Okay, I'm gonna be out of town for a couple days, just to let everyone know, I'm gonna be getting back just in time to go in to work on saturday night, so I'll finally get home late saturday night. See y'all then.
That's not too bad since I don't have internet until later tomorrow anyway :(
Purser The Guy
07-16-2010, 01:06 AM
That's not too bad since I don't have internet until later tomorrow anyway :(
This apparently does not impede your ability to post, however.
This apparently does not impede your ability to post, however.
Called a smartphone. :V I'm not writing up a huge post with all the goofy formating and shit on my phone.
BUt I got back internet earlier tonight so whoops :V
Purser The Guy
07-16-2010, 05:48 AM
Called a smartphone. :V I'm not writing up a huge post with all the goofy formating and shit on my phone.
BUt I got back internet earlier tonight so whoops :V
Ah. I can't have a smartphone because I'd break it in about 2 weeks. :V
GoodTeletubby
07-20-2010, 03:44 PM
Van, you ded 'mon?
not yet
ben busy as shit, this might die though
blame Kant for making fun of my storytelling
GoodTeletubby
07-20-2010, 11:36 PM
:cry::kant::cry:
=p
I mean, as an experienced adventurer he'd have been invited to pubs like a million times.
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