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Shiz
3rd September 2008, 10:49 AM
Ammaril dinged and we are all close. This is the thread to report your character's changes.

Everyone gets:

1) more HP, amount depending on class
2) +1 to ATK, skills, AC, defenses - anything that has the 1/2 level mod flag on the character sheets
3) Utility power - red are encounter, black are daily.
4) new feat
5) You can swap one power for another if the same type (at-will, enc ounter, or daily)
6) You can swap a feat

EricStratton
3rd September 2008, 11:23 AM
Amaril - Level 2.

+5 HP. Current max HP: 33

Amaril is going to take the Encounter power Ethereal Stride as his Utility power:

Ethereal Stride

You shift your body out of phase with the world for an instant,
teleporting a short distance. When you reappear, you are still
somewhat out of phase and difficult to harm or hinder for a
short time.

Encounter✦Arcane, Teleportation
Move Action, Personal

Effect: You can teleport 3 squares, and you gain a +2 power
bonus to all defenses until the end of your next turn.

----

And for his Feat he'll take Improved Initiative:

+4 to Initiative checks.

Shiz
3rd September 2008, 02:06 PM
Amaril sheet updated.

DinbinFanfoom
5th September 2008, 08:35 AM
Since I can't find the link to edit the PDF's myself, Brun will go with:

1) HP + 6
2) +1 to ATK (to +9 base), skills, AC (to 19), defenses (to 18, 15 and 12)
3) Utility (Daily): Unstoppable: Temporary 2d6+Con HP
4) Feat: Weapon Focus (Axe): +1 damage with any axe (so base damage is 1d12+6)
5) I'm gonna leave my other daily as Comeback Strike; it's been very useful.
6) I will trade out my encounter power Spinning Strike for "Covering Attack" (2W+Str and an ally can shift 2 squares). Great for getting the rogue out of trouble.

Shiz
5th September 2008, 09:13 AM
1) HP +5
2) automatic
3) Utility (Daily): Shield of Faith - allies gain +2 AC for the encounter
4) Feat: Skill Focus, Perception (+3)
5) Dumping Guardian for Cascade of Light (3d8+ radiant, target gain vulnerability 5 to my attacks)

I considered Quick Draw to make swapping from Bow to melee easier and for the +2 init, but I don't need to be early in the init order as long as others are. We cannot have too much Perception and it fits Trask's character better.

Asharad
5th September 2008, 09:18 AM
I am looking forward to comparing the two so I get a better understanding of this process

1) HP + 5
2) all the automatic stuff
3) Utility (Encounter): Tumble: I can shift three squares
4) Feat: Skill Training (Perception): +5

Shiz
5th September 2008, 09:23 AM
Brun and Trask updated.

Please not that as HPs go up, so does the surge value. It is half the bloodied value rounded down. Bloodied is half your total, rounded down.

Fandango updated.

Lycos
5th September 2008, 10:14 AM
1) more HP, where do I find out the hp increase I receive?
2) +1 to ATK, skills, AC, defenses - anything that has the 1/2 level mod flag on the character sheets
3) Astral Speech, Utility Power, Daily
4) Group Insight +1 to Insight and Initiative if someone in my group is within 10 squares of me. :D
5) I will swap bolstering strike with valiant strike, my "at will" powers.
6) I'm not swapping feats.


I'm going to get that Pelor's feat power at level 11. It's much more useful then.

Asharad
5th September 2008, 10:29 AM
Yours go up 6, Lycos.

Its on the first page of your character information in the players handbook.

Lycos
5th September 2008, 10:31 AM
Yours go up 6, Lycos.

Its on the first page of your character information in the players handbook.

Ok, thanks. I see it now.

Shiz
5th September 2008, 11:02 AM
I am assuming Group Insight gives you +1 as well. Should I assume all of us always get this bonus? Seems like it would be 99% of the time. I will ask Sagar how he wants to do it.

Asharad
5th September 2008, 11:05 AM
Everyone gets +1 to diplomacy if they are around me. I had forgotten about this but it may be something that it is just simpler to always add.

EricStratton
5th September 2008, 11:06 AM
Let me know when (if you plan on doing it) you update the PDFs on the Char sheet site, Shiz, and I'll d/l them and repost them in the Roster thread.

Sagar
5th September 2008, 11:10 AM
Everyone gets +1 to diplomacy if they are around me. I had forgotten about this but it may be something that it is just simpler to always add.

Go ahead and add it but make sure you note who gives you that bonus so that if the party splits up, you can remember to take that bonus off.

Shiz
5th September 2008, 11:17 AM
Does Group Insight grant the bonus to Baladir? I don;t have the text from the PHB (Feats start on 192...scary that I know that)

Eric, all the pdfs are updated except for this and Fandango's diplo bonus both of which I am inclined to leave off the sheets.

Lycos
5th September 2008, 11:19 AM
Does Group Insight grant the bonus to Baladir? I don;t have the text from the PHB (Feats start on 192...scary that I know that)

Eric, all the pdfs are updated except for this and Fandango's diplo bonus both of which I am inclined to leave off the sheets.

Group Insight [Half-Elf]
Prerequisite: Half-elf
Benefit: You grant allies within 10 squares of you a
+1 racial bonus to Insight checks and initiative checks.

I would say "No" from the description.

Shiz
5th September 2008, 11:20 AM
Agreed. Leaving it off for everyone. Easy enough for sagar to adjust init if he forgets.

EricStratton
5th September 2008, 03:24 PM
Level 2 PDFs uploaded for everyone in the Roster thread.

Aananla
5th September 2008, 03:34 PM
All this would be so much easier if, I dunno, you let a computer keep track of all the data. It would speed things up, make it more "real time" or something...

;)

Sagar
5th September 2008, 06:03 PM
I have wondered about trying to do all this in NWN...

Shiz
5th September 2008, 06:07 PM
It doesn't work. The fights are realy fast. You lose all tactical feel. A bunch of us tried it with Tul. It took him a ton of hours of development for 10 minutes of content. Now I don't know what your prep time is and I know the fights take more time than if they were automated, but I really missed the turn-based part of combat in NWN. I wish there was a sane way of implementing it in a MMOG.

Shiz
13th October 2008, 09:58 PM
What are you doing for level 3?

1) +5 hps
2) level 3 encounter power

I am thinking one of the following:

Daunting Light Cleric Attack 3
A burning column of light engulfs your foe. Its brilliance burns
and hinders your foe?s defense for a short time.
Encounter ✦ Divine, Implement, Radiant
Standard Action Ranged 10
Target: One creature
Attack: Wisdom vs. Reflex
Hit: 2d10 + Wisdom modifier radiant damage.
Effect: One ally you can see gains combat advantage against
the target until the end of your next turn.Command Cleric Attack 3
You utter a single word to your foe, a word that demands obedience.
You can choose to drive the foe back, order it closer, or cause
the foe to throw itself to the ground.
Encounter ✦ Charm, Divine, Implement
Standard Action Ranged 10
Target: One creature
Attack: Wisdom vs. Will
Hit: The target is dazed until the end of your next turn. In
addition, you can choose to knock the target prone or
slide the target a number of squares equal to 3 + your
Charisma modifier.Leaning to Command. Yet another dazing attack and it would be nice to be able to move enemy around the battlefield.

DinbinFanfoom
13th October 2008, 10:15 PM
At 3, Brun gets:

1) HP + 6 (max goes to 49, surge value to 12)
2) New encounter power will be:

Sweeping Blow:
You put all your strength into a single mighty swing that strikes many enemies at once.
Encounter . Martial, Weapon
Standard Action Close burst 1
Target: Each enemy in burst you can see
Attack: Strength vs. AC (+2, see below)
Weapon: If you're wielding an axe, a flail, a heavy blade, or a pick, you gain a bonus to the attack roll equal to one-half your Strength modifier.
Hit: 1[W] + Strength modifier damage.

It's basically a melee-range AE.

Lycos
13th October 2008, 11:57 PM
I was thinking:

Righteous Smite
Paladin Attack 3

Your righteous blow fills you and your nearby allies with preternatural
resolve.
Encounter
✦ Divine, Healing, Weapon
Standard Action Melee weapon

Target:
One creature

Attack:
Charisma vs. AC

Hit:
2[W] + Charisma modifier damage, and you and each
ally within 5 squares of you gain temporary hit points

equal to 5 + your Wisdom modifier.

Or

Invigorating Smite
Paladin Attack 3

When you hit an enemy with your weapon, you and your allies
suddenly feel invigorated by the divine power of your faith.
Encounter
✦ Divine, Healing, Weapon
Standard Action Melee weapon

Target:
One creature

Attack:
Charisma vs. Will

Hit:
2[W] + Charisma modifier damage. If you are bloodied,
you regain hit points equal to 5 + your Wisdom modifier.
Bloodied allies within 5 squares of you also regain hit

points equal to 5 + your Wisdom modifier.

Or

Arcing Smite
Paladin Attack 3

You swing your weapon in a wide arc that strikes not one but two
creatures within your reach.
Encounter
✦ Divine, Weapon
Standard Action Melee weapon

Targets:
One or two creatures

Attack:
Strength vs. AC, one attack per target

Hit:
1[W] + Strength modifier damage, and the target is

marked until the end of your next turn.

Arcing smite is good for getting two creatures at a time. Damage is just ok.

Invigorating Smite is nice, but you need to be bloodied before you can gain the benefits from the strike. That is a drawback if I have to use it early to take a foe down early.

I think I am leaning towards Righteous Smite since it is basically a heal, but it doesn't remove the damage, it just delays or lessens the damage from other attacks. At least everyone would benefit from it. That's plus 7 hit points until I get to level 4 then it's 8. I'm going to add to my Wisdom attribute I think.

Sagar
14th October 2008, 07:39 AM
Lycos, did you want to get the attack with the implement keyword so you can use your holy symbol?

Shiz
14th October 2008, 08:45 AM
Good point, Sagar. Don't forget everyone that you can swap out a single feat or a single power for another.

Lycos
14th October 2008, 10:04 AM
Lycos, did you want to get the attack with the implement keyword so you can use your holy symbol?

There is none at level 3. Now at level 5, there are 2 spells with a possible implement part to them.

Sagar
14th October 2008, 10:14 AM
There was one at level 2, I thought.

Lycos
14th October 2008, 10:17 AM
There was one at level 2, I thought.

That was a waste IMO. +1 to AC. That's it.

Sagar
14th October 2008, 10:19 AM
Oh.. never mind then.

Sagar
14th October 2008, 10:20 AM
duh.. wrong thread

Lycos
16th October 2008, 09:58 AM
I'm picking...

Righteous Smite
Paladin Attack 3

Your righteous blow fills you and your nearby allies with preternatural resolve.

Encounter ✦ Divine, Healing, Weapon
Standard Action Melee weapon

Target: One creature

Attack: Charisma vs. AC

Hit: 2[W] + Charisma modifier damage, and you and each ally within 5 squares of you gain temporary hit points equal to 5 + your Wisdom modifier.

Sagar
16th October 2008, 10:05 AM
How close are the rest of you to leveling?

DinbinFanfoom
16th October 2008, 10:06 AM
I must admit I don't know. :P

Shiz
16th October 2008, 10:37 AM
I can check. I will edit this post.

Amaril 2205 exp / 2250 needed
Brun 2085
Fan 2085
Trask 2205

Sagar
16th October 2008, 10:44 AM
Thanks.

Shiz
16th October 2008, 10:47 AM
As to rituals, can we take a break of a couple days in game so Trask can study his new rituals? We have been going non-stop. He needs 8 hours per ritual to learn.

1) We go tell the mayor we have cleared the house of smugglers.
2) Decide what basic repairs we want to make to the house like floor repair, stair repair.
3) We need to build a stable, probably.

Tell Sagar what we want to do before continuing the adventure part and then take a week of "fast forward" time.

Lycos
16th October 2008, 10:51 AM
Sounds good to me. We're going to need to go to town more than a few times to sell and buy stuff. We'll have to report what happened. Get the documents finalized on ownership of the property, etc. Michael may need stuff. We can all lend a hand in getting the place up to speed.

I'm assuming we'll live downstairs until the upstairs is finished. :D

Shiz
16th October 2008, 10:53 AM
Ultimately, I would like to build a small outdoor shrine to Sehanine but that will come out of my share at some point.

In one of the posts I totaled up all the loot from the house.

DinbinFanfoom
17th October 2008, 05:31 PM
Brun will do as she planned... taking the point-blank AE skill, adding 6 hp (new max: 49) and her surge value becomes 12 per.

Asharad
17th October 2008, 05:36 PM
I will take Setup Strike and +5 hit points

Shiz
17th October 2008, 05:39 PM
You haven't used shurikens lately, Ash. Should I take those off your character page?

Shiz
17th October 2008, 05:52 PM
Putting Amaril down for Eldritch Rain for now. It is Fey Pact like he is.

Shiz
17th October 2008, 06:22 PM
Trask took Command (target dazed, knocked prone or slide 3 squares) and changed Healing Strike to Cause Fear (target moves speed away from me, provokes OAs).

Asharad
18th October 2008, 10:25 AM
You haven't used shurikens lately, Ash. Should I take those off your character page?

Yeah, if you could just switch them out for (non magical) daggers that would be great. I'd like to carry ten at any given time.

Given how many shuriken I have and how many daggers I've picked up thus far it should come out as a was, given what shuriken cost, etc..

Shiz
18th October 2008, 11:13 AM
Sheets are all updated. For some I changed which powers are listed on the top sheet.

Asharad
18th October 2008, 11:15 AM
thanks shiz!

Shiz
18th October 2008, 06:15 PM
I like Amaril's other AE better but we will see what he wants to go with. With is Fey Step, he could teleport in, blast and teleport out.

Lycos
19th October 2008, 10:34 AM
Thanks Shiz

Asharad
19th October 2008, 12:37 PM
Sheets are all updated. For some I changed which powers are listed on the top sheet.


I'm sorry, where are these?

Shiz
19th October 2008, 04:10 PM
http://www.emass-web.com/index.php

Choose Char-manager from the left frame and then

login jwfent
pwd elioar

Sagar
20th October 2008, 09:39 AM
One thing Amaril needs to watch is having all attacks be against Ref.
Different mobs have different weaknesses but many are strongest against Ref. The flying skeleton had a 23 Ref. Basically, Amaril needed a 18-20 to hit it with his most common attacks.

He (and all the rest of the casters) need to keep an eye out for weaknesses and exploit them if possible.

Shiz
20th October 2008, 10:43 AM
The only real change this level is Baladir's AC and F/W/R went up due to the platemail.

Baladir, you also might want to reconsider your ranged weapon. Xbows are Dex based and you have 18 str. I don't think throwing hammers are un-paladin.

Lycos
20th October 2008, 10:53 AM
Baladir, you also might want to reconsider your ranged weapon. Xbows are Dex based and you have 18 str. I don't think throwing hammers are un-paladin.

Yeah, I didn't really think about that. Good point. I will go with 4 throwing hammers then.

Lycos
20th October 2008, 11:04 AM
I can't wait for this spell at level 6:

One Heart, One Mind
Paladin Utility 6
You and your trusted allies form a telepathic bond.
Daily ✦ Divine
Minor Action Close burst 6
Targets: You and each ally in burst
Effect: Until the end of the encounter, targets can
communicate telepathically with each other out to a range
of 20 squares, and your aid another actions give a +4
bonus instead of +2.

This could be really useful like when we were in the room with Sanbalet, both times.

Shiz
21st October 2008, 11:09 PM
I might be putting the cart before the horse but this is the plan for Trask as I play out the multi-class thing in 4E.

Level 4 feat:

Novice Power
[Multiclass Encounter]
Prerequisites: Any class-specific multiclass feat,
4th level
Benefit: You can swap one encounter attack power
you know for one encounter attack power of the same
level or lower from the class you multiclassed into.

I will then swap out Command for

Thundertusk Boar Strike Ranger Attack 3
You attack twice, causing your foes to stagger backward.
Encounter ✦ Martial,Weapon
Standard Action Melee or Ranged weapon
Requirement: You must be wielding two melee weapons or a
ranged weapon.
Targets: One or two creatures
Attack: Strength vs. AC (melee; main weapon and off-hand
weapon) or Dexterity vs. AC (ranged), two attacks
Hit: 1[W] + Strength modifier damage (melee) or 1[W] +
Dexterity modifier damage (ranged) per attack. With each
hit, you push the target 1 square. If both attacks hit the
same target, you push the target a number of squares
equal to 1 + your Wisdom modifier.It is a double attack with a huge "knockback".

Level 6 Feat: Improved Initiative

Then Level 8 feat:

Acolyte Power
[Multiclass Utility]
Prerequisites: Any class-specific multiclass feat,
8th level
Benefit: You can swap one utility power you know
for one utility power of the same level or lower from
the class you multiclassed into.

Weave through the Fray Ranger Utility 6
You dodge through the thick of the fight, denying your foes a
chance to pin you down in one spot.
Encounter ✦ Martial
Immediate Interrupt Personal
Trigger: An enemy moves adjacent to you
Effect: You can shift a number of squares equal to your Wisdom
modifier.Level 10 feat

Adept Power [Multiclass Daily]
Prerequisites: Any class-specific multiclass feat,
10th level
Benefit: You can swap one daily attack power you
know for one daily attack power of the same level or
lower from the class you multiclassed into.

Spray of Arrows Ranger Attack 9
You fire repeatedly with a short draw, showering arrows at each
enemy in front of you.
Daily ✦ Martial,Weapon
Standard Action Close blast 3
Requirement: You must be wielding a ranged weapon.
Target: Each enemy in blast you can see
Attack: Dexterity vs. AC
Hit: 2[W] + Dexterity modifier damage.
Miss: Half damage

After all that I start to get more and more Ranger attack powers for my bow. That way I will have reliable vs AC and vs REF attack options.

EricStratton
25th October 2008, 11:11 AM
Taking into account both the desire to have an AoE and not have all my attacks target Reflex, Amaril will take Otherwind Stride as his level 3 encounter power.

Otherwind Stride
You call up an unseen maelstrom of fey power that lashes nearby
creatures . . . and you step into the vortex and emerge somewhere
a short distance away.
Encounter✦Arcane, Implement, Teleportation
Standard Action
Close burst 1
Target: Each creature in burst
Attack: Charisma vs. Fortitude
Hit: 1d8 + Charisma modifier damage, and the target is immobilized until the end of your next turn.
Effect: You teleport 5 squares.
Fey Pact: You teleport a number of squares equal to 5 + your Intelligence modifier.

So I could teleport into the middle of a group of baddies, hit them w/ this, and teleport out (even on a miss).

Shiz
25th October 2008, 03:52 PM
I changed it. You want to upload all the level 3 pdfs?

EricStratton
25th October 2008, 05:52 PM
I'd forgotten about that. Level 3 pdfs uploaded.