View Full Version : Level 5 Upgrades Discussion
Shiz
25th March 2009, 10:44 AM
Start thinking about your level 5 daily.
Lycos
25th March 2009, 11:34 AM
What do you think?
Hallowed Circle
Paladin Attack 5
You wave your hand through the air, and a wide circle of faintly
glowing symbols appears around you, damaging enemies and
protecting allies within its confines.
Daily
✦ Divine, Implement, Zone
Standard Action Close
burst 3
Target:
Each enemy in burst
Attack:
Charisma vs. Reflex
Hit:
2d6 + Charisma modifier damage.
Effect:
The burst creates a zone of bright light. You and each
ally within the zone gain a +1 power bonus to all defenses
until the end of the encounter.
Or
Martyr’s Retribution
Paladin Attack 5
Divine light engulfs your weapon as you sacrifice your ability to
heal in order to strike down your enemy.
Daily
✦ Divine, Radiant, Weapon
Standard Action Melee
weapon
Target:
One creature
Attack:
Strength vs. AC, and you must spend a healing surge
without regaining any hit points
Hit:
4[W] + Strength modifier radiant damage.
Miss: Half damage.
I'd like the retribution skill for combat, but the +1 to all defenses might be useful. However, the area restriction might be a problem.
DinbinFanfoom
25th March 2009, 11:36 AM
Brun's Level 5 Daily Options:
Crack the Shell
You break through your enemy?s armor and deal a painful bleeding
wound. (Daily Martial, Reliable, Weapon)
Standard Action Melee weapon
Target: One creature
Attack: Strength vs. AC
Hit: 2[W] + Strength modifier damage, and the target takes ongoing 5 damage and a ?2 penalty to AC (save ends both).
Summary: 2d12+7 damage, a 5 point DoT, and a -2 AC debuff. Nice.
Dizzying Blow
You crack your foe upside the head. (Daily Martial, Reliable, Weapon)
Standard Action Melee weapon
Target: One creature
Attack: Strength vs. AC
Hit: 3[W] + Strength modifier damage, and the target is immobilized (save ends).
Summary: 3d12+7 damage (wow, that could potentially be up to 12+12+12+12+7+6=61 damage on a max crit with the +1 axe), and it pins them down for a bit. I don't have any 3[w] hits... have been drooling over them...
Rain of Steel
You constantly swing your weapon about, slashing and cutting into nearby enemies. (Daily Martial, Stance, Weapon)
Minor Action Personal
Effect: Any enemy that starts its turn adjacent to you takes 1W] damage, as long as you are able to make opportunity attacks
Summary: Very neat... it's a minor action, so can be triggered in addition to normal attacks, and stays on until the end of encounter. My reading indicates it doesn't "use up OA's" but the wording is there so that if the fighter is unable to perform OA's (due to an effect) then the adjacent enemies don't take the damage. So in effect, it's a "damage aura" that tics 1[w] damage against all adjacent enemies at the start of THEIR turn.
All are pretty nice. I'm leaning towards 1 or 3.
Shiz
25th March 2009, 11:41 AM
Rain of Steel is considered a must-have on the D&D forums, for what that is worth. It is the first Stance you can take. I would be torn. Nice to see both of the others are Reliable.
DinbinFanfoom
25th March 2009, 11:46 AM
Rain of Steel is considered a must-have on the D&D forums, for what that is worth. It is the first Stance you can take. I would be torn. Nice to see both of the others are Reliable.
That probably clinches it then. I was leaning that way.
Lycos
25th March 2009, 11:48 AM
That probably clinches it then. I was leaning that way.
How long does Rain of Steel last?
EricStratton
25th March 2009, 11:49 AM
I agree w/ Rain of Steel. As for Lycos' 4[W] is badass but I'm thinking the stat boost until end of encounter is better.
DinbinFanfoom
25th March 2009, 11:53 AM
How long does Rain of Steel last?
Here it is:
Stance: A stance power lasts until the end of the encounter, for 5 minutes, or until you use another stance power.So encounter or 60 rounds or until switch to other stance (which I don't have yet). I forsee starting to "chase" groups of goblins around the room from then on... :P
Sagar
25th March 2009, 12:05 PM
Lycos might finally get a power with the IMPLEMENT keyword.. time to put that holy symbol to good use...
Shiz
25th March 2009, 12:11 PM
:lowlol: Baladir has a holy symbol? :floored:
Sagar
25th March 2009, 12:15 PM
He got his the same time you got yours, doofus.
Zyzzyx
25th March 2009, 12:23 PM
Phantasmal Assailant
You craft an elaborate image of a deadly assassin whose
blade cuts deeply into your foes.
Daily � Arcane, Illusion, Implement, Psychic
Standard Action Ranged 20
Target: One creature
Attack: Intelligence vs. Will
Hit: 2d10 + Intelligence modifier psychic damage.
Effect: The target takes ongoing 5 psychic damage
and grants combat advantage to all your allies (save
ends both).
Summary: Interesting. I like the vs. Will attacks, but need to stay diversified. I do like ongoing damage though.
Bigby’s Icy Grasp
You conjure a giant floating hand made of chiseled ice that
clutches foes and freezes them.
Daily ✦ Arcane, Cold, Conjuration, Implement
Standard Action Ranged 20
Effect: You conjure a 5-foot-tall hand of ice in an unoccupied
square within range, and the hand attacks. As a move
action, you can move the hand up to 6 squares.
Target: One creature adjacent to the hand
Attack: Intelligence vs. Reflex
Hit: 2d8 + Intelligence modifier cold damage, and the hand
grabs the target. If the target attempts to escape, the hand
uses your Fortitude or Reflex defense.
Sustain Minor: A target grabbed by the hand takes 1d8 +
Intelligence modifier cold damage when you sustain this
power. As a standard action, you can attack another target
with the hand, but it must release a target it has grabbed.
Summary: Mmm... Icy goodness. Perhaps a fun companion to Flaming Sphere. I like the option to use another standard attack while sustaining this one.
Fireball
A globe of orange flame coalesces in your hand. You hurl it at
your enemies, and it explodes on impact.
Daily ✦ Arcane, Fire, Implement
Standard Action Area burst 3 within 20 squares
Target: Each creature in burst
Attack: Intelligence vs. Reflex
Hit: 3d6 + Intelligence modifier fire damage.
Miss: Half damage.
Summary: Meh... plain ol' direct damage spell. I'll leave that to other folks.
Stinking Cloud
You call forth a thick cloud of bilious yellow vapors. The foul
fumes overwhelm any creature within.
Daily ✦ Arcane, Implement, Poison, Zone
Standard Action Area burst 2 within 20 squares
Target: Each creature in burst
Attack: Intelligence vs. Fortitude
Hit: 1d10 + Intelligence modifier poison damage.
Effect: The burst creates a zone of poisonous vapor that
blocks line of sight until the end of your next turn. Creatures
that enter the zone or start their turns there take 1d10 +
Intelligence modifier poison damage. As a move action, you
can move the zone up to 6 squares.
Sustain Minor: The zone persists.
Summary: Ah... area control. Now we're getting to the good stuff. Could end up being tricky with locating it, but the potential is wonderful. This is a favorite on many wizzie builds.
Web
You call into being a giant web made of thick magical strands
that hang in midair, trapping those within it.
Daily ✦ Arcane, Implement, Zone
Standard Action Area burst 2 within 20 squares
Target: Each creature in burst
Attack: Intelligence vs. Reflex
Hit: The target is immobilized (save ends).
Effect: The burst creates a zone of webs that fills the area
until the end of the encounter or for 5 minutes. The zone is
considered difficult terrain. Any creature that ends its move
in the web is immobilized (save ends).
Summary: Another area control spell, but I don't see it as useful as Stinking Cloud. No damage, can't move it around.
As a wizzie, I get to 'scribe' two daily spells, but only get to use one of them. So... definitely leaning towards Bigby and Stink. A bit of consideration for the first one, Assailant, but not sure.
Zyzzyx
25th March 2009, 12:26 PM
I forsee starting to "chase" groups of goblins around the room from then on... :P
Then I foresee Brun taking some friendly fire from Solak on occasion. I agree its a nice choice, and I'd probably recommend it as well, but things could get interesting with some of my AOE choices coming up.
Shiz
25th March 2009, 12:37 PM
Solak can take that friendly fire feat!
Zyzzyx
25th March 2009, 12:43 PM
Eh? That sounds familiar, but didn't think that was til the next tier.
I'm actually surprised that I haven't had more friendly fire... incidents.
Zyzzyx
25th March 2009, 12:48 PM
Baladir: Hmm... tough choice. Damage or utility. I'd probably think the utility, +1 defenses.
Brun: Yeah... #3 looks good. Nice to have something that doesn't require a 'to hit' to give the damage. A few ticks of that and you've probably surpassed the damage from #1.
Lycos
25th March 2009, 02:00 PM
Here it is:
So encounter or 60 rounds or until switch to other stance (which I don't have yet). I forsee starting to "chase" groups of goblins around the room from then on... :P
Then Rain of Steel makes so much more sense then.
Lycos
25th March 2009, 02:04 PM
Z, that fireball spell is horrible. It used to be the magic users AE damage spell of choice.
The gas is not bad. But it has very little delaying action. The best counter to that is to run through it fast enough.
The web has the nice ability to immobolize which could be real handy if we need some crowd control. However, the web might be susceptible to fire.
Lycos
25th March 2009, 02:07 PM
This is the next power that I can't wait to have.
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.
DinbinFanfoom
25th March 2009, 02:28 PM
Oooh! Short range radios! :D
Zyzzyx
25th March 2009, 02:31 PM
"Get out of my head!!!"
EricStratton
26th March 2009, 11:52 AM
I'm going to stick w/ the Fey powers (altho in this case it doesn't appear to make a difference).
Crown of Madness
Crown of Madness Warlock (Fey) Attack 5
You cause an illusory, twisted crown to appear around the target?s
head. Under its psychic assault, your enemy loses the ability to
distinguish friend from foe.
Daily✦Arcane, Charm, Implement, Psychic
Standard Action Ranged 10
Target: One creature
Attack: Charisma vs. Will
Hit: 2d6 + Charisma modifier psychic damage.
Miss: Half damage.
Sustain Minor: The target makes a melee basic attack
against one of its adjacent allies of your choice (save ends).
Curse of the Bloody Fangs
Curse of the Bloody Fangs Warlock (Fey) Attack 5
You call up a pack of ferocious, phantasmal beasts from the
darkest and most savage depths of the Feywild. Only their
slavering fangs appear in this world, snapping and rending in
a mad frenzy at the foe you have cursed.
Daily✦Arcane, Implement
Standard Action Ranged 10
Target: One creature
Attack: Charisma vs. AC
Hit: 2d10 + Charisma modifier damage.
Miss: Half damage.
Sustain Minor: The target and any of your enemies adjacent
to it take 1d10 damage (save ends).
--
Curse of the Bloody Fang does more dmg but I have to roll against AC. Crown of Madness is against Will but that would make both my Daily powers against Will.
I could go ahead and break down take the Infernal power:
Avernian Eruption Warlock (Infernal) Attack 5
Acrid orange fumes hiss up from beneath the ground, and then
suddenly ignite in a thundering detonation. Any creature in the
area is burned by the searing flames.
Daily ✦ Arcane, Fire, Implement
Standard Action Area burst 1 within 10 squares
Target: Each creature in burst
Attack: Constitution vs. Reflex
Hit: 2d10 + Constitution modifier fire damage.
Effect: The targets take ongoing 5 fire damage (save ends).
Or the Star power:
Hunger of Hadar
Hunger of Hadar Warlock (Star) Attack 5
You create a zone of complete, impermeable darkness filled with
flying, fluttering, fanged shadows. The shadows rend at the very
life force of creatures caught within.
Daily✦Arcane, Implement, Necrotic, Zone
Standard Action Area burst 1 within 10 squares
Effect: The burst creates a zone of darkness until the end of
your next turn, blocking line of sight. Creatures that enter
the zone or start their turns there take 2d10 necrotic
damage.
Sustain Minor: When you sustain the power, you make a
secondary attack.
Secondary Target: Each creature within the zone
Secondary Attack: Constitution vs. Fortitude
Hit: 1d6 + Constitution modifier necrotic damage.
--
But Avernian Eruption is a lot like a Wizard power and is yet another attack I'd have against Reflex (almost all my attacks right now are against Reflex).
Hunger of Hadar is against Fortitude which I only have one of right now but I don't know how useful it would be (especially since it can hurt allies). Actually, it could've been pretty useful in the first lizard fight. Block line of sight for the snipers.
Now I'm leaning more towards Hunger of Hadar. Thoughts?
EricStratton
26th March 2009, 12:30 PM
Using the Character Creator to level up I also found this power from Dragon Magazine 372:
Well of Death
You show your foes their doom, channeling dark power from your allies’ very souls.
Daily Arcane, Implement, Necrotic
Standard Action Ranged 10
Target: One creature
Attack: Charisma vs. Will
Hit: 2d8 + Charisma modifier necrotic damage.
Miss: Half damage.
Effect: An ally within 5 squares of you can lose a healing surge to allow you to deal an additional 2d8 necrotic damage.
--
Again, another Will attack but sounds fun. :lowlol:
Shiz
26th March 2009, 12:36 PM
FORT attacks are tough. I would still with WIL. High WIL targets have low AC (and low HPs, usually) so Fandango and Brun can wipe them up. WIL attacks work well against those enemies with 5[W] powers that we want to bring down fast.
Well of Death rocks. Take that. I always have extra healing surges.
EricStratton
26th March 2009, 12:39 PM
That makes sense. So Crown of Madness or Well of Death?
Asharad
26th March 2009, 12:44 PM
Clever Riposte Rogue Attack 5
You follow up a fierce attack with a series of quick, painful strikes
woven between your enemy?s attacks.
Daily ✦ Martial,Weapon
Standard Action Melee weapon
Requirement: You must be wielding a light blade.
Target: One creature
Attack: Dexterity vs. AC
Hit: 2[W] + Dexterity modifier damage.
Effect: Until the end of the encounter, the target takes damage
equal to your Dexterity modifier each time it attacks you, and
you can shift as an immediate reaction after such an attack.
Deep Cut Rogue Attack 5
Each drop of blood is another nail in your enemy?s coffin.
Daily ✦ Martial,Weapon
Standard Action Melee weapon
Requirement: You must be wielding a light blade.
Target: One creature
Attack: Dexterity vs. Fortitude
Hit: 2[W] + Dexterity modifier damage, and ongoing damage
equal to 5 + your Strength modifier (save ends).
Miss: Half damage, and no ongoing damage
Walking Wounded Rogue Attack 5
You topple your enemy with a crippling blow and force him to
stumble around the battlefield.
Daily ✦ Martial, Weapon
Standard Action Melee or Ranged weapon
Requirement: You must be wielding a crossbow, a light blade,
or a sling.
Target: One creature
Attack: Dexterity vs. Fortitude
Hit: 2[W] + Dexterity modifier damage, and the target is
knocked prone. Until the end of the encounter, if the
target moves more than half its speed in a single action, it
falls prone at the end of its movement.
Miss: Half damage, and the target is not knocked prone.
I think I'm going with deep cut.
EricStratton
26th March 2009, 12:46 PM
I think I'm going with deep cut.
Me too. The other two sound fun (I love Wounded) but as useful.
Zyzzyx
26th March 2009, 12:49 PM
Would depend if you and I want to duplicate abilities. I'm very likely to take Stinking Cloud, which is real similar to your Hadar. Hadar has a higher initial dmg, but requires an attack on secondary. Stink doesn't have a secondary attack but can be moved around. *shrug*
I really like the RP possibilities with Crown of Madness. The sustain effect for it and Bloody Fangs is interesting though. For Madness, does the target attack an ally on your turn or its? If on your turn, is that a minor action, allowing you to do a standard attack as well?
Shiz
26th March 2009, 12:51 PM
If someone can cut and paste the cleric ones that would be cool. Only PHB2 here at work.
Zyzzyx
26th March 2009, 12:58 PM
Consecrated Ground Cleric Attack 5
With a wave of your hand, jagged lines of radiant light spread
across the ground around you like a crackling web, moving at
your whim. Enemies that stand upon this ground suffer the
wrath of your deity.
Daily ✦ Divine, Healing, Radiant, Zone
Standard Action Close burst 1
Effect: The burst creates a zone of sanctified ground that
lasts until the end of your next turn. You can move the origin
square of the zone 3 squares as a move action. Enemies
that start their turns within the zone take 1d6 + your Charisma
modifier radiant damage. You and any allies who are
bloodied and start their turns within the zone regain hit
points equal to 1 + your Charisma modifier.
Sustain Minor: The zone persists.
Rune of Peace Cleric Attack 5
You smash your weapon into your foe, leaving behind a glowing
rune that prevents your foe from making attacks.
Daily ✦ Charm, Divine,Weapon
Standard Action Melee weapon
Target: One creature
Attack: Strength vs. Will
Hit: 1[W] + Strength modifier damage, and the target cannot
attack (save ends).
Miss: The target cannot attack you until the end of your next
turn.
Spiritual Weapon Cleric Attack 5
You conjure a glowing weapon adorned with the symbol of your
deity. The weapon attacks one of your foes and guides your allies’
attacks against the same target.
Daily ✦ Conjuration, Divine, Implement
Standard Action Ranged 10
Target: One creature
Attack: Wisdom vs. AC
Hit: 1d10 + Wisdom modifier damage.
Effect: You conjure a weapon that appears in the target’s
square and attacks. Your allies gain combat advantage
against the target. You can move the weapon up to 10
squares to another enemy’s square as a move action. The
weapon lasts until the end of your next turn.
Sustain Minor: When you sustain the power, repeat the
attack. Your allies continue to gain combat advantage
against the weapon’s target.
Weapon of the Gods Cleric Attack 5
Your weapon glows with divine radiance, enhancing your attacks.
Daily ✦ Divine, Radiant, Weapon
Minor Action Melee touch
Target: One held weapon
Effect: Until the end of the encounter, all attacks made with
the weapon deal an extra 1d6 radiant damage. When the
weapon hits an enemy, the enemy takes a –2 penalty to
AC until the end of the weapon wielder’s next turn.
Zyzzyx
26th March 2009, 01:03 PM
Rune and Spiritual Weapon both look nice, but I'd think more towards Spiritual Weapon. The ability to grant CA? Wow... Fandango oughta enjoy that one...
EricStratton
26th March 2009, 02:14 PM
Ok, Crown of Madness it most likely will be.
Shiz
26th March 2009, 03:04 PM
Spiritual Weapon it will be for sure. What is not clear from the description is if I sustain it, is the attack a minor action? I would usually think not but it is a Daily.
Sagar
26th March 2009, 03:06 PM
Spiritual Weapon it will be for sure. What is not clear from the description is if I sustain it, is the attack a minor action? I would usually think not but it is a Daily.
I would assume, from the wording, that the sustain minor includes the attack
Shiz
26th March 2009, 03:07 PM
W00t! I also assume that I CANNOT use Elven Accuracy to reroll an attack from a spiritual weapon I am not holding. Even if you say I can, I won't. Doesn't fit the way I understand Elven Accuracy.
DinbinFanfoom
9th April 2009, 12:53 PM
L5 Changes for Brun:
+ Daily Power: Rain of Steel: Brun's first stance. Turn on an automatic PB AE damage field, basically.
+ 10HP = 69HP, I think
Was gonna swap a L1 encounter power (the one that lets an ally shift 2) for a more useful one, but there really aren't any, so I'll leave it as-is.
EricStratton
9th April 2009, 01:37 PM
L5 changes for Amaril:
+ Daily Power: Crown of Madness: 2d6 dmg and I can cause the mob to make a basic melee attack against one of its adjacent allies.
+5 HP = 48 HP
Character sheet post updated as is the PDF attached to said post.
Shiz
9th April 2009, 04:31 PM
+5 HPs (45/22/11)
Spiritual Weapon - damn is Fandango going to love this one...
Zyzzyx
9th April 2009, 05:06 PM
Still unsure m'self...
Stinking Cloud is a definite, I like the area control with that one.
Otherwise I'm torn between Bigby's and Phantasm. Leaning somewhat towards Phantasm. Bigby's would be fun, controlling a five foot tall hand of ice, but I think my skills are better used for control and opportunities than just damage. As such, Phantasm is nice, as its another one that gives Combat Advantage, but is ended by a Save.
Asharad
9th April 2009, 05:09 PM
Hit points= 48
Daily Power-Deep Cut
I'll post the pdf and fix my summary here in just a bit
Asharad
9th April 2009, 05:36 PM
I am also dropping tumble for sneak in the attack.
Sneak in the Attack- Until the start of my next turn the next ally who hits the target gets extra damage equal to my sneak attack bonus.
Zyzzyx
10th April 2009, 02:22 AM
Hit points now up to a whopping 41. :D
Added Bigby's Icy Grasp and Stinking Cloud. Decided that I liked the Immobilize part of Bigby's when it hits.
Thinking of dropping Flaming Sphere for something else. Not sure though, Flamey was kinda fun.
DinbinFanfoom
14th April 2009, 02:17 PM
Hrm... in editing my character sheet, I think I found an error... I was seeing:
HP: 69
Surge Value: 16 (25%)
Surges: 15
I think it SHOULD be:
HP: Base 15 for fighter + Constitution 18 + (6 for fighter x 4 levels) = 57
Surge Value: 14 (25%)
Surges: 15
Am I wrong? I have no idea how I calculated the first value, or what is was based on. Maybe I was assuming that CON modified the +6 fighters get to HP per level, which is not the case. I've modified my sheet, pending the change. Can someone verify?
Shiz
14th April 2009, 03:12 PM
69 seems too high. Your new number seems to be calculated correctly except for yout Toughness feat (+5 more now, +5 more at 11 and +5 more at 21).
DinbinFanfoom
14th April 2009, 03:30 PM
Ah yes... forgot that. So... 62/15/15.
DinbinFanfoom
15th April 2009, 12:20 PM
Grrr... another fix. Man, learning so much as time goes by. If I was overstating my HP, I was UNDERSTATING my atk/dam rolls...
AFAICT, Brun's ATK and DAM rolls with a Greataxe are thus:
ATK = Ability (STR) + Level Modifier + Proficiency + Fighter Talent + Item Enhancement
ATK = 5 + 2 + 2 + 1 + 1 = 11 (not 10)
DAM = W + Ability (STR) + Level Modifier + Focus + Item Enhancement
DAM = 1d12 + 5 + 2 + 1 + 1 = 1d12 + 9 (not 8)
With thrown hand axe (heavy thrown):
ATK = Ability (STR) + Level Modifier + Proficiency + Item Enhancement Bonus
ATK = 5 + 2 + 2 + 2 = 11 (not 9)
DAM = W + Ability (STR) + Level Modifier + Focus + Item Enhancement
DAM = 1d6 + 5 + 2 + 1 + 2 = 1d6 + 10 (not 8)
Does THAT look right? I think it is... Yay! More damage for Brun! :P
Shiz
15th April 2009, 12:26 PM
Why don't you get focus on the handaxe? Isn't Weapon Focus by weapon type and both are axes?
DinbinFanfoom
15th April 2009, 12:31 PM
Hrm... I figured Greataxe and a handaxe (thrown) were different weapon groups (focus covers one group). It appears that isn't the case... they're both axes. So it should apply, yes. Editing...
Shiz
15th April 2009, 12:33 PM
Looks good now. Nice catch. I probably made a mistake early on when I was doing the sheets and it just got compounded over time.
DinbinFanfoom
15th April 2009, 12:34 PM
Looks good now. Nice catch. I probably made a mistake early on when I was doing the sheets and it just got compounded over time.
Yeah, I think that's what it was... it may have been right at some point in time, but by me just incrementing each level instead of actually looking at the formulae, stuff like this can happen. Probably not a bad idea to "audit" your stats every so often... I understand mine a lot better now than I did at L1. And I still miss stuff. :P I find it's helpful (if verbose) to break down the modifiers in a sort of algebraic format to keep them in mind, even in my stat post.
Shiz
15th April 2009, 12:41 PM
It is easier for me since everything I do is just +wis for the most part.
DinbinFanfoom
15th April 2009, 12:44 PM
Yeah, most of mine is based on one attribute (str, which is nice, especially cuz it even covers heavy thrown, not dex) but I've got a boatload of DIFFERENT modifiers. Fighter specialty, weapon focus, item enhancement, proficiency...
Lycos
15th April 2009, 12:56 PM
Looks good now. Nice catch. I probably made a mistake early on when I was doing the sheets and it just got compounded over time.
Nah, you forgot the -4 damage girl penalty.
She's a girl. :D
GravenStone
15th April 2009, 01:11 PM
Nah, you forgot the -4 damage girl penalty.
She's a girl. :D
Best hope Pelor has a good dental plan, because I think Baladir is about to be fed some of is own teeth. :lowlol:
DinbinFanfoom
15th April 2009, 01:18 PM
Brun has been tempted to sucker-punch the guys a few times during the past few adventures. We've usually been about to enter combat though, so she held back the fist of death. :P
Zyzzyx
15th April 2009, 01:18 PM
I know I'll have some time this weekend with the netbook computer but without internet access. I'm figuring on 'auditing' Solak's character sheet. Been wanting to do similar and make sure that I've got bonuses and such as they should, and refresh my understanding of them instead of just copy/pasting numbers.
DinbinFanfoom
15th April 2009, 01:20 PM
Yeah, I think it's a good idea, Zyx. If you don't, first thing you know you cross an "even level" threshold and forget to add a 1 somewhere... Or you get a weapon upgrade, or a CON increase... there are a lot of trickle-downs.
DinbinFanfoom
17th April 2009, 02:35 PM
Baladir:
Some things I noticed in your character sheet:
1) "STR 18, +4/+5 (base/level mod incl)" should be "STR 18, +4/+6 (base/level mod incl)" (We are all level 4 or higher, so +2, not +1 for level mod)
2) "Bastard Sword +8 (+1 Damage if 2 Handed) vs. AC (d10+4)" should be:
(attrib bonus) + (level bonus) + (prof bonus) + (weapon enhancement) = 4 + 2 + 3 + 1 = 10 ATK (not 8!)
Damage would be 1d10+atrib bonus+level bonus+weapon enhancement/versatile = 4+2+1 (1h)=1d10+7 or 4+2+2(2h)=1d10+8
Classic example of that "trickle down" effect I mentioned earlier... forgetting a level up bonus means forgetting an extra ATK and DAM point.
Shiz
17th April 2009, 04:55 PM
Level bonus does NOT apply to damage. I missed you were doing that above, Din. Sorry.
DinbinFanfoom
17th April 2009, 05:21 PM
Level bonus does NOT apply to damage. I missed you were doing that above, Din. Sorry.Seriously? Oops! :*
Edit: Brun's profile modified
EricStratton
17th April 2009, 05:41 PM
Yeah, I discovered that when I started running Group 4.
Asharad
17th April 2009, 06:58 PM
Again, I'd be happy to enter anyone's character into the character creator who wants me to.
vBulletin® v3.8.6, Copyright ©2000-2012, Jelsoft Enterprises Ltd.