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EricStratton
26th July 2009, 08:39 PM
Zyzzyx's question about any special effects when a 20 is rolled reminded me of something I want everyone to be aware of.

When Erik rolls a 1 when using an arcane power he essentially loses control of his magic powers and unleashes a force blast. Each *creature* w/in 5 squares of me is pushed 1 square (mandatory).

He does get a special bonus when he rolls a 20 as well but it's not any sort of group bonus (slide the target 1 and knock it prone).

Zyzzyx
26th July 2009, 08:54 PM
This might be a good spot for a reminder list of any effects your character would have on/for the rest of us. (thinking of something like Group Insight or similar)

For K.T. he has a few.

Virtue/Advantage of Cunning: This one will probably come up the most. Whenever an enemy misses an ally within 9 squares of me, I can slide that ally 1 square; only once/round though. Going along with that I can slide the enemy into the ally's vacated square. (need to check, but assuming that's only if they were adjacent to each other, so another 1 sq slide) Probably be used most with Damelon, Togar, and Sigurd. Not sure how I'll work this one, whether to ask the person if they want to be moved, or have them ask me, or both? (going along with this is a ranged at-will power I have that pulls the target 2 squares, all kinds of positioning fun)

Song of Rest: Spending a surge after a short rest (instead of at the beginning?) folks get an extra 4hp.

Stirring Shout: Currently my daily power. It has the effect of whenever an ally hits the target, they regain 4hp. Regain, not temporary. :D



Regarding mandatory push/pull effects, is that in as direct a line as possible to/from the character?

Shiz
26th July 2009, 08:59 PM
As far as the Cunning effect, you should just assume we agree with your plan and try and slide anyone not the fighter away from an enemy that is adjacent to the fighter.

Quervo
26th July 2009, 09:07 PM
OR... try to shoot for anything that can lead to CA... force it off a ledge, push pull into flanking and such.... As far as Togar is concerned, Just move him and he will adjust

DinbinFanfoom
26th July 2009, 09:18 PM
Push and pull must be away from or towards the caster, in as straight a line as possible (or one of the many possible lines that make sense... you know what I mean, I think).

Oh, and a 1 is a miss in this game... if you do a reaping strike (for example) and roll a 1, you still do the min damage.

Asharad
26th July 2009, 09:49 PM
Good idea, this is sort of important as a lot of my powers are complicated insofar as to how they work for y'all.

My spirit companion is a ghost animal I call up as a minor action. Allies can move through it, enemies cant.

There are a bunch of bonuses you'll get for staying relatively close to it.

Spirit Boon
Anyone who uses a second wind when they are next to my spirit companion gets bonus hit points equal to my constitution modifier.

Protector Spirit
Allies next to my spirit companion get +1 to fort, ref and will.

Spirit Shield
If any enemy give my spirit companion an OA it grants everyone within 5 sqaures +4 hit points.

I have an attack called Protecting Strike.
When it hits, everyone next to my spirit companion gets temporary hit points.

I have another one called Defending Strike
Same deal, except it is +1 to AC.

Thunder Bear's Warding is an encounter power which gives everyone next to my spirit companion +2 resistance to all damage until EOMNT and everyone with 5 squares +2 hit points.

Spirit of the Healing Flood is a daily that gives every +2 regeneration until the end of the encounter if they are bloodied. As a minor action, the any ally can end the effect and gain 10 hit points.

Apart from my spirit companion I can cast healing spirit 2 per encounter. It lets one ally spend a healing surge and grants another 1d6 hit points.

Also, I can Speak with Spirits as a minor action, which will give anyone +4 to their next skill check

As you can see, positioning will be relatively important.

Zyzzyx
26th July 2009, 11:07 PM
As you can see, positioning will be relatively important.

One of my at-wills is a melee attack, but for the most part I intend to be at range. Figuring that most likely the spirit will be up near the melee folks?

Zyzzyx
27th July 2009, 02:20 AM
Also, I can Speak with Spirits as a minor action, which will give anyone +4 to their next skill check
Speak with Spirits is a personal power only, no sharing the bonus with other folks.

Asharad
27th July 2009, 08:06 AM
Speak with Spirits is a personal power only, no sharing the bonus with other folks.
Except for my feat which allows me to share it with others.

Asharad
27th July 2009, 08:07 AM
One of my at-wills is a melee attack, but for the most part I intend to be at range. Figuring that most likely the spirit will be up near the melee folks?

Probably most of the time, but it will depend on what we are fighting and where.

DinbinFanfoom
27th July 2009, 09:14 AM
I was AFK for the weekend, sorry for no notice.

Lycos
27th July 2009, 10:13 AM
I have Roar of Triumph. Once I bring an enemy below 0 hps and I use this power, any enemy within 7 (+2 squares because of my feat) squares will get a -2 to all defenses until the end of my next round. I need to verify the details, but that is the idea.

Zyzzyx
27th July 2009, 10:23 AM
Except for my feat which allows me to share it with others.

Gotchya. Missed that part.

Hmm... combine that with my 'Words of Friendship', I could get a +9 to my Diplomacy, on top of the +9 I've got for the skill. :D

Quervo
27th July 2009, 12:02 PM
you need the feat that lets you use friendship on your bluff checks as well. if you are going that direction.

Greebo
27th July 2009, 12:17 PM
Cause I don't want to disrupt the 1.1 thread...

"The ship crashes against a reef. Your last sight is one of water rushing over you. Everyone dies."
Shortest. Adventure. Ever.

Zyzzyx
27th July 2009, 12:18 PM
Yeah, saw that one. Its on the list for the future, but didn't want to take it to start off with.

DinbinFanfoom
27th July 2009, 12:24 PM
Cause I don't want to disrupt the 1.1 thread...

"The ship crashes against a reef. Your last sight is one of water rushing over you. Everyone dies."
Shortest. Adventure. Ever.
And here I thought DMing for 6 would be hard! I could have done it for 60! :D