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Shiz
29th January 2010, 03:16 PM
I think all of us have done this before, but

1) +hp
2) new feat
3) +1 to ALL attack rolls, defenses, skill checks, initiative
4) new utility power
5) swap one feat/power/skill

Shiz
29th January 2010, 03:18 PM
Damelon:

1) +5 = 30
2) Two Weapon Fighting (+1 dmg with a melee weapon in each hand which a doublesword meets according to the CB)
3) done by the CB
4) Agile Recovery (stand up as a minor action, at will - because prone sucks!)
5) Swapping Riposte Strike out and Deft Strike in.

EricStratton
16th February 2010, 01:21 PM
Erik:

1) +5 HP = 30
2) Arcane Spellfury - When you hit an enemy with a sorcerer at-will attack power, you gain a +1 bonus to attack rolls against that enemy until the end of your next turn.
3) Done
4) Focused Chaos - (Encounter) If an attack has a different outcome if the roll is odd or even, I get to determine if the roll is odd or even, regardless of the actual roll.
5) Since Reaper's Touch is now disallowed, I swapped it for Sorcerous Blade Channeling which is basically the same thing except it requires you use a dagger - When you use any ranged sorcerer attack power through a dagger, you can use the power as a melee attack. If you do so, the power's range equals your melee range.

I guess this means I won't be using my Staff (implement) when I make melee attacks. I guess that's ok, though.

Greebo
16th February 2010, 01:47 PM
Don't have the latest updates here at work so I'm not set on my power choices for KT.

I note we don't have a ritual caster. I think that's a good role for a bard - but given our locale - if I pick it, will I actually be able to GET a ritual to start?

DinbinFanfoom
16th February 2010, 01:51 PM
I note we don't have a ritual caster. I think that's a good role for a bard - but given our locale - if I pick it, will I actually be able to GET a ritual to start?
MIGHT make sense to have that picked up when you get back to the village, dunno. There are a few shaman around.

Shiz
16th February 2010, 09:12 PM
Damelon character post updated for level 2 but no CB file until I get home.

Greebo
17th February 2010, 06:56 AM
MIGHT make sense to have that picked up when you get back to the village, dunno. There are a few shaman around.

If necessary, I can be capable of rituals and simply not have any (lost my book in the shipwreck or something)... but the party needs a ritual caster sooner or later, so may as well take it. The other feats don't thrill me anyway as a bard. Except for Combat Virtuoso...but Zyz didn't multiclass.

I'm thinking about taking Song of Courage - daily, creates a zone close burst 5 that I can sustain minor. All allies in the zone take a +1 to all attacks. Some of the other Arcane options are interesting, but not nearly as party helpful, IMO.

Finally I'm going to drop Vicious Mockery and replace it with Misdirected Mark - that ups the damage a bit and will still give the target a -2 to hit, by marking an ally w/in 5 squares of me. I figure if Crashing is facing down an enemy and the enemy is forced to mark Erik (;)) that'll keep things interesting. :D

DinbinFanfoom
17th February 2010, 09:06 AM
Especially for Erik! :D

EricStratton
17th February 2010, 10:44 AM
Run away!

DinbinFanfoom
17th February 2010, 10:52 AM
Run away!
"Orc Train to lift 3!"

Greebo
17th February 2010, 11:46 AM
Run away!

It's ok - they'll chase you... ;)

Shiz
17th February 2010, 01:32 PM
Except for Combat Virtuoso...but Zyz didn't multiclass.


You can take a MC feat any time, not just first level. Or I am misunderstanding what you meant.

Shiz
17th February 2010, 01:37 PM
Can someone pdf the following and PM it back to me?

EricStratton
17th February 2010, 01:53 PM
Can someone pdf the following and PM it back to me?

Done

Except I forgot I can't attach files to PMs. So here.

Greebo
17th February 2010, 02:03 PM
You can take a MC feat any time, not just first level. Or I am misunderstanding what you meant.

No point adding combat virtuoso w/o MC feats, and didn't really feel like doing an MC feat as my only choice. :)

Asharad
22nd February 2010, 12:15 PM
Added some healing focused powers. I'll update here in a sec.

Lycos
22nd February 2010, 12:43 PM
Doh. Forgot to do this yet. Sorry. I'll try to do it tonight.

Lycos
24th February 2010, 10:02 AM
Doh. Forgot to do this yet. Sorry. I'll try to do it tonight.


Completed.

Asharad
25th February 2010, 02:01 PM
Sheets updated

I took:

Healer's Gift
Target:One dying creature
Effect: Target can spend a surge

and the feat Vigorous Spirit, which gives my healing wave target +5 extra hit points

That first one is like a combat rez, if I understand it correctly.

Lycos
25th February 2010, 04:15 PM
Sheets updated

I took:

Healer's Gift
Target:One dying creature
Effect: Target can spend a surge

and the feat Vigorous Spirit, which gives my healing wave target +5 extra hit points

That first one is like a combat rez, if I understand it correctly.

Your description doesn't indicate that to me. Perhaps your definition of a rez is different than mine. This states that the target is dying, where you make the saving throws vs. death. You're not dead yet, so no rez with this spell.

I prefer the powers that prevent you from getting to that point.

Mine is Feral Rejuvenation, which turns out to be a personal heal. I think I'll need that a lot. :D I also could've picked up a power like the one you got Ash, but I really can't remember a lot of fights where someone is laying on the ground dying in Group 2 that much. What? Maybe 4 over the year or so? I wasn't convinced that I would get much use out of that power with the restriction of "dying". And usually if they are that close to dying one surge is not enough to get them back in the fight for too much longer. And we usually had someone with a healing skill who could help patch the dying guy back enough so that he would get well enough to surge up to full after the fight.

Shiz
25th February 2010, 04:30 PM
Group 8 should have a few "dying" situations given that we have no defender. I like Crashing's choice.

Lycos
25th February 2010, 04:40 PM
Group 8 should have a few "dying" situations given that we have no defender. I like Crashing's choice.

Actually, I just remembered a scenario which was worse for a character to get one of the dying surges. In Greebo's pen and paper campaign. I had a gnome illusionist which got knocked down in hps and he was out. He would've been better off in hindsight to let the enemies go by him and attack others in the group. Instead, he got a surge (not that many hps, caster here) to pop back up in the middle of the enemies. They saw this, and they all attacked him causing more damage than his little gnome body could handle, and he was dead - dead.

Something to keep in mind. :mrgreen:

Asharad
25th February 2010, 06:21 PM
Mine is Feral Rejuvenation, which turns out to be a personal heal. I think I'll need that a lot. :D I also could've picked up a power like the one you got Ash, but I really can't remember a lot of fights where someone is laying on the ground dying in Group 2 that much. What? Maybe 4 over the year or so? I wasn't convinced that I would get much use out of that power with the restriction of "dying". And usually if they are that close to dying one surge is not enough to get them back in the fight for too much longer. And we usually had someone with a healing skill who could help patch the dying guy back enough so that he would get well enough to surge up to full after the fight.

I've got a ****load of talents that do regular healing. This one gets someone out of the "make this roll or you die" situation, which has happened more than a couple of times.

I mean...didn't we all "die" once?

EricStratton
25th February 2010, 09:29 PM
Yeah but that was Quervo's fault. ;)

Lycos
25th February 2010, 09:54 PM
Yeah but that was Quervo's fault. ;)

Yeah! :lowlol:

Greebo
26th February 2010, 11:29 AM
Actually, I just remembered a scenario which was worse for a character to get one of the dying surges. In Greebo's pen and paper campaign. I had a gnome illusionist which got knocked down in hps and he was out. He would've been better off in hindsight to let the enemies go by him and attack others in the group. Instead, he got a surge (not that many hps, caster here) to pop back up in the middle of the enemies. They saw this, and they all attacked him causing more damage than his little gnome body could handle, and he was dead - dead.
You forgot to mention the best part of this little encounter...

1) It was 4 minions that killed you; and
2) It was your own party member that trained them onto you.

:biggrin::rotflmao:

Lycos
26th February 2010, 01:40 PM
The fact is that with me dying I was better off than getting a small surge and then getting completely annihilated.

Greebo
26th February 2010, 02:00 PM
The fact is that with me dying I was better off than getting a small surge and then getting completely annihilated.

True - but it was still funny cause minions do limited - fixed damage. You bounced up with 10 hps, and each one hit you for 5.

And then the party member who trained you took your stuff... ;)

Lycos
26th February 2010, 03:21 PM
True - but it was still funny cause minions do limited - fixed damage. You bounced up with 10 hps, and each one hit you for 5.

And then the party member who trained you took your stuff... ;)

Yeah, and some day I will get him back for that. :lowlol:

Shiz
28th March 2010, 05:47 PM
Damelon:

1) +5 = 30
2) Two Weapon Fighting (+1 dmg with a melee weapon in each hand which a doublesword meets according to the CB)
3) done by the CB
4) Agile Recovery (stand up as a minor action, at will - because prone sucks!)
5) Swapping Riposte Strike out and Deft Strike in.

Since we haven't levelled yet, I want to make a change.

replace 5) with Swapping King's Castle out and One-Two Punch in.

Greebo
29th March 2010, 11:36 AM
I thought we went back to camp specifically TO level, and did so?

Shiz
29th March 2010, 11:54 AM
If so, I am so confused.

Greebo
29th March 2010, 11:57 AM
I dunno, maybe we didn't. I can't keep all the games straight anymore. :)

Shiz
29th March 2010, 11:58 AM
I thought we pushed on after the last fight since we didn't have a safe place. Now we have explored a lot of this place.

Asharad
29th March 2010, 12:04 PM
Yeah, I thought we pushed on, thinking this was going to be a lot smaller area than it was.

DinbinFanfoom
29th March 2010, 12:23 PM
FWIW, sorry it seems a bit draggy. Rest assured this place is important to the overall plot.

Greebo
29th March 2010, 12:25 PM
No its not you, Din. The format is slow by nature - and I'm in 3 games now as a player plus DMing 1 so I'm getting befuddled.

Lycos
29th March 2010, 01:17 PM
We waited on leveling to go through more of the temple, and we just had an extended rest because we were beat up.

Shiz
29th March 2010, 01:18 PM
That's it. So we did have an extended rest right before we levelled.

DinbinFanfoom
1st April 2010, 10:37 AM
Since it's a given that you are levelling during this break, I'll ask that you update your character entries in the appropriate thread. Since at any given time I have little access to the CB, I prefer the text format so I can quickly check out what values I need. Feel free to keep attaching the updated PDF/.4dnde files, though.

EricStratton
1st April 2010, 11:22 AM
Erik's character post has been updated for level 2.

Lycos
1st April 2010, 11:22 AM
So is Sigurd.

Shiz
1st April 2010, 11:43 AM
I fixed Sigurd's to hit. It is +7 now.

Greebo
1st April 2010, 12:40 PM
Been done here

Shiz
2nd April 2010, 08:21 PM
Since we haven't levelled yet, I want to make a change.

replace 5) with Swapping King's Castle out and One-Two Punch in.

Last change before we get started: taking Dazing Strike for King's castle. I misread One-Two Punch.