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Author Topic: 4e D&D Campaign  (Read 26240 times)

Cthulhu

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Re: 4e D&D Campaign
« Reply #300 on: February 25, 2012, 02:33:16 am »

There's not gonna be any way to incorporate that.  You'll just have to remember and say something if you see a high roll that misses after an action point.

Each person gets 345 xp.  All three groups you encountered (The first group you dodged, the second group with the drake, and the final group with Achille) granted full XP.  If you engage an encounter and negate it without combat, you still get XP.  Sneaking past a sleeping ogre grants full XP.  Teleporting past it or taking a side path does not.

You also get the gold, and a health potion.

Miscellaneous/Plot loot:  Also, I was in a bit of a rush when I wrote the descriptions for this stuff, so stuff I intended to put in got left out. YOu may want to reread it because stuff has been errata'd in since the game.

Spoiler: Achille's journal: (click to show/hide)

Spoiler: A mysterious jar (click to show/hide)

Spoiler: Letter 1 (click to show/hide)

Spoiler: Letter 2 (click to show/hide)

So, now you have a definite Big Evil Plan, Doppelgangers replacing the Prince; a mysterious macguffin, an orange mote that wizards don't like; and four names, Lomos(Deceased), Mylis, Amellos, and Zeno.

You don't have anything linking it back to Nashurpal though, which was technically your job.  Still probably worth bringing to Bors.

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Sirus

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Re: 4e D&D Campaign
« Reply #301 on: February 25, 2012, 02:38:00 am »

More importantly...
*insert level-up music of choice here*

Re: Bors, how long would it take to get a message to him? Because we don't know how far along the doppleganger's plans are. They could be ready to move against the prince tomorrow for all we know. I say we stick around until we've foiled the immediate threat, while sending a letter by the fastest, most secure means available. Messenger pigeon, perhaps.
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Star Wars: Age of Rebellion OOC Thread

Shadow of the Demon Lord - OOC Thread - IC Thread

Cthulhu

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Re: 4e D&D Campaign
« Reply #302 on: February 25, 2012, 02:39:28 am »

A day or two.
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Sirus

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Re: 4e D&D Campaign
« Reply #303 on: February 25, 2012, 03:32:23 am »

Point proven. We need to keep hunting for these conspirators, not go running off so they can hide in the nearest storm drain.

As far as new powers go, I think I found an interesting one. It allows someone to sacrifice a healing surge, which then allows one or two other people to regain hitpoints without spending a surge of their own. Oh, and everyone involved gets a whopping +5 to AC until the end of my next turn. It's a daily, but it sounds much better than pretty much anything else I have available.

For a new feat, I'm thinking of taking one which allows me to perform certain rituals (anything in the warding category, Brew Potion, Gentle Repose, and Magic Circle) as if I had the ritual caster feat. I have no idea if these rituals are useful or not, but at least the feat is one for my class.Never mind! These all require Arcana checks and my Arcana is pretty crap. I don't really want to pick something boring like Improved Initiative, but it might be the best option.

ETA: Can I take a bloodline feat, or are those not in the player's handbooks?
« Last Edit: February 25, 2012, 03:59:33 am by Sirus »
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Zako

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Re: 4e D&D Campaign
« Reply #304 on: February 25, 2012, 07:16:59 am »

If you are really desperate for a change in skills, then you can take Skill Training, which lets you take training in one more skill, or skill focus which gives you a bonus to a skill in which you have training in. Since you were complaining all the time about how bad your training choices were, you might want to consider that. Also, you can take something else along those lines, or something that lets you do more damage or something.

Also, shiiiiiit, so many possibilities... Remind me again what I get at this level? Is it, 2 utility spells, 1 feat and anything else?

EDIT: Found out how many hp I get.
« Last Edit: February 25, 2012, 07:24:04 am by Zako »
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King_of_the_weasels

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Re: 4e D&D Campaign
« Reply #305 on: February 25, 2012, 07:48:10 am »

Tumble Rogue Utility 2
You tumble out of harm’s way, dodging the opportunistic attacks
of your enemies.
Encounter ✦ Martial
Move Action Personal
Prerequisite: You must be trained in Acrobatics.
Effect: You can shift a number of squares equal to one-half
your speed.

Also I'm retraining my daily to..

Slayer’s Song Bard Attack 1
You sing a tune of war that diminishes your foes’ defenses with
each blow you strike.
Daily ✦ Arcane, Weapon
Standard Action Melee weapon
Target: One creature
Attack: Charisma vs. AC
Hit: 2[W] + Charisma modifier damage, and the target
grants combat advantage to you and your allies (save
ends).
Miss: Half damage.
Effect: Until the end of the encounter, whenever you hit an
enemy, that enemy grants combat advantage to you and
your allies until the end of your next turn.


edit-and in future news

taking this-

Trickster’s Blade Rogue Attack 3
You land an expert blow and follow up with a clever series of
feints that bewilder your enemies.
Encounter ✦ 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. AC
Hit: 2[W] + Dexterity modifier damage. Add your Charisma
modifier to your AC until the start of your next turn.

and retraining my old rogue encounter ability to a same leveled bard one since I have to, plus I rarely use it.

Blunder Bard Attack 1
You fog your foe’s mind, causing it to stumble past your allies.
Encounter ✦ Arcane, Charm, Implement
Standard Action Ranged 5
Target: One creature
Attack: Charisma vs. Will
Hit: 1d6 + Charisma modifier damage, and you slide the
target 2 squares. During the slide, you or one of your
allies can make a melee basic attack against the target as free action.
« Last Edit: February 25, 2012, 07:58:44 am by King_of_the_weasels »
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Zako

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Re: 4e D&D Campaign
« Reply #306 on: February 25, 2012, 08:26:44 am »

Alright, here's what I've picked out for my powers. I'm still thinking over what to take for my feat, so I'll get back to you on that one.

Retraining Magic Missile to Thunderwave. It's situational, but it's pretty damn good nonetheless.

Thunderwave Wizard Attack 1
You create a whip-crack of sonic power that lashes up from the
ground.
At-Will ✦ Arcane, Implement, Thunder
Standard Action Close blast 3
Target: Each creature in blast
Attack: Intelligence vs. Fortitude
Hit: 1d6 + Intelligence modifier thunder damage, and you
push the target a number of squares equal to your Wisdom
modifier.
Increase damage to 2d6 + Intelligence modifier at 21st level.

As for my utility powers, I am taking the following:

Shield Wizard Utility 2
You throw up your hand, and a shield of arcane energy springs
into existence, protecting you against imminent attacks.
Encounter ✦ Arcane, Force
Immediate Interrupt Personal
Trigger: You are hit by an attack
Effect: You gain a +4 power bonus to AC and Reflex defense
until the end of your next turn.

Expeditious Retreat Wizard Utility 2
Your form blurs as you hastily withdraw from the battlefield.
Daily ✦ Arcane
Move Action Personal
Effect: Shift up to twice your speed.

And for my daily that I forgot to take last level:

Flaming Sphere Wizard Attack 1
You conjure a rolling ball of fire and control where it goes.
Daily ✦ Arcane, Conjuration, Fire, Implement
Standard Action Ranged 10
Target: One creature adjacent to the flaming sphere
Attack: Intelligence vs. Reflex
Hit: 2d6 + Intelligence modifier fire damage.
Effect: You conjure a Medium flaming sphere in an
unoccupied square within range, and the sphere attacks an
adjacent creature. Any creature that starts its turn next to
the flaming sphere takes 1d4 + Intelligence modifier fire
damage. As a move action, you can move the sphere up to
6 squares.
Sustain Minor: You can sustain this power until the end of
the encounter. As a standard action, you can make another
attack with the sphere.
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King_of_the_weasels

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Re: 4e D&D Campaign
« Reply #307 on: February 25, 2012, 08:28:30 am »

Alright, here's what I've picked out for my powers. I'm still thinking over what to take for my feat, so I'll get back to you on that one.

Retraining Magic Missile to Thunderwave. It's situational, but it's pretty damn good nonetheless.

Thunderwave Wizard Attack 1
You create a whip-crack of sonic power that lashes up from the
ground.
At-Will ✦ Arcane, Implement, Thunder
Standard Action Close blast 3
Target: Each creature in blast
Attack: Intelligence vs. Fortitude
Hit: 1d6 + Intelligence modifier thunder damage, and you
push the target a number of squares equal to your Wisdom
modifier.
Increase damage to 2d6 + Intelligence modifier at 21st level.

As for my utility powers, I am taking the following:

Shield Wizard Utility 2
You throw up your hand, and a shield of arcane energy springs
into existence, protecting you against imminent attacks.
Encounter ✦ Arcane, Force
Immediate Interrupt Personal
Trigger: You are hit by an attack
Effect: You gain a +4 power bonus to AC and Reflex defense
until the end of your next turn.

Expeditious Retreat Wizard Utility 2
Your form blurs as you hastily withdraw from the battlefield.
Daily ✦ Arcane
Move Action Personal
Effect: Shift up to twice your speed.

And for my daily that I forgot to take last level:

Flaming Sphere Wizard Attack 1
You conjure a rolling ball of fire and control where it goes.
Daily ✦ Arcane, Conjuration, Fire, Implement
Standard Action Ranged 10
Target: One creature adjacent to the flaming sphere
Attack: Intelligence vs. Reflex
Hit: 2d6 + Intelligence modifier fire damage.
Effect: You conjure a Medium flaming sphere in an
unoccupied square within range, and the sphere attacks an
adjacent creature. Any creature that starts its turn next to
the flaming sphere takes 1d4 + Intelligence modifier fire
damage. As a move action, you can move the sphere up to
6 squares.
Sustain Minor: You can sustain this power until the end of
the encounter. As a standard action, you can make another
attack with the sphere.

You only get one utility, unless it's some wizard thing.
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Zako

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Re: 4e D&D Campaign
« Reply #308 on: February 25, 2012, 09:34:51 am »

Wizards get two utility spells. I love being one, you know that?  :D
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Criptfeind

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Re: 4e D&D Campaign
« Reply #309 on: February 25, 2012, 10:23:36 am »

Shield Wizard Utility 2
You throw up your hand, and a shield of arcane energy springs
into existence, protecting you against imminent attacks.
Encounter ✦ Arcane, Force
Immediate Interrupt Personal
Trigger: You are hit by an attack
Effect: You gain a +4 power bonus to AC and Reflex defense
until the end of your next turn.

Huh. Strange, it looks, to me at least, like the AC and Reflex bonus don't apply to the triggering attack. I mean, they apply before you take damage, but not before you are actually hit.
« Last Edit: February 25, 2012, 10:30:53 am by Criptfeind »
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King_of_the_weasels

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Re: 4e D&D Campaign
« Reply #310 on: February 25, 2012, 10:28:59 am »

Shield Wizard Utility 2
You throw up your hand, and a shield of arcane energy springs
into existence, protecting you against imminent attacks.
Encounter ✦ Arcane, Force
Immediate Interrupt Personal
Trigger: You are hit by an attack
Effect: You gain a +4 power bonus to AC and Reflex defense
until the end of your next turn.

Huh. Strange, it looks, to me at least, like the AC and Reflex bonus don't apply to the triggering attack. I mean, they apply before you take damage, but not before you are actually hit.

Well if you didn't get hit by it then you'd have no reason to use it.  I assume it works like oh you were hit? here add this bonus to save yourself.
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Criptfeind

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Re: 4e D&D Campaign
« Reply #311 on: February 25, 2012, 10:32:54 am »

Well I was thinking it would be more useful as a "Oh shit. That guy is swinging/shooting at me, better put up magic defense." But I guess yours makes sense as well.

Anyway. Do you guys think I should switch out being a tree for being a sheep, being a cat, or being frosty the snowman? They all do basically what you expect, sheep is charge and horn attack. Kitty is quick and claw attack, frosty makes it difficult around him because of his racist views ect ect. One interesting thing to note: If I am in sheep mode and a enemy that I have marked and I am in melee range of attacks a ally I could possibly negate the attack fully, which is the reason I am thinking about it instead of just getting cat form or cold form.

At any rate. RIP Tree form. You were too good for this world.

Edit: Actually: Could I get a rules clarification on that one? Warden’s Fury should take place before the hit actually lands, so if I push them away from the person they are attacking with it before the hit actually lands and they end up outside of melee range, would that negate the attack?
« Last Edit: February 25, 2012, 10:38:07 am by Criptfeind »
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Zako

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Re: 4e D&D Campaign
« Reply #312 on: February 25, 2012, 10:57:46 am »

Yeah, I think weasel has it in a nutshell. Ninja'd.

And fuck Tree form, it was shit and we all knew it. Come on, turn into a tree as a daily? That's bullshit!

I'm torn between a few things for my feat... Human perserverance or Proficiency Leather armour? I could also go for skill training and pick either dungeoneering or perception...

Advice please? :-\
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King_of_the_weasels

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Re: 4e D&D Campaign
« Reply #313 on: February 25, 2012, 11:10:13 am »

Jack of all trades has been taken, +2 to all untrained skills.
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Criptfeind

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Re: 4e D&D Campaign
« Reply #314 on: February 25, 2012, 11:14:07 am »

And fuck Tree form, it was shit and we all knew it. Come on, turn into a tree as a daily? That's bullshit!

Tree form is amazing.

Actually it is not that bad, it is the most tanky form in the sense it punishes people who do not let me tank. The issue is it is a second layer of punishment. And no one ever goes past the first one anyway, so it's actual effects were never seen.
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