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Author Topic: 4e D&D Campaign  (Read 26209 times)

Sirus

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Re: 4e D&D Campaign
« Reply #405 on: March 04, 2012, 11:49:32 pm »

Let's see, all abilities and skills go up by 1, right? And looking over the rulebook, I can retrain Insight into something more useful, like Dungeoneering. Let Mahtan deal with interrogations, I'll help find traps and stuff.

@ Zako: Go with Ice Rays. Your fancy color spray targets each creature, meaning the allies trying to protect you as well.
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King_of_the_weasels

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Re: 4e D&D Campaign
« Reply #406 on: March 04, 2012, 11:52:22 pm »

I am retraining my encounter ability Positioning strike and replacing it with;

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
a free action, with a +2 power bonus to the attack roll.
Virtue of Cunning: The power bonus to the attack roll
equals 1 + your Intelligence modifier.

Then for my actual new encounter ability I'm taking either this;

Bait and Switch Rogue Attack 3
You strike and weave, causing your foe to lurch forward so that
you can duck around him and slip into his space.
Encounter ✦ Martial,Weapon
Standard Action Melee weapon
Requirement: You must be wielding a light blade.
Target: One creature
Attack: Dexterity vs. Will
Hit: 2[W] + Dexterity modifier damage. In addition, you
switch places with the target and can then shift 1 square.
Artful Dodger: You can shift a number of squares equal to
your Charisma modifier.

or 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.


Let's see, all abilities and skills go up by 1, right? And looking over the rulebook, I can retrain Insight into something more useful, like Dungeoneering. Let Mahtan deal with interrogations, I'll help find traps and stuff.

@ Zako: Go with Ice Rays. Your fancy color spray targets each creature, meaning the allies trying to protect you as well.

they do not, they will at level 4 though.
« Last Edit: March 04, 2012, 11:55:08 pm by King_of_the_weasels »
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Criptfeind

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Re: 4e D&D Campaign
« Reply #407 on: March 04, 2012, 11:55:00 pm »

Close blast five is enough to blow away a army of minions and leave any non minions dazed. Dazed is fairly good as well. Even more so against bosses that can attack with their move or minor actions, Immobilized is okay. But obviously only against melee people, and even then their needs to be enough other people for the other melee users in our group to attack.

Basically: Color spray sounds awesome all the time, Icy Rays sounds like it would be less awesome most of the time.

Anyway. Do you guys think we should share our Revelations? Is anyone opposed?
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King_of_the_weasels

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Re: 4e D&D Campaign
« Reply #408 on: March 04, 2012, 11:56:47 pm »

Close blast five is enough to blow away a army of minions and leave any non minions dazed. Dazed is fairly good as well. Even more so against bosses that can attack with their move or minor actions, Immobilized is okay. But obviously only against melee people, and even then their needs to be enough other people for the other melee users in our group to attack.

Basically: Color spray sounds awesome all the time, Icy Rays sounds like it would be less awesome most of the time.

Anyway. Do you guys think we should share our Revelations? Is anyone opposed?

We should relay them via our characters, Mahtan wouldn't want to share his readily, unless he had reason to.
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Criptfeind

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Re: 4e D&D Campaign
« Reply #409 on: March 04, 2012, 11:58:34 pm »

To be honest, mine is fairly hilarious. If your guys is full of gloom and doom you might as well not bother sharing.
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Zako

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Re: 4e D&D Campaign
« Reply #410 on: March 05, 2012, 12:00:30 am »

A melee attack vs will is pretty cool, as well as the shifting and friendly attack, but I can see why you would like the extra AC on the second one. However, the second one attacks AC, which may not always work out to plan as we have just seen last session.

I support you taking Bait and Switch personally, since being able to target Will with good damage is real nice. Plus if you can slide a dude past Droogh, then he can probably take a good chunk of health out of them as well.

And I'm fine with sharing if you guys do as well.
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King_of_the_weasels

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Re: 4e D&D Campaign
« Reply #411 on: March 05, 2012, 12:11:41 am »

A melee attack vs will is pretty cool, as well as the shifting and friendly attack, but I can see why you would like the extra AC on the second one. However, the second one attacks AC, which may not always work out to plan as we have just seen last session.

I support you taking Bait and Switch personally, since being able to target Will with good damage is real nice. Plus if you can slide a dude past Droogh, then he can probably take a good chunk of health out of them as well.

And I'm fine with sharing if you guys do as well.

Only blunder lets you attack the person I'm shifting, bait and switch makes me switch places with them, then I shift 3 spaces.
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Criptfeind

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Re: 4e D&D Campaign
« Reply #412 on: March 05, 2012, 12:12:59 am »

I got to say, I am basically fine with being color sprayed. My at will abilities are pretty shitty anyway, so having to charge instead of being able to move then use a at will is not really any skin off my nose. The damage is less then a single surge, which so far I have not gotten close to running out of, and even then most likely it will save me from more damage. Minions still have good DPS even if they go down to one hit.
« Last Edit: March 05, 2012, 12:18:01 am by Criptfeind »
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Sirus

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Re: 4e D&D Campaign
« Reply #413 on: March 05, 2012, 12:19:47 am »

Gonna retrain Insight to Dungeoneering then. Thankfully it's still a solid +8.

As far as powers go, I'm torn between:

Code: [Select]
Word of the Blinding Shield
Encounter * Divine, Radiant, Runic, Weapon
Immediate Interrupt    Close Burst 5
Trigger: An enemy makes an attack roll against your ally
Target: Triggering enemy
Attack: Strength vs Fortitude
Hit: The target is blinded until the end of it's turn
RoD: The target also takes radiant damage equal to your Const modifier (2)
RoP: The ally gains THP equal to your Const modifier (2)
So it basically stops all attacks from that enemy for that turn. Could be useful against monsters with lots of damaging attacks.

Code: [Select]
Beacon of Vengeance
Encounter * Divine, Radiant, Runic, Weapon
Standard Action    Melee weapon
Target: One creature
Attack: Strength vs AC
Hit: 1[W] + Strength modifier radiant damage, and one ally adjacent to the target becomes invisible to it until the end of your next turn.
RoD: If the ally's next attack against the target before the end of your next turn is against AC, it is against Reflex instead if that defense is lower.
RoP: The ally can as a free action shift a number of squares equal to your Wisdom modifier (2)

Could be useful against tough bastards like that hobgoblin captain (assuming I can hit it in the first place).
And finally:

Code: [Select]
Word of Alliance
Encounter * Divine, Runic, Weapon
Standard Action   Melee weapon
Target: One creature
Attack: Strength vs AC
Hit: 2[W] + Strength modifier damage
RoD: Until the end of your next turn, when any ally attacks the target, he or she gains a power bonus to the attack roll equal to the number of allies adjacent to the target.
RoP: Until the end of your next turn, the target takes a penalty to attack rolls equal to the number of your allies adjacent to it when it attacks.
Which would really help against those big bastards that we always end up surrounding. Pretty strong attack too.

And I'm game for sharing my vision, as long as it's IC.
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Cthulhu

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Re: 4e D&D Campaign
« Reply #414 on: March 05, 2012, 12:37:34 am »

You guys can roleplay here if you want, it doesn't matter.
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Fortis

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Re: 4e D&D Campaign
« Reply #415 on: March 05, 2012, 12:49:27 am »

For my new power, I'm gonna go with:

Brutal Slam (Barbarian Attack 3)
your forceful blow pushes your foe into one of it's companions.
Encounter * Primal, Weapon.
Standard Action   Melee Weapon
Target: One creature
Attack: Strength Vs Fortitude
Hit: 2[W] + strength modifier damage, and you push the target 2 squares and knock it prone. Then one enemy adjacent to the target takes 1d8 + Strength modifier damage.
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Zako

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Re: 4e D&D Campaign
« Reply #416 on: March 05, 2012, 12:50:57 am »

Yeah, all of those powers are pretty damn good for a low level. They key, I think, is to stick with your role as best as possible. They are all good for leaders, but the invisibility stands out for me as well as the blinding from the immediate interrupt (which is awesome being an immediate interrupt). I'd probably take the first one, because it's useful to protect from getting slammed by something nasty, or I'd take the second one if I didn't think the first one would be worth it.

Also, that's a cool barb power dude. Prone is a good status effect and this power also helps a bit with crowd control.
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Sirus

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Re: 4e D&D Campaign
« Reply #417 on: March 05, 2012, 01:06:28 am »

I need to get out of the paladin's mindset of "lure enemies over to me so I can murder them" and into the protecting runepriest's mindset of "keep my buddies from getting murdered". It's hard work when your best character so far could tank with the best of them and had a mix of melee and close-burst enemy-only attacks :P

Yeah, I think I'll take the first power. Also, I noticed in the 3rd handbook that we could take powers for trained skills. How useful are those, especially considering I could be getting more healing powers?
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Zako

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Re: 4e D&D Campaign
« Reply #418 on: March 05, 2012, 01:08:57 am »

Dunno, have a look through the books for skill powers. You have to be of certain levels to be able to use them, but you might want to keep them in mind.
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Sirus

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Re: 4e D&D Campaign
« Reply #419 on: March 05, 2012, 01:13:09 am »

Well, just about every Heal skill power allows people to spend healing surges. I'm sure they could come in handy, especially if there aren't many healing powers specific to runepriests. Not gonna bother with them this level though.
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