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Post by redshirt on Jan 29, 2012 13:16:03 GMT -6
The only things not in the character builder there are the alchemist theme from Dragon 399, the Dejada weapon from Dark Sun, and I used the new flexible stat bonuses from Dragon 397
Warforged - Con + Str/Int
Deep pocket cloak is from AV2 - Gadgeteer's Garb Set.
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Post by Ixos 2: the Sequel on Feb 3, 2012 16:38:44 GMT -6
Guess I should put my guy on here, too. Omet the Giant Killer, level 9 Tiefling Battlemind Mountains Benefit: +2 to Athletics and Dungeoneering Background: Mountains FINAL ABILITY SCORES Str 11, Con 22, Dex 10, Int 8, Wis 10, Cha 18 AC: 25 Fort: 23 Reflex: 19 Will: 23 HP: 84 Surges: 15 Surge Value: 21 To Hit (Con): +15 Power Points: 6 TRAINED SKILLS Arcana +8, Endurance +13, Heal +9 FEATS Level 1: Bludgeon Expertise (+1 Att & +1 push/slide with bludgeons) Level 2: Telekinetic Savant (+1 forced move with BM powers) Level 4: Melee Training: Constitution (use Con for MBA) Level 6: Improved Defenses (+1 to NADs) Level 8: Blurred Speed (shift 2 with Blurred Step instead of 1) POWERS At Will:Mind Spike Battlemind's Demand Blurred Step Bull's Strength Concussive Spike Lodestone Lure Forceful Reversal (replaces Bull's Strength) Enc:Infernal Wrath Psionic Vigor Wild Focus Psionic Ambush Daily:Steel Unity Strike Nightmare Vortex Intellect Hammer ITEMS Shallow Grave Drakescale armor, heavy shield, warhammer, 3 daggers, adventurer's kit (-1 sun rod, -1 rope), (Altair's lyre & tablature), Sally the Camel, 9x survival days (soon to be depleted), silver ring 20gpv, Gauntlets of the Ram, Star Gem of Mo-Pelar & Star Gem of Khan Pelar, 5x gems 200gpve, ruby ring 500 gpv THE COMBO With Lodestone Lure, I hit a guy and he must stay next to me. So he's prolly gonna attack me. If he doesn't, that's okay cause I have him marked and can Mind Spike him if he hits a buddy. With Forceful Reversal (augmented 1) I can hit him as an immediate reaction if he hits me, and I still get my standard action on my turn, which will be Lodestone Lure. So, assuming I don't ever miss, guy has to stay next to me and takes damage if he hits me or a buddy; he deals damage, he takes damage. No win for the bad guy, so long as I can keep hitting him. And my to hit is pretty decent. Booyakah.
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Post by Ixos 2: the Sequel on Feb 15, 2012 12:22:58 GMT -6
Omet updated. Only big thing is Lodestone Lure, which will hopefully make me more sticky. Omet wishes to control movement - stay here until I'm done with you, then GET OUTTA HERE!! Oh, I was wrong, other big thing is more Power Points. Soon, I shall be able to spam broken tank stuff. Be afraid, redshirt, be very afraid...
Wishlist!: Anything that adds to forced movement, for starters. Oh, you want me to be specific since you haven't memorized every published word in 4e? Fine, n00b. Bashing shield (PHB) (daily random push, good not great), gauntlets of the ram (PHB) (got em!), battlestrider greaves (PHB) (no pushin' me), cloak of the walking wounded (AV) OR amulet of false life (PHB) (I'm a defender, need those hp!). Just a start.
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Post by Ixos 2: the Sequel on Mar 14, 2012 8:52:14 GMT -6
Omet updated.
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Post by Ixos 2: the Sequel on Mar 24, 2012 1:11:24 GMT -6
If you're interested, check out Starchaser (my Friday game) on Obsidian Portal. At least what I have so far (not done, yet). This has kind of been a chore, unlike the MSH game. Dunno why that is. Game is awesome (imo), getting it on Obsidian Portal not so much. Whatever, check it out.
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Post by redshirt on Mar 24, 2012 14:07:27 GMT -6
Very cool. Nameless updated on both sites!!
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Post by Ixos 2: the Sequel on Apr 1, 2012 12:17:39 GMT -6
Omet updated.
Question about Nightmare Vortex: the effect reads like if any enemy starts within 3 of me I slide the guys originally hit by the power (all of em) 1 for free; I'm thinking that it should be when anybody starts within 3 of me, I slide that guy 1. Which is it?
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Post by redshirt on Apr 1, 2012 12:43:00 GMT -6
I agree with you. Any enemy that starts in the zone is slid.
And Nameless updated.
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Post by Ixos 2: the Sequel on Apr 7, 2012 10:23:02 GMT -6
I was confused by this - armor of shared valor (not the healing one) is different than shared valor armor (the one you want). I got it straight now, though.
You'd think WotC could come up with better/more creative/different names for the shit...
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Post by redshirt on Apr 7, 2012 22:42:08 GMT -6
Yeah, the names they come up with sometimes are confusing. As long as I can get me some temp hit points I'm good. ;D
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Post by Ixos 2: the Sequel on Apr 14, 2012 1:07:18 GMT -6
Omet updated. In addition to even level boosts, I took Imp. Def. (from HotFL: +1 to NADs, gets better with each tier) for my feat, and Psionic Attack (move action, 'port to marked enemy, he gives me CA) for the utility power. Nothing super awesome, but remember that defense wins championships.
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Post by Ixos 2: the Sequel on Apr 28, 2012 1:04:33 GMT -6
Omet updated. Forceful Reversal. Oh yeah.
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Post by redshirt on May 19, 2012 21:18:23 GMT -6
Nameless updated.
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Post by Ixos 2: the Sequel on May 23, 2012 8:40:48 GMT -6
I think there was some question as to whether or not the flying carpet was going to be "real" or not. It can be "real," that's fine. Just remember the penalties to AC and Ref while you're on it! Also remember that most times it will be impractical due to ceilings and stuff. (The magic was such that it could lift 3 ppl or whatever while in Section 12, but not once you get back into the real world, so it works as explained in the CB/PHB.)
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Post by Ixos 2: the Sequel on Jun 4, 2012 10:47:16 GMT -6
So, does it mean I'm a geek when I need to find out the exact length of a spiral staircase so as to figure out how long it takes to climb it? I don't mean height (which required its own math), but the actual length of the spiral.
Length = Squareroot of [Height^2+ (2 * 3.14 * Radius)^2] Ah, but that only gives the length of one rotation of the spiral! You then need to know the height of the rotation (in the case of the spiral stair...and I'd imagine in the case of any spiral, actually...). I did it easy and called it 10' (it's DnD; all generic hallways are 10' high - it's a rule, heh). You divide the length of the rotation by the height of the rotation to get the length/height ratio. You then take the total height of the spiral stair (helix) times the ratio. That gives you the length.
For my example: the stair is 45' high with a radius of 10' and a ceiling height of 10'. So, squareroot of [100 + (2 * 3.14 * 10)^2] = 63.6. 63.6 / 10 = 6.36. 6.36 * 45 = 286. So my spiral stair is 286' long. That's 57.2 squares (DnD squares, that is). Assuming a speed of 5, that's 11 rounds. 10 rounds is a minute, but I'm going to assume that even mighty adventurers will take longer to climb stairs. How long? Slowed? Eh, a speed of 2 seems kinda slow (heh). Are there rules for climbing spiral stairs? Even slowed would be 2 1/2 minutes, doesn't seem that long. I could just DM fiat it and say it takes however damn long I want it to take, but verisimilitude and all that...
Hmm, math is fun, but I think I just wasted a bunch of time for nothing...
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Post by redshirt on Jun 4, 2012 21:06:00 GMT -6
So, does it mean I'm a geek... Yes, it does.
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Post by Ixos 2: the Sequel on Jun 5, 2012 7:55:44 GMT -6
So, does it mean I'm a geek... Yes, it does. Thought so.
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Post by Xombie on Jun 10, 2012 18:48:48 GMT -6
Come On!!! I want a review of 5th!!!!!
Please ;D
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Post by redshirt on Jun 10, 2012 21:39:08 GMT -6
From the small amount of playtesting we have done so far I have a few impressions.
Pro. 1. The advantage/disadvantage mechanic is awesome. 2. Combat is way faster. We played about 6 hours and just mowed through encounters. 3. The combination of Vancian casting + at wills looks nice. Have to ask Ixos how it actually played, but it looked like a caster to me. 4. Love how you get a certain amount of movement during you turn. This means you can move, attack, and move again if you have any left. Love this.
Con. 1. Healing sucks. I think it will change to something better but right now it's a bit weak. (You have to roll and Glenn rolled 1's several times) 2. Fighters AC is weak (even in plate). Think this will change. 3. Creatures are boring. Wizards said they have done little with creatures at this point. Hope they make them more 4e'ish. 4. Some of the spells are a bit O.P. at this point. (I'm looking at you Ray of Frost)
Overall I like it so far. We still seem to be in the 4e mindset while playing which gets in the way some. Cant wait to see whats in the next update!!
My 2 c.p.
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Post by Ixos 2: the Sequel on Jun 11, 2012 8:19:34 GMT -6
From the small amount of playtesting we have done so far I have a few impressions. Pro. 1. The advantage/disadvantage mechanic is awesome. 2. Combat is way faster. We played about 6 hours and just mowed through encounters. 3. The combination of Vancian casting + at wills looks nice. Have to ask Ixos how it actually played, but it looked like a caster to me. 4. Love how you get a certain amount of movement during you turn. This means you can move, attack, and move again if you have any left. Love this. Con. 1. Healing sucks. I think it will change to something better but right now it's a bit weak. (You have to roll and Glenn rolled 1's several times) 2. Fighters AC is weak (even in plate). Think this will change. 3. Creatures are boring. Wizards said they have done little with creatures at this point. Hope they make them more 4e'ish. 4. Some of the spells are a bit O.P. at this point. (I'm looking at you Ray of Frost) Overall I like it so far. We still seem to be in the 4e mindset while playing which gets in the way some. Cant wait to see whats in the next update!! My 2 c.p. I see your 2cp and raise 2cp. I agree with most of that. My opinions of redshirt's points: Pros - 1. Advantage/disadvantage is very cool, but sometimes kinda hard to get advantage - that might be due to the DM, though...jk!! 2. Combat was extremely fast, but like redshirt mentioned that's prolly because of the vanilla critters/adventure. 3. I enjoyed the Vancian+at-will action. The wizard felt like a wizard, and I think the system can work well (it was like having a bunch of at-wills and a few dailies - the clerics get this same thing, but the fighter and rogue do not). Course I don't remember us having so many problems with casters in pre-4e that all the cool kids complain about (5 minute workday and all that). 4. I like the movement, too, but I kinda miss the minor action. Move attack move also seems kinda cheesy - I know that when TGL and I employed this tactic I felt like I was cheating. The monsters can do it, too, though, so maybe I should reserve judgment for later. Cons - 1. I muuuuuuch prefer the healing surge mechanic in 4e over 5e's thing. Neither of my chars (wizard and rogue) felt particularly mighty; in fact, they felt fragile. And I know it was worse for the fighter (who we assumed was supposed to be a tank, but actually isn't...). 2. Ah, the fighter. See my comment above. I think the idea is for him to be more striker-like, but as a melee guy he seemed like a glass cannon. 3. Yeah, the critters were pretty boring: move, swing. But again, this will prolly change (it's just the first version of the playtest) 4. Ray of Frost is pretty OP, true. And shield seems kinda weak. I imagine all this will be tweaked in the future. I agree that we were prolly in 4e mindset, but when we figured out a strategy (tactical withdrawal to draw hordes of bad guys out of the room so we can pick em off slowly), that's about all we ever did. Didn't feel particularly heroic. I definitely prefer 4e's idea that "we are all badasses" to 5e's "the world is dangerous, watch out!" (at least that's how it felt to me). Having said that, though, our fight with the ogre was pretty epic. It definitely feels old-school, and that may or may not be a bad thing. I really like 4e, but would like to see the return of Vancian (so long as it's reasonably implemented) and I like advantage/disadvantage. It would be nice if the rogue and fighter got some AEDU kind of stuff that the casters get, but I don't think that's the direction they want to go. And the adventure - although a classic - is kind of boring compared to what I'm used to. I actually started writing an adventure using the playtest rules, but considering the barebones nature of what we got, I'm not sure how cool it'll be. I figure I have enough to make it more interesting than "8 goblins in a room," though. I'll prolly try to figure out how some of the skill stuff works, and maybe try to work in some traps and that sort of thing. Also, you can evidently use the rules with either the grid or "theater of the mind" style; I know that redshirt prefers TotM and TGL prefers the grid, so I'll try to have encounters that use one or the other (a guard room prolly doesn't need a grid, but a boss fight might). The problem with writing this adventure is going to be that I'll have to remember how to write an adventure ADnD and 2e style - I've gotten spoiled by 3e and 4e guidelines that tell you what's an appropriate challenge (which I often ignore, anyway, but is still useful for ballparking it!). tl;dr - 5e seems okay, but I still prefer 4e. I'd like to play more 5e, though, just to make sure.
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Post by redshirt on Jun 30, 2012 4:01:25 GMT -6
Nameless updated mostly. (Need to pick one more formula)
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Post by Ixos 2: the Sequel on Jul 1, 2012 8:42:16 GMT -6
Nameless updated mostly. (Need to pick one more formula) From what I've seen there aren't a whole lot of alchemical formulas to choose from. I haven't really done a lot of research, though.
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Post by redshirt on Jul 1, 2012 18:25:13 GMT -6
I was tired and didn't feel like looking through MME. All done now.
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Post by Ixos 2: the Sequel on Sept 25, 2012 18:59:26 GMT -6
So, does it mean I'm a geek when I need to find out the exact length of a spiral staircase so as to figure out how long it takes to climb it? ... And am I more or less of a geek if I wrote a program to do it for me? (It can also figure the hypotenuse of a triangle! Why? Cause you might want to know the exact number of squares to an elevated target, of course!)
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Post by redshirt on Nov 22, 2012 18:50:14 GMT -6
Nameless updated. A bit late but not much changed.
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Post by redshirt on Nov 27, 2012 19:06:04 GMT -6
Sir Brom, level 13 Human, Paladin, Champion of Order Versatile Expertise: Versatile Expertise (Heavy Blade) Versatile Expertise: Versatile Expertise (Holy Symbol)
FINAL ABILITY SCORES Str 19, Con 19, Dex 12, Int 11, Wis 14, Cha 13.
STARTING ABILITY SCORES Str 14, Con 16, Dex 11, Int 10, Wis 13, Cha 12.
AC: 29 Fort: 26 Reflex: 25 Will: 24 HP: 116 Surges: 17 Surge Value: 29
TRAINED SKILLS History +11, Religion +11, Intimidate +12, Heal +13, Endurance +12
UNTRAINED SKILLS Acrobatics +4, Arcana +6, Bluff +7, Diplomacy +7, Dungeoneering +8, Insight +8, Nature +8, Perception +8, Stealth +3, Streetwise +7, Thievery +3, Athletics +6
FEATS Human: Durable Level 1: Toughness Level 2: Versatile Expertise Level 4: Weapon Focus (Heavy Blade) Level 6: Improved Initiative Level 8: Devoted Paladin Level 10: Mighty Challenge Level 11: Armor Specialization (Plate) Level 12: Improved Defenses
POWERS Bonus At-Will Power: Ardent Strike Lay on Hands: Lay on Hands Paladin at-will 1: Valiant Strike Paladin at-will 1: Holy Strike Paladin encounter 1: Heedless Fury Paladin daily 1: Paladin's Judgment Paladin utility 2: Call of Challenge Paladin encounter 3: Hold Fast Paladin daily 5: Martyr's Retribution Paladin utility 6: Valiant Rush Paladin encounter 7: Crescent Moon Paladin daily 9: Knightly Intercession Paladin utility 10: Benediction Paladin encounter 13: Castigating Strike (replaces Heedless Fury)
ITEMS Adventurer's Kit, Dwarven Plate Armor +1, Cloak of the Walking Wounded +1, Bag of Holding (heroic tier), Acrobat Boots (heroic tier), Augmenting Whetstone (level 6) (2), Armor of Dogged grit, Groomles dagger, diamond bracers, pinmuck skin belt, preservation shield, blessing of the fire angel, ring of sympathy, flametongue broadsword.
Wish list: an uber glove to slap people with. Glenn hates picking so he'll take what you get him!!
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Post by Ixos 2: the Sequel on Nov 28, 2012 18:12:21 GMT -6
Thank you! I think he already has a slappin' glove, not sure what an uber one would be.
Omet updated. Lvl 9 Daily is Intellect Hammer. Had some decent choices this level, actually.
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Post by Ixos 2: the Sequel on Dec 3, 2012 19:58:26 GMT -6
Klanryth, level 15 Minotaur, Warden, Storm Sentinel Build: Storm Warden Guardian Might: Stormheart Background: Minotaur - Silenced Beast (+2 to Diplomacy)
FINAL ABILITY SCORES Str 23, Con 22, Dex 12, Int 11, Wis 11, Cha 9.
STARTING ABILITY SCORES Str 17, Con 16, Dex 11, Int 10, Wis 10, Cha 8.
AC: 32 Fort: 27 Reflex: 23 Will: 21 HP: 137 Surges: 16 Surge Value: 34
TRAINED SKILLS Nature +14, Endurance +16, Perception +14, Athletics +16
UNTRAINED SKILLS Acrobatics +6, Arcana +7, Bluff +6, Diplomacy +8, Dungeoneering +7, Heal +7, History +7, Insight +7, Intimidate +6, Religion +7, Stealth +6, Streetwise +6, Thievery +6
FEATS Level 1: Crippling Crush Level 2: Disciple of Stone Level 4: Sudden Roots Level 6: Improved Defenses Level 8: Bludgeon Expertise Level 10: World Serpent's Grasp Level 11: Armor Specialization (Hide) Level 12: Hammer Rhythm Level 14: Vicious Advantage
POWERS Warden at-will 1: Tempest Assault Warden at-will 1: Weight of Earth
Warden encounter 1: Gale Strike Warden daily 1: Form of Winter's Herald Warden utility 2: Endure Pain Warden encounter 3: Rough Strike Warden daily 5: Lifebind Attack Warden utility 6: Bear's Endurance Warden encounter 7: Winter's Claws
Warden daily 9: Form of the Oak Sentinel Warden utility 10: Shared Font of Life Warden encounter 13: Drown in Mud (replaces Gale Strike) Warden daily 15: Form of the Crushing Mountain (replaces Form of the Oak Sentinel)
ITEMS Hide Armor, Adventurer's Kit, Heavy Shield, Javelin (5), Thundering Warhammer +3 (with Drawmij's Instant Summons cast on it), displacer beast hide 1500gpv, wine cask 500gpv (surely empty by now), 100gp (that's it?!), bag o' mushrooms
Klanryth is supposed to be sticky, pretty much the opposite of Omet (who was pushy). Enemies who get close to him aren't supposed to have an easy time getting away. We'll see how that works out.
Many of my feats are from the Essentials books, so they won't show up on the CB.
My new daily is Form of the Crushing Mountain - even harder for bad guys to get away from me. Dropped Oak Sentinel cause the reach never really seemed to matter (fighting against giants, many have reach themselves, but I want to be all up in yer face, so me having reach never seemed that great).
My feat is Vicious Advantage - now when I slow or immobilize a guy (which I do a lot), I get CA against em. And then prone em.
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Post by redshirt on Dec 3, 2012 23:11:21 GMT -6
You can do a wish list if you want to but its not that big of a deal. One thing you really want would be fine.
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Post by redshirt on Mar 27, 2013 20:38:30 GMT -6
Banus Malquen, level 5 Human, Cavalier
FINAL ABILITY SCORES Str 19, Con 14, Dex 11, Int 8, Wis 10, Cha 16.
STARTING ABILITY SCORES Str 18, Con 14, Dex 11, Int 8, Wis 10, Cha 15.
AC: 21 Fort: 18 Reflex: 16 Will: 17 HP: 53, Surges: 12, Surge Value: 15(+2 Virtue of Valor)
TRAINED SKILLS Athletics, Diplomacy, Endurance, Heal, History
FEATS Human: Mounted Combat Level 1: Heavy Blade Expertise Level 2: Weapon Prof(Bastard Sword) Level 4: Improved Defenses Level 6: Level 8: Level 10: Level 11: Level 12:
POWERS Bonus At-Will Power: Ardent Strike Paladin at-will 1: Valiant Strike Paladin at-will 1: Vengeful Strike Paladin encounter 1: Righteous Shield Paladin encounter 1: Holy Smite X 2 Paladin utility 2: Restore Vitality Paladin daily 5: Frenzying Strike
ITEMS SAK, Plate Armor, Heavy Shield, Longsword, Blizzardbane Blade, Everburning Torch, PoH
MOUNT Oberon - Summoned celestial warhorse (I don't know he's summoned, he just appears when I need him)
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