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Post by kore on Jul 27, 2012 21:23:04 GMT -8
David, we're looking striker-heavy. The Berserker has interested me for a while, I'd gladly play that if it doesn't affect whatever you've prepared for Sunday; I'd want to make a different backstory and possibly use a different race.
Even if Phil joins for one session as a defender (I don't know what he has planned), we'd be out a defender thereafter.
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Post by reiphil on Jul 27, 2012 21:37:41 GMT -8
100 gp with no base lvl 1 magic item? =/ Changes my feats a bit.
But seriously... Do dark characters get... Moon sticks or something that absorbs light or produces the light they need to see...? Can I wear sunglasses to treat brightlight as dim... bright...?
Also, I am a striker as well... but you shouldn't worry much about party make up, just play to have fun. Generally DMs will accommodate with potion drops or things... who knows...
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Post by kore on Jul 27, 2012 21:53:30 GMT -8
But seriously... Do dark characters get... Moon sticks or something that absorbs light or produces the light they need to see...? Can I wear sunglasses to treat brightlight as dim... bright...? I was wondering this a bit, myself. But since I wasn't selecting a Darkvision race I quickly paid it no further attention. Still, it's a good question.
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Post by David on Jul 27, 2012 22:02:21 GMT -8
Micah- go ahead and play the berserker. It would be interesting to see it in action. I'll rework the story slightly to accommodate.
Phil- There exist sunrods and umbral flasks that adjust the lighting nearby. They last 5 minutes and can be recharged by exposure to actual Day or Night.
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Post by kore on Jul 27, 2012 22:19:39 GMT -8
Okay, cool, I'm interested also, I will work on the Berserker tonight; I was going to post this change to my other build: - swapped Elemental Initiate for Sohei - swapped Ki Focus Expertise for Master at Arms
Morwen, level 1 Wood Elf, Rogue (Thief) Proficiency: Weapon Proficiency (Rapier) Inherent Bonuses Gritty Sergeant (Gritty Sergeant Benefit) Theme: Sohei FINAL ABILITY SCORES STR 10, CON 14, DEX 18, INT 8, WIS 17, CHA 11 STARTING ABILITY SCORES STR 10, CON 14, DEX 16, INT 8, WIS 15, CHA 11 AC: 16 Fort: 12 Ref: 16 Will: 13 HP: 26 Surges: 8 Surge Value: 6 TRAINED SKILLS Acrobatics +9, Bluff +5, Insight +8, Perception +10, Stealth +9, Thievery +9 UNTRAINED SKILLS Arcana –1, Athletics +0, Diplomacy +0, Dungeoneering +3, Endurance +2, Heal +3, History –1, Intimidate +0, Nature +5, Religion –1, Streetwise +0 POWERS Basic Attack: Melee Basic Attack Basic Attack: Ranged Basic Attack Sohei Attack: Sohei Flurry Elf Racial Power: Elven Accuracy Rogue Utility: Backstab Rogue Utility: Acrobat's Trick Rogue Utility: Tactical Trick FEATS Level 1: Master at Arms ITEMS Rapier x1 Leather Armor x1 Backpack (empty) Bedroll Belt Pouch (empty) Crossbow Bolts Filter mask Flask (empty) Flint and Steel Grappling Hook Oil (1 pint) Hempen Rope (50 ft.) Sunrod Hand crossbow Waterskin Trail Rations
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Post by kore on Jul 27, 2012 22:26:06 GMT -8
Pixie Berserker? I don't know, it sounds tempting. Edit: Anyhow, David, I have a DM-ruling question. I've read that some people believe that since the Berserker's Vengeful Guardian power is listed as an Opportunity Action, it doesn't qualify as an Opportunity Attack (for the purposes of all things OA-related). It is, however, a "Barbarian Attack" proper. Where do you stand?
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Post by David on Jul 27, 2012 22:51:45 GMT -8
New lighting rules:
Light is described by a number ranging from +3 to -3. Characters take a penalty to attack rolls equal to the magnitude of the difference between their native lighting and the current lighting. Umbral flasks and sunrods can change the lighting conditions by 3 in one direction temporariliy.
The native lightings are as follows:
Light races +3 Humans and half-elves +1 Twilight Races, Thri-kreen and Muls 0 Dwarves -1 Dark races -3
Genasi retain the vision type of their racial ancestry.
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Post by David on Jul 27, 2012 22:55:11 GMT -8
Pixie Berserker? I don't know, it sounds tempting. Edit: Anyhow, David, I have a DM-ruling question. I've read that some people believe that since the Berserker's Vengeful Guardian power is listed as an Opportunity Action, it doesn't qualify as an Opportunity Attack (for the purposes of all things OA-related). It is, however, a "Barbarian Attack" proper. Where do you stand? I read it the same way as those people you mentioned.
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Post by kore on Jul 28, 2012 0:46:50 GMT -8
Yes, her name is Snusnu, because there is much "death by [Snusnu]". And yes, she has a trained displacer beast. Anyhow here she is:
Snusnu, level 1 Half-Orc, Barbarian (Berserker) Heartland Option: Temperate Land Associate: Trained Displacer Beast Inherent Bonuses Born Under a Bad Sign (Born Under a Bad Sign Benefit) Theme: Fey Beast Tamer FINAL ABILITY SCORES STR 18, CON 13, DEX 16, INT 8, WIS 14, CHA 10 STARTING ABILITY SCORES STR 16, CON 13, DEX 14, INT 8, WIS 14, CHA 10 AC: 17 Fort: 16 Ref: 14 Will: 12 HP: 33 Surges: 9 Surge Value: 8 TRAINED SKILLS Acrobatics +7, Endurance +7, Perception +7 UNTRAINED SKILLS Arcana –1, Athletics +3, Bluff +0, Diplomacy +0, Dungeoneering +2, Heal +2, History –1, Insight +2, Intimidate +2, Nature +2, Religion –1, Stealth +2, Streetwise +0, Thievery +2 POWERS Basic Attack: Melee Basic Attack Basic Attack: Ranged Basic Attack Half-Orc Racial Power: Furious Assault Multiple Class Utility: Defender Aura Barbarian Attack: Vengeful Guardian Barbarian Attack 1: Run Down Barbarian Attack 1: Aggressive Lunge Barbarian Attack 1: Batter Down Barbarian Attack 1: Sweeping Cut FEATS Level 1: Axe Expertise ITEMS Hide Armor x1 Light Shield x1 Khopesh x1 Backpack (empty) Bedroll Belt Pouch (empty) Cold-weather clothing Desert Clothing Filter mask Flask (empty) Flint and Steel Grappling Hook Hempen Rope (50 ft.) Oil (1 pint) Sunrod Trail Rations Waterskin
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Post by kore on Jul 28, 2012 1:09:13 GMT -8
Now that I've acquainted myself with the class and its mechanics, I'm not as enthusiastic, though it would be interesting to see how it works in actual play.
Essentially, it plays like a Fighter...or more specifically, a Knight (i.e. Defender's Aura). Its mark punishment is pretty rad as it gets 1d8 per tier added to a MBA. Cool. Additionally, you get a built-in +2AC as a feature.
However, if you use a Primal power, you lose the aura, the punishment, and the AC bonus and gain a bonus to damage on your At-Wills and MBA (usually 1d8 per tier). After that, you're just a Barbarian without the other features. Yes, there another feature, Heartland, but I don't know if it makes up for the lack of Rampage and the sort.
Of course, I just remembered/checked something about Defender's Aura: it works like a Fighter's mark (triggered if they shift or exclude you from attack, unlike other defenders) but it always targets all enemies adjacent. Furthermore, its punishment is an OA meaning it can be performed on each enemy's turn, unlike traditional marks.
David, are we going to have trouble if we don't have a defender to hold the line?
Edit: also, you can choose to lose Defender's Aura as a minor action while bloodied. This is cool if you want to play straight defender and then help mop up when you've got the enemy against the ropes.
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Post by reiphil on Jul 28, 2012 7:07:46 GMT -8
====== Created Using Wizards of the Coast D&D Character Builder ====== Fable, level 1 Revenant, Assassin/Sorcerer Hybrid Assassin Option: Hybrid Assassin Fortitude Sorcerous Power Option: Sorcerous Power Dexterity Choose your Race in Life: Human Theme: Mercenary FINAL ABILITY SCORES STR 8, CON 11, DEX 19, INT 10, WIS 10, CHA 18 STARTING ABILITY SCORES STR 8, CON 11, DEX 17, INT 10, WIS 10, CHA 16 AC: 14 Fort: 11 Ref: 14 Will: 15 HP: 22 Surges: 6 Surge Value: 5 TRAINED SKILLS Acrobatics +9, Arcana +5, Bluff +9, Stealth +9 UNTRAINED SKILLS Athletics –1, Diplomacy +4, Dungeoneering +0, Endurance +2, Heal +0, History +0, Insight +0, Intimidate +6, Nature +0, Perception +0, Religion +0, Streetwise +4, Thievery +4 POWERS Basic Attack: Melee Basic Attack Basic Attack: Ranged Basic Attack Mercenary Attack: Takedown Strike Revenant Utility: Dark Reaping Assassin Feature: Assassin's Shroud Assassin Attack 1: Shadow Storm Sorcerer Attack 1: Acid Orb Assassin Attack 1: Nightmare Shades Assassin Attack 1: Targeted for Death FEATS Level 1: Ki Focus Expertise ITEMS Cloth Armor (Basic Clothing) x1 Short sword x1 Adventurer's Kit Ki Focus x1 Silk Rope (50 ft.) Umbral Flask x4 Lantern (Anti Lantern...?) ====== End ======
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Post by Joseph Barros on Jul 28, 2012 7:44:37 GMT -8
Let's do it defender less if no one wants to be a defender. Remember I'm a warlord, so well just have each fight be a shoot out. Well have to coordinate very well though
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Post by kore on Jul 28, 2012 21:00:33 GMT -8
David, I just noticed the Sohei theme F1 power has the Divine keyword, does this disqualify the theme for my elf?
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Post by Joseph Barros on Jul 29, 2012 15:21:30 GMT -8
Balasar Faarkkun 22 years old 6'6" 300lbs Male
His appearance is quite striking. His dragonborn heritage is quite pronounced, but his scales are significantly smaller and more smooth than other dragonborn. His head is more similar in appearance to a snake than a dragon with blue energy lines that glow on his head and run down his neck. He has a seafoam green skin color.
Race: Genasi (FRPG) Elemental Manifestation: Watersoul (FRPG) Class: Warlord (PHB) Commanding Presence: Tactical Presence (PHB) Leader Feature: Combat Leader (PHB) Background: Auspicious Birth (D 366) Languages: Common, Primordial, Draconic Vision: Normal
Ability Scores, with racial adjustments: Strength 18 (+4) Constitution 12 (+1) Dexterity 10 (+0) Intelligence 18 (+4) Wisdom 8 (-1) Charisma 12 (+1)
HP: 30 --> 12 base, +18 Strength Bloodied: 15 HP or less Healing Surges: 8 --> 7 base, +1 Constitution Healing Surge Value: 7 HP
AC: 18 --> 10 base, +3 armor, +4 ability (Intelligence), +1 shield Fortitude: 15 --> 10 base, +4 ability (Strength), +1 class Reflex: 15 --> 10 base, +4 ability (Intelligence), +1 shield Will: 12 --> 10 base, +1 ability (Charisma), +1 class
Initiative: +2 --> +0 ability (Dexterity), +2 power (Combat Leader)
Speed: 6 --> 6 base
Inspiring Word: Usage: Twice per encounter Range: Close burst 5 Targets: You or one ally in burst Effect: The target may spend a healing surge and regain 1d6 additional HP. Per the saving inspiration feat I may choose to forgo the additional dice bonus to instead grant a saving throw.
Racial Powers: Swiftcurrent (FRPG)
At-Will Attack Powers: L1 - Commander's Strike (PHB) L1 - Intuitive Strike (MP 2)
Encounter Attack Powers: L1 - Warlord's Favor (PHB)
Daily Attack Powers: L1 - Lead the Attack (PHB)
Skills: Athletics (+8) --> +4 ability (Strength), +5 trained, -1 armor Diplomacy (+6) --> +1 ability (Charisma), +5 trained Endurance (+7) --> +1 ability (Constitution), +5 trained, +2 racial, -1 armor History (+9) --> +4 ability (Intelligence), +5 trained
Feats: L1 - Saving Inspiration (MP1)
Gear (Expected GP = 100): Hide armor (PHB) (30 gp) Javelin (5) (PHB) (5 gp each, 25 gp total) Light shield (PHB) (5 gp) Longsword (PHB) (15 gp) Standard adventurer's kit (PHB) (15 gp) 10 gp
The auspicious birth is due to him being the first Genasi in history born of two Dragonborn parents. According to dragonborn prophecy his fate is directly connected to the end of the war between light and shadow and an age of world peace. Balasar himself does not disagree, but he wonders if there is more to the prophecy than his elders can see... (more coming. This is the just the 1 minute summary)
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Post by earthwizard on Aug 5, 2012 19:32:18 GMT -8
What is the party make up now? I wasn't really following the multitude of ideas thrown out there by everyone. What did you guys actually play with and what about going forward?
The next time L&S is played will be the 19th yes? I'll be able to make that game, so I wonder what to bring.
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