Well everyone here's one more Lolth Cursed attempt at a 4E game, and after being dipped in butter by ASA (god that sounds so wrong :p), I have agreed to host it and make this a... GESTALT game!
I do not, and I repeat do not, want people who are not willing to be active and dedicated, so please be sincere when you join.
We will start at level 5, but dont let the level fool you im quite vicious... I will try to kill you in my encounters, my monsters will attack in a smart manner, so be careful.
You get a free level 6, 5 and 4 item of your choice (but please pass it through me first... i dont want broken/idiotic crap)
Starting Gold is 1.000 gp or 10 Platinum Pieces whichever makes you feel richer
A few ground rules:
1) Mamelon Point Buy but it will be 28 points only
2) You will have 1.5 times the regular allotment of feats, how does this work? well you get an extra feat at level 1 and 2 then every other even level (6,10,14, etc) you have an extra feat. Whenever you gain this double feat you also get to double retrain, otherwise you are stuck to the usual 1 retrain per level.
IF you decide to pick a class combination that has two entirely different Primary Stats, then you will get double feat progression... but again nothing broken or else you will just use the method provided above
3)You get a total of 3 At-Wills which you can choose from either progression you have.
4)Encounter Powers increase by one per every two levels and at level 11 you get your 6th power
5) You get one Additional Daily at 5th Level and Again at 15th
6) Utilities increase by one at the middle of each Tier
7) Unless one of your classes is Bard you are only able to choose the Multiclass Feat once, and you much choose one of your progressions when you do so, you can only swap powers from that Progression
8)I dont care what you say Monster Races that are played as PCs DO NOT HAVE POWERFUL BUILD so no no Large Brutal Axe that deals 2d6 and rerolls all 1's and 2's
9) If a Race has a write up in a MM but also has a supplement in a Splat or Dragon Magazine you will use the Splat or Magazine (this in a way is a good thing :p), as well as telling me which specific product said information is found so i can verify you arent pulling a Mr.Magoo on me (yes i just made that one up, sue me :p)
10) Movement Altering Classes are Banned, this means Warlord is banned
That being said im incredibly lenient and have a LOT of cheese stuff i have piled up which i really want to use and give around so feel free to be creative here.
Astral Fire
Expanded Spellbook
Acolyte of Divine Secrets (Vanguard's Lightning)
Illuminated Firmanent
Fires of Heaven
Novice Power (Spear of the Inquisitor)
Deva:
+2 intelligence, +2 wisdom
+2 history, +2 religion
Astral Majesty (+1 to all defenses vs. bloodied enemies)
Astral Resistance (radiant and necrotic 7)
Immortal Origin
Memory of a Thousand Lifetimes
Cleric:
Channel Divinity
Healer's Lore
Healing Word
Ritual Caster (Start with gentle repose and one other)
Wizard:
Implement Mastery: Tome of Readiness (Free action to exchange one encounter power with another one, may replace chosen power with a different one whenever a new encounter power is learned)
Cantrips
Ritual Casting (Start with three 1st level rituals in spellbook, plus 2 more at 5th, 11th, 15th, 21st and 25th level)
Spellbook
Common
Supernal
Primordial
At Will Powers:
Sacred Flame (Divine, Implement, Radiant)
Standard Action
Ranged 5
Target: 1 creature
Attack: Wisdom vs. Reflex
Hit: 1d6 + 6 radiant damage. One ally can gain (2 half level + 1 cha) temporary hit points or make a saving throw.
Scorching Burst (Arcane, Fire, Implement)
Standard Action
Area burst 1 within 10 squares
Attack: Intelligence vs. Reflex
Hit: 1d6 + 6 fire damage
Storm Pillar (Arcane, Conjuration, Implement, Lightning)
Standard Action
Ranged 10
Effect: Conjure pillar in unoccupied square, filling the square and lasting until the end of your next turn. Each enemy that moves adjacent to the square takes 1d6 + 6 lightning damage.
Cantrips:
Ghost Sound (Arcane, Illusion)
Standard Action
Ranged 10
Target: 1 object or unoccupied square
Effect: Create various verbal or nonverbal sounds, from a quiet whisper to loud yelling
Light (Arcane)
Minor Action
Ranged 5
Target: 1 object or unoccupied square
Effect: Target sheds bright light, filling that square and 4 adjacent squares for 5 minutes. Free action to dismiss.
Special: Only one at a time
Mage Hand (Arcane, Conjuration)
Minor Action
Ranged 5
Effect: Conjure spectral hand. Able to lift objects up to 20 lbs and move them 5 squares as a move action. Free action to drop item. Minor action to manipulate different item.
Sustain Minor: Indefinitely
Special: Only one at a time
Prestidigitation (Arcane)
Standard Action
Ranged 2
Effect:
Move 1 lb of material
Create harmless sensory effect
Color, clean or soil 1 cf of items for up to 1 hour
Instantly light/snuff out candle, torch or campfire
Chill, warm or flavor 1 lb of nonliving material for 1 hour
Make small mark or symbol appear on a surface for 1 hour
Creatio ex nihilo small object or image until next turn
Make small, handheld item invisible until next turn
Special: 3 at one time
Encounter Powers:
Spear of the Inquisitor (Divine, Implement, Radiant)
Standard Action
Ranged 10
Target: One creature
Attack: Wisdom vs. Reflex
Hit: 1d10 + 6 radiant damage, and target is immobilized until the end of your next turn
Burning Hands (Arcane, Fire, Implement)
Standard Action
Close Blast 5
Target: Each creature in blast
Attack: Intelligence vs. Reflex
Hit: 2d6 + 6 fire damage
Shock Sphere (Arcane, Lightning, Implement)
Standard Action
Area burst 2 within 10 squares
Target: Each creature in burst
Attack: Intelligence vs. Reflex
Hit: 2d6 + 6 lightning damage
Tome of Readiness: Ice Rays (Arcane, Cold, Implement)
Standard Action
Ranged 10
Targets: 1 or 2 creatures
Attack: Intelligence vs. Reflex, one attack per target
Hit: 1d10 + 5 cold damage, target is immobilized until end of your next turn
Channel Divinity: Divine Fortune (Divine)
Free Action
Personal
Effect: +1 to your next attack roll or saving throw before next turn
Channel Divinity: Turn Undead (Divine, Implement, Radiant)
Standard Action
Close Burst 2
Target: Each undead creature in burst
Attack: Wisdom vs. Will
Hit: 2d10 + 6 radiant damage, push target 4 squares. Target immobilized until the end of your next turn.
Miss: Half damage, target is not pushed or immobilized
Healing Word (Divine, Healing)
Special: Usable 2/encounter, but 1/round
Minor Action
Close Burst 5
Target: You or one ally
Effect: Target can expend healing surge and heal an additional 1d6 + 5 damage
Memory of a Thousand Lifetimes
No Action
Personal
Trigger: Any poor attack roll, saving throw, skill check or ability check
Effect: Add 1d6 to the roll
Vanguard's Lightning (Divine, Implement, Lightning)
Standard Action
Area Burst 1 within 10 squares
Target: Each Creature in Burst
Attack: Wisdom vs. Reflex
Hit: 1d6 + 6 lightning damage. Whenever target makes an attack of opportunity before the end of your next turn, it takes 5 lightning damage.
Daily Powers:
Astral Condemnation (Divine, Implement, Radiant)
Standard Action
Ranged 5
Target: 1 creature
Attack: Wisdom vs. Reflex
Hit: 3d6 + 6 radiant damage, and target takes a -6 penalty to damage rolls.
Sustain Minor: Effect persists
Cascade of Light (Divine, Implement, Radiant)
Standard Action
Ranged 10
Target: One creature
Attack: Wisdom vs. Will
Hit: 3d8 + 6 radiant damage, and the target gains vulnerability 5 to all your attacks (save ends).
Miss: Half damage, and target gains no vulnerability
Fireball (Arcane, Fire, Implement)
Standard Action
Area burst 3 within 20 squares
Target: Each creature in burst
Attack: Intelligence vs. Reflex
Hit: 3d6 + 6 fire damage
Miss: Half damage
Spellbook: Bigby's Icy Grasp (Arcane, Cold, Conjuration, Implement)
Standard Action
Ranged 20
Effect: Conjure 5' tall hand of ice in unoccupied square within range, which attacks. Move action to move hand up to 6 squares
Target: One creature adjacent to hand
Attack: Intelligence vs. Reflex
Hit: 2d8 + 5 cold damage, and hand grabs target. If target attempts to escape, hand uses fortitude or reflex defense.
Sustain Minor: Grabbed target takes 1d8 + int cold damage when hand is sustained. Standard action to release target and attack another target.
Spellbook: Summon Fire Warrior (Arcane, Fire, Implement, Summoning)
Minor Action
Ranged 10
Effect: Summon medium fire warrior with a fly speed of 6 (hover), +2 bonus to AC, +2 bonus to Fortitude.
*Standard Action - Melee 1: Targets 1 creature, Intelligence vs. Reflex, 1d8 + 6 fire damage
*Opportunity Attack - Melee 1: Targets 1 creature, Intelligence vs. Reflex, 1d8 + 6 fire damage
Spellbook: Flaming Sphere (Arcane, Conjuration, Fire, Implement)
Standard Action
Ranged 10
Target: One creature adjacent to sphere
Attack: Intelligence vs. Reflex
Hit: 2d6 + 6 fire damage
Effect: Conjure medium flaming sphere in unoccupied square in range, and sphere attacks adjacent creature. Any creature that starts its turn next to the sphere takes 1d4 + 6 fire damage. Move action to move sphere 6 squares.
Sustain Minor: You can sustain sphere until the end of the encounter. Standard action to make another attack with the sphere.
Utility Powers:
Cure Light Wounds (Divine, Healing) [Daily]
Standard Action
Melee Touch
Target: You or one creature
Effect: Target regains hit points as if they had spent a healing surge
Shield (Arcane, Force) [Encounter]
Immediate Interrupt
Personal
Trigger: You at hit by an attack
Effect: +4 power bonus to AC and Reflex until the end of your next turn
Spellbook: Feather Fall (Arcane) [Daily]
Free Action
Ranged 10
Trigger: You or one creature in range falls
Effect: Take no damage after fall, and do not fall prone.
Spellbook: Expeditious Retreat (Arcane) [Daily]
Move Action
Personal
Effect: Shift up to twice your speed.
Rituals:
Gentle Repose
Make Whole
Secret Page
Silence
Tenser's Floating Disk
Knock
Enchant Magic Item
Magic Staff (Level 6)
Implement: Staff
Enhancement: +2 to attack and damage rolls (wizard and invoker powers)
Critical: +2d6 damage
Book of Undeniable Fire (Level 5)
Implement (Tome)
Enhancement: +1 to attack and damage rolls
Critical: +1d8 fire damage
Property: When using wizard fire power, reduce enemy's fire resistance by 10.
Property: Contains two wizard daily fire powers (summon fire warrior and flaming sphere).
Power (Daily - Arcane, Fire, Implement): Free Action. Choose a power contained in this tome, and expend an unused daily wizard power of the same level or higher to instead use that daily power this round.
Symbol of Battle (Level 5)
Implement (Holy Symbol)
Enhancement: +1 to attack and damage rolls
Critical: +1d8 damage
Power (Daily): Free Action. Use this power when you hit with a divine power using this symbol. Deal an extra 1d10 damage.
Rebuking Armor (Level 4)
Armor: Chain
Enhancement: +1 AC
Property: When you hit an enemy with a divine attack power, you gain +1 to you defenses against all that creature's attacks until the end of your next turn.
If its a push/pull/slide effect then yes if its an "Target Player moves up to his speed and makes and attack" or "Everyone gets an extra move followed by a daily that does X" then no.
Warlord is PbP hell... since i wont be using a grid he makes bookkeeping a real kick in the gizzard
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Call me old fashioned, but an evil ascension to power just isn't the same without someone chanting faux Latin in the background.
Oreo, Glazing people better than Dunkin' Donuts since 2009
That is not dead which can eternal lie. And with strange eons even death may die.
Longtooth Shifter:
Size: Medium
Speed: 6 squares
Vision: Low-light
Languages: Common, choice of one other
Ability Scores: +2 Strength, +2 Wisdom
Skill Bonuses: +2 Athletics, +2 Endurance
Longtooth Shifting: You have the longtooth shifting power.
Warden:
Font of Life: Get an additional Saving Throw at the beginning of each turn. Making that throw removes the effect before taking damage or reducing actions for the turn.
Wildblood: While you are not wearing heavy armor, you can use your Wisdom modifier in place of your Dexterity or Intelligence modifier to determine your AC.
In addition, when you use your second wind, each enemy marked by you takes an additional penalty to attack rolls for attacks that don’t include you as a target. The penalty equals your Wisdom modifier and lasts until the end of your next turn.
Nature’s Wrath: Once during each of your turns, you can mark each adjacent enemy as a free action. This mark lasts until the end of your next turn.
Avenger:
Armor of Faith: While you are neither wearing heavy armor nor using a shield, you gain a +3 bonus to AC.
Censure of Retribution: When any enemy other than your oath of enmity target hits you, you gain a bonus to damage rolls against your oath of enmity target equal to your Intelligence modifier until the end of your next turn. This bonus is cumulative.
Channel Divinity: Once per encounter, you can use a Channel Divinity power.
Oath of Enmity
Wild Senses
Prerequisite: Shifter
Benefit: Whenever you make a Perception check to find tracks, you roll twice and use either result.
You also gain a +3 feat bonus to initiative checks.
Improved Armor of Faith
Prerequisite: Avenger, armor of faith power
Benefit: While you are neither wearing heavy armor nor using a shield, you gain a +1 bonus to AC.
The bonus increases to +2 at 11th level and +3 at 21st level.
Weapon Focus (Heavy Blades)
Benefit: Choose a specific weapon group, such
as spears or heavy blades. You gain a +1 feat bonus
to damage rolls with your chosen weapon group. At
11th level, this bonus increases to +2. At 21st level, it
increases to +3.
Weapon Expertise (Heavy Blades) Benefit: Choose a weapon group. You gain a +1 bonus to attack rolls with any weapon power you use with a weapon from that group. The bonus increases to +2 at 15th level and +3 at 25th level.
Toughness
Benefit: When you take this feat, you gain additional hit points. You gain an additional 5 hit points at each tier of play (at 1st, 11th, and 21st level).
Longtooth Shifting
Encounter ✦ Healing
Minor Action Personal
Requirement: You must be bloodied.
Effect: Until the end of the encounter, you gain a +2 bonus to damage rolls. In addition, while you are bloodied, you gain regeneration 2.
Level 11: Regeneration 4.
Level 21: Regeneration 6.
Oath of Enmity
Encounter (Special) ✦ Divine
Minor Action
Close burst 10
Target: One enemy you can see in burst
Effect: When you make a melee attack against the target and the target is the only enemy adjacent to you, you make two attack rolls and use either result. This effect lasts until the end of the encounter or until the target drops to 0 hit points, at which point you regain the use of this power.
If another effect lets you roll twice and use the higher result when making an attack roll, this power has no effect on that attack. If an effect forces you to roll twice and use the lower result when making an attack roll, this power has no effect on that attack either.
If an effect lets you reroll an attack roll and you rolled twice because of this power, you reroll both dice.
Warden's Fury
At-Will ✦ Primal, Weapon
Immediate Interrupt
Melee weapon
Trigger: An enemy marked by you makes an attack that
does not include you as a target
Target: The triggering enemy
Attack: Strength vs. Fortitude
Hit: 1[W] + Strength modifier damage, and the target grants combat advantage to you and your allies until the end of your next turn.
Level 21: 2[W] + Strength modifier damage.
Warden's Grasp
At-Will ✦ Primal
Immediate Reaction
Close burst 5
Trigger: An enemy marked by you that is within 5 squares of you makes an attack that does not include you as a target
Target: The triggering enemy in burst
Effect: You slide the target 1 square. The target is slowed and cannot shift until the end of its turn.
Bond of Retribution
At-Will ✦ Divine, Radiant, Weapon
Standard Action
Melee weapon
Target: One creature
Attack: Wisdom vs. AC
Hit: 1[W] + Wisdom modifier damage. The first time an enemy other than the target hits or misses you before the end of your next turn, the target takes radiant damage equal to your Intelligence modifier.
Level 21: 2[W] + Wisdom modifier damage.
Overwhelming Strike
At-Will ✦ Divine, Weapon
Standard Action
Melee weapon
Target: One creature
Attack: Wisdom vs. AC
Hit: 1[W] + Wisdom modifier damage. You shift 1 square and slide the target 1 square into the space you occupied.
Level 21: 2[W] + Wisdom modifier damage.
Thorn Strike
At-Will ✦ Primal, Weapon
Standard Action
Melee 2
Target: One creature
Attack: Strength vs. AC
Hit: 1[W] + Strength modifier damage, and you pull the target 1 square.
Level 21: 2[W] + Strength modifier damage.
Avenging Echo
Encounter ✦ Divine, Radiant, Weapon
Standard Action
Melee weapon
Target: One creature
Attack: Wisdom vs. AC
Hit: 1[W] + Wisdom modifier damage. Until the end of your next turn, any enemy that ends its turn adjacent to you or that hits or misses you takes 5 radiant damage.
Censure of Retribution: The radiant damage equals 5 + your Intelligence modifier.
Burst of Earth's Fury
Encounter ✦ Primal, Weapon
Standard Action
Close burst 1
Target: Each enemy in burst
Attack: Strength vs. AC
Hit: 1[W] + Strength modifier damage, and the target cannot shift until the end of your next turn.
Predatory Guardian Encounter ✦ Primal, Weapon
Standard Action
Melee weapon
Target: One creature
Attack: Strength vs. AC
Hit: 2[W] + Strength modifier damage. If the target shifts before the start of your next turn, you shift 2 squares as an immediate reaction.
Wildblood: The number of squares you shift equals 1 + your Wisdom modifier.
Form of the Relentless Panther
Daily ✦ Polymorph, Primal
Minor Action
Personal
Effect: You assume the guardian form of the relentless panther until the end of the encounter. While you are in this form, you gain a +2 bonus to Reflex and a +1 bonus to attack rolls against enemies marked by you. In addition, you can shift 2 squares as a move action.
Once during this encounter, you can make the following weapon attack while you are in this form.
Standard Action Melee weapon
Effect: Before the attack, you shift your speed.
Target: One creature
Attack: Strength vs. Reflex
Hit: 2[W] + Strength modifier damage, and ongoing 5 damage (save ends).
Miss: Half damage, and ongoing 2 damage (save ends).
Form of Winter's Herald
Daily ✦ Cold, Polymorph, Primal
Minor Action
Personal
Effect: You assume the guardian form of winter’s herald until the end of the encounter. While you are in this form, you gain a +1 bonus to AC and resist 5 cold. In addition, each square within 2 squares of you, wherever you move, is difficult terrain for your enemies.
Once during this encounter, you can make the following weapon attack while you are in this form.
Standard Action
Close burst 1
Target: Each enemy in burst
Attack: Strength vs. AC
Hit: 1[W] + Strength modifier cold damage, and the target is immobilized (save ends).
Miss: Half damage, and the target is immobilized until the end of your next turn.
Hail of Thorns
Daily ✦ Poison, Primal, Weapon
Standard Action
Close blast 3
Target: Each creature in blast you can see
Attack: Strength vs. Reflex
Hit: 1[W] + Strength modifier poison damage, and the target takes ongoing 5 poison damage and is slowed (save ends both).
Miss: Half damage, and the target is slowed (save ends).
Nature's Abundance
Daily ✦ Primal, Zone
Standard Action
Close burst 3
Effect: The burst creates a zone of plants that lasts until the end of the encounter. You and your allies have cover while within the zone.
Refocus Enmity
Encounter ✦ Divine
Minor Action
Close burst 10
Target: One creature you can see in burst
Effect: The target becomes the target of your oath of enmity, replacing the current target.
Abjure Undead
Encounter ✦ Divine, Implement, Radiant
Standard Action
Close burst 5
Target: One undead creature in burst
Attack: Wisdom vs. Will
Hit: 3d10 + Wisdom modifier radiant damage, and you pull the target a number of squares equal to 1 + your Wisdom modifier. The target is also immobilized until the end of your next turn.
Level 5: 4d10 + Wisdom modifier damage.
Level 11: 5d10 + Wisdom modifier damage.
Level 15: 6d10 + Wisdom modifier damage.
Level 21: 7d10 + Wisdom modifier damage.
Level 25: 8d10 + Wisdom modifier damage.
Miss: Half damage, and you pull the target 1 square.
Divine Guidance
Encounter ✦ Divine
Immediate Interrupt
Close burst 10
Trigger: An ally within 10 squares of you makes an attack roll against your oath of enmity target
Target: The triggering ally
Effect: The target makes a second attack roll and uses either result.
Weapon: Terror Greatsword (Free level 4 item)
Attack: +5 (3 prof. + 1 enh. + 1 feat)
Damage: 1d10+2 (1 enh. + 1 feat)
Crit: +1d8
Two Handed
Power (Daily ✦ Fear): Free Action. Use this power when
you hit with the weapon. The target takes a –2 penalty to
all defenses (save ends).
Ruby Scabbard (Free level 5 item)
Property: This scabbard resizes to fit any light blade or heavy blade. You can draw a weapon from this scabbard as part of the same action used to make an attack with that weapon.
Power (Encounter): Free Action. Use this power when you attack with the weapon most recently sheathed in the scabbard. Gain a +1 power bonus to the next damage roll you make with that weapon before the end of your next turn.
The weapon must have been sheathed in the scabbard within the past 24 hours to gain this power.
Standard Adventurer's Kit
Holy Symbol (Around neck)
More to come...
Well, I've been thinking of character concepts, which basically means I'm in because once I hit that point, I've known myself to put off everything but my lively-hood to make a character :sweat:.
I'm thinking an Avenger mixed with a class that will keep me alive.
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I'll bet you wish you had a non-unglued/unhinged card that shared your first name.
Also, how do we handle Health and healing surges? Use the class that has the highest?
And due to my ADD, I'm switching my secondary (For final this time; I've picked all my abilities) to Sorc/Barb
I feel it reflects Armstrong the best. (What with no monk and all that jazz)
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MTG: The RPG Character: Zenith RIP Krensae Fluidtail: Sleep well with the fish
Also, how do we handle Health and healing surges? Use the class that has the highest?
Yes Keifru you use the Highest Variable, same for Hp per level (I LOVE YOU WOTC for making HP progression so streamlined!!!!)
Theres monk but its a playtest and only available through Dragon Mags... its actually quite insane but since its not a full progression its not allowed (BUT do expect some Ninja Kobolds :D)
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Quote from »
Call me old fashioned, but an evil ascension to power just isn't the same without someone chanting faux Latin in the background.
Oreo, Glazing people better than Dunkin' Donuts since 2009
That is not dead which can eternal lie. And with strange eons even death may die.
Yes, but I've decided to go Defender/Striker with Defender as the primary goal of the build rather than the other way around because so far we've got Leader/Controller and Leader/Striker.
I figure Avenger would still be the best striker to use to empower a defender, because staying alive longer means more opportunities to attack, and double attack roles means way better odds of hitting for each attack :). Plus I gotta love the +3 to AC to make a tough defender even more difficult to hit.
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I'll bet you wish you had a non-unglued/unhinged card that shared your first name.
Yes, moar defenders please. Defenders and leaders keep eachother alive.
I would like these feats approved:
Illuminated Firmanent
Prerequisites: Int 13, Wis 13
Benefit: You gain a +1 feat bonus to damage rolls when you use a power that has the lightning or radiant keyword.
If you have the astral fire, fires of heaven or raging storm feats, you instead get a +1 feat bonus to your attack rolls when you use a power that has the lightning or radiant keyword for any overlapping damage types.
At 11th level, the bonus increases to +2. At 21st level, it increases to +3.
Fires of Heaven
Prerequisites: Int 13, Cha 13
Benefit: You gain a +1 feat bonus to damage rolls when you use a power that has the fire or lightning keyword.
If you have the astral fire, illuminated firmanent or raging storm feats, you instead get a +1 feat bonus to your attack rolls when you use a power that has the fire or lightning keyword for any overlapping damage types.
At 11th level, the bonus increases to +2. At 21st level, it increases to +3.
So sleepy will review them tomorrow so check this same post for an edit regarding that
Not really sure what the feats even do... are you trying to make stackable feat bonuses? if so Feat bonuses do not stack... actually any bonus type other than Untyped doesnt stack with itself you just use the bigger variable, what i will allow is that if the feats have any additional effects then when you have a power that has overlapping Feat Related Keywords then all the additional effects take place (but you still only use the biggest damage variable)
I'm not trying to make stackable feat bonuses. Quite the opposite.
I want to just mix the combinations of damage types to ones that my character uses (so that I don't have to take raging storm, when I don't use any thunder powers). But since feat bonuses don't stack, I altered the feats so that if you have two feats that would give the same feat bonus to the same damage type, the latter feat instead gives a bonus to something else (attack rolls).
So basically it would work like this:
Astral fire: +1 to radiant and fire damage
Illumined Firmanent: +1 to radiant attack rolls, +1 to lightning damage
Fires of Heaven: +1 to fire attack rolls, +1 to lightning attack rolls
I do not, and I repeat do not, want people who are not willing to be active and dedicated, so please be sincere when you join.
We will start at level 5, but dont let the level fool you im quite vicious... I will try to kill you in my encounters, my monsters will attack in a smart manner, so be careful.
You get a free level 6, 5 and 4 item of your choice (but please pass it through me first... i dont want broken/idiotic crap)
Starting Gold is 1.000 gp or 10 Platinum Pieces whichever makes you feel richer
A few ground rules:
1) Mamelon Point Buy but it will be 28 points only
2) You will have 1.5 times the regular allotment of feats, how does this work? well you get an extra feat at level 1 and 2 then every other even level (6,10,14, etc) you have an extra feat. Whenever you gain this double feat you also get to double retrain, otherwise you are stuck to the usual 1 retrain per level.
IF you decide to pick a class combination that has two entirely different Primary Stats, then you will get double feat progression... but again nothing broken or else you will just use the method provided above
3)You get a total of 3 At-Wills which you can choose from either progression you have.
4)Encounter Powers increase by one per every two levels and at level 11 you get your 6th power
5) You get one Additional Daily at 5th Level and Again at 15th
6) Utilities increase by one at the middle of each Tier
7) Unless one of your classes is Bard you are only able to choose the Multiclass Feat once, and you much choose one of your progressions when you do so, you can only swap powers from that Progression
8)I dont care what you say Monster Races that are played as PCs DO NOT HAVE POWERFUL BUILD so no no Large Brutal Axe that deals 2d6 and rerolls all 1's and 2's
9) If a Race has a write up in a MM but also has a supplement in a Splat or Dragon Magazine you will use the Splat or Magazine (this in a way is a good thing :p), as well as telling me which specific product said information is found so i can verify you arent pulling a Mr.Magoo on me (yes i just made that one up, sue me :p)
10) Movement Altering Classes are Banned, this means Warlord is banned
That being said im incredibly lenient and have a LOT of cheese stuff i have piled up which i really want to use and give around so feel free to be creative here.
I want 3-4 Players, but am willing to work with 5.
1. ASA
2. Keifru
3. KoolKoal
4. Landil
5. Eldros
Name: Tiferiel
Class: Devoted Cleric 5//War Wizard 5
Race: Deva
Size: Medium
Age: 1263 years
Gender: Male
Height: 6'3"
Weight: 150 lbs
Alignment: Good
Deity: Pelor
Strength: 10 (+0) [10 +]
Dexterity: 14 (+2) [10 + 4 point buy]
Constitution: 13 (+1) [10 + 2 point buy + 1 level]
Intelligence: 20 (+5) [10 + 8 point buy + 2 racial]
Wisdom: 20 (+5) [10 + 8 point buy + 2 racial]
Charisma: 13 (+1) [10 + 2 point buy + 1 level]
Initiative: +4 [2 dex + 2 half level]
Speed: 6 squares
AC: 24 [10 + 2 half level + 5 int + 6 armor + 1 enhancement]
Fort: 14 [10 + 2 half level + 2 con]
Ref: 17 [10 + 2 half level + 5 int]
Will: 19 [10 + 2 half level + 5 wis + 2 class]
HP: 34/34
Bloodied: 17
Surging Value: 8 HP
Surges/Day: 9
Weapon: Staff
Attack Bonus: +6
Damage: 1d6
Power: Sacred Flame
Attack Bonus: +8
Damage: 1d6 + 6 radiant (+1 with implement)
Power: Scorching Burst
Attack Bonus: +8 (or +9 with staff)
Damage: 1d6 + 6 fire (+1 or +2 with implements)
Acrobatics: +3
Arcana: +12
Athletics: +1
Bluff: +3
Diplomacy: +8
Dungeoneering: +7
Endurance: +2
Heal: +12
History: +12
Insight: +12
Intimidate: +3
Nature: +12
Perception: +7
Religion: +12
Stealth: +3
Streetwise: +3
Thievery: +3
Passive Insight: 22
Passive Perception: 17
Astral Fire
Expanded Spellbook
Acolyte of Divine Secrets (Vanguard's Lightning)
Illuminated Firmanent
Fires of Heaven
Novice Power (Spear of the Inquisitor)
Deva:
Common
Supernal
Primordial
At Will Powers:
Sacred Flame (Divine, Implement, Radiant)
Standard Action
Ranged 5
Target: 1 creature
Attack: Wisdom vs. Reflex
Hit: 1d6 + 6 radiant damage. One ally can gain (2 half level + 1 cha) temporary hit points or make a saving throw.
Scorching Burst (Arcane, Fire, Implement)
Standard Action
Area burst 1 within 10 squares
Attack: Intelligence vs. Reflex
Hit: 1d6 + 6 fire damage
Storm Pillar (Arcane, Conjuration, Implement, Lightning)
Standard Action
Ranged 10
Effect: Conjure pillar in unoccupied square, filling the square and lasting until the end of your next turn. Each enemy that moves adjacent to the square takes 1d6 + 6 lightning damage.
Cantrips:
Ghost Sound (Arcane, Illusion)
Standard Action
Ranged 10
Target: 1 object or unoccupied square
Effect: Create various verbal or nonverbal sounds, from a quiet whisper to loud yelling
Light (Arcane)
Minor Action
Ranged 5
Target: 1 object or unoccupied square
Effect: Target sheds bright light, filling that square and 4 adjacent squares for 5 minutes. Free action to dismiss.
Special: Only one at a time
Mage Hand (Arcane, Conjuration)
Minor Action
Ranged 5
Effect: Conjure spectral hand. Able to lift objects up to 20 lbs and move them 5 squares as a move action. Free action to drop item. Minor action to manipulate different item.
Sustain Minor: Indefinitely
Special: Only one at a time
Prestidigitation (Arcane)
Standard Action
Ranged 2
Effect:
Encounter Powers:
Spear of the Inquisitor (Divine, Implement, Radiant)
Standard Action
Ranged 10
Target: One creature
Attack: Wisdom vs. Reflex
Hit: 1d10 + 6 radiant damage, and target is immobilized until the end of your next turn
Burning Hands (Arcane, Fire, Implement)
Standard Action
Close Blast 5
Target: Each creature in blast
Attack: Intelligence vs. Reflex
Hit: 2d6 + 6 fire damage
Shock Sphere (Arcane, Lightning, Implement)
Standard Action
Area burst 2 within 10 squares
Target: Each creature in burst
Attack: Intelligence vs. Reflex
Hit: 2d6 + 6 lightning damage
Tome of Readiness: Ice Rays (Arcane, Cold, Implement)
Standard Action
Ranged 10
Targets: 1 or 2 creatures
Attack: Intelligence vs. Reflex, one attack per target
Hit: 1d10 + 5 cold damage, target is immobilized until end of your next turn
Channel Divinity: Divine Fortune (Divine)
Free Action
Personal
Effect: +1 to your next attack roll or saving throw before next turn
Channel Divinity: Turn Undead (Divine, Implement, Radiant)
Standard Action
Close Burst 2
Target: Each undead creature in burst
Attack: Wisdom vs. Will
Hit: 2d10 + 6 radiant damage, push target 4 squares. Target immobilized until the end of your next turn.
Miss: Half damage, target is not pushed or immobilized
Healing Word (Divine, Healing)
Special: Usable 2/encounter, but 1/round
Minor Action
Close Burst 5
Target: You or one ally
Effect: Target can expend healing surge and heal an additional 1d6 + 5 damage
Memory of a Thousand Lifetimes
No Action
Personal
Trigger: Any poor attack roll, saving throw, skill check or ability check
Effect: Add 1d6 to the roll
Vanguard's Lightning (Divine, Implement, Lightning)
Standard Action
Area Burst 1 within 10 squares
Target: Each Creature in Burst
Attack: Wisdom vs. Reflex
Hit: 1d6 + 6 lightning damage. Whenever target makes an attack of opportunity before the end of your next turn, it takes 5 lightning damage.
Daily Powers:
Astral Condemnation (Divine, Implement, Radiant)
Standard Action
Ranged 5
Target: 1 creature
Attack: Wisdom vs. Reflex
Hit: 3d6 + 6 radiant damage, and target takes a -6 penalty to damage rolls.
Sustain Minor: Effect persists
Cascade of Light (Divine, Implement, Radiant)
Standard Action
Ranged 10
Target: One creature
Attack: Wisdom vs. Will
Hit: 3d8 + 6 radiant damage, and the target gains vulnerability 5 to all your attacks (save ends).
Miss: Half damage, and target gains no vulnerability
Fireball (Arcane, Fire, Implement)
Standard Action
Area burst 3 within 20 squares
Target: Each creature in burst
Attack: Intelligence vs. Reflex
Hit: 3d6 + 6 fire damage
Miss: Half damage
Spellbook: Acid Arrow (Acid, Arcane, Implement)
Standard Action
Ranged 20
Primary Target: 1 creature
Attack: Intelligence vs. Reflex
Hit: 2d8 + 5 acid damage, ongoing 5 acid damage (save ends). Make a secondary attack.
Attack: Intelligence vs. Reflex
Hit: 1d8 + 5 acid damage, ongoing 5 acid damage (save ends).
Miss: Half damage, ongoing 2 acid damage (save ends), no secondary attack.
Spellbook: Bigby's Icy Grasp (Arcane, Cold, Conjuration, Implement)
Standard Action
Ranged 20
Effect: Conjure 5' tall hand of ice in unoccupied square within range, which attacks. Move action to move hand up to 6 squares
Target: One creature adjacent to hand
Attack: Intelligence vs. Reflex
Hit: 2d8 + 5 cold damage, and hand grabs target. If target attempts to escape, hand uses fortitude or reflex defense.
Sustain Minor: Grabbed target takes 1d8 + int cold damage when hand is sustained. Standard action to release target and attack another target.
Spellbook: Summon Fire Warrior (Arcane, Fire, Implement, Summoning)
Minor Action
Ranged 10
Effect: Summon medium fire warrior with a fly speed of 6 (hover), +2 bonus to AC, +2 bonus to Fortitude.
*Standard Action - Melee 1: Targets 1 creature, Intelligence vs. Reflex, 1d8 + 6 fire damage
*Opportunity Attack - Melee 1: Targets 1 creature, Intelligence vs. Reflex, 1d8 + 6 fire damage
Spellbook: Flaming Sphere (Arcane, Conjuration, Fire, Implement)
Standard Action
Ranged 10
Target: One creature adjacent to sphere
Attack: Intelligence vs. Reflex
Hit: 2d6 + 6 fire damage
Effect: Conjure medium flaming sphere in unoccupied square in range, and sphere attacks adjacent creature. Any creature that starts its turn next to the sphere takes 1d4 + 6 fire damage. Move action to move sphere 6 squares.
Sustain Minor: You can sustain sphere until the end of the encounter. Standard action to make another attack with the sphere.
Utility Powers:
Cure Light Wounds (Divine, Healing) [Daily]
Standard Action
Melee Touch
Target: You or one creature
Effect: Target regains hit points as if they had spent a healing surge
Shield (Arcane, Force) [Encounter]
Immediate Interrupt
Personal
Trigger: You at hit by an attack
Effect: +4 power bonus to AC and Reflex until the end of your next turn
Spellbook: Feather Fall (Arcane) [Daily]
Free Action
Ranged 10
Trigger: You or one creature in range falls
Effect: Take no damage after fall, and do not fall prone.
Spellbook: Expeditious Retreat (Arcane) [Daily]
Move Action
Personal
Effect: Shift up to twice your speed.
Rituals:
Gentle Repose
Make Whole
Secret Page
Silence
Tenser's Floating Disk
Knock
Enchant Magic Item
Magic Staff (Level 6)
Implement: Staff
Enhancement: +2 to attack and damage rolls (wizard and invoker powers)
Critical: +2d6 damage
Book of Undeniable Fire (Level 5)
Implement (Tome)
Enhancement: +1 to attack and damage rolls
Critical: +1d8 fire damage
Property: When using wizard fire power, reduce enemy's fire resistance by 10.
Property: Contains two wizard daily fire powers (summon fire warrior and flaming sphere).
Power (Daily - Arcane, Fire, Implement): Free Action. Choose a power contained in this tome, and expend an unused daily wizard power of the same level or higher to instead use that daily power this round.
Symbol of Battle (Level 5)
Implement (Holy Symbol)
Enhancement: +1 to attack and damage rolls
Critical: +1d8 damage
Power (Daily): Free Action. Use this power when you hit with a divine power using this symbol. Deal an extra 1d10 damage.
Rebuking Armor (Level 4)
Armor: Chain
Enhancement: +1 AC
Property: When you hit an enemy with a divine attack power, you gain +1 to you defenses against all that creature's attacks until the end of your next turn.
Vorel Armstrong
Done pending DM's item approval
RIP Krensae Fluidtail: Sleep well with the fish
10) Movement Altering Classes are Banned, this means Warlord is banned
RIP Krensae Fluidtail: Sleep well with the fish
Also, if an ability has an extra effect of moving someone, is that fine?
RIP Krensae Fluidtail: Sleep well with the fish
Warlord is PbP hell... since i wont be using a grid he makes bookkeeping a real kick in the gizzard
RIP Krensae Fluidtail: Sleep well with the fish
Class: Warden 5//Avenger 5
Race: Longtooth Shifter
Size: Medium
Age: 26
Gender: Male
Height: 5'9"
Weight: 146 lbs.
Alignment: Unaligned
Deity: Melora
Languages: Common, Giant
CON 16 (6 point buy)
DEX 10
INT 16 (6 point buy)
WIS 20 (7 point buy + 2 race + 1 level up)
CHA 10
Speed: 6 squares
AC: 26 (10 + 2 half level + 5 WIS + 5 Armor + 3 class feature + 1 untyped feat)
Fort: 18 (10 + 2 half level + 5 STR + 1 class)
Ref: 16 (10 + 2 half level + 3 INT + 1 class)
Will: 18 (10 + 2 half level + 5 WIS + 1 class)
HP: 66/66
Bloodied: 33
Surging Value: 16 HP
Surges per Day: 12
Arcana 5
Athletics 14 (+2 race)
Bluff 2
Diplomacy 2
Dungeoneering 12
Endurance 12 (+2 race)
Heal 12
History 5
Insight 7
Intimidate 2
Nature 12
Perception 12
Religion 10
Stealth 2
Streetwise 2
Thievery 2
Passive Insight: 17
Passive Perception: 22
Size: Medium
Speed: 6 squares
Vision: Low-light
Languages: Common, choice of one other
Ability Scores: +2 Strength, +2 Wisdom
Skill Bonuses: +2 Athletics, +2 Endurance
Longtooth Shifting: You have the longtooth shifting power.
Warden:
Font of Life: Get an additional Saving Throw at the beginning of each turn. Making that throw removes the effect before taking damage or reducing actions for the turn.
Wildblood: While you are not wearing heavy armor, you can use your Wisdom modifier in place of your Dexterity or Intelligence modifier to determine your AC.
In addition, when you use your second wind, each enemy marked by you takes an additional penalty to attack rolls for attacks that don’t include you as a target. The penalty equals your Wisdom modifier and lasts until the end of your next turn.
Nature’s Wrath: Once during each of your turns, you can mark each adjacent enemy as a free action. This mark lasts until the end of your next turn.
Avenger:
Armor of Faith: While you are neither wearing heavy armor nor using a shield, you gain a +3 bonus to AC.
Censure of Retribution: When any enemy other than your oath of enmity target hits you, you gain a bonus to damage rolls against your oath of enmity target equal to your Intelligence modifier until the end of your next turn. This bonus is cumulative.
Channel Divinity: Once per encounter, you can use a Channel Divinity power.
Oath of Enmity
Prerequisite: Shifter
Benefit: Whenever you make a Perception check to find tracks, you roll twice and use either result.
You also gain a +3 feat bonus to initiative checks.
Improved Armor of Faith
Prerequisite: Avenger, armor of faith power
Benefit: While you are neither wearing heavy armor nor using a shield, you gain a +1 bonus to AC.
The bonus increases to +2 at 11th level and +3 at 21st level.
Weapon Focus (Heavy Blades)
Benefit: Choose a specific weapon group, such
as spears or heavy blades. You gain a +1 feat bonus
to damage rolls with your chosen weapon group. At
11th level, this bonus increases to +2. At 21st level, it
increases to +3.
Weapon Expertise (Heavy Blades)
Benefit: Choose a weapon group. You gain a +1 bonus to attack rolls with any weapon power you use with a weapon from that group. The bonus increases to +2 at 15th level and +3 at 25th level.
Toughness
Benefit: When you take this feat, you gain additional hit points. You gain an additional 5 hit points at each tier of play (at 1st, 11th, and 21st level).
Encounter ✦ Healing
Minor Action Personal
Requirement: You must be bloodied.
Effect: Until the end of the encounter, you gain a +2 bonus to damage rolls. In addition, while you are bloodied, you gain regeneration 2.
Level 11: Regeneration 4.
Level 21: Regeneration 6.
Encounter (Special) ✦ Divine
Minor Action
Close burst 10
Target: One enemy you can see in burst
Effect: When you make a melee attack against the target and the target is the only enemy adjacent to you, you make two attack rolls and use either result. This effect lasts until the end of the encounter or until the target drops to 0 hit points, at which point you regain the use of this power.
If another effect lets you roll twice and use the higher result when making an attack roll, this power has no effect on that attack. If an effect forces you to roll twice and use the lower result when making an attack roll, this power has no effect on that attack either.
If an effect lets you reroll an attack roll and you rolled twice because of this power, you reroll both dice.
Warden's Fury
At-Will ✦ Primal, Weapon
Immediate Interrupt
Melee weapon
Trigger: An enemy marked by you makes an attack that
does not include you as a target
Target: The triggering enemy
Attack: Strength vs. Fortitude
Hit: 1[W] + Strength modifier damage, and the target grants combat advantage to you and your allies until the end of your next turn.
Level 21: 2[W] + Strength modifier damage.
Warden's Grasp
At-Will ✦ Primal
Immediate Reaction
Close burst 5
Trigger: An enemy marked by you that is within 5 squares of you makes an attack that does not include you as a target
Target: The triggering enemy in burst
Effect: You slide the target 1 square. The target is slowed and cannot shift until the end of its turn.
At-Will ✦ Divine, Radiant, Weapon
Standard Action
Melee weapon
Target: One creature
Attack: Wisdom vs. AC
Hit: 1[W] + Wisdom modifier damage. The first time an enemy other than the target hits or misses you before the end of your next turn, the target takes radiant damage equal to your Intelligence modifier.
Level 21: 2[W] + Wisdom modifier damage.
Overwhelming Strike
At-Will ✦ Divine, Weapon
Standard Action
Melee weapon
Target: One creature
Attack: Wisdom vs. AC
Hit: 1[W] + Wisdom modifier damage. You shift 1 square and slide the target 1 square into the space you occupied.
Level 21: 2[W] + Wisdom modifier damage.
Thorn Strike
At-Will ✦ Primal, Weapon
Standard Action
Melee 2
Target: One creature
Attack: Strength vs. AC
Hit: 1[W] + Strength modifier damage, and you pull the target 1 square.
Level 21: 2[W] + Strength modifier damage.
Encounter ✦ Divine, Radiant, Weapon
Standard Action
Melee weapon
Target: One creature
Attack: Wisdom vs. AC
Hit: 1[W] + Wisdom modifier damage. Until the end of your next turn, any enemy that ends its turn adjacent to you or that hits or misses you takes 5 radiant damage.
Censure of Retribution: The radiant damage equals 5 + your Intelligence modifier.
Burst of Earth's Fury
Encounter ✦ Primal, Weapon
Standard Action
Close burst 1
Target: Each enemy in burst
Attack: Strength vs. AC
Hit: 1[W] + Strength modifier damage, and the target cannot shift until the end of your next turn.
Predatory Guardian
Encounter ✦ Primal, Weapon
Standard Action
Melee weapon
Target: One creature
Attack: Strength vs. AC
Hit: 2[W] + Strength modifier damage. If the target shifts before the start of your next turn, you shift 2 squares as an immediate reaction.
Wildblood: The number of squares you shift equals 1 + your Wisdom modifier.
Daily ✦ Polymorph, Primal
Minor Action
Personal
Effect: You assume the guardian form of the relentless panther until the end of the encounter. While you are in this form, you gain a +2 bonus to Reflex and a +1 bonus to attack rolls against enemies marked by you. In addition, you can shift 2 squares as a move action.
Once during this encounter, you can make the following weapon attack while you are in this form.
Standard Action Melee weapon
Effect: Before the attack, you shift your speed.
Target: One creature
Attack: Strength vs. Reflex
Hit: 2[W] + Strength modifier damage, and ongoing 5 damage (save ends).
Miss: Half damage, and ongoing 2 damage (save ends).
Form of Winter's Herald
Daily ✦ Cold, Polymorph, Primal
Minor Action
Personal
Effect: You assume the guardian form of winter’s herald until the end of the encounter. While you are in this form, you gain a +1 bonus to AC and resist 5 cold. In addition, each square within 2 squares of you, wherever you move, is difficult terrain for your enemies.
Once during this encounter, you can make the following weapon attack while you are in this form.
Standard Action
Close burst 1
Target: Each enemy in burst
Attack: Strength vs. AC
Hit: 1[W] + Strength modifier cold damage, and the target is immobilized (save ends).
Miss: Half damage, and the target is immobilized until the end of your next turn.
Hail of Thorns
Daily ✦ Poison, Primal, Weapon
Standard Action
Close blast 3
Target: Each creature in blast you can see
Attack: Strength vs. Reflex
Hit: 1[W] + Strength modifier poison damage, and the target takes ongoing 5 poison damage and is slowed (save ends both).
Miss: Half damage, and the target is slowed (save ends).
Daily ✦ Primal, Zone
Standard Action
Close burst 3
Effect: The burst creates a zone of plants that lasts until the end of the encounter. You and your allies have cover while within the zone.
Refocus Enmity
Encounter ✦ Divine
Minor Action
Close burst 10
Target: One creature you can see in burst
Effect: The target becomes the target of your oath of enmity, replacing the current target.
Encounter ✦ Divine, Implement, Radiant
Standard Action
Close burst 5
Target: One undead creature in burst
Attack: Wisdom vs. Will
Hit: 3d10 + Wisdom modifier radiant damage, and you pull the target a number of squares equal to 1 + your Wisdom modifier. The target is also immobilized until the end of your next turn.
Level 5: 4d10 + Wisdom modifier damage.
Level 11: 5d10 + Wisdom modifier damage.
Level 15: 6d10 + Wisdom modifier damage.
Level 21: 7d10 + Wisdom modifier damage.
Level 25: 8d10 + Wisdom modifier damage.
Miss: Half damage, and you pull the target 1 square.
Divine Guidance
Encounter ✦ Divine
Immediate Interrupt
Close burst 10
Trigger: An ally within 10 squares of you makes an attack roll against your oath of enmity target
Target: The triggering ally
Effect: The target makes a second attack roll and uses either result.
Attack: +5 (3 prof. + 1 enh. + 1 feat)
Damage: 1d10+2 (1 enh. + 1 feat)
Crit: +1d8
Two Handed
Power (Daily ✦ Fear): Free Action. Use this power when
you hit with the weapon. The target takes a –2 penalty to
all defenses (save ends).
Armor: Magic Hide Armor +2 (Free level 6 item)
AC: +5
Check Penalty: -1
Property: This scabbard resizes to fit any light blade or heavy blade. You can draw a weapon from this scabbard as part of the same action used to make an attack with that weapon.
Power (Encounter): Free Action. Use this power when you attack with the weapon most recently sheathed in the scabbard. Gain a +1 power bonus to the next damage roll you make with that weapon before the end of your next turn.
The weapon must have been sheathed in the scabbard within the past 24 hours to gain this power.
Standard Adventurer's Kit
Holy Symbol (Around neck)
More to come...
I'm thinking an Avenger mixed with a class that will keep me alive.
ASA Letting me know which build you are using would be really nice at least makes it easier for me to make silly puns
Also how do you guys feel about Dragons as a first encounter? And by Dragons I mean a LOT of Whelps and one big Solo Level 7 Dragon
Also, how do we handle Health and healing surges? Use the class that has the highest?
And due to my ADD, I'm switching my secondary (For final this time; I've picked all my abilities) to Sorc/Barb
I feel it reflects Armstrong the best. (What with no monk and all that jazz)
RIP Krensae Fluidtail: Sleep well with the fish
Yes Keifru you use the Highest Variable, same for Hp per level (I LOVE YOU WOTC for making HP progression so streamlined!!!!)
Theres monk but its a playtest and only available through Dragon Mags... its actually quite insane but since its not a full progression its not allowed (BUT do expect some Ninja Kobolds :D)
Don't actually know which builds just yet. It's unfinished obviously, a lot of work to do...
I figure Avenger would still be the best striker to use to empower a defender, because staying alive longer means more opportunities to attack, and double attack roles means way better odds of hitting for each attack :). Plus I gotta love the +3 to AC to make a tough defender even more difficult to hit.
I would like these feats approved:
Illuminated Firmanent
Prerequisites: Int 13, Wis 13
Benefit: You gain a +1 feat bonus to damage rolls when you use a power that has the lightning or radiant keyword.
If you have the astral fire, fires of heaven or raging storm feats, you instead get a +1 feat bonus to your attack rolls when you use a power that has the lightning or radiant keyword for any overlapping damage types.
At 11th level, the bonus increases to +2. At 21st level, it increases to +3.
Fires of Heaven
Prerequisites: Int 13, Cha 13
Benefit: You gain a +1 feat bonus to damage rolls when you use a power that has the fire or lightning keyword.
If you have the astral fire, illuminated firmanent or raging storm feats, you instead get a +1 feat bonus to your attack rolls when you use a power that has the fire or lightning keyword for any overlapping damage types.
At 11th level, the bonus increases to +2. At 21st level, it increases to +3.
So sleepy will review them tomorrow so check this same post for an edit regarding thatNot really sure what the feats even do... are you trying to make stackable feat bonuses? if so Feat bonuses do not stack... actually any bonus type other than Untyped doesnt stack with itself you just use the bigger variable, what i will allow is that if the feats have any additional effects then when you have a power that has overlapping Feat Related Keywords then all the additional effects take place (but you still only use the biggest damage variable)
...dun dun DUN
I want to just mix the combinations of damage types to ones that my character uses (so that I don't have to take raging storm, when I don't use any thunder powers). But since feat bonuses don't stack, I altered the feats so that if you have two feats that would give the same feat bonus to the same damage type, the latter feat instead gives a bonus to something else (attack rolls).
So basically it would work like this:
Astral fire: +1 to radiant and fire damage
Illumined Firmanent: +1 to radiant attack rolls, +1 to lightning damage
Fires of Heaven: +1 to fire attack rolls, +1 to lightning attack rolls