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[Sorrow of Heaven] Mark of War
Posts
Murder us...in her sleep?
Nothing in the feat text says anything about Bastard Sword not working with Versatile Duelist. But whatever. Maybe I'll take a look at character builder later.
I'll also make a mock up of my paladin.
It's just a CB bug, ignore it.
True. I could see a lot of feats before it. Backstabber, that ranger multiclass, versatile duelist. Still, its something to keep in mind when you run out of must have feats for the build.
And I had another idea that might be a bit more thematic for The Mechanist. Rather than a superior crossbow reflavored as a rifle, what do you (Aegeri) think of a grapple gun? Basically just a crossbow-like device that, over the course of the campaign, he modifies to have additional uses. So for example the first one might be that it launches a rope that can make climbing cliffs easier. Then later he attaches the end of the rope to a spring on the gun, and he can use it like Batman's Batgrapple. Eventually he could use it to pull a hit enemy a square or two, stuff like that.
If you don't like it I'm totally fine with a regular rifle, or even just a plain superior crossbow. Of course, a superior crossbow isn't very befitting of a gadgeteer.
It was actually justified in many ways, because the kind of Lycanthropy that was spreading was obscenely destructive and harmful, that there were "good" lychanthropes that got purged doesn't change what they did was ultimately the right thing to do.
I think that the ideal way of handling that actually isn't to make new mechanics, instead it's to say that rather than the Mechanists powers providing effects because of magic, they do so because of enhancements to the weapon. For example, a power that pulls 2 is because of a device that pulls and not a magical effect (and so forth). The powers don't strictly have to work by magic and this makes things mechanically indistinct while maintaining a different kind of flavor.
EDIT: And of course, he would modify said weapon at the cost of wondrous item purchases. He certainly shouldn't get these for free or anything.
Here is the racial summary (Mechanics mostly) of the Hobgoblin. If you need more information on Hobgoblins in Eberron please ask!
Average Weight: 190-240lb
Ability Scores: +2 con, +2 dex or +2 cha
Size: Medium
Speed: 6 squares
Vision: Low-light
Languages: Common, Goblin
Skill Bonuses: +2 Athletics, +2 History
Battle Ready: You gain a +2 bonus to initiative checks.
Flanking Maneuver: You gain a +2 bonus to speed in the first round of any combat.
Hobgoblin Resilience: You can use hobgoblin resilience as an encounter power.
Hobgoblin Resilience
Encounter
Immediate Reaction; Personal
Trigger: You suffer an effect that a save can end.
Effect: You make a saving throw against the effect.
Heroic Tier
Expert Ambusher
Prerequisite: Hobgoblin, trained in stealth
Benefit: You gain a +3 bonus instead of the regular +2 bonus from combat advantage when you attack an enemy you are hidden from or have total concealment against.
Gatekeeper
Prerequisite: Hobgoblin, any primal or arcane class
Benefit: You gain a +2 bonus to damage and a +2 bonus to will defense against creatures with the aberration, elemental and immortal origin.
House Deneith Mercenary
Prerequisite: Hobgoblin
Benefit: Choose from bows, heavy blades or axes. You gain a +1 feat bonus to attack rolls and +2 feat bonus to damage rolls with any weapon power you use with a weapon from that group. The bonuses increase to +2 attack and +3 damage at 15th level and +3 attack and +4 damage at 25th level.
Two-handed Weapon Mastery
Prerequisite: Hobgoblin, 14 con
Benefit: You gain a +1 bonus to AC while wielding a weapon in two-hands and a +2 damage bonus with two handed weapons.
Improved Resilience
Prerequisite: Hobgoblin, Hobgoblin Resilience racial power
Benefit: You gain a +3 bonus to your saving throw granted by hobgoblin resilience. This bonus increases to +4 at 11th level and +5 at 21st level.
Lasting Resistance
Prerequisite: Hobgoblin, Hobgoblin Resilience racial power
Benefit: You do not expend your hobgoblin resilience racial power if you fail your save.
Phalanx Leader
Prerequisite: Hobgoblin
Benefit: An enemy marked by you suffers a -3 penalty to their attacks that do not include you instead of the usual -2 penalty.
Resilient Riposte
Prerequisite: Hobgoblin, any primal or arcane class
Benefit: When you save against an effect an enemy imposes on you with your hobgoblin resilience power you may make a free ranged at-will attack against the triggering enemy.
Paragon and Epic feats will come later. I will tell you there is an epic feat that makes Hobgoblin Resilience an immediate interrupt. I might add a few more if I get inspiration later as well, but I'll leave it at this for now.
You were okay with that, right? If I reflavor the Superior Crossbow into a gun? I figure I'll be enchanting it myself anyway, so there's no reason it can't be something bananas.
====== Created Using Wizards of the Coast D&D Character Builder ======
Marhu
level 1
Hobgoblin, Paladin
FINAL ABILITY SCORES
Str 16, Con 11, Dex 15, Int 10, Wis 8, Cha 18.
STARTING ABILITY SCORES
Str 16, Con 11, Dex 13, Int 10, Wis 8, Cha 16.
AC: 20 Fort: 14 Reflex: 15 Will: 15
HP: 26 Surges: 10 Surge Value: 6
TRAINED SKILLS
Religion +5, Intimidate +9, Endurance +1, Diplomacy +9
UNTRAINED SKILLS
Acrobatics -2, Arcana, Bluff +4, Dungeoneering -1, Heal -1, History +2, Insight -1, Nature -1, Perception -1, Stealth -2, Streetwise +4, Thievery -2, Athletics +1
FEATS
Level 1: Weapon Proficiency (Bastard sword)
POWERS
Lay on Hands: Virtue's Touch
Paladin at-will 1: Ardent Strike
Paladin at-will 1: Enfeebling Strike
Paladin encounter 1: Valorous Smite
Paladin daily 1: Majestic Halo
ITEMS
Bastard sword, Plate Armor, Heavy Shield
Design explanations:
Dumping wisdom was an interesting choice, but there's surprising justification for it. Having a high strength means I don't have to limit my power choices, it lets me easily qualify for weapon feats, it leads to much stronger defenses, and it makes my mark much stronger with mighty challenge. Also, keep in mind, the best benefits from Wisdom, multiple uses of your Paladin power, gets its first effect at 14 points; that's a big investment for one more use of a power. Finally, having an Artificer in the party means the most powerful effect of Lay on Hands, distributing healing surges, is unnecessary. That's also why I went with Virtue's Touch; that and Virtue's Touch felt more appropriate for the character.
I'll post background information later.
Also, how much of our backstory/stuff do you want here and how much told via PM? I presume any character secrets would be PMed.
EDIT: Also, if he's born into a dragonmarked house (say his parents are dragonmarked or whatever) then he's gotta have that d' prefix thing before his last name, correct?
Yes, you should have that prefix - especially if it was one of the upper echelons of the house. Not everyone in a dragonmarked house is dragonmarked, but only those in high positions are IIRC.
Also, whomever said there were 9 gods... Unless they massively changed things for 4e there are 12, 6 good and 6 bad. (plus the silver flame, Vol, Dragon below). Plus all that "shit more powerful than Vol" Stuff. Canonically there is nothing Epic in Eberron and the Druid and Vol top out at that point. Yes, they're going to be individually stronger than the Lords of Dust
Or are you talking about stuff that Aegeri changed?
The Sovereign Host (9 Deities)
The Dark Six (6 Deities, obviously)
Silver Flame
Path of Light
The Blood of Vol
The Elf Religions (which has two parts):
A) The Undying Court
B) The Spirits of the Past
Khyber Cults (Of which there can be bazillions)
So tbh there are six major religions, but there are a lot more potential individual deities beyond those (as two have a bunch of deities each). This discounts cults from Khyber. There is also Vulkoor (Xen'drik, Vulkoori drow), the Promise of Fire (Sulatar) and I forget what zany religion the Umbragen have.
If the Gods actually exist or not is up for considerable debate though.
No, there's always been 9 good gods.
Don't know where you missed them, but it's always been this way.
(This time I had the sense to find a good picture before I got everything else working. Although, I think this might be a girl. Tybalt, however, is a man.)
====== Created Using Wizards of the Coast D&D Character Builder ======
Dr. Tybalt Aedificus, level 1
Human, Artificer
Build: Tinkerer Artificer
Background: Cannith Inventor, Geography - Urban (+2 to History)
FINAL ABILITY SCORES
Str 8, Con 12, Dex 12, Int 18, Wis 16, Cha 10.
STARTING ABILITY SCORES
Str 8, Con 12, Dex 12, Int 16, Wis 16, Cha 10.
AC: 16 Fort: 13 Reflex: 15 Will: 15
HP: 24 Surges: 7 Surge Value: 6
TRAINED SKILLS
Thievery +6, Arcana +9, Dungeoneering +8, Heal +8, Perception +8, History +11
UNTRAINED SKILLS
Acrobatics +1, Bluff, Diplomacy, Endurance +1, Insight +3, Intimidate, Nature +3, Religion +4, Stealth +1, Streetwise, Athletics -1
FEATS
Artificer: Ritual Caster
Human: Speed Loader
Level 1: Weapon Proficiency (Superior crossbow)
POWERS
Artificer at-will 1: Magic Weapon
Artificer at-will 1: Aggravating Force
Bonus At-Will Power: Thundering Armor
Artificer encounter 1: Spike Wire
Artificer daily 1: Punishing Eye
ITEMS
Ritual Book, Leather Armor, Adventurer's Kit, Superior crossbow
RITUALS
Brew Potion, Disenchant Magic Item, Enchant Magic Item, Make Whole
====== Copy to Clipboard and Press the Import Button on the Summary Tab ======
Background:
Tybalt was born into a wealthy family in Sharn. Although his standardized testing scores were more than sufficient for his family to encourage his entry into a career of wizardry and the study of the arcane, Tybalt's interests were much more mundane. He cared little about the ephemeral arts of magic, and instead wished to learn more of the fundamental rules governing the world around him.
Tybalt accrued advanced degrees in Physics, Chemistry, Engineering, Mathematics, and others, during his tenure at nearly every university of renown in the Five Nations. Despite his laundry list of degrees, his extraordinary intellect allowed him to finish each in under half the normal time. He emerged from scholarly life as a person of unique skill, and he was found by House Cannith.
Cannith was in the middle of the Last War, and had been working on a top secret weapon, and they needed someone with Tybalt's qualifications to develop the mechanical parts. He proved to be excellent at his task, and made many friends among Cannith's movers and shakers. When Cyre collapsed two years ago, however, the plans for the weapon and all working prototypes were destroyed... save one. Tybalt had been working on one privately in his laboratory in Sharn, and he stored it away when news of the country's collapse reached him.
Now, (for some reason I haven't thought of yet), Tybalt has brought this weapon out of hiding. Along with the dozens of other ideas he had in his head, he thinks the time is right for mechanical innovation for the everyman. However, one of his old friends from Cyre managed to escape the destruction, and his son was getting married. Tybalt volunteered to attend the wedding and release some spectacular fireworks of his own invention.
I haven't worked out too much of his personality, though I think he'll insist on being called "doctor."
Pretty good. I assume you're planning to take the Crossbow Caster feat so your implement powers don't lag behind?
That is not a legal starting attribute distribution only 1 stat can start at 8
Questions:
Anyway, i think I am going to go with the Hobgoblin Bard/Seeker. So you don't have to worry about "oh shit people will die" if you don't have your minor action.
And i am taking a much more "martial" rather than mystical view of powers granted from bard/seeker abilities. Its all special arrows and shit.
Edit: Also, I forgot to mention this if you don't want to pick a specific mark from the OP or whatever you can be given an entirely random mark.
It is possible to have the mark removed as well.
Urgh. I misread Aegeri's statblock, and somehow apparently missed the stat allocation in every single conversation I had with him. I thought it was +Cha/+Dex or Con, which would fit a paladin very well, but nope, it was +Con/+Dex or +Cha, which fits...I dunno, Assassins? That's the only class I can think of. Whatever.
To be honest, now I'm kind of just looking at Wardens right now because of that. A Warforged Warden is looking pretty awesome right now. I may just roll that instead.
Why not go for axes and go con/cha or go heavy blades and go Cha/Dex?
Half-Elf? Only thing I can think of.
TSI = Pally or warden
Terrendos = Artificer
Goum = Bard/seeker
Rysk = Rogue
... I'm thinking that my character should probably help to round the party composition out somehow. The way I see it now is that we're going to be a little light on the damage and control aspects. Healing really shouldn't be an issue so I may scrap the paladin for something like a halberd fighter. Reach and push/pull should help with the control aspect while fighters damage isn't too shabby either.
If anyone has another suggestion here I'm open to ideas. My main thing is that I don't want the party to be too reliant on the healing due to low damage. I could see that being a real issue with solo encounters as we progress.
Note: I will be multi-classing into warlord and so will get some of their powers/abilities/whatever to help out a bit. I just can't seem to get a freaking ranged basic attack as anything but an encounter power
1. Go for an axe build for my paladin which unfortunately will be generally inferior in general to my original idea; I'll lose 3 reflex by epic, which was already my weakest defense, so that sucks. Its still a solid build, its just worse overall and it makes me wonder why I don't just play a Drow or something.
2. Fuck it and go for that Warforged Warden. He's made of brick and Wardens look like they have amazing space control with their powers, which, considering how few party members we have, may be something incredibly valuable.
Githzerai, Fighter
Fighter Talents: Two-handed Weapon Talent
Background: Prophecy Sage, Birth - On Another Plane, Occupation - Entertainer (Diplomacy class skill)
FINAL ABILITY SCORES
Str 16, Con 13, Dex 16, Int 10, Wis 16, Cha 8.
STARTING ABILITY SCORES
Str 16, Con 13, Dex 14, Int 10, Wis 14, Cha 8.
AC: 17 Fort: 15 Reflex: 13 Will: 13
HP: 28 Surges: 10 Surge Value: 7
TRAINED SKILLS
Endurance +6, Streetwise +4, Diplomacy +4
UNTRAINED SKILLS
Acrobatics +5, Arcana, Bluff -1, Dungeoneering +3, Heal +3, History, Insight +3, Intimidate -1, Nature +3, Perception +3, Religion, Stealth +3, Thievery +3, Athletics +5
FEATS
Feat User Choice: Weapon Expertise (Polearm)
Level 1: Mark of Warding
POWERS
Fighter at-will 1: Reaping Strike
Fighter at-will 1: Cleave
Fighter encounter 1: Steel Serpent Strike
Fighter daily 1: Tempest Dance
ITEMS
Adventurer's Kit, Scale Armor, Halberd
Another melee class would probably be ideal. Go for 3 melee and 2 ranged, which Terrendos and Goum would both be ranged.
Looks pretty solid, and makes it less necessary for me to go for the warden build since two defenders would be more than enough.
Only thought is, I would lean more toward Glaive than Halberd. Your stats favor Heavy Blade Mastery over Axe Mastery, and Heavy Blades have some nice damn feats. Plus, Githzerai get the Githzerai Blademaster feat which is solid as hell.
As far as the flanking thing goes I won't be shying away from an adjacent fight. I want the reach to be able to smack foes when they might not be expecting it and to help out with the control issue.
I feel like it's a good choice given that we're lacking a pure controller and probably a little light on the damage angle.
Marhu, level 1
Hobgoblin, Paladin
Background: Darguun, Occupation - Military, Pivotal Event - Divine Decree (+2 to Athletics)
FINAL ABILITY SCORES
Str 16, Con 15, Dex 11, Int 10, Wis 8, Cha 18.
STARTING ABILITY SCORES
Str 16, Con 13, Dex 11, Int 10, Wis 8, Cha 16.
AC: 20 Fort: 14 Reflex: 13 Will: 15
HP: 30 Surges: 12 Surge Value: 7
TRAINED SKILLS
Religion +5, Intimidate +9, Endurance +3, Diplomacy +9
UNTRAINED SKILLS
Acrobatics -4, Arcana, Bluff +4, Dungeoneering -1, Heal -1, History +2, Insight -1, Nature -1, Perception -1, Stealth -4, Streetwise +4, Thievery -4, Athletics +3
FEATS
Level 1: Weapon Proficiency (Waraxe)
POWERS
Lay on Hands: Virtue's Touch
Paladin at-will 1: Ardent Strike
Paladin at-will 1: Enfeebling Strike
Paladin encounter 1: Valorous Smite
Paladin daily 1: Majestic Halo
ITEMS
Plate Armor, Heavy Shield, Waraxe