Cunning Stalker: You gain combat advantage against enemies that have no creatures adjacent to them other than you.
@Denada would you rule that an enemy with no creatures adjacent meets the criteria of this rule? It's been debated back and forth since the feat was published, the consensus is "Ask your DM"
I'll allow it for creatures that are alone. I can see how it can go both ways, but I'm choosing to read it as "You gain combat advantage against enemies that have no creatures adjacent to them, or that are adjacent only to you."
I realize this character is heavily cover dependent, but I'm okay with that
edit: and she's, like, 7 feet tall
Funny thing, I have a power called Living Fortress. After I use it, for the remainder of the encounter, myself and any ally adjacent to me are considered to have cover.
So I retooled this a bit, since posting it. could use a critiquing.
From an outsider's perspective, I'd probably looks into dropping Skill Training (Dungeoneering) and picking up a background that gives you the same thing (the ability to pick Dungeoneering as a class skill) so that it frees you up a feat for something that has a bit more heft.
Though you'd likely have to move some trainings around to take advantage of it, depending.
I glanced through the backgrounds, but I noticed that the eberron ones don't explicitly say that they add skill to skill lists, rather that they are "associated with" a couple skills then named.
Is that basically the same thing as the others, just worded stupidly?
Because I'm bored, I dug for fun facts about the cast of Extraordinaires
-Nobody has an intelligence score over 11 ( with a tight gap, bottoming at 9)
-Nobody has a dexterity score below 16
-Everybody except Waera has an extra origin/race
-Everyone but Thorfin has perception as a trained skill
-Everybody but Thorfin has a Good alignment
-Thorfin DOES have the highest possible skill roll, with Endurance at +19
-Zeel is about half as tall as Waera, and about 20% the weight
-Zeel, with the stubbiest legs in the party, is also the fastest
-Nobody has trained in Arcana, Bluff, or History
-Gleam is the only party member trained with any knowledge skills (Nature and Religion)
-Oh, that fucking Thorfin guy has Dungeoneering. Thorfin.
-Rusty has the highest average defenses at 24.25
Doobh on
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Who needs bluff, when you got bravado!
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Only two changes: switched out the Trap-related feat for a Skald multiclass, which then let me take history. It also gave me a healing aura, which should be helpful.
Because I'm bored, I dug for fun facts about the cast of Extraordinaires
-Nobody has an intelligence score over 11 ( with a tight gap, bottoming at 9)
-Nobody has a dexterity score below 16
-Everybody except Waera has an extra origin/race
-Everyone but Thorfin has perception as a trained skill
-Everybody but Thorfin has a Good alignment
-Thorfin DOES have the highest possible skill roll, with Endurance at +19
-Zeel is about half as tall as Waera, and about 20% the weight
-Zeel, with the stubbiest legs in the party, is also the fastest
-Nobody has trained in Arcana, Bluff, or History
-Gleam is the only party member trained with any knowledge skills (Nature and Religion)
-Oh, that fucking Thorfin guy has Dungeoneering. Thorfin.
-Rusty has the highest average defenses at 24.25
This is actually really useful information for me.
-ACs range from 27 down to 23. This is on part with monsters of level 15 (high level artillery/brute) down to 7 (low level soldier). On average, an at level monster will have at least a 50% chance to hit (roll a 10+ and adding level + 5).
-Non-Armored Defenses (NADs) are a much wider range
--Fortitude ranges from 26 to 18. This is on par with monsters level 14 to 7, and an at level monster will hit at least 45% of the time
--Reflex is a tighter range, from 24 down to 20. This is on par with monsters level 12 to 8, and an at level monster will hit at least 55% of the time.
--Will is also close, ranging from 24 down to 19. This is on part with monsters level 12 to 7, and again an at level monster will hit at least 55% of the time.
-At-will attacks vs AC are the most common (6 out of 11). Bonuses are between 18 and 15. Average at-level monster AC is 25, so these will hit at least 55% of the time.
-At-will attacks vs Reflex are the next most common (3 out of 11). Bonuses are between 14 and 12. Average at-level monster Reflex is 23, so these will hit at least 45% of the time.
-Thorfin can also attack either Fortitude or Will, with a bonuses of 15. This will hit an at-level monster (23) about 65% of the time.
-Battlemind's Demand and Psychic Lock allow Thorfin to provide up to a -4 penalty to monsters attempting to hit his allies, decreasing their hit chance by 20 percentage points.
-Most characters have bonuses to saving throws, and Zeel also has Resist 15 fire. Zeel is the only party member with any natural resistances.
Difficulty-wise, high level monsters will be at significant advantage over the PCs, while lower level monsters will be only slightly outmatched. High level encounters built using more, lower level monsters will provide a better challenge over encounters with fewer, higher level monsters (this fact is actually pretty common). High level artillery that attack Fortitude will be very dangerous to the party, while soldiers will be the hardest to defeat (again this is common).
I didn't look at all the items and how they affect things, some items may provide other bonuses to hit.
Rusty is sporting a number of items from the charge kit, suggesting he will likely have the highest damage potential, though Lt Waera and Zeel will both have an easier time focusing their attacks against a single target.
There's some bizarro universe where the Extraordinaires are a group of academics trying to solve pertinent political and philosophical issues of the time
except for the Zeel, he's the jock
the campaign ends when we all die of old age, having left no substantial intellectual contributions for our home countries
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how's this?
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Crossbow Expertise and Weapon Expertise (Crossbow) both give "feat" bonuses.
Which means they can't stack.
So the latter feat is completely useless.
but this is why I'm asking for advice!
I'll look at more utility stuff, then
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@Denada would you rule that an enemy with no creatures adjacent meets the criteria of this rule? It's been debated back and forth since the feat was published, the consensus is "Ask your DM"
decided to with low light vision because I need to be a more versatile bolt slinger
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edit: and she's, like, 7 feet tall
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She's just really inconspicuous.
either big or small
Dubh's character could probably carry Zeel around in a purse.
Like a tiny dog that can punch you with fire.
yeah, I fixed this a minute ago
kept forgetting to change to it
I tossed in gloves of piercing and called it a day
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https://www.youtube.com/watch?v=zekiZYSVdeQ
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then this song came to mind
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Funny thing, I have a power called Living Fortress. After I use it, for the remainder of the encounter, myself and any ally adjacent to me are considered to have cover.
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another ranged-person
I should look at everyone else's sheet as well
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I glanced through the backgrounds, but I noticed that the eberron ones don't explicitly say that they add skill to skill lists, rather that they are "associated with" a couple skills then named.
Is that basically the same thing as the others, just worded stupidly?
-Nobody has an intelligence score over 11 ( with a tight gap, bottoming at 9)
-Nobody has a dexterity score below 16
-Everybody except Waera has an extra origin/race
-Everyone but Thorfin has perception as a trained skill
-Everybody but Thorfin has a Good alignment
-Thorfin DOES have the highest possible skill roll, with Endurance at +19
-Zeel is about half as tall as Waera, and about 20% the weight
-Zeel, with the stubbiest legs in the party, is also the fastest
-Nobody has trained in Arcana, Bluff, or History
-Gleam is the only party member trained with any knowledge skills (Nature and Religion)
-Oh, that fucking Thorfin guy has Dungeoneering. Thorfin.
-Rusty has the highest average defenses at 24.25
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*pushes glasses up*
Um, actually, Zeel trained Dugeoneering.
Also, I may try to find a way to get History as a trained skill, simply because the flavor fits (and I do like having knowledge skills).
I thought I might be able to fix it by logging out and then back in, but I can't even log out.
Only two changes: switched out the Trap-related feat for a Skald multiclass, which then let me take history. It also gave me a healing aura, which should be helpful.
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And also the mental image of the smallest member of the party outrunning all of them. My little lizard legs doing the whole Road Runner thing.
(Can't wait for you guys to start playing.)
Rock Band DLC | GW:OttW - arrcd | WLD - Thortar
This is actually really useful information for me.
a research project at the library!!
-ACs range from 27 down to 23. This is on part with monsters of level 15 (high level artillery/brute) down to 7 (low level soldier). On average, an at level monster will have at least a 50% chance to hit (roll a 10+ and adding level + 5).
-Non-Armored Defenses (NADs) are a much wider range
--Fortitude ranges from 26 to 18. This is on par with monsters level 14 to 7, and an at level monster will hit at least 45% of the time
--Reflex is a tighter range, from 24 down to 20. This is on par with monsters level 12 to 8, and an at level monster will hit at least 55% of the time.
--Will is also close, ranging from 24 down to 19. This is on part with monsters level 12 to 7, and again an at level monster will hit at least 55% of the time.
-At-will attacks vs AC are the most common (6 out of 11). Bonuses are between 18 and 15. Average at-level monster AC is 25, so these will hit at least 55% of the time.
-At-will attacks vs Reflex are the next most common (3 out of 11). Bonuses are between 14 and 12. Average at-level monster Reflex is 23, so these will hit at least 45% of the time.
-Thorfin can also attack either Fortitude or Will, with a bonuses of 15. This will hit an at-level monster (23) about 65% of the time.
-Battlemind's Demand and Psychic Lock allow Thorfin to provide up to a -4 penalty to monsters attempting to hit his allies, decreasing their hit chance by 20 percentage points.
-Most characters have bonuses to saving throws, and Zeel also has Resist 15 fire. Zeel is the only party member with any natural resistances.
Difficulty-wise, high level monsters will be at significant advantage over the PCs, while lower level monsters will be only slightly outmatched. High level encounters built using more, lower level monsters will provide a better challenge over encounters with fewer, higher level monsters (this fact is actually pretty common). High level artillery that attack Fortitude will be very dangerous to the party, while soldiers will be the hardest to defeat (again this is common).
I didn't look at all the items and how they affect things, some items may provide other bonuses to hit.
Rusty is sporting a number of items from the charge kit, suggesting he will likely have the highest damage potential, though Lt Waera and Zeel will both have an easier time focusing their attacks against a single target.
"Wait, guys, don't submit it! We need at least three primary sources, not two!"
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except for the Zeel, he's the jock
the campaign ends when we all die of old age, having left no substantial intellectual contributions for our home countries
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Rock Band DLC | GW:OttW - arrcd | WLD - Thortar
"Uh...did we remember to have a control group?"