So, I'm planning on doing some serious shopping when I get back to town. I'm looking to pick up a heavy shield, a glaive, a longsword, a short sword and a long bow.
Yes, I plan to carry all those around at once. I need more versatility. I might just drop the falchion, not sure what purpose it will have. I guess a slight accuracy boost? Probably not worth keeping for just that. Long sword is for use with the shield against tough enemies, short sword is for access to light blade skills and the long bow is obviously for ranged. The glaive will give me reach attacks which should give me much better flexibility.
I think I'm going to swap my encounter ability for steel serpent strike when I hit level 2. Hitting two people is cool and all but it leaves me rather open. With a glaive I can safely steel serpent strike, marking an enemy and slowing him, and then fade away. Meaning he can't reach me and if he tries to attack anyone else he takes a -2 penalty. He also can't shift, meaning OAs for any adjacent folk.
As for my level 2 utility well. They all kind of look crappy. No opening is probably what I am leaning for, as I seem to get flanked enough as is.
As for team tactics. Tor and I need to be spreading our marks out and making the enemy waste effort coming after us, without getting smashed in the process. Tor, you need to get a ranged weapon and have some fun with it. You can mark an enemy at range and then run away, if they attack anyone else they take damage, good times. I can use my bow to mark and run. I can't force the enemy to take damage but a -2 to hit is a -2 to hit. I guess you should go for martyr's blessing as your utility.
Lekiun. I know you love fire and all but you should seriously look into some of the mage abilities that do more than just damage. Ray of Frost for example, reduces the enemies movement to 2. If we are fighting a big bad guy you can just hit him with that over and over as we laugh and laugh as he can't catch us as we ping him to death. Good times. The knocback on thunderwave is also very sexy. A great combo a wizard in my game is using is thunderwave, ap, icy rays (level 3 encounter) against melee enemies. Shove 2 melee enemies out of range and then freeze them in place, good times. I recommend shield as your utility power, it's amazingly useful.
Magnus. You probably should furious smash move, especially with how bad our accuracy is. Yeah, you do crap damage when you do it but if it makes goose's sneak attack land then it is all good. For 2nd level utility probably shake it off.
Goose. You should probably pick up piercing strike. It attacks the enemies reflex instead of their AC. Yeah, it's not crazy awesome damage or anything but against enemies with huge AC it should be amazingly useful. Switch out for that at 2nd level. I say tumble for your 2nd level utility.
I'm gonna go read up on alchemy now. We still need to formulate some strategies guys.
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Goose!That's me, honeyShow me the way home, honeyRegistered Userregular
So, I'm planning on doing some serious shopping when I get back to town. I'm looking to pick up a heavy shield, a glaive, a longsword, a short sword and a long bow.
Yes, I plan to carry all those around at once. I need more versatility. I might just drop the falchion, not sure what purpose it will have. I guess a slight accuracy boost? Probably not worth keeping for just that. Long sword is for use with the shield against tough enemies, short sword is for access to light blade skills and the long bow is obviously for ranged. The glaive will give me reach attacks which should give me much better flexibility.
I think I'm going to swap my encounter ability for steel serpent strike when I hit level 2. Hitting two people is cool and all but it leaves me rather open. With a glaive I can safely steel serpent strike, marking an enemy and slowing him, and then fade away. Meaning he can't reach me and if he tries to attack anyone else he takes a -2 penalty. He also can't shift, meaning OAs for any adjacent folk.
As for my level 2 utility well. They all kind of look crappy. No opening is probably what I am leaning for, as I seem to get flanked enough as is.
As for team tactics. Tor and I need to be spreading our marks out and making the enemy waste effort coming after us, without getting smashed in the process. Tor, you need to get a ranged weapon and have some fun with it. You can mark an enemy at range and then run away, if they attack anyone else they take damage, good times. I can use my bow to mark and run. I can't force the enemy to take damage but a -2 to hit is a -2 to hit. I guess you should go for martyr's blessing as your utility.
Lekiun. I know you love fire and all but you should seriously look into some of the mage abilities that do more than just damage. Ray of Frost for example, reduces the enemies movement to 2. If we are fighting a big bad guy you can just hit him with that over and over as we laugh and laugh as he can't catch us as we ping him to death. Good times. The knocback on thunderwave is also very sexy. A great combo a wizard in my game is using is thunderwave, ap, icy rays (level 3 encounter) against melee enemies. Shove 2 melee enemies out of range and then freeze them in place, good times. I recommend shield as your utility power, it's amazingly useful.
Magnus. You probably should furious smash move, especially with how bad our accuracy is. Yeah, you do crap damage when you do it but if it makes goose's sneak attack land then it is all good. For 2nd level utility probably shake it off.
Goose. You should probably pick up piercing strike. It attacks the enemies reflex instead of their AC. Yeah, it's not crazy awesome damage or anything but against enemies with huge AC it should be amazingly useful. Switch out for that at 2nd level. I say tumble for your 2nd level utility.
I'm gonna go read up on alchemy now. We still need to formulate some strategies guys.
I'm sticking with Fleeting ghost I think for my util if only because I want the ability to actually sneak. I haven't even been using stealth because of the penalties.
And I think I'm switching my enc and daily for sure this next level. I already have a ranged at-will so there's no worries on that. And usually, reflex is only slightly less than AC because they both tend to use Dex (at least in past editions its been this way). I don't know how much that's changed.
Non-fire spells? Who the hell do you think I am, quizzy? Don't joke around.
You're guy can have a raging hard on for fire spells all he wants. I'm just saying that you are gimping yourself by limiting yourself only to fire spells.
Besides, you have magic missile, that's not a fire spell, so there is a precedent here. :P
I fully expect something like it to exist eventually. Have you looked into Multiclassing options?
Come to think of it, being able to attack Reflex once in awhile would be a great magic weapon property.
I think I am going to have to look into multi-classing. There are only 4 powers from level 1-30 for the fighter that attack something other then AC. Not counting paragon paths, but, I think the one that works for my build only attacks AC with all those abilities too.
Also, anyone who is making final decisions on equipment type for a level, make sure to point it out. Don't need to be giving anyone daggers if they've moved onto glaives.
Also look at the D&D main thread for a hint of the shenanigans I am planning.
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Goose!That's me, honeyShow me the way home, honeyRegistered Userregular
edited August 2008
I was thinking of multiclassing starting at level 2. Either taking a multiclass feat (I meet the requirements for Warlock, Warlord, Fighter, Paladin, and Ranger) or taking Improved Init.
So, any thoughts?
And I think being able to sneak at full speed will be a good advantage to scout things. Any assists in distracting would certainly help. Could be a good strategy. Also going to places that have real cover would be nice :P
Also, I will be retraining to Piercing Strike because Riposte Strike isn't as great as I'd thought it would be. Are you only allowed to retrain 1 power at level?
Maserati Andrast, Eladrin Rogue Init +6 HP 17/23 Bloodied 11 Healing Surge 5 (3 used /7) AC 16 Fort 12 Reflex 16 Will 13 Speed 6 Str 14 (+2) Con 11 (+0) Dex 18 (+4) Int 10 (+0) Wis 12 (+1) Cha 14 (+2)
I think I'm going to multi-class into rogue, given my high dex. If we can set up flanks you and I could do MASSIVE damage goose.
Your stats qualify you for multiclassing into fighter, paladin, ranger, warlord of warlock.
I'm guessing you want to keep your focus mainly on damage, and of those we don't have a warlock, so going warlock could help us diversify a lot. Eyebite is a tremendous choice for a rogue, ranged attack that makes you invisible to the opponent till the start of your next turn. Great for playing it safe. You'd get that as an encounter power of you multi-classed warlock. Or if you need to do damage badly, eyebite, move up, ap, melee attack w/ combat advantage due to opponent not being able to see you.
Improved initiative is also very cool for you, given you being a rogue. Hard to chose between the two.
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Goose!That's me, honeyShow me the way home, honeyRegistered Userregular
I think I'm going to multi-class into rogue, given my high dex. If we can set up flanks you and I could do MASSIVE damage goose.
Your stats qualify you for multiclassing into fighter, paladin, ranger, warlord of warlock.
I'm guessing you want to keep your focus mainly on damage, and of those we don't have a warlock, so going warlock could help us diversify a lot. Eyebite is a tremendous choice for a rogue, ranged attack that makes you invisible to the opponent till the start of your next turn. Great for playing it safe. You'd get that as an encounter power of you multi-classed warlock. Or if you need to do damage badly, eyebite, move up, ap, melee attack w/ combat advantage due to opponent not being able to see you.
Improved initiative is also very cool for you, given you being a rogue. Hard to chose between the two.
Warlock was the one I was thinking of trying. Not just for eyebite. I was going to go Fey pact. Do multiclass warlocks still get to use warlock's curse?
Warlock was the one I was thinking of trying. Not just for eyebite. I was going to go Fey pact. Do multiclass warlocks still get to use warlock's curse?
Sadly no. You choose a pact and you get the pact's at will power as an encounter power. You get training in one skill from the warlock's skill list. You qualify for the paragon path of the pact you chose. And you can use a rod, wand, or pact blade when performing warlock moves.
Thats it though.
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Goose!That's me, honeyShow me the way home, honeyRegistered Userregular
edited August 2008
According to the table, you also get to use eldritch blast 1/encounter.
Of those my natural inclination is insight, but I like being aware of my surroundings a lot in D&D.
Perception is being aware of your surroundings, insight is more recognition of something specific. But intimidate isn't that necessary, as its only needed for my mob mentality power. Which isn't that spectacular and far off down the road anyway.
I guess since what I want to do with my character has sparked some debate, I should ask you if you will allow it, mr. jewcar sir, before I pursue this path.
The Table is wrong, the description is right, until WotC revises it. It would be upsetting except that Pact Blades exist, and Warlock powers are seriously useful. Do keep in mind, if you take a warlock path, you will have something whispering in your ear from time to time. In Maser's case, he may already have heard from it.
Considering the known entities, -- mutants, horses of shadow and bone, silence-oriented creatures who do stealth-surgery -- yeah, there's a lot of mileage to be had from being able to see beyond the obvious. That said, knowledge in general is pretty useful. This is crazy shit from earlier eras with crazy rituals and such, after all.
--
Inq: A two-handed weapon held in one hand just means that your hand and that weapon together form a generic one-handed improvised melee weapon. I don't see any purpose to making a hand with a big sharp stick in it LESS useful than holding a chair leg or simply punching without special training, or kicking a dude in the shin (no you do not get to use kicks or headbutts while using a two-handed weapon or two weapons normally without a feat).
--
Let's all learn the new stealth rules.
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Goose!That's me, honeyShow me the way home, honeyRegistered Userregular
edited August 2008
Wish Dragon had some extra stuff for Rogues. Kinda wanna multiclass into Swordmage now that I realized FR Guides are out already.
Then I got to browsing a rogue guide on the WotC board. I'm holding off on multiclassing till I get closer to the Paragon tier.
Hm. Character roadmap:
Level 2:
-Learn Great Leap (movement greater than speed ftw)
-Retrain skill: Swap Dungeoneering for Athletics so that I can learn the above
-Weaopn Proficiency: Rapier
Level 3:
-Learn Bait and Switch
-Retrain power: Swap Riposte strike for Piercing strike
That way, once I get to level 3 (if I don't die by then) I can get two powers that don't attack AC at once. And the rapier feat gives me a light blade that does 1d8 damage. I might've taken that first had I been paying attention to the other swords on the equipment table.
Yeah, all things considered, dungeoneering isn't going to come up especially much compared to standard Dungeon-oriented games. There will still be dungeons, but this isn't an Underdark Cthulhu campaign by a long shot. You guys also tend not to use your "know about monsters" abilities in general, which is half the point of Dungeoneering. :P
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Goose!That's me, honeyShow me the way home, honeyRegistered Userregular
edited August 2008
Just wait till PHB II comes out and I multiclass bard.
What's so different about the new stealth rules? I didn't pick up on anything.
I know one thing though. You assholes need to provide a distraction for me so that I can move in sneaky and stab some people.
Also, I think I might start trying to get creative with the skills I have.
Fuck, most of my free action spells are distractions.
I'm your man.
Quizzy: Okay so look. I've never played D&D 4th edition before, I'm not in another campaign where I'm like 40th level already and I never played with more than 2 other PCs or got past like 3rd level. Fire looked fun and worked with my feat. I can switch shit up later, but I'm stuck for NOW. Sure, looking through the PHB I always knew too many fire spells are just redundent, I have no intention of getting all fire spells all the way through. I want to get a reputation as a fucking pyro, sure, so that when Joe Badguy says: "LEKIUN EH? EAT THESE FIRE-EATING FIRE ELEMENTALS." I can be like: "Oh that's a pit... BIGBY'S CRUSHING HAND!" And then we can all laugh and laugh and laugh.
Guys also, as the resident 20 int wizard I should have been playing this whole game smarter, I'm sorry. I'll try to be better in da future. ^_________________^
Hey, it's cool that you are new to 4e D&D greeps. We are all rather new to 4e. That said, don't be afraid to ask questions and talk about strategies and stuff just because you are new. I'm here to help. Really!
Yes, you are stuck with your choices for now, but every time you level you can swap out an old power or skill or feat. So, we can re-tailor you if you ended up unhappy with any of your decisions. If you want me to I can do a quick run through on my opinions on wizard powers available to you?
Also, where I can I find these new stealth rules / alchemy rules. I suck at navigating wizards site.
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Goose!That's me, honeyShow me the way home, honeyRegistered Userregular
Goose!That's me, honeyShow me the way home, honeyRegistered Userregular
edited August 2008
Assuming we're going to be playing for awhile (longer than the one adventure we're on, I mean), Juke, would you be willing to accept a paragon path I made up?
It's waaaaay too early for me to even be considering things like Paragon paths. I haven't really been looking past the stats past Level 5. I'm fully interested in taking this campaign to at least level 20 (epic is still awkward as hell), but we're still like 81 encounters from Paragon. :P
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Goose!That's me, honeyShow me the way home, honeyRegistered Userregular
It's waaaaay too early for me to even be considering things like Paragon paths. I haven't really been looking past the stats past Level 5. I'm fully interested in taking this campaign to at least level 20 (epic is still awkward as hell), but we're still like 81 encounters from Paragon. :P
Shiiet. That's only a year away.
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Goose!That's me, honeyShow me the way home, honeyRegistered Userregular
edited August 2008
Well, here's the idea anyway. Been workin on it a couple of hours:
I fully anticipate tonight's game being on schedule as per usual. Try to be there on time, because the action (Jackson) will probably come early on. The session after this will be level 2, so keep pondering those level ups.
Also: I've decided that those mutant dudes will count as Aberrations, since I'm not huge on Far Realms stuff, so if you want to do a "monster check" on them you'll be using Dungeoneering, so that skill will be useful if you want to get an idea of what a particular mutant freak can do, and possibly some of their personal history, since many of them are unique individuals, and you're going to have zero access to "Well according to the MM Goblins walk like THIS, and Hobgoblins walk like this," so you'll want to seriously consider actually making those checks, because these guys are more or less the The Barbarois from Vampire Hunter D. :P
Posts
Juke if you ever run a higher level adventure please include me.
Don't forget to bring a towel, is all I'm saying.
Yes, I plan to carry all those around at once. I need more versatility. I might just drop the falchion, not sure what purpose it will have. I guess a slight accuracy boost? Probably not worth keeping for just that. Long sword is for use with the shield against tough enemies, short sword is for access to light blade skills and the long bow is obviously for ranged. The glaive will give me reach attacks which should give me much better flexibility.
I think I'm going to swap my encounter ability for steel serpent strike when I hit level 2. Hitting two people is cool and all but it leaves me rather open. With a glaive I can safely steel serpent strike, marking an enemy and slowing him, and then fade away. Meaning he can't reach me and if he tries to attack anyone else he takes a -2 penalty. He also can't shift, meaning OAs for any adjacent folk.
As for my level 2 utility well. They all kind of look crappy. No opening is probably what I am leaning for, as I seem to get flanked enough as is.
As for team tactics. Tor and I need to be spreading our marks out and making the enemy waste effort coming after us, without getting smashed in the process. Tor, you need to get a ranged weapon and have some fun with it. You can mark an enemy at range and then run away, if they attack anyone else they take damage, good times. I can use my bow to mark and run. I can't force the enemy to take damage but a -2 to hit is a -2 to hit. I guess you should go for martyr's blessing as your utility.
Lekiun. I know you love fire and all but you should seriously look into some of the mage abilities that do more than just damage. Ray of Frost for example, reduces the enemies movement to 2. If we are fighting a big bad guy you can just hit him with that over and over as we laugh and laugh as he can't catch us as we ping him to death. Good times. The knocback on thunderwave is also very sexy. A great combo a wizard in my game is using is thunderwave, ap, icy rays (level 3 encounter) against melee enemies. Shove 2 melee enemies out of range and then freeze them in place, good times. I recommend shield as your utility power, it's amazingly useful.
Magnus. You probably should furious smash move, especially with how bad our accuracy is. Yeah, you do crap damage when you do it but if it makes goose's sneak attack land then it is all good. For 2nd level utility probably shake it off.
Goose. You should probably pick up piercing strike. It attacks the enemies reflex instead of their AC. Yeah, it's not crazy awesome damage or anything but against enemies with huge AC it should be amazingly useful. Switch out for that at 2nd level. I say tumble for your 2nd level utility.
I'm gonna go read up on alchemy now. We still need to formulate some strategies guys.
I'm sticking with Fleeting ghost I think for my util if only because I want the ability to actually sneak. I haven't even been using stealth because of the penalties.
And I think I'm switching my enc and daily for sure this next level. I already have a ranged at-will so there's no worries on that. And usually, reflex is only slightly less than AC because they both tend to use Dex (at least in past editions its been this way). I don't know how much that's changed.
You're guy can have a raging hard on for fire spells all he wants. I'm just saying that you are gimping yourself by limiting yourself only to fire spells.
Besides, you have magic missile, that's not a fire spell, so there is a precedent here. :P
Also, fun fact: Standard AC for Level 5 Soldier? 21.
Dragonborn soldier, also Level 5, has AC 20.
Oh WotC, you so cra-zay
Come to think of it, being able to attack Reflex once in awhile would be a great magic weapon property.
I think I am going to have to look into multi-classing. There are only 4 powers from level 1-30 for the fighter that attack something other then AC. Not counting paragon paths, but, I think the one that works for my build only attacks AC with all those abilities too.
http://www.myth-weavers.com/sheets/view.php?id=59203
Also look at the D&D main thread for a hint of the shenanigans I am planning.
So, any thoughts?
And I think being able to sneak at full speed will be a good advantage to scout things. Any assists in distracting would certainly help. Could be a good strategy. Also going to places that have real cover would be nice :P
Also, I will be retraining to Piercing Strike because Riposte Strike isn't as great as I'd thought it would be. Are you only allowed to retrain 1 power at level?
Maserati Andrast, Eladrin Rogue
Init +6 HP 17/23 Bloodied 11 Healing Surge 5 (3 used /7)
AC 16 Fort 12 Reflex 16 Will 13 Speed 6
Str 14 (+2) Con 11 (+0) Dex 18 (+4) Int 10 (+0) Wis 12 (+1) Cha 14 (+2)
Click name for full sheet.
Your stats qualify you for multiclassing into fighter, paladin, ranger, warlord of warlock.
I'm guessing you want to keep your focus mainly on damage, and of those we don't have a warlock, so going warlock could help us diversify a lot. Eyebite is a tremendous choice for a rogue, ranged attack that makes you invisible to the opponent till the start of your next turn. Great for playing it safe. You'd get that as an encounter power of you multi-classed warlock. Or if you need to do damage badly, eyebite, move up, ap, melee attack w/ combat advantage due to opponent not being able to see you.
Improved initiative is also very cool for you, given you being a rogue. Hard to chose between the two.
Warlock was the one I was thinking of trying. Not just for eyebite. I was going to go Fey pact. Do multiclass warlocks still get to use warlock's curse?
Sadly no. You choose a pact and you get the pact's at will power as an encounter power. You get training in one skill from the warlock's skill list. You qualify for the paragon path of the pact you chose. And you can use a rod, wand, or pact blade when performing warlock moves.
Thats it though.
Unless that's an error.
Huh, that's funny. The table does say that, but it doesn't mention that at all in the actual feat description.
There's some kind of error going on somewhere.
Now what skill should I train? Insight, History, Arcana, or Intimidate? I'm thinking intimidate since there's rogue powers that prerequisite it.
Perception is being aware of your surroundings, insight is more recognition of something specific. But intimidate isn't that necessary, as its only needed for my mob mentality power. Which isn't that spectacular and far off down the road anyway.
So, Insight it will probably be.
Something we could really use, it seems.
What's your take on it?
Considering the known entities, -- mutants, horses of shadow and bone, silence-oriented creatures who do stealth-surgery -- yeah, there's a lot of mileage to be had from being able to see beyond the obvious. That said, knowledge in general is pretty useful. This is crazy shit from earlier eras with crazy rituals and such, after all.
--
Inq: A two-handed weapon held in one hand just means that your hand and that weapon together form a generic one-handed improvised melee weapon. I don't see any purpose to making a hand with a big sharp stick in it LESS useful than holding a chair leg or simply punching without special training, or kicking a dude in the shin (no you do not get to use kicks or headbutts while using a two-handed weapon or two weapons normally without a feat).
--
Let's all learn the new stealth rules.
Then I got to browsing a rogue guide on the WotC board. I'm holding off on multiclassing till I get closer to the Paragon tier.
Hm. Character roadmap:
Level 2:
-Learn Great Leap (movement greater than speed ftw)
-Retrain skill: Swap Dungeoneering for Athletics so that I can learn the above
-Weaopn Proficiency: Rapier
Level 3:
-Learn Bait and Switch
-Retrain power: Swap Riposte strike for Piercing strike
That way, once I get to level 3 (if I don't die by then) I can get two powers that don't attack AC at once. And the rapier feat gives me a light blade that does 1d8 damage. I might've taken that first had I been paying attention to the other swords on the equipment table.
Level 4
- +1 Dex, +1 Str
-Learn Weapon Focus: Light Blades
I keep regretting taking dungeoneering so I'm finally getting rid of it.
And that's as far ahead as I'll go for now.
I know one thing though. You assholes need to provide a distraction for me so that I can move in sneaky and stab some people.
Also, I think I might start trying to get creative with the skills I have.
The Silent Ones will be pissed. :P
--
Also, that Black Shortsword? Actually you looked at it wrong, it was a Rapier. :P
Fuck, most of my free action spells are distractions.
I'm your man.
Quizzy: Okay so look. I've never played D&D 4th edition before, I'm not in another campaign where I'm like 40th level already and I never played with more than 2 other PCs or got past like 3rd level. Fire looked fun and worked with my feat. I can switch shit up later, but I'm stuck for NOW. Sure, looking through the PHB I always knew too many fire spells are just redundent, I have no intention of getting all fire spells all the way through. I want to get a reputation as a fucking pyro, sure, so that when Joe Badguy says: "LEKIUN EH? EAT THESE FIRE-EATING FIRE ELEMENTALS." I can be like: "Oh that's a pit... BIGBY'S CRUSHING HAND!" And then we can all laugh and laugh and laugh.
Guys also, as the resident 20 int wizard I should have been playing this whole game smarter, I'm sorry. I'll try to be better in da future. ^_________________^
Yes, you are stuck with your choices for now, but every time you level you can swap out an old power or skill or feat. So, we can re-tailor you if you ended up unhappy with any of your decisions. If you want me to I can do a quick run through on my opinions on wizard powers available to you?
Also, where I can I find these new stealth rules / alchemy rules. I suck at navigating wizards site.
Puns abound.
Idea. You ready a ghost sound for when I am about to hide (make a stealth check).
Man once the equipment book comes out, shit is gonna be hot.
*throws down a smoke bomb*
Alchemy preview rules are here: http://www.wizards.com/default.asp?x=dnd/4ex/20080814b
Shiiet. That's only a year away.
http://forums.penny-arcade.com/showpost.php?p=6749703&postcount=185
I'm gonna keep reading stuff to see if I missed anything else.
Also: I've decided that those mutant dudes will count as Aberrations, since I'm not huge on Far Realms stuff, so if you want to do a "monster check" on them you'll be using Dungeoneering, so that skill will be useful if you want to get an idea of what a particular mutant freak can do, and possibly some of their personal history, since many of them are unique individuals, and you're going to have zero access to "Well according to the MM Goblins walk like THIS, and Hobgoblins walk like this," so you'll want to seriously consider actually making those checks, because these guys are more or less the The Barbarois from Vampire Hunter D. :P