Aubrey's PF Dark Sun (Inactive)

Game Master Aubrey the Malformed


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Human

Take care, Tenro.

The Exchange

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Hi guys, I am back but I've got a few things work-wise to do. Should be back on imminently.

Dark Archive

Wintergreen's CE PA IT Geek 10/Daddy 9/Physicist 3/Cartographer 1/Runner 3/Cub Scout Leader 2/Musician 1

I'm away from the internet from sometime today until sometime Monday. Feel free to run Jareen as necessary!

The Exchange

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Just to let everyone know I am, yet again, going on holiday - this time for a week - from Saturday 23rd August. Again, I am very unlikely to have internet access.

Dark Archive

Wintergreen's CE PA IT Geek 10/Daddy 9/Physicist 3/Cartographer 1/Runner 3/Cub Scout Leader 2/Musician 1

Ha! Me too, same week.

The Exchange

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I'm on holiday after today - see you all Monday after next.


NOW IN TECHNICOLOR!

Have fun, and remember me to one who lives there.

The Exchange

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OK, we've not heard from either Irivis nor Th'Kal for around about a month (since before I went on holiday). Characters without players slows things down a bit, so unless they show up in the next 24 hours or so I'll write them out (they can be assigned to a different guard detail or something). In that unfortunate event, do we want to recruit replacements. At the moment the party (excluding them) consists of:

Gart (Leader)
Furio (Defender)
Arakan (Leader/Striker)
Jareen (Controller)

That's the party roles more or less covered, albeit a little light on the striking and heavier on the leading/healing. Do we want to recruit, or leave the party as it is, since it would be reasonably viable? Recruits would be strikers, I would assume (both Irivis and Th'Kal are strikers) which would increase the offensive punch of the party. But a smaller party means a shorter turnaround time for individual turns and probably a faster overall game.

Dark Archive

Wintergreen's CE PA IT Geek 10/Daddy 9/Physicist 3/Cartographer 1/Runner 3/Cub Scout Leader 2/Musician 1

I'd be happy to run with just the four. We can evolve to cover some more striking I expect.

The Exchange

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Looks like Th'Kal is back anyway, though the issue with Irivis persists.

The other advantage, of course, of not recrtuiting is that they can come back as and when they are able without the issue of role duplication and excess party members.

The Exchange

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By the way, I suggested a while back that Furio train out his lvl 1 daily for Brutal Strike (which is a lvl 1 Fighter Daily in the PHB) given that Furio never uses his Daily attack at all (and not very surprising, given it's pretty weak). I notice he hasn't done so, which I assume is an oversight given Heathy's been busy lately - you might like to do it fairly soon.

The Exchange

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Th'Kal, if you are going to disappear for a couple of weeks it would be helpful if you could let us know in advance. I appreciate you can't always do that, but it makes dealing with the situation a lot easier if you can. This isn't the first time.


male Mul Fighter 4 EXP 3873
Aubrey the Malformed wrote:
By the way, I suggested a while back that Furio train out his lvl 1 daily for Brutal Strike (which is a lvl 1 Fighter Daily in the PHB) given that Furio never uses his Daily attack at all (and not very surprising, given it's pretty weak). I notice he hasn't done so, which I assume is an oversight given Heathy's been busy lately - you might like to do it fairly soon.

I'll make this a note to self and get on it in the next couple days. I thought I had done that; maybe not, or maybe it didn't save when I changed it; I can't recall. Dividends are not expenses!!!


Male Thri-Kreen Barbarian 5 :: HP 53/53 +0 temp; Surges 10/10 [ AC 20, F 20, R 19, W 13 ]
Aubrey the Malformed wrote:
Th'Kal, if you are going to disappear for a couple of weeks it would be helpful if you could let us know in advance. I appreciate you can't always do that, but it makes dealing with the situation a lot easier if you can. This isn't the first time.

To be honest, I just got out of the habit of checking with the long string of vacations... And then school started up for me and starting new semesters is always a crazy time of getting the kids used to being class.

But I'm back and hopefully it's all good (well, never really left, just didn't have this link on my frontpage anymore).


MAP 42/42 hp

If we do end up recruiting more, and someone happens to want to be a leader/healer instead of a striker, i would be willing to swap to a new character.

Gart, while fun, isn't exactly the character i had envisioned. I was imagining more of a divine sun/fire magic user.

offhand, some things that looked interesting were Animist Shaman, p90 DSCS

maybe Devoted Cleric (Radiant Servant paragon path later) if there was a strong fire/sun theme with it, although that could be flavor.

or i could keep playing Gart.

The Exchange

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Well, divine casters are totally out with respect to Dark Sun - the gods are dead. But a shaman is possible if you prefer - they are primal casters.

Dark Archive

Wintergreen's CE PA IT Geek 10/Daddy 9/Physicist 3/Cartographer 1/Runner 3/Cub Scout Leader 2/Musician 1
Th'Kal wrote:

To be honest, I just got out of the habit of checking with the long string of vacations... And then school started up for me and starting new semesters is always a crazy time of getting the kids used to being class.
But I'm back and hopefully it's all good (well, never really left, just didn't have this link on my frontpage anymore).

I use http://paizo.com/people/Nevynxxx/campaigns as my landing page each day, so I can see which PbPs have posts I need to read. If you substitute your username in there, you'll get a list of them all, rather than hitting the main Paizo page or soemthing. It's really useful, and not well advertised I think ;)


M Humanborn

ah, i wasnt sure if a cleric of the sun was doable, since the sun isnt a god. but yeah the other one seems cool too, with a support element with the neat little mechanic of the primal spirit. if its there, it gives one bonus, use it up that round for another bonus, etc.

The Exchange

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OK, if you want to play a shaman, come up with a character concept and let me know. Do you have the relevant books?

As for the deific nature of the sun, it's a god if there is a sun god (like Pelor).


MAP 42/42 hp

I have core and the DS book. Itll take awhile for me to make a concept. Itll be my first 4e character with no training wheels

The Exchange

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Core? Do you mean the PHB? The shaman is in, I believe, the PHB2. What's in the DS book isn't the full class description.


MAP 42/42 hp

oh, dang. i will poke around and see if i can find it

The Exchange

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How's it going with the shaman, or do you want me to come up with something? I assume you have a vague concept in mind, at least?


MAP 42/42 hp

I havent managed to get access to PHB2, i am unaware of any free resources for it.

The vague idea was a dwarf fire- or sun-themed shaman who can heal and whose primal spells are typically support but could also have some evocation.

The Exchange

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OK, so the concept is a dwarf shaman. Let me work on something for you, see what you think. Is that OK, or do you want to do it yourself?

The Exchange

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Or you could look at this.


MAP 42/42 hp

I'll see what i can piece together on my own, i figure you are busy and already made one character for me

thanks for the reference

The Exchange

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No probs - character creation is one of the best bits of the game. Let me know when you have something.

The Exchange

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I am away from tonight until Sunday night - my wife's birthday weekend - and I doubt I'll be checking in much.

The Exchange

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Aadvark, you are getting quite slow in your posting. Are you struggling with this game?


Male Half-Elf Mindvivisectionist 3/Archaeologist 1 (AC: 16 [T: 13 /F: 14]; HP: 28/28; F+5 (+2 vs Poison), R+8, W+4; Init: +2; Perc: +7 [Low-light vision])

Be wary of overly noble intentions in Dark Sun. There is a reason (well quite a few reasons, to include no real gods), as to why Paladin was not even a playable class in the original setting. Serious do-gooders don't last long in Athas. Both slavery and sacrifices to Sorcerer-kings are fairly common and accepted practices. Our one concern here is mainly that it may be based on the big comet event.


MAP 42/42 hp

that's a good point, i had forgotten about the astronomy rolls we made before.


M Humanborn

actually looking into this shaman business now. MUCH more interesting, i think.

where is the information on Backgrounds? i may find it before you answer, just figured i'd ask in case anyone was particularly quick-on-the-draw this weekend.

The Exchange

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What do you mean? In terms of character background, or are we talking more mechanically here?


M Humanborn

Mechanically, at first. Gart, for instance, has a military background that gives him a +2 athletics. I was wondering where I could see my range of similar options for an Elemental Priest Shaman.

The Exchange

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Do you have the Dark Sun Campaign Book, as it is in there? Otherwise I can give you some options. Those options are more or less based on where you come from, your race, and so on, so they relate back to your backstory rather than your class. It might be better to approach it from that direction.


M Humanborn

yes, i was looking for a list to see what backgrounds might make sense for a Dwarf Shaman. As i look in the DS book, i see two ideas for dwarves, neither of which seem to suit the character idea i had. as far as background actually goes, i am somewhat at a loss.

what other races are possible to choose besides human/half-giant/thri-kreen (though i recall you didnt want two of those in the party)?

My idea for the character was one who was part of a small tribe/clan, eking an existence out in the wastes (as primal magic isnt looked upon too kindly). The clan, in my mind, would likely venerate the sun and perhaps serve as an oasis or safe haven of some sort perhaps, providing healing to passers-by and doing their best to stay away from the machinations of sorceror-kings and city-states. My character would be one of many that travel freely, calling the village home but plying their trade elsewhere to funnel goods back to the village in time.

while i enjoy the rich history of the dwarves, i am open to other racial options. everyone ascribes to a particular DS canon, and i find the difference between them is usually what races are around. I feel like 4e just crammed eladrin and teifling in there, as well as dragonborn (although i see them as a somewhat acceptable analog for Pterrans).

What about a Genasi (likely fire, as an adherent of the sun, but maybe earth)?

Likewise, the earth theme might make more sense for a dwarf/pterran/earth genasi.

I am just wondering what you think on the matter, particularly of race. We've had a dwarf, and a little bit of that history was explored. We have Muls/Human/Half-elf/Thri-kreen covered. We had a halfling before.

To stick to tried-and-true, i'd probably go with dwarf. To explore new racial territory, I'd like to play as a genasi or pterran, unless you have perhaps another suggestion.


Male Half-Elf Mindvivisectionist 3/Archaeologist 1 (AC: 16 [T: 13 /F: 14]; HP: 28/28; F+5 (+2 vs Poison), R+8, W+4; Init: +2; Perc: +7 [Low-light vision])

I think Goliaths are treated as Half-giant. I'm actually surprised by the idea of dragonborn as Pterran, I'd never thought of that. What about using a Minotaur as a Tarek? They were a very tough, earth-focused race.


M Humanborn

that's not a bad idea.


M Humanborn

do we get a wild talent?

if so, and we get to pick it, i'd like Telekinetic Grasp

if so, but it is random, 1d10 ⇒ 6 = Psionic Image

-----------------

also, i just picked an ability array from the core book, please let me know if you all have a different way of choosing abilities. i chose 18 13 13 10 10 8

-----------------

also, looks like the elemental shaman has a primarily earthen theme, which falls in line with things. not the fire element i originally imagined, but i still like it.

for equipment, i assume you will do the choosing for that? i had planned on primarily using a totem, if possible.


M Humanborn

sorry for filling up this thread with posts, but below is what i have so far.

- It has Dwarf as race, since i used Gart's sheet as a base and haven't changed it yet.

- Still needs RACE, BACKGROUND, and possible WILD TALENT, as well as WEALTH.

Cahel, Dwarf Elemental Priest Shaman 4

Abilities - Theme - Background:

STR 10
CON 13+1
DEX 10
INT 13+1
WIS 18
CHA 8

Theme: Elemental Priest
Background :

Reserved - Fatalistic - Skeptical
Adaptable - Pragmatic - Protective
Steady - Stoic - Patient

AC:
Fort:
Ref:
Will:

Init: +
Speed:
Passive Perception:
Passive Insight:

HP: xx/0 (27+CON mod)
Bloodied value: (half)
Surges p/day:
Surges remaining:
Per surge: (1/4)
Death Saves: 0
Temp hp: 0
Action points: 1
XP: see above

OFFENSE
Basic melee attack:
Basic ranged attack:

Racial Features:

Cast Iron Stomach: +5 save v poison
Dwarven Resilience: take Second Wind as a minor action
Dwarven Weapon Proficiency: proficient with hammers
Encumbered Speed: encumbrance doesn't affect speed
Stand Your Ground: forced movement reduced by 1; immediate saving throw to prevent being knocked prone

Class Features - Feats:

Role: Leader
Power: Primal
Key: WIS, CON, INT
Armor: Cloth, Leather
Weapons: Simple, Melee, Hammers (from race)
Implement: Totems
Defense: +1 FORT, +1 WILL

Companion Spirit: Call Spirit Companion, Shaman Feature, At-Will, Conjuration, Primal
Minor Action, Close burst 20
modified by a feat, see Feats
Effect: You conjure your spirit companion in an unoccupied square in the burst. The spirit lasts until you fall unconscious or until you dismiss it as a minor action. The spirit occupies 1 square. Enemies cannot move through its space, but allies can. When you take a move action, you can also move the spirit a number of squares equal to your speed.
The spirit can be targeted by melee or ranged attacks, although it lacks hit points. If a single melee or ranged attack deals damage to the spirit equal to 10 + one-half your level or higher, the spirit disappears, and you take damage equal to 5 + one-half your level. Otherwise, the spirit is unaffected by the attack.
Protector Spirit: You draw on the strength of the bear or a similar protective spirit to defend and bolster your allies.
- Spirit Boon: Any ally adjacent to your spirit companion regains additional hit points equal to your Constitution modifier when he or she uses second wind or when you use a healing power on him or her.
- Spirit’s Shield: You gain the spirit’s shield power, an attack you make through your spirit companion as an opportunity action.
- At-Will Attack Power: You gain the protecting strike power. You choose a second at-will attack power as normal.
Healing Spirit: Healing Spirit, Shaman Feature, Encounter (Special), Healing, Primal, Minor Action, Close burst 5
modified by a feat, see Feats
Target: You or one ally in burst
Effect: The target can spend a healing surge. If the target does so, one ally adjacent to your spirit companion, other than the target, regains 1d6 hit points.
Level 6: 2d6 hit points.
Level 11: 3d6 hit points.
Level 16: 4d6 hit points.
Level 21: 5d6 hit points.
Level 26: 6d6 hit points.
Special: You can use this power twice per encounter, but only once per round. At 16th level, you can use this power three times per encounter, but only once per round.
Speak with Spirit: Speak with Spirits, Shaman Feature, Encounter, Primal
Minor Action, Personal
Effect: During this turn, you gain a bonus to your next skill check equal to your Wisdom modifier.

FEATS

Shared Healing Spirit: When you use healing spirit, you can choose one ally within 2 squares of the target to regain the additional hit points, instead of an ally adjacent to your spirit companion.
Spirit of Vigor: When you use call spirit companion as a minor action, one ally adjacent to your spirit companion when it appears gains temporary hit points equal to your Intelligence modifier.

Skills:

Skills (trained: Nature, Heal, Insight, Perception):
Acrobatics 2 = 2 + 0 DEX
Arcana 4 = 2 + 2 INT
Athletics 4 = 2 + 2 STR
Bluff 1 = 2 - 1 CHA
Diplomacy 1 = 2 - 1 CHA
Dungeoneering 6 = 2 + 4 WIS
Endurance 4 = 2 + 2 CON
Heal 11 = 2 + 4 WIS +5
History 4 = 2 + 2 INT
Insight 11 = 2 + 4 WIS +5
Intimidate 1 = 2 - 1 CHA
Nature 11 = 2 + 4 WIS +5
Perception 11 = 2 + 4 WIS +5
Religion 4 = 2 + 2 INT
Stealth 2 = 2 + 0 DEX
Streetwise 1 = 2 - 1 CHA
Thievery 2 = 2 + 0 DEX

Powers:

At Will:

Companion Spirit (Protector): See Class Feature modified by a feat, see Feats

Spirit’s Shield: Shaman Feature, At-Will, Healing, Implement, Primal, Spirit
Opportunity Action, Melee spirit 1
Trigger: An enemy leaves a square adjacent to your spirit companion without shifting
Target: The triggering enemy
Attack: Wisdom vs. Reflex
Hit: Wisdom modifier damage.
Effect: One ally within 5 squares of your spirit companion
regains hit points equal to your Wisdom modifier.

Protecting Strike: Shaman Attack 1, At-Will, Implement, Primal, Spirit
Standard Action, Melee spirit 1
Target: One creature
Attack: Wisdom vs. Will
Hit: 1d8 + Wisdom modifier damage, and each ally adjacent to your spirit companion gains temporary hit points equal to your Constitution modifier.
Level 21: 2d8 + Wisdom modifier damage.

Defending Strike: Shaman Attack 1, At-Will, Implement, Primal, Spirit
Standard Action Melee spirit 1
Target: One creature
Attack: Wisdom vs. Reflex
Hit: 1d8 + Wisdom modifier damage. Until the end of your next turn, you and your allies gain a +1 power bonus to AC while adjacent to your spirit companion.
Level 21: 2d8 + Wisdom modifier damage.

Encounter:

[_] Thunder Bear’s Warding: Shaman Attack 1, Encounter, Implement, Primal, Thunder
Standard Action Ranged 5
Target: One creature
Attack: Wisdom vs. Fortitude
Hit: 1d6 + Wisdom modifier thunder damage. Until the end of your next turn, you and your allies gain resistance to all damage equal to your Constitution modifier while adjacent to your spirit companion.
Protector Spirit: You or an ally within 5 squares of you gains temporary hit points equal to your Constitution modifier.

[_] Spirit of Athas: Elemental Priest Feature, Encounter, Conjuration, Implement, Primal
Minor Action Ranged S
Effect: You conjure a spirit of Athas. You and your allies gain a +1 power bonus to all defenses while adjacent to it. As a standard action, you can dismiss the spirit and make the following melee 1 attack from the spirit’s square.
Target: One enemy
Attack: Primary ability vs. Reflex
Hit: 1d10 + ability modifier damage, and the target takes a -2 penalty to attack rolls and all defenses until the end of your next turn.
Level 11: 2d10 + ability modifier damage.
Level 21: 3d10 + ability modifier damage.

[_] Speak with Spirit: See Class Feature

[_] Healing Spirit: See Class Feature

[_] Spring Renewal: Strike Shaman Attack 3, Encounter, Healing, Implement, Primal, Spirit
Standard Action Melee spirit 1
Target: One creature
Attack: Wisdom vs. Fortitude
Hit: 2d8 + Wisdom modifier damage, and one ally adjacent to your spirit companion can spend a healing surge.
Protector Spirit: The ally regains additional hit points equal to your Constitution modifier.

Daily:

[_] Spirit of the Healing Flood: Shaman Attack 1, Daily, Healing, Implement, Primal
Standard Action Close burst 5
Target: Each enemy in burst
Attack: Wisdom vs. Fortitude
Hit: 1d8 + Wisdom modifier damage.
Miss: Half damage.
Effect: Until the end of the encounter, you and each ally in the burst gain regeneration 2 while bloodied. As a minor action, a character can end this effect on himself or herself to regain 10 hit points.

[_] Scion of Stone: Elemental Priest Utility 2, Daily, Conjuration, Primal
Minor Action Ranged 5
Effect: You conjure a scion of stone that lasts until the end of the encounter. You and your allies gain a +1 power bonus to all defenses while adjacent to it. As a minor action, you can dismiss it to grant you and each ally adjacent to it temporary hit points equal to S + one-half your level.

Items - Wealth:

Weight:
Capacity:

Money:

The Exchange

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The array you chose is fine. It's just drawn up along the lines of the point-buy system so you can alter it in line with that if you wish to get the stats you want.

Well, race seem to be a big decision we haven't made yet. As a primal caster there's actually no stigma in using that magic. It's arcane magic which riles the natives. Your background would work as a dwarf - I just wonder if dwarf is what you want. Tareks are in the 4e DS Creature Catalogue - they are basically trated like orcs, but with a variant racial power. It would work reasonably well too in respect to the campaign in terms of getting you into the campaign. However, orcs aren't a very well fleshed-out character race - there's a brief mention in the Monster Manual 1. But we could consider jury-rigging the half-orc?

Another good alternative is half-giant (aka goliath) which are fully detailed in the PHB 2.

You'll get a wild talent. The others rolled randomly, I believe, but since it rarely comes into play you can choose the one you want (assuming others don't have it, of course - it might work to vary the wild talents among the group, but it isn't crucial).


M Humanborn

Honestly, the more i think about it, the less i feel that Dwarf is the choice for me.

Looking at Goliath (Half-giant), that seems a solid choice. They have a fleshed-out culture. Their racial power, while not directly empowering any Shaman abilities, at least helps keep them alive. As a somewhat common race, it ought to pose few issues but still bring a different flavor to the party.

As far as Tarek goes... I didn't see the "Half-Orcs as Characters" entry I am accustomed to seeing, I saw only encapsulated stat blocks. I don't have enough skill in making a character to extrapolate what i need from that to apply basic racial stats to my character sheet. I looked at the two blocks presented, and what i assume is the racial power (as it was in both blocks) isn't very useful to a shaman. Also, the basic half-orc racial stats only help with up-front melee combat, which is something i wasn't planning on willingly forcing my way into. On the plus side, researching Tareks made me come across this nice page with some good info on them.

---------------

thinking down the road, Half-giant might be a better choice as well. when level 11 comes along, i was thinking of going along the Rainbringer path. Smoking Crown Priest looks fun, but Rainbringer would be more beneficial to the party and fitting of a healer role. I figure Half-giant will be better for that, since it's "earthy" but not tooooo "earthy" ... and a Tarek spouting water might be odd.

---------------

So, as far as the options you presented, I am leaning towards Half-giant.

Now, I am trying to think of a motivation for my character to be involved with this caravan, other than simple mercenary goals. I figure a primal caster would be something more than a mercenary, as well as having left a coveted position in a barbarian tribe. Although, spirits say the darndest things...

----------------

Regarding equipment, will you be choosing that, or do I?


Tenro:

Spoiler:
You may have noted the issue with the head-swapping monster. (Or you may not...) Anyway, this is a something you could be tracking down to slay, as it may have ravaged your village or other people who you care about. It also means you can join the party right now and have a reason to travel with them.


M Humanborn

Aubrey:

Oh, that sounds good. I didn't know if that was going to be a one-off sort of thing or a more significant creature.

"Slaying" isn't necessarily something I would imagine the character would be sent to do (as he is primarily a caster) but would at least go after it to see what could be done about setting things right once more by effecting the creature's death in some way other than directly slaying it myself.

I would imagine my character would be expected to return to the village, but if it were ravaged, there might not be a village to return to. Which is sad, but Athas is a terrible place.

The Exchange

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Tenro:

Spoiler:
You might be motivated by revenge rather than by being sent. And finding a bunch of well-armed warriors might be just what the witch-doctor ordered. And yes, a ravaged village wouldn't be much to get back to. Longer term motivation might be more problematic but on the other hand hopefully defilers dropping rocks from the sky might be sufficient.

Re equipment, let me think about it a bit. Magic items don't drop off trees in this setting but that doesn't mean you won't have something. I'll look at the others and see what they have to make a comparison. However, you should assume you have a magic totem of lvl 5 or below - I'll let you know about the rest.


M Humanborn

Alrighty, sounds fair. I was pretty sure you were gonna want to pick the equipment sincee it is Dark Sun and all. Thinking about Gart, I'm pretty sure he had only one magic item, the shield.

As far as gear for the Half Giant, if I may put a bit of a rough wish list:
- The totem of course. There were some cool-looking ones, but I didnt look at them too hard because I assumed I'd have no choice in the matter. I'll look at them again tomorrow and ask again about a specific one.
- some kind of melee and/or ranged basic weapon. Not sure if half-giants get plus-sized weapons by default or not, but bigger is better.
- leather armor, I assume mundane
- a shield if shamans can use those

The Exchange

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On weapons, shamans are proficient only with simple weapons and the longspear. You don't get to use large weapons (unlike in 3e) as a half-giant. You also can't use shields. But the longspear is a decent 2H weapon (reach, 1d10 damage) so I'd advise that. As you get a bonus to STR as a half-giant I'd consider going with a heavy thrown simple weapon like the javelin.


M Humanborn

Looking hard at Spring Renewal Totem, pg208 PHB2

Also, should I only have two feats?

The Exchange

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You are missing:

- a feat
- a 1st level At Will attack power
- you haven't added your racial bonuses to your stats
- we haven't given you a Background bonus
- you also have inherent bonuses to AC and attacks as this is DS
- you have incorrectly assigned you Vigorous Spirit feat to INT instead of WIS

Re the racial bonuses, goliaths get a +2 to STR and a +2 to either CON or WIS (the option to take WIS is not in the PHB2 but was added later).

Re the Background, I suggest you take the Geographical background Tablelands - Land's Guardian. This allows you to take a +2 bonus to either Diplomacy or Endurance, or to learn the Thri-Kreen language.

A couple of comments re you stats. You have taken the shaman secondary stats, INT and CON, and split the different so they are the same. You have also added your 4th level stat increases to each of INT and CON.

It's often a mistake to try to have three main stats. Every four levels you get to increase two stats by 1. You need to maximise WIS, as it is your attack stat, so it should be increased on every occasion you get the chance to maximise your effectiveness in combat. The secondary stats sometimes come into play in combat as some secondary effects may work off them (e.g. like "If you his you shift the target a number of squares equal to your INT bonus") but often powers don't reference them. Interestingly, the Animist Shaman powers don't seem to bring the secondary stats in much at all - everything works off WIS.

So I would consider choosing one of the secondary stats and sticking with it when the stat increases come up every four levels, i.e. either INT or CON (personally, I'd go for CON as it's more half-giant-y but that's an aesthetic rather than mechanical consideration). You might also want to consider rethinking the stat array you chose if you only want to emphasise one of the secondary stats.

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