Aubrey's PF Dark Sun (Inactive)

Game Master Aubrey the Malformed


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

Merry Christmas to you too Aubs!

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I shall be at my mother-in-law's (and father-in law's) until the 31st, with no internet access. Happy New Year everyone!

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A quick heads-up on 4e combat. The others will help you, but:

- you get three actions per turn: a minor, and move and a standard.
- you can elect to change a standard action into a minor or a move. You can change a move into a minor.
- most attack powers are standard actions, but some utilities are minors or moves. It will say in the power description.
- get to understand your powers, and in particular what sort of action they are - you can use as many powers as you like in a round, if you have the actions.
- an Action Point gives you an extra action per round. You can use one once per encounter.

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Happy New Year everyone!

Liberty's Edge

Manwolf Werewoof testing upper middle class twit 5

Huzzah!!!


Ruscer:

Spoiler:
I assume you are delaying to see how the others handle the combat rules. There is basically one golden rule with playing a 4e ranger in combat - make sure you use your Hunter's Quarry to mark up the enemy you are attacking (within the limits of the rules, of course). This allows you to boost your damage output, which is the role, as a striker, of a ranger in combat. (Defenders - Furio - are there to attract attacks from more fragile characters; leaders - Gart - are there to buff and heal; controllers - Jareen - are there to do area-effect and debuffs; and strikers - you and Arakan (him to some extent, as he is a hybrid with rogue, a striker class, and bard, a leader class) are there to do maximum damage to a single target.) Hunter's Quarry is a minor action, leaving you a standard (normally an attack is a standard action) and a move action each round. Do this, and you have more or less got the basics down of your character class.

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Heathy:

Spoiler:
Just a quick comment on Furio and fighters in 4e. Your job is to get into combat and hold down as many enemies as possible. You do that by "marking" - an enemy that is marked by you takes a -2 to hit anyone other than you, so obviously they tend to attack you in preference. The benefit of this is to keep the enemies off the squishier members of the party, but also means you need good defences and lots of hp since (if you are doing it right) you should be taking more than your fair share of attacks. A fighter marks an enemy simply by attacking them - you don't even have to hit them, just make an attack - which last until the end of your next turn (unless renewed with a new attack).

Once you have marked an enemy, you also have the ability to stop them attacking someone else or getting away. If an enemy adjacent to you who you have marked makes an attack that doesn't include you or tries to move or shift, you get an AoO with a bonus equal to your WIS mod on the to hit roll. If you hit, they can't complete the move (although they can complete an attack if they survive).

So once you mark an enemy, they can be pretty much stuck with attacking you, as you get a free attack if they try to get away or attack someone else. This is pretty much your schtick as a fighter.

Found this on the web, which might help.

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Wintergreen's CE PA IT Geek 10/Daddy 9/Physicist 3/Cartographer 1/Runner 3/Cub Scout Leader 2/Musician 1
Arakan wrote:
Jareen, don't forget to hide any arcane actions, as we are often seen as defilers. I don't remember if Aubrey said it was a Bluff or Arcana skill check. Call it a different type of power source (e.g. Psionic, Divine). Since we have a group of martials they may not be able to tell the difference, but anyone that uses those sources normally, can recognize it otherwise.

That's an interesting point. Is there much point hiding it at this juncture? As unsure as Jareen is of his new companions, this show of force is likely to show them that he isn't weak and to be trifled with. There isn't anyone else out here to hide it from....

I did just forget, don't get me wrong, and thanks for the reminder, but I think it may be better to not hide it this time.

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Well, you've just met these guys. I've generally left it up to the players if they want to get bent out of shape by arcane magic or not, and they've chosen not to (so far). Plus Magic Missile is probably not the most profound arcane power, and probably can be explained as something else (he says, not actually being able to remember any psion powers at all). But Ruscer, at least, is more or less an aboriginal who could be expected to take unkindly to "defilers" even if the rest of you city slickers might have a more nuanced view. I dunno - a subject for debate, at least to clarify the PC's attitudes?

And you can try a roll if you just forgot to make it, especially since the last combat was a few months ago in real time (though actually that kicked off due to some "defiling"). The roll per the rules is normally Bluff opposed by the observers' Arcana scores +10 (and since most rabble don't have Arcana or much INT, that's normally a DC of 10 + 1/2 their level).

One suggestion for Jareen was to take some training in Bluff. I've been looking at Jareen's build in more detail (putting him into the online Character Generator and seeing what falls out) and it feels a bit sub-optimal - I'll get back to you tonight(-ish) with some purely optional suggestions.

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

Thanks Aubs, that would be good. I think I'll leave the bluff check unless someone questions it in Character, we'll see where we go from there.

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Nevynxxx wrote:
I think I'll leave the bluff check unless someone questions it in Character...

... or smacks you in the back of the head with an axe. I await an interesting discussion in-character on the merits of preserving (and I'm not talking about jam).


MAP 42/42 hp

yeah Gart was a conscript for the templars so he has seen magic, has a general idea of defiling, but i would think him somewhat pragmatic on the topic. can't go around bashin' in all finger-wiggler's heads, eventually they'll turn you inside out. he probably wouldnt know you arent a defiler, but i imagine that he might be somewhat of a green age disbeliever


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])

Bear in mind, Jareen, almost ALL standard civilians consider magic-users to be the cause of all that's wrong with the world. Even if they don't know the specifics of how. Almost ALL Kreen and Halflings are very nature oriented, and look poorly on arcane users.

It worked okay with our last group, because our hands were shown during the escape from the tower, or the darkness of the caravan attack, and we had quite a few in the group.

In most cities, the common man will mob and beat down an arcanist, despite knowing a few of them may lose thier lives in doing so. The extent that arcana is hated on Athas is pretty monumental. For the most part, it is typically best to hide arcane use until anyone that can see you can be trusted not to kill you over it. It's one of the base aspects of Athas, arcane casting is reviled and illegal (along with reading by anyone not templars or higher), and many will kill the caster just thinking they used Arcane. The Sorcerer-Kings want it that way, so they can remain uncontested because they know how powerful knowledge and magic can be in the hands of the populace.


male Mul Fighter 4 EXP 3873
Aubrey the Malformed wrote:

Heathy:

** spoiler omitted **

I'll peruse the linky at my leisure.

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

Indeed Arakan, but we aren't talking about the common man here. We are talking about a group that sooner or later are going to find out. If Jareen is going to work with them, he needs to know that they wont turn on him, or if they will, deal with it now.

I'm not arguing the checks in general. Just the situation where the only viewers are the group, so to speak....

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I guess it's up to the PCs to determine their characters' reactions. I think, unless someone has stated "My character hates arcane magic and will kill anyone he sees using it", then an expecation of a murderous reaction in-party is probably not warranted. I would expect maybe a serious in-character chat, though, given the context of the campaign setting. On the other hand, Jareen doesn't actually know that he's going to be adventuring with these guys in the long term - they weren't introduced as such. So that's really player knowledge rather than PC knowledge, and he might therefore not be so confident. On the third hand, Jareen is an ex-templar and is generally a pretty arrogant sod, so maybe he reckons people (the herd) can like it or lump it, at least where he is fighting on the party's behalf. He might not live long with that attitude, of course.

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Wintergreen's CE PA IT Geek 10/Daddy 9/Physicist 3/Cartographer 1/Runner 3/Cub Scout Leader 2/Musician 1
Aubrey the Malformed wrote:
He might not live long with that attitude, of course.

I'm surprised he's lived this long, to be honest ;)


Male Thri-Kreen Barbarian 5 :: HP 53/53 +0 temp; Surges 10/10 [ AC 20, F 20, R 19, W 13 ]

Th'Kal has his racial memories, and wouldn't think too highly of arcane users. He may have never personally witnessed it, but it would certainly sit uneasy with him. Once the threat of the spiders is over, he'll cetainly be voicing his concerns...
That said, Th'Kal is also one to follow his clutchmates. He trusts Furio and likes Gart.
Should be an interesting post fight chat, lol


male Mul Fighter 4 EXP 3873

Slammed by work and life.

Tonight, however, I should be able to reread the 4e phb and Dark Sun manuals that are useful to my character; I've had a real raw time of late on a lot of fronts.

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Stats for Jareen. This is him more-or-less as-is. I've added a background bonus (+2 to Streetwise) but this is basically how is as a second-level character based on your and Rosie's original build.

Spoiler:
Jareen, Human Wizard 2

STR 8
CON 12
DEX 10
INT 18
WIS 16
CHA 12

Theme: Veiled Alliance
Background : Balic - Patrician (+2 Streetwise)

AC: 15
Fort: 13
Ref: 16
Will: 17

Init: +1

Speed: 6

Passive Perception: 19
Passive Insight: 14

HP: 31/0
Bloodied value: 15
Surges p/day: 9
Surges remaining: 9
Per surge: 7
Death Saves: 0
Temp hp: 0
Action points: 1
XP: 0

Basic melee attack: Dagger / Attack +4 v AC / 1d4 damage
Basic ranged attack: Throwing Hammer / Attack +5 v AC / 1d4 damage / 5/10

Class Features:
Spellbook
Arcane Implmenet Mastery (Orb of Imposition)

Feats:
Ritual Caster
Superior Implement Training (Accurate Orb)
Toughness
Durable

Skills (trained: Arcana, Diplomacy, History, Insight, Religion):
Acrobatics +1
Arcana +10
Athletics +0
Bluff +2
Diplomacy +7
Dungeoneering +4
Endurance +2
Heal +4
History +10
Insight +9
Intimidate +2
Nature +4
Perception +4
Religion +10
Stealth +1
Streetwise +4
Thievery +1

Powers:

At Will:
Ghost Sound: (Standard, Arcane, Illusion, Ranged 12, Target one unoccupied square or object) You cause a sound as quiet as a whisper or as loud as a yelling or fighting creature to emanate from the target. You can produce nonvocal sounds such as the ringing of a sword blow, jingling armor, or scraping stone. If you whisper, you can whisper quietly enough that only creatures adjacent to the target can hear your words.
Light: (Minor, Arcane, Ranged 7, Target one unoccupied square or object) The target sheds bright light until the end of the encounter or until you use this power again. The light fills the target’s space and all squares within 4 squares of it. Putting out the light is a free action.
Mage Hand: (Minor, Arcane, Conjuration, Ranged 7) You conjure a spectral, floating hand in an unoccupied square within range. The hand lasts until the end of your next turn or until you use this power again. If you are holding an object when you use this power, the hand can move the object into a pack, a pouch, a sheath, or a similar container and simultaneously move any one object carried or worn anywhere on your body into your hand. While the hand persists, you can take the following actions: Minor Action: The hand picks up or manipulates an object weighing 20 pounds or less. It can hold only one object at a time. Move Action: The hand moves up to 5 squares in any direction, carrying the object it holds. Free Action: The hand drops the object it is holding. Sustain Minor: The hand persists until the end of your next turn.
Prestidigitation: (Standard, Arcane, Ranged 4) Use this cantrip to accomplish one of the following effects: change the color of items in 1 cubic foot; create a harmless sensory effect, such as a shower of sparks, a puff of wind, faint music, or a strong odor; clean or soil items in 1 cubic foot; instantly light (or snuff out) a candle, a torch, or a small campfire; chill, warm, or flavor up to 1 pound of nonliving material for up to 1 hour; make a small mark or symbol appear on a surface for up to 1 hour; produce out of nothingness a small item or image that exists until the end of your next turn; make a small, handheld item invisible until the end of your next turn. Special: You can have as many as three prestidigitation effects active at one time. Nothing you create with this cantrip can deal damage, serve as a weapon or a tool, or hinder another creature’s actions. This cantrip cannot duplicate the effect of any other power.
Far Hearing. For a moment, you can hear even distant whispers. (Psionic, Minor) Personal. Effect: Choose one square you can see that is within 10 squares of you. Until the end of your next turn, you can hear as if you occupied that square.
Arcane Defiling. You draw upon the vitality of nearby life to fuel your magic, heedless to the harm you cause the and or your allies. (Arcane, Necrotic, Free) Personal. Trigger: You make an attack roll or a damage roll as part of an arcane attack power. Effect: You can reroll the triggering roll but must accept the new result. In addition, each ally (willing or unwilling) within 20 squares of you takes necrotic damage eqult to half his ir her healing surge value. The damage ignores immunities and cannot be reduced in any way. Special: You can use this effect once for any arcane daily attack power you use, affecting any singe attack roll or damage roll for that power.
Magic Missile. A glowing blue bolt of magical energy hurtles from your finger and unerringly strikes your target. (Arcane, Evocation, Force, Implement, Standard) Ranged 20. Target: One creature. Effect: 2 + Intelligence modifier force damage. Special: If the implement used with this power has an enhancement bonus, add that bonus to the damage. In addition, you can use this power as a ranged basic attack.
Phantom Bolt. You wave your hand, and your foe sees a bolt of fire streaking toward it. The enemy dives away from the imagined threat. (Arcane, Illusion, Implement, Psychic, Standard) Ranged 10. Target: One creature. Attack: +7 vs. Will. Hit: 1d8 + 5 psychic damage, and you slide the target 1 square.
Winged Horde. A horde of flesh-devouring sprites appears in your foes’ minds. The enemies shriek in horror and swat at the menace, leaving them unable to react to your allies’ maneuvers. (Arcane, Illusion, Implement, Psychic, Standard) Area burst 1 within 10. Target: Each enemy in the burst. Attack: +7 vs. Will. Hit: 1d6 psychic damage, and the target cannot take opportunity actions until the end of your next turn.

Encounter:
[ ]Orb of Imposition. Control wizards select this form of mastery because it helps extend the duration of their control effects. (Implement, Free) Effect: You can use your orb to gain one of the following two effects. (1)You can designate one creature you have cast a wizard spell upon that has an effect that lasts until the subject succeeds on a saving throw. That creature takes a penalty to its next saving throw against that effect equal to your Wisdom modifier. (2)
Alternatively, you can choose to extend the duration of an effect created by a wizard at-will spell (such as cloud of daggers or ray of frost) that would otherwise end at the end of your current turn. The effect instead ends at the end of your next turn. Requirement: You must wield an orb to use this ability
[ ]Excise from Sight. Magic removes all evidence from your foe’s senses that you or one of your allies exists. (Arcane, Implement, Psychic, Standard) Ranged 10. Special: You can spend a minor action when you use this power to enhance it. If you do so, you can also slide the target 1 square on a hit. Target: One creature. Attack: +7 vs. Will. Hit: 1d10+7 psychic damage, and you or one ally within 10 squares of you becomes invisible to the target until the end of your next turn.
[ ]Grasping Shadows. At your command, the shadows reach out, grab hold of your foes, and wreath the area in darkness. (Arcane, Illusion, Implement, Psychic, Standard) Area burst 1 within 10 squares. Target: Each creature in the burst. Attack: +7 vs. Will. Hit: 1d8+5 psychic damage, and target is slowed until the end of your next turn. Effect: Shadows writhe in the designated area and continue until the end of your next turn. Any creature that enters the area of the grasping shadows takes psychic damage equal to your Intelligence modifier and is slowed until the end of its next turn. A creature can take this damage only once per turn.
[P][ ]Shield. You throw up your hand, and a shield of arcane energy springs into existence, protecting you against imminent attacks. (Arcane, Utility, Immediate Interrupt) Personal. Trigger: You are hit by an attack. Effect: You gain a +4 power bonus to AC and Reflex until the end of your next turn.
[ ][ ]Veiled Arcana. You distract observers to conceal the use of arcane power, sometimes catching them off guard. (Arcane, Utility, Minor) Close burst 5. Target: You or one ally you can see in the burst. Effect: The target gains combat advantage on his or her next arcane attack before the end of your next turn.

Daily:
[P][ ]Phantom Chasm. Your enemies shriek in terror as, at least in their mind’s eye, a bottomless pit opens beneath their feet. (Arcane, Illusion, Implement, Psychic, Zone, Standard) Area burst 1 within 10 squares. Target: Each enemy in the burst. Attack: +7 vs. Will. Hit: 2d6+5 psychic damage, and the target falls prone and is immobilized until the end of its next turn. Miss: Half damage, and the target falls prone. Effect: The burst creates a zone that lasts until the end of the encounter. Any enemy that enters the zone falls prone.
[ ][ ]Sleep. You exert your will against your foes, seeking to overwhelm them with a tide of magical weariness. (Arcane, Charm, Enchantment, Implement, Standard) Area burst 2 within 20 squares. Target: Each creature in the burst. Attack: +7 vs. Will. Hit: The target is slowed (save ends) and on the first failed saving throw, the target is unconscious instead of slowed (save ends). Miss: The target is slowed (save ends).
[ ]Orb of Sanguinary Repercussions. (Free) Trigger: You hit an enemy with an attack made with this orb. Effect: Each bloodied creature within 5 squares of you takes 1d8 damage.

Rituals:
Comrades Succour. Component Cost: 10 gp. Market Price: 150 gp. Key Skill: Heal (no check). Level: 1. Category: Restoration. Time: 5 minutes. Duration: Instantaneous. While performing this ritual, you and up to 5 participants in the ritual can choose to lose any number of healing surges and select another participant to gain an equal number of healing surges. No participant can have more healing surges than his or her daily maximum. Additionally, you or one participant must lose 1 healing surge when performing this ritual.
Silence. Component Cost: 30 gp. Market Price: 75 gp. Key Skill: Arcana (no check). Level: 1. Category: Warding. Time: 10 minutes. Duration: 24 hours. You ward a single room (or a burst 4 area), against eavesdropping. Creatures attempting to listen to something in the warded area from outside the area take a –10 penalty to their Perception checks.
Make Whole. Component Cost: Special. Market Price: 50 gp. Key Skill: Arcana (no check). Level: 1. Category: Exploration. Time: 10 minutes. Duration: Permanent. A single object that can fit in a 10-foot cube is completely repaired. The component cost is 20 percent of the item’s cost. In cases where you attempt to repair an item not on any price list, the DM determines the cost.

Magic Items:
Accurate Orb of Sanguinary Repercussions +1. Accurate: +1 to hit. Critical: +1d6 damage per plus or +1d10 damage per plus against bloodied creatures. Daily power: see above.

Equipment:
Spellbook
Clothing
Dagger
Spear
Crodlu

Weight: 52
Capacity: 100

Money:
69gp

Languages: Common, Dwarven

However, I would suggest that there are issue with this build. In particular, your Orb of Imposition power is not massively useful to you given that you tend not to use powers with lasting repercussions that require saves and so on. Plus, as you seem to be an illusion specialist, the Orb of Deception class feature would seem to be a better choice and more widely useful (and you don't need to change magic item). To fit with this, I took the liberty of tweaking your stats, swapping your CHA score for your WIS score, as Orb of Imposition works off CHA. Plus Jareen has rarely acted wisely, so a WIS of 16 doesn't really seem in-character anyway.

Second, your Durable feat is a bit of a waste. So far you've never been short of healing surges and the Toughness feat gives you some leeway on the hp front. So There are two alternatives: Skill Training (Bluff) would give you a +5 to your Bluff score, which as we have discussed before would probably not be a bad idea. The other could be Implement Expertise (Orb) which would give you an additional +1 to hit. Both are good choices, and whichever you don't take now you should probably take at 4th level. In the following build I went for Implement Expertise, as it gives you a very good chance to hit. Apart, from anything else, this might tempt you to do more than just spam Magic Missile in every combat.

The other thing you need to think about is which daily and utility powers you have prepared from your spellbook. I've made some choices above (the ones with [P] next to them) but that's up to you.

New Jareen:

Spoiler:
Jareen, Human Wizard 2

STR 8
CON 12
DEX 10
INT 18
WIS 12
CHA 16

Theme: Veiled Alliance
Background : Balic - Patrician (+2 Streetwise)

AC: 15
Fort: 13
Ref: 16
Will: 17

Init: +1

Speed: 6

Passive Perception: 17
Passive Insight: 12

HP: 31/0
Bloodied value: 15
Surges p/day: 7
Surges remaining: 7
Per surge: 7
Death Saves: 0
Temp hp: 0
Action points: 1
XP: 0

Basic melee attack: Dagger / Attack +4 v AC / 1d4 damage
Basic ranged attack: Throwing Hammer / Attack +5 v AC / 1d4 damage / 5/10

Class Features:
Spellbook
Arcane Implmenet Mastery (Orb of Deception)

Feats:
Ritual Caster
Superior Implement Training (Accurate Orb)
Toughness
Implement Expertise (Orb)

Skills (trained: Arcana, Diplomacy, History, Insight, Religion):
Acrobatics +1
Arcana +10
Athletics +0
Bluff +4
Diplomacy +9
Dungeoneering +2
Endurance +2
Heal +2
History +10
Insight +7
Intimidate +4
Nature +2
Perception +2
Religion +10
Stealth +1
Streetwise +6
Thievery +1

Powers:

At Will:
Ghost Sound: (Standard, Arcane, Illusion, Ranged 12, Target one unoccupied square or object) You cause a sound as quiet as a whisper or as loud as a yelling or fighting creature to emanate from the target. You can produce non-vocal sounds such as the ringing of a sword blow, jingling armor, or scraping stone. If you whisper, you can whisper quietly enough that only creatures adjacent to the target can hear your words.
Light: (Minor, Arcane, Ranged 7, Target one unoccupied square or object) The target sheds bright light until the end of the encounter or until you use this power again. The light fills the target’s space and all squares within 4 squares of it. Putting out the light is a free action.
Mage Hand: (Minor, Arcane, Conjuration, Ranged 7) You conjure a spectral, floating hand in an unoccupied square within range. The hand lasts until the end of your next turn or until you use this power again. If you are holding an object when you use this power, the hand can move the object into a pack, a pouch, a sheath, or a similar container and simultaneously move any one object carried or worn anywhere on your body into your hand. While the hand persists, you can take the following actions: Minor Action: The hand picks up or manipulates an object weighing 20 pounds or less. It can hold only one object at a time. Move Action: The hand moves up to 5 squares in any direction, carrying the object it holds. Free Action: The hand drops the object it is holding. Sustain Minor: The hand persists until the end of your next turn.
Prestidigitation: (Standard, Arcane, Ranged 4) Use this cantrip to accomplish one of the following effects: change the color of items in 1 cubic foot; create a harmless sensory effect, such as a shower of sparks, a puff of wind, faint music, or a strong odor; clean or soil items in 1 cubic foot; instantly light (or snuff out) a candle, a torch, or a small campfire; chill, warm, or flavor up to 1 pound of nonliving material for up to 1 hour; make a small mark or symbol appear on a surface for up to 1 hour; produce out of nothingness a small item or image that exists until the end of your next turn; make a small, handheld item invisible until the end of your next turn. Special: You can have as many as three prestidigitation effects active at one time. Nothing you create with this cantrip can deal damage, serve as a weapon or a tool, or hinder another creature’s actions. This cantrip cannot duplicate the effect of any other power.
Far Hearing. For a moment, you can hear even distant whispers. (Psionic, Minor) Personal. Effect: Choose one square you can see that is within 10 squares of you. Until the end of your next turn, you can hear as if you occupied that square.
Arcane Defiling. You draw upon the vitality of nearby life to fuel your magic, heedless to the harm you cause the and or your allies. (Arcane, Necrotic, Free) Personal. Trigger: You make an attack roll or a damage roll as part of an arcane attack power. Effect: You can reroll the triggering roll but must accept the new result. In addition, each ally (willing or unwilling) within 20 squares of you takes necrotic damage eqult to half his ir her healing surge value. The damage ignores immunities and cannot be reduced in any way. Special: You can use this effect once for any arcane daily attack power you use, affecting any singe attack roll or damage roll for that power.
Magic Missile. A glowing blue bolt of magical energy hurtles from your finger and unerringly strikes your target. (Arcane, Evocation, Force, Implement, Standard) Ranged 20. Target: One creature. Effect: 7 force damage. Special: you can use this power as a ranged basic attack.
Phantom Bolt. You wave your hand, and your foe sees a bolt of fire streaking toward it. The enemy dives away from the imagined threat. (Arcane, Illusion, Implement, Psychic, Standard) Ranged 10. Target: One creature. Attack: +8 vs. Will. Hit: 1d8 + 5 psychic damage, and you slide the target 1 square.
Winged Horde. A horde of flesh-devouring sprites appears in your foes’ minds. The enemies shriek in horror and swat at the menace, leaving them unable to react to your allies’ maneuvers. (Arcane, Illusion, Implement, Psychic, Standard) Area burst 1 within 10. Target: Each enemy in the burst. Attack: +8 vs. Will. Hit: 1d6 psychic damage, and the target cannot take opportunity actions until the end of your next turn.

Encounter:
[ ]Orb of Deception. Illusionist wizards select this form of mastery to spread a wider net of deception over foes. (Free) Trigger: When you miss an enemy with a wizard illusion power. Effect: Choose another enemy within 3 squares of the missed target. The chosen enemy cannot also be a target of the original attack. Repeat the attack against this new target, with a bonus to the attack roll equal to your Charisma modifier. Requirement: You must wield an orb to benefit from this feature.
[ ]Excise from Sight. Magic removes all evidence from your foe’s senses that you or one of your allies exists. (Arcane, Implement, Psychic, Standard) Ranged 10. Special: You can spend a minor action when you use this power to enhance it. If you do so, you can also slide the target 1 square on a hit. Target: One creature. Attack: +8 vs. Will. Hit: 1d10+7 psychic damage, and you or one ally within 10 squares of you becomes invisible to the target until the end of your next turn.
[ ]Grasping Shadows. At your command, the shadows reach out, grab hold of your foes, and wreath the area in darkness. (Arcane, Illusion, Implement, Psychic, Standard) Area burst 1 within 10 squares. Target: Each creature in the burst. Attack: +8 vs. Will. Hit: 1d8+5 psychic damage, and target is slowed until the end of your next turn. Effect: Shadows writhe in the designated area and continue until the end of your next turn. Any creature that enters the area of the grasping shadows takes psychic damage equal to your Intelligence modifier and is slowed until the end of its next turn. A creature can take this damage only once per turn.
[P][ ]Shield. You throw up your hand, and a shield of arcane energy springs into existence, protecting you against imminent attacks. (Arcane, Utility, Immediate Interrupt) Personal. Trigger: You are hit by an attack. Effect: You gain a +4 power bonus to AC and Reflex until the end of your next turn.
[ ][ ]Veiled Arcana. You distract observers to conceal the use of arcane power, sometimes catching them off guard. (Arcane, Utility, Minor) Close burst 5. Target: You or one ally you can see in the burst. Effect: The target gains combat advantage on his or her next arcane attack before the end of your next turn.

Daily:
[P][ ]Phantom Chasm. Your enemies shriek in terror as, at least in their mind’s eye, a bottomless pit opens beneath their feet. (Arcane, Illusion, Implement, Psychic, Zone, Standard) Area burst 1 within 10 squares. Target: Each enemy in the burst. Attack: +8 vs. Will. Hit: 2d6+5 psychic damage, and the target falls prone and is immobilized until the end of its next turn. Miss: Half damage, and the target falls prone. Effect: The burst creates a zone that lasts until the end of the encounter. Any enemy that enters the zone falls prone.
[ ][ ]Sleep. You exert your will against your foes, seeking to overwhelm them with a tide of magical weariness. (Arcane, Charm, Enchantment, Implement, Standard) Area burst 2 within 20 squares. Target: Each creature in the burst. Attack: +8 vs. Will. Hit: The target is slowed (save ends) and on the first failed saving throw, the target is unconscious instead of slowed (save ends). Miss: The target is slowed (save ends).
[ ]Orb of Sanguinary Repercussions. (Free) Trigger: You hit an enemy with an attack made with this orb. Effect: Each bloodied creature within 5 squares of you takes 1d8 damage.

Rituals:
Comrades Succour. Component Cost: 10 gp. Market Price: 150 gp. Key Skill: Heal (no check). Level: 1. Category: Restoration. Time: 5 minutes. Duration: Instantaneous. While performing this ritual, you and up to 5 participants in the ritual can choose to lose any number of healing surges and select another participant to gain an equal number of healing surges. No participant can have more healing surges than his or her daily maximum. Additionally, you or one participant must lose 1 healing surge when performing this ritual.
Silence. Component Cost: 30 gp. Market Price: 75 gp. Key Skill: Arcana (no check). Level: 1. Category: Warding. Time: 10 minutes. Duration: 24 hours. You ward a single room (or a burst 4 area), against eavesdropping. Creatures attempting to listen to something in the warded area from outside the area take a –10 penalty to their Perception checks.
Make Whole. Component Cost: Special. Market Price: 50 gp. Key Skill: Arcana (no check). Level: 1. Category: Exploration. Time: 10 minutes. Duration: Permanent. A single object that can fit in a 10-foot cube is completely repaired. The component cost is 20 percent of the item’s cost. In cases where you attempt to repair an item not on any price list, the DM determines the cost.

Magic Items:
Accurate Orb of Sanguinary Repercussions +1. Accurate: +1 to hit. Critical: +1d6 damage per plus or +1d10 damage per plus against bloodied creatures. Daily power: see above.

Equipment:
Spellbook
Clothing
Dagger
Spear
Crodlu

Weight: 52
Capacity: 100

Money:
69gp

Languages: Common, Dwarven

Dark Archive

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

Thanks Aubs! Very, very much appreciated. I know you don't get too much time for doing stuff like this for us.

The Exchange

No peeking, please Rarely Accountant 2/Auditor 4/Waster 30

Watch out! There's a new Jareen about.

The Exchange

No peeking, please Rarely Accountant 2/Auditor 4/Waster 30
Furio Tembo wrote:

Slammed by work and life.

Tonight, however, I should be able to reread the 4e phb and Dark Sun manuals that are useful to my character; I've had a real raw time of late on a lot of fronts.

No worries, Heathy - this week has been something of a b&&!$ for me too!


male Mul Fighter 4 EXP 3873

pfft the last 4 months have been a ramrod.

My boss has been out sick since September. Like "almost effing died; half the blood gone from your body" sick.


M Humanborn

that could be a good chance for you to shine at work, then?

looks like today my games exploded in activity! yaaay! i was worried since half of them died (those ones are still dead) but the ones that slowed to a crawl seem to have picked up just a tad. still trying to fill the dead slots


male Mul Fighter 4 EXP 3873

Maybe; the consensus isn't in on that one yet.....

The pilot dies; you get up in the chair and land the f%*+er; you take out a cow with the left wing;......the f*+&ing plane lands in a cow pasture and the dust settles.

The Exchange

No peeking, please Rarely Accountant 2/Auditor 4/Waster 30

Beats crashing and dying. Anyway, hope things get better for you and your boss (assuming you like him/her).


male Mul Fighter 4 EXP 3873

Yeah; he's one of the good ones.

Dark Archive

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

Hey Aubs, just been through you're updated stats. You got the Wiz and Cha the wrong way around! Cha is 12 - he's a grump old git. Wis is 16 - he's old....

Also, I have the Durable feat down for 2 extra surges....Not sure if you've replaced that with the +2 to streetwise, or if that's additional.

The Exchange

No peeking, please Rarely Accountant 2/Auditor 4/Waster 30

There are two versions - one who is basically as you designed him, and another where I suggest some changes.

Dark Archive

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

Ah, ok, just my inability to read/remember what I've read.... Sorry....

That does sort of make sense when put like that...

The Exchange

No peeking, please Rarely Accountant 2/Auditor 4/Waster 30

Gart, as you have a bit of an issue with the Commander's Strike power, there is an alternative At-Will called Direct The Strike. It has the benefits (1) that, rather than being within melee with the enemy, the ally only needs to be within 5 squares and the enemy within 10 squares of you and (2) it can be any type of basic attack (i.e. ranged or melee) rather than just melee. The downside is that (1) as a ranged power, you will provoke an AoO if you are in melee with an enemy and (2) the ally doesn't get your INT bonus to the attack roll. Nevertheless, we can swap it if you would like.


MAP 42/42 hp

so it's me telling someone to attack and they attack at their normal bonus?

The Exchange

No peeking, please Rarely Accountant 2/Auditor 4/Waster 30

Yes.

Dark Archive

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

Just swapped my profile over to your new version. Thanks Again....


Male Halfling Ranger 2

Going to be a little slow posting for the next few days. My wife flew in and we are going to be doing a little vacation. Going to try and get on at least once a day.


male Mul Fighter 4 EXP 3873

Have fun!

The Exchange

No peeking, please Rarely Accountant 2/Auditor 4/Waster 30

No worries - thanks for letting us know.


Male Halfling Ranger 2

Ok back to a computer. Have been busy doing tours and doing some minor traveling between hotels. Still busy for a few more days so will be sporadic.


Male Thri-Kreen Barbarian 5 :: HP 53/53 +0 temp; Surges 10/10 [ AC 20, F 20, R 19, W 13 ]

Sorry I was out of communication guys.
We had finals last week and grading them and the semester went longer than expected.
I'm back and catching up.


Male Halfling Ranger 2

Come on we all know you just need to read the first paragraph in order to grade. Sounds like everyone has been busy.


Male Thri-Kreen Barbarian 5 :: HP 53/53 +0 temp; Surges 10/10 [ AC 20, F 20, R 19, W 13 ]

lol - grade them once and then just fake it the rest of the semester :)


Male Halfling Ranger 2

Kid who picks nose in class. B- Kid who always sucks up A. Kid who sleeps c-. Done and done.


M Humanborn

nooo! kid who sleeps in class might know the material! i was that kid!

The Exchange

No peeking, please Rarely Accountant 2/Auditor 4/Waster 30

Sorry for a few days of silence - a bit busy at work, and then a bit busy at the weekend.


M Humanborn

I guess i can't really picture quite what we are up against in terms of topography.

basically a cliff with a switchback road up it with little caves?

The Exchange

No peeking, please Rarely Accountant 2/Auditor 4/Waster 30

No - a canyon with cliffs on either side, with side canyons branching off and a few cave mouths. The Bloody Needle is above the cliffs on one side.


M Humanborn

hmm so my guess would be that we need to go via the caves to mitigate the advantage of flyers and those who would use ranged attacks from above.

but that also likely mitigates the advantage we have on our mounts.

also that could take a lot of extra time, not sure if time is sensitive for the incorrigible mage.

Dark Archive

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

Time shouldn't really be a problem


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])

Besides the two current soldiers, I served for 11 years (got out 7 years ago).

As far as a plan, I would say follow the tracks until we get closer. Try to stay under any overhangs, or to the shadows. Once we get close, I hate to say, we might want to send the mounts running as a distraction. A group of crodlu running through the canyons may get any scout's attention (especially any aerial scouts), lead them to look aside until we can get into the actual caves.

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