GM Pyros |
OK, so I think there may have been a lack of communication about what i need for your turns.
If i were playing a hypothetical barbarian names Tim who started at D:5
Tim moves to F:5 and charges to J:4 and attacks the enemy at K:5 to with Howling Strike (normally you cannot use an encounter power with a charge, but howling strike says you can)
Howling strike: 1d20 + 4 ⇒ (2) + 4 = 6
for 2d6 + 1d6 + 4 ⇒ (5, 3) + (4) + 4 = 16
Or you can post actions then description
Move to F:5
Charge to J:4
attack with Howling strike: 1d20 + 4 ⇒ (12) + 4 = 16
for 2d6 + 1d6 + 4 ⇒ (4, 4) + (6) + 4 = 18
Tim moves around the camp and then charges the tent-guard, Howling wildly!!!!
Basically:
I need you to post where you move, the coordinates on the map.
I also need the power that you are using and the attack and damage rolls. Descriptions are also good.
I need Twila's actions, as well as Krengos's attack power and target, if he is moving, and a damage roll for the attack.
GM Pyros |
So this fight is is kinda going sideways, but a well-placed Area Attack from Dovah could totally turn it ALL around! SO here's the basics of combat.
There are a few kinds of attacks: Basic Attacks, and Powers.
Basic attacks come in 2 flavors, Melee and Ranged.
-Melee basic attacks, performed with a weapon and are all Str vs AC.
when making a weapon attack you roll 1d20+Str mod+Proficency Bonus
-Ranged Basic attacks are performed with Ranged or thrown weapons and are Dex vs AC, so the roll is 1d20+Dex mod+Proficency bonus.
Proficency bonus is a bonus, either +2 or +3 that every weapon grants when you use it to attack.
Powers are the abilities you chose, and they are either At-will, Encounter, or Daily powers, which indicates how often you can use them. At will is any number of times in a fight, encounter is once per fight, and Daily is once between Extended Rests (a full night's sleep)
Powers say something like Attack: Cha vs. Reflex like on Krengos's Acid Orb, for example. That attack uses Krengos' Charisma modifier to determine the attack bonus, and it targets the enemy's Reflex defense rather than their AC. So Paul, you would roll 1d20+ your Cha mod and deal 1d10+cha mod in damage.
So look at your power and see what mod you use, then roll your attack with that.
Dovah, for example, has a Maul (+2proficency) so his Covering Attack encounter power would be 1d20+4+2+1 because he has +4 Str mod, Maul's +2 Proficency, and since it is a 2-handed weapon he gets a +1 as a fighter feature.
GM Pyros |
Action Types
There are 3 kinda of actions: Standard, Move and Minor
Standard action
Attack Powers, Basic attacks, Charge attacks and many other abilities are Standard Actions. If you want you can use a Move or Minor action instead of a standard action and get a second action of the lesser type. You can take a standard action any time during your turn.
-Special case: Charge allows you to move your speed and make a Melee basic attack, which is what the Goons did to Krengos and the Guard did to Dovah. Some powers can be used at the end of a charge instead of a basic attack like the Guard's Drive-back attack.
you MUST move at least 2 squares to charge, so you cannot charge an adjacent foe and cannot charge a foe one square away, but if they are 2 squares away, then Charge away!
Move action
You can either move your speed, or SHIFT with a move action (some other actions are move-equivalent like opening doors etc)
-Moving lets you move your speed, but moving through a threatened square provokes an Attack of Opportunity (AoO). You can move diagonally just as easily as forward and backwards.
-Shifting lets you move 1 square and does not Provoke. SOme powers allow you or allys to shift as well, like Krengos Thundering Step or Dovah's Covering Strike
Difficult terrain takes 2 squares of movement to ENTER (you cannot shift into Difficult Terrain because you can only shift 1. If you can shift to you can shift into difficult terrain, but it costs both squares of movement. If you don't want to move you can take a second minor action.
Minor Action
Drinking a potion, rolling a skill check like Perception to find hidden enemies or rolling a knowledge check to determine an enemies abilities are all minor actions as well as things like Areli's Healing Word and Dovah's Dragon Breath.
-So Dovah can use a Standard action for an attack power, Move or Shift, and then Dragon Breath all in the same turn.
-Areli can Attack, Use her Healing Word and Move as well.
-You can Move/shift, Drink a potion, and Charge someone as well
waiph |
Krengos wrote:I have taken the third roll, the results:
FINAL ABILITY SCORES
Str 18, Con 14, Dex 13, Int 11, Wis 13, Cha 17.STARTING ABILITY SCORES
Str 18, Con 14, Dex 11, Int 11, Wis 13, Cha 15.
Krengos, this is the third roll
10, 13, 17, 13, 18, 14
so based on how you put your numbers, would your abilities come out to:
FINAL ABILITY SCORES
Str 18, Con 14, Dex 15, Int 10, Wis 13, Cha 19.STARTING ABILITY SCORES
Str 18, Con 14, Dex 13, Int 10, Wis 13, Cha 17.
Krengos, change your ability scores!
your Cha is 19, so you have a +4 to attack and damage with powers that use cha, not a +3.KohlYis |
Okay so the character builder didn't have Cosmic Magic as a Spell Source so I just chose Wild because I had to choose out of two, but I want to go with Cosmic so I'm just gonna leave all of the abilities info here so it can be read because some of it will need to be factored in. Obviously we can't change what recently happened in the battle from here on these are the class features I'll run by.
Cosmic Persistence: While you are not wearing heavy armor, you can use your Strength modifier in place of your Dexterity or Intelligence modifier to determine your AC.
Cosmic Power: You gain a bonus to the damage rolls of arcane powers equal to your Strength modifier. The bonus equals your Strength modifier + 2 at 11th level and your Strength modifier + 4 at 21st level.
Soul of the Cosmic Cycle: At the end of a short rest or an extended rest, you choose a cosmic phase from those described below and gain its benefits.
The first time you become bloodied during an encounter, your phase immediately changes to the next higher-numbered phase (or back to the phase of the sun if you are in the phase of the stars). For example, if you begin an encounter in the phase of the moon, after becoming bloodied you would be in the phase of the stars.
In addition, each time you use a daily arcane attack power, you can choose to change your phase to the next higher-numbered phase immediately after resolving the effects of the power.
1. Phase of the Sun: At the start of your turn, each enemy adjacent to you takes fire and radiant damage equal to your Strength modifier. You also gain resist 5 cold.
2. Phase of the Moon: You gain a bonus to AC equal to the number of conscious enemies adjacent to you. You also gain resist 5 psychic.
3. Phase of the Stars: Whenever an enemy’s attack misses you, you can teleport a number of squares equal to your Strength modifier as a free action. You also gain resist 5 radiant.
The resistance granted by this class feature increases to 10 at 11th level and to 15 at 21st level. While you have resistance from this class feature, your arcane powers ignore all targets’ resistance to that damage type up to the value of your resistance.
GM Pyros |
Builds
Every race has an option about where they put their stats Eladren can get Int and Dex or Int and Wis. You should switch your racial and put it into Wis. The only thing you use Dex for is Init and it's really not very high anyway, but a 20 in Wis would be excellent.
- I'd also suggest swapping out an at-will. Avenging Light can do decent damage but powers like Hand of Radiance that targets up to 3 enemies at range 10 (excellent for killing minions) or Grasping Shards that is an AoE Slow would may be better for an Invoker.
Ildin'hil is a controller, not a striker. You focus on dealing damage and preventing my creatureds from ever doing anything.
Take a Look at the daily power Silent Malediction. It's a close blast, downside, but it's a Stun, and Save ends. My monsters can take NO actions whatsoever of any kind until they save. And miss is a Daze which is still pretty rad.
I'd talk to dan about switching Inescapable Strike for another power. Executioner's Noose pulls your target closer, and slows them which is pretty great, rather than ignoring cover which isn't super common. the other power is kinda ok, but noose gives a lot more options to you.
You may also want to look at other Dailies. Terrifying Visage is neat, but Targeted for Death would do quite a lot more damage since it improves your Shrouds.
As far as your character, Dovah can totally be a little more perceptive while still dumb as a box of rocks. His wis could be pute animal instinct. reacting to the smell of blood, and rustling trees, tracking skills, and an mild ability to tell when someone is bull-s!~$ting him.
Rica Vontmere |
Just to let everyone know, these are the passive bonuses I apply to everyone in the party:
+2 initiative if you are within 10 feet of me
+1 diplomacy to the whole group
+1 to hit if you spend an action point to attack
Wolf Pack Tactics - every turn one party member gets a free 1-square shift.
GM Pyros |
Hey, I'm headng to Mexico sunday night and will be back in the US on wednesday afternoon, so I'll be off grid fr those days.
Before then, Lets try to pick a day that we can game. At this point I'm free from Thursday until Saturday night. So lets figure out which of those nights are best and we can get together, do a little book-work and play some Real Life Dungeons and Dragons!
Rica Vontmere |
I'm free all weekend, so any time you guys decide on works for me. Like I said I'll have to be skyped in and kept updated on maps and stuff so I know what's going on Maybe you could use a video-call and aim the screen at the map or something. Sorry to make more work for you XD
Where are you going in Mexico?