Guldarin |
From Guldarin, 4000gp. Along with several more rituals, and some retraining for different skills.
Guldarin, level 13
Dwarf, Invoker, Divine Philosopher
Build: Preserving Invoker
Divine Covenant Option: Covenant of Preservation
Inherent Bonuses
Dwarf - Ancestral Home Lost (+2 to Perception)
FINAL ABILITY SCORES
STR 11, CON 15, DEX 11, INT 19, WIS 22, CHA 11
STARTING ABILITY SCORES
STR 10, CON 12, DEX 10, INT 16, WIS 17, CHA 10
AC: 25 Fort: 24 Ref: 26 Will: 28
HP: 73 Surges: 8 Surge Value: 18
TRAINED SKILLS
Arcana +15, Endurance +14, Heal +19, History +15, Insight +17, Religion +17
UNTRAINED SKILLS
Acrobatics +5, Athletics +5, Bluff +6, Diplomacy +6, Dungeoneering +14, Intimidate +6, Nature +12, Perception +14, Stealth +5, Streetwise +6, Thievery +5
POWERS
Basic Attack: Melee Basic Attack
Basic Attack: Ranged Basic Attack
Dwarf Racial Power: Dwarven Resilience
Invoker Feature: Rebuke Undead
Covenant of Preservation Power: Preserver's Rebuke
Invoker Attack 1: Hand of Radiance
Invoker Attack 1: Divine Bolts
Invoker Attack 1: Storm Call
Cleric Attack 1: Gaze of Defiance
Invoker Utility 2: Miraculous Fortune
Invoker Attack 3: Chains of Carceri
Invoker Attack 5: Searing Orb
Arcana Utility 6: Insightful Warning
Invoker Attack 7: Tide of the First Storm
Invoker Attack 9: Summon Blade Angel
Invoker Utility 10: Angelic Messenger
Divine Philosopher Attack 11: Hit the Weak Spot
Divine Philosopher Utility 12: Uncanny Insight
Invoker Attack 13: Brilliant Revelation
FEATS
Level 1: Ritual Caster
Level 1: Implement Expertise (Rod)
Level 2: Superior Implement Training (Accurate rod)
Level 4: Invoker Defense
Level 6: Coordinated Explosion
Level 8: Divine Healer
Level 10: Improved Defenses
Level 11: Preserver's Vengeance
Level 12: Skill Training (History)
ITEMS
Magic Accurate rod +3 x1
Dwarven Thrower Warhammer +1
Shared Suffering Hide Armor +2 x1
Safewing Amulet +3 x1
Adventurer's Kit
Phylactery of Divinity x1
Bag of Holding
Ritual Book
Hand of Fate
Comprehend Language
Ancestral Whispers
Endure Elements
Ghost Walk
Pyrotechnics
Raise Dead
Comrades' Succor
Make Whole
Purify Water
Delver's Fire
Knock
Transfer Enchantment
Disenchant Magic Item
Enchant Magic Item
Arcane Mark
Unseen Servant
Mordenkainen's Ascent
Easy Passage
Speak with Dead
Consult Mystic Sages
====== End ======
Cronin |
I'd already bought the key rituals -- the main fund was for components (and a Raise Dead scroll, in case I'm the dead on . . .)
But the current total (less 1K and the scroll for 5340) is 24K, which is far larger than I expected -- thanks, all! 15K residuum allows two more Raise Deads and lot of other stuff, which I hope will be ample.
Rev, do you mind if we do some fill-in right now on some of the more expensive rituals? I'm thinking of things like Shadow Walk, Eagle's Flight, Water's Gift, Trailblaze.
Cronin |
Total fund: 29,620
I just realized Guldarin also has Raise Dead, so the scroll would be <i>*ahem*</i> overkll. He also has Comrades' Succor.
I'll add the ones I named for 4500gp. That leaves 24,120 in residuum, which should be ample for long to come -- I'll just track it on my sheet, which I'll update Wednesday.
Guldarin |
Are there any other rituals that would seem particularly useful? Guldarin has more money than I'd realised, and while some of that has gone on a few items there's still a bit left for rituals. Sending sounds as if it would be useful for getting a message to our sponsor.
Zerombr |
hmmm...well Improved Def could help yes, but I think the thing to remember is that Rev's games have extra hard monsters, and as such it is, higher defenses won't matter as much as reactive abilities, attack denial, and reactive surges.
Also, aren't you supposed to be lvl 13 now, and do you have inherent bonuses added this time, in case it helps?
BTW, while we're on the subject of Nayce, I always hear his voice being Jamie from Megas XLR, dunno why.
Rev Rosey |
You are certainly supposed to be level 13, which will help a bit.
On the monsters thing - yes, I do tend to make them harder. I try to balance it by reducing their hp by a lot, but making them more dangerous to keep around. It's a personal preference, but evolved as a way of trying to make sure every fight was a legitimate reason for handing out enough XP for you to level fairly frequently. Otherwise pbp leveling is slow to non-existent.
Please note that despite my best efforts, I've only ever killed one pc and one npc white dragon. I'm constantly surprised by how tough a party can be :)
Zerombr |
I'm not adverse to it at all Rev, just noting to Nayce that he might feel like a pincushion, but it's only because we're fighting a bit more advanced enemies. Just means we have to think more tactically, and rely on each other a bit more.
While we're on the subject, was that solo eladrin battle supposed to go that smoothly, or did we somehow nova that fight?
Lynore |
Didnt look to see if you had any of these, you may already
Slayer's Escape Utility power
immediate reaction, you are hit by an attack and you can teleport 5 squares, and you become invisible until the start of your next turn
Antipathy Gloves : an enemy must spend 1 extra square of movement to enter a square adjacent to you
Escape Tattoo: when a nonminion enemy scores a critical hit against you and deals damage, you can teleport 3 squares as a free action
Rev Rosey |
The eladrin fight can go several ways, but you did pretty much everything that would make it over fast.
Only two of you went into the mist and of those two only Arishat was hit. Thom and Lynore have ridiculous Arcana and Thievery bonues to do the disabling. Mindressa rolled pathetic init which didn't help her cause at all.
Just as well really. As you saw from the one round she was active, she hits like a truck.
Celestial Healer |
Yes, I'm still ironing Nayce out in the CB before updating him here, so the profile here shows him as he was at 12th level. I added Improved Defenses, which will be a help, and I'll take a look at Slayer's Escape. I wish assassins had more "gotcha" immediate interrupts - I would snap them up in a heartbeat.
Celestial Healer |
Instead of more defensible, Nayce has become less defensible. The best I can get his AC is 25, when it was 27. And I thought 27 was too low :( Other defenses are improved, though.
I've got:
20 dex, +2 inherent bonus to AC, leather armor, light shield, +6 for level.
10+5+2+1+1+6=25
At this level, anything rolling a 5 or higher will probably hit him. Thoughts?
Bluenose |
Some items that might help:
Darkleaf leather, +2 to AC at the start of an encounter that lasts until you get hit.
Cloak of Translocation, +2 bonus to AC (and Reflex?) after you teleport till the end of your next turn.
Bracers of Escape, an immediate interrupt that lets you teleport 2 when attacked in melee, which obviously works well with the Cloak.
Wrath |
I know this isn't really helping with your build, but stay as close to Greeg as you can. He can mark anything in base to base, and it's not going to be a good idea for those who he marks not to attack him. This will keep the heat off you at least, and sets up a very sweet flanking chance for guys like Nayce.
Most likely I'm telling you stuff you already know anyway, but maybe it will help in game sometime.
Cheers
Zerombr |
don't forget that charbuilder's armor is screwed up, so you're probably shorting yourself a bit due to that.
let's see, Don has...10 for Constant, 6 for level, 2 for inherent, it lists 0 for drowmesh, but is actually +2
+3 for the armor's +3, +1 for two weapon defense, and +6 from Dex
since inherent is the same as the enchantment bonus, we ignore the +2 inherent for now, and use the +3, so Don has a 28 AC standard,
so it is a 28, but listed as a 26 on CB, so there's an example, but yeah, getting hit on an 8 sucks, truly.
so Nayce has the +10 constant, the 6 for level, 2 for inherent. Don's TWD matches your shield, his leather is listed as 2, not 1, so here's the difference I see. that and my dex is higher since I didn't have to main CHA. I think you're supposed to be at 26
let's look at Raya too for evaluation, she's lvl 15 so note the difference
10 for constant, 7 for half level, +2 for shield, +4 for armor bonus, +0 for gith plate itself, which should be 10 IIRC.
has her listed at 23 AC, when she's got 33
Nayce Mernorr |
I think I've got it!
I gave him some extra defense:
Feats - Toughness, Improved Defenses
Utility Power - Vanish (and he already had Slayer's Endurance)
Equipment - Bracers of Escape, Escape Tattoo, Circlet of Second Chances, Shielding Girdle (and he already had a Cloak of Translocation)
I decided to keep the Snakefang leather (although it's now Drowmesh Snakefang Leather) instead of Darkleaf.
I calculate an AC of 27. Could you verify? (10 + 6 (level) + 5 (Dex) + 2 (leather) +3 (enhancement [higher than inherent] +1 (shield)
His other defenses got a much larger bump due to Improved Defenses.
More exciting, though, is his beefed-up damage output. Fancy 1d12 weapon, a feat to bump his shroud damage to 1d8+5 each (instead of 1d6+3), a new paragon-level pair of gauntlets of blood (so he's now up to +4 against bloodied foes). He'll be even better at dealing out death than ever before!
Rev Rosey |
I have no idea what CB is doing with AC, but it's silly and should clearly be ignored.
You all look roughly right to me, but let's see how it goes.
Note that it is my custom to let you make changes to your build after the first battle. I ask that you don't change your race or class, but apart from that it is open season. After that grace period, you generally need to wait to retrain anything you hate.