Jeff
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Post by Jeff on Aug 3, 2012 11:26:20 GMT -4
Y'know, for chatter.
So, you level-uppers, do you know what you want? Do you want suggestions? Really, all it boils down to is 1 new power.
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Brian
Melethos (tiefling)
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Post by Brian on Aug 3, 2012 11:37:46 GMT -4
I'm always up for suggestions. I've been debating between Sundered Armor or War of Attrition. If you have other ideas . . . ;D
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Darren
Kalarian d'Deneith (human)
Kalarian
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Post by Darren on Aug 3, 2012 11:55:16 GMT -4
I need suggestions because I don't even know what my options are.
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Jeff
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Post by Jeff on Aug 3, 2012 16:21:20 GMT -4
Ken and Brian, keep an eye out on a private thread near you!
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Dave W.
Adamant (Warforged)
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Post by Dave W. on Aug 3, 2012 17:05:19 GMT -4
Sure, I'm open to advice... So here's the 7th level Paly powers: * Beckon Foe - Cha vs Will, this gives him a ranged attack (only 5 sq but better than nothing). It does good damage 2d10+Cha (4). Then if it hits he gets to pull the target Wis (3) sq towards him. * Benign Transposition - Adamant swaps places with an ally within Wis (3) sq. if there's an enemy adjacent at that point he can make a Cha vs AC attack for 2W+Cha damage. * Divine Reverence - attack all adjacent enemies with Cha vs Will for minimal damage (1d8+Cha) but it does daze anyone hit until my next turn * Thunder Smite - Str vs AC (can crit on 19-20). Does reasonable damage (2W+Str) of an odd type (thunder) and knocks a hit target prone. I like Beckon Foe, giving Addy a ranged attack and then forcing the enemy to come to him plus good damage. And he could imitate Chef Ramsey "C'me 'ere you!" With the restrictions on my Divine Challenge it could really come in handy. Benign Transposition is nice if one of you get into trouble (Belarin) I could pull you out. Also, if one of the faster guys charges ahead and engages the enemy, but it's more than Addys plodding speed can make, I could move then swap places to get into melee. I could use it to save myself at someone else's expense if we've been routed, but that doesn't seem like Adamant... Divine Reverence may be my least favorite. It's nice if I get surrounded and the daze is a real plus, but it just seems less likely than having someone get themselves into trouble (Belarin) or wanting to pull an enemy to me. Thunder Smite is nice for knocking down the opponent but just doesn't feel Adamantish... The increased crit range is nice but I like the first two powers better. I think I'm leaning towards Beckon Foe but I do like the Transposition too... Thoughts?
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Darren
Kalarian d'Deneith (human)
Kalarian
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Post by Darren on Aug 3, 2012 19:16:30 GMT -4
Any powers that allow us to move enemies or ourselves around the field are a good thing. Kal's got one power that I'd love to make more use of, but it's not always practical, which is Thunder Leap. It allows him to launch himself across the battlefield, damaging anyone near him on the take off, and then again at landing, pushing them back. I often don't use it because a) there are too many allies at either the starting or ending point or b) it'd put Kal into a bad position too close to enemies that he couldn't easily then get away from in order to use his other powers. Same thing applies to a lot of Kal's other powers that effect anyone adjacent to his target. If Adamant could move Kal or the enemies around, it would give him the flexibility to use more of his powers. I'm sure the same holds true for a lot of other characters in the party.
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Post by Dave B. on Aug 3, 2012 23:10:51 GMT -4
Either of the first two powers sound good to me.
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Joe
Streko Tavven (halfling)
Streko
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Post by Joe on Aug 3, 2012 23:35:06 GMT -4
Suggestions are excellent and appreciated. Thank you!
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Ken
Belarin Malizia
Belarin
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Post by Ken on Aug 4, 2012 0:47:00 GMT -4
Darren, I looked through the D&D Compendium and found some things I think you (or Kal) would like. I've listed four below in order of my preference: 1. One Blow, One EchoA simple stab or smash is never simple when its echo can spiral through your magic and blossom in fire or thunder.Encounter Arcane, Implement, Varies Standard Action Melee 1 Target: One creature Attack: Charisma vs. Reflex Hit: 1d10 + Charisma modifier damage, and roll a d6 to determine the damage type. At the start of your next turn, deal 10 damage of the same type to one enemy within 3 squares of you. 1. Acid 2. Cold 3. Fire 4. Lightning 5. Poison 6. Thunder 2. Horror BlastA wave of pure terror emanates from your body and drives your enemies away.Encounter Arcane, Implement, Psychic Standard Action Close burst 2 Target: Each enemy in the burst Attack: Charisma vs. Will Hit: 2d8 + Charisma modifier psychic damage, and you push the target 2 squares. * Note: Active Familiar: Any enemy that is adjacent to your familiar after you push it falls prone. 3. Thunder Wyrm's JawsYou emit a draconic roar. An echo of the call bursts over your foe’s head, buffeting your enemy as the sound bolsters you.Encounter Arcane, Implement, Thunder Standard Action Ranged 10 Target: One creature Attack: Charisma vs. Reflex Hit: 3d8 + Charisma modifier thunder damage. You gain temporary hit points equal to 1d6 + your Strength modifier. 4. Spark FormYour body briefly becomes a shower of dancing sparks that zips among foes, shocking them as you go.Encounter Arcane, Implement, Lightning Standard Action Melee 1 Effect: You shift your speed + 2. During the shift, you can move through enemies' spaces. When you leave any creature's space, make the following attack against that creature. Whenever you use this power, you can make the attack against a creature only once. Target: One creature Attack: Charisma vs. Reflex Hit: 1d6 + Charisma modifier lightning damage. "One Blow, One Echo" seems very Kal-like to me. The damage may not seem like a lot for a Level 7 power, but the automatic 10 points that follow in the next round is pretty cool. "Horror Blast," on the flip side, doesn't seem very Kal-like to me, but it does have forced movement -- as you requested -- against potentially multiple targets on a successful hit (vs. Will, typically the weakest defense). "Thunder Wyrm's Jaws" does a shitload of damage against one foe at range and provides temporary hit points to boot. That's NICE. "Spark Form" is the most superheroic of the bunch. You turn into a bolt of living lightning and zip through the battlefield, zapping anyone in your path. And if you DO choose this one, I'd suggest "retraining out" Thunder Leap -- which is somewhat similar -- and choosing another power of that level to replace it. (In 4E, each time you level up, you can swap out or "retrain" one and only one power or skill or feat.) For instance: Everywhere and Nowhere - Sorcerer Attack 5 You burn your presence from the enemy’s mind so that when it tries to find you, you are gone, always one step out of reach. Daily * Arcane, Illusion, Implement, Psychic, Teleportation Standard Action * Ranged 10 Target: One creature Attack: Charisma vs. Will Hit: 2d12 + Charisma modifier psychic damage, and the target treats you as invisible (save ends). Miss: Half damage, and you are invisible to the target until the end of your next turn. Effect: Until the end of the encounter, whenever the target makes an attack while you are invisible to it, it takes 5 psychic damage and you may teleport 5 squares as a free action. Food for thought!
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Ken
Belarin Malizia
Belarin
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Post by Ken on Aug 4, 2012 1:02:33 GMT -4
Dave W: Of those options, I lean toward Benign Transposition. I can see many instances where swapping foes with a warforged paladin would come in handy. There are a couple of other powers from Divine Power you might want to consider: Crescent MoonYou cut a wide arc with your glowing weapon, drawing a crescent moon of light that careens toward your foe.Encounter * Divine, Radiant, Weapon Standard Action * Ranged 5 Special: If you are wielding a heavy blade, the range is 10 squares. Target: One creature Attack: Strength vs. Reflex Hit: 2[W] + Strength modifier radiant damage, and you subject the target to your divine sanction until the end of your next turn. I like that one because of the range! Nothing something a paladin gets to do often. Price of CowardiceA searing flash of light punishes a foe who refuses to face you in battle. Encounter * Divine, Implement, Radiant Immediate Interrupt * Close burst 5 Trigger: An enemy marked by you makes an attack that does not include you as a target Target: The triggering enemy Attack: Charisma vs. Will Hit: 2d10 + Charisma modifier radiant damage, and the target is blinded until the end of your next turn. This power also seems juicy simply because of the amount of marking does during a typical combat. And it would super-effective against an undead foe.
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Ken
Belarin Malizia
Belarin
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Post by Ken on Aug 4, 2012 1:06:31 GMT -4
Joe, Brian, Dave B: I'll happily toss suggestions your way, too, but my brain is fuzzy. I'll catch up with you later in the weekend.
Brian: Remind me, please -- which warlord build is Condign? Inspiring?
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Brian
Melethos (tiefling)
Melethos
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Post by Brian on Aug 4, 2012 6:41:13 GMT -4
Ken, Condign is Inspiring Presence build. But Jeff and I have already discussed his Level 7 power choices and I picked one. I think it's really cool. It's called Friendly Fire, and I'm sure you can look it up easier than I can type it out.
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Ken
Belarin Malizia
Belarin
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Post by Ken on Aug 4, 2012 11:11:50 GMT -4
Let me take a peek and...
Yeah, that's definitely Condign. ;D
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Darren
Kalarian d'Deneith (human)
Kalarian
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Post by Darren on Aug 4, 2012 13:50:58 GMT -4
Hey now....Jeff left out some of those choices, and never mentioned the retraining thing. I had been leaning towards One Blow, One Echo, but you've opened up some new options. So let me mention this. Kal also has a power right now called Lightning Shift, which basically lets him shift up to his speed while ignoring difficult terrain. But it seems like Spark Form basically does the same thing, only it causes damage to enemies while doing it. So wouldn't it be better, instead of training out Thunder Leap, to train out Lightning Shift for Spark Form, and then also gain a new power? Everywhere and Nowhere seems good, but it also seems very Belarin, and I do kind of like Thunder Leap. Now, given the other options you brought up, Thunder Wyrm's Jaws seems pretty awesome, and it does seem very Kal. Getting in one big hit seems like it could be a really good thing. I love the idea of Horror Blast, though, especially since it incorporates something nice for Tangat. Coupled with Thunder Leap and Spark Form, it seems like a good power because Kal could get in the middle of a group of enemies and then scare the crap out of them, which is something Kal would love to do. What do you think?
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Jeff
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Post by Jeff on Aug 4, 2012 16:08:15 GMT -4
Yup, that was coming, Darren. Just been so strapped for time, I haven't put in as much input as I've wanted to.
Here's another big distinction I think you keep overlooking, Darren. Whenever a power specifies that it targets an "enemy," that means it won't risk hurting any allies. Only if it says it targets "creatures" in an area or a burst or whatever does that mean it can also hurt allies who are in the affected area.
So spells like Rimestorm can safely do a blast 3 (3x3 area adjacent to you) even through and around your friends without harming them.
Look over your options again, with that in mind.
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Darren
Kalarian d'Deneith (human)
Kalarian
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Post by Darren on Aug 4, 2012 22:31:39 GMT -4
Ah ha. Thanks, Jeff. I missed the part of Rimestorm that specifically said enemies. I think I misunderstood earlier when Ken was talking about training out powers, but I think I get it now. Obviously if I train out an old power, I would have to swap it for a power of the same level. So if I took Spark Form and wanted to swap out Lightning Shift, I'd have to replace Lightning Shift with a 6th level power. I wish I had the book in front of me so I could see if there was a good 6th level power to take and then take Spark Form, or if I'm better off keeping Lightning Shift and then taking either One Blow, One Echo, Horror Blast, Thunder Wyrm's Jaws or Rimestorm. Sheesh. Decisions, decisions. Here's another question for you, Jeff. If Kal took Rimestorm, it might be worthwhile to trade out his 1st-level fire ability which is similar. What are the options for 1st level at-will powers? Or....maybe here's another question....which book is all this info in? Maybe I should just get that book.
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Jeff
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Post by Jeff on Aug 5, 2012 1:12:08 GMT -4
Sorry, trying to catch up on lots of stuff still. (I know, I keep saying that.)
Meanwhile, Joe, I put some recommendations in your private thread.
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Brian
Melethos (tiefling)
Melethos
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Post by Brian on Aug 5, 2012 12:31:13 GMT -4
Jeff: I guess I could also head over to the bank and deposit the note. While I'd love to find something better than the chainmail armor Big Red is wearing, I seriously doubt I have the coin for a good set of scale mail, or even better magical chain. But, to keep up appearances, I should follow Kal around and make sure he doesn't get roughed up by the local populace.
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Jeff
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Post by Jeff on Aug 5, 2012 13:21:54 GMT -4
Right now Condign is wearing a suit of +1 chainmail (magic, grants an enhancement bonus of +1, but has no other bells and whistles). Basic market cost is roughly 360 gp. A suit of +2 chainmail also with no bells and whistles (but an increased magic enhancement of +2) is roughly 1,800 gp.
Just to give you an idea. So while the whole party couldn't afford to armor up all at once, you could probably afford one or two comfortably once the gold's been retrieved.
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Post by Dave B. on Aug 5, 2012 13:50:54 GMT -4
Shorak just needs to deal with opening an account and the funds transfer to said account. He also needs to get some new clothing, since he no longer has more than a single change in his pack after losing his entire wardrobe. I'm okay with not role playing either of those transactions.
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Joe
Streko Tavven (halfling)
Streko
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Post by Joe on Aug 5, 2012 14:56:54 GMT -4
Shorak just needs to deal with opening an account and the funds transfer to said account. He also needs to get some new clothing, since he no longer has more than a single change in his pack after losing his entire wardrobe. I'm okay with not role playing either of those transactions. Apparently, a drow walking around naked might bring attention to him.
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Brian
Melethos (tiefling)
Melethos
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Post by Brian on Aug 5, 2012 17:47:02 GMT -4
I'm not willing to suck up 1800 party gold for +2 chain mail. I'll wait and steal it from a dead body on the way to the Eye.
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Dave W.
Adamant (Warforged)
Adamant
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Post by Dave W. on Aug 6, 2012 9:46:22 GMT -4
No wifi at the condo, making quick post from a coffee shop. You have me convinced... I'll take transposition as a power... Let's see how it works...
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Dave W.
Adamant (Warforged)
Adamant
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Post by Dave W. on Aug 6, 2012 9:53:44 GMT -4
In the spirit of shopping... Adamant will go to the bank to set up an account. Then visit the artificer. Then he will try to send half of his remaining funds to the Tavvens in Sharn with instructions that they keep half and use the rest for High Walls (probably wont be much left)
Don't know that I will get another chance to post before Sat
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Darren
Kalarian d'Deneith (human)
Kalarian
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Post by Darren on Aug 6, 2012 10:46:09 GMT -4
Jeff, does our current "bank total" in your signature reflect the money we just got from Larest?
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Jeff
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Post by Jeff on Aug 6, 2012 11:03:00 GMT -4
It doesn't, Darren. But it will soon!
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Jeff
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Post by Jeff on Aug 6, 2012 19:16:47 GMT -4
Powers come from lots of different sources, Darren. See below from my copy-and-paste from the Compendium. If you get yourself a subscription, you'd be able to access the Compendium yourself (and gain access to all DDI articles, include mine and Ken's!). 1st level sorcerer powers: Grounding Rebuke Sorcerer 1 Immediate Reaction Dragon Magazine 374 Blazing Starfall Sorcerer 1 Standard Arcane Power Blinding Bolt Sorcerer 1 Standard Arcane Power Cosmos Call Sorcerer 1 Standard Arcane Power Howling Tempest Sorcerer 1 Standard Arcane Power Ice Javelins Sorcerer 1 Standard Arcane Power Lightning Strike Sorcerer 1 Standard Arcane Power Mists of Disarray Sorcerer 1 Standard Arcane Power Pinning Bolt Sorcerer 1 Standard Arcane Power Ray of the Moon Sorcerer 1 Standard Arcane Power Shocking Magnetism Sorcerer 1 Standard Arcane Power Tearing Claws Sorcerer 1 Standard Arcane Power Thundering Roar Sorcerer 1 Standard Arcane Power Whirlwind Sorcerer 1 Standard Arcane Power Energy Strobe Sorcerer 1 Standard Dragon Magazine 381 Chaotic Strike Sorcerer 1 Standard Dragon Magazine 386 Familiar Fires Sorcerer 1 Standard Dragon Magazine 386 Wave of Light Sorcerer 1 Standard Dragon Magazine 386 Ensorcelled Blade Sorcerer 1 Standard Dragon Magazine 390 Teleporting Strike Sorcerer 1 Standard Dragon Magazine 390 Arcing Fire Sorcerer 1 Standard PH Heroes: Series 1 Acid Orb Sorcerer 1 Standard Player's Handbook 2 Bedeviling Burst Sorcerer 1 Standard Player's Handbook 2 Burning Spray Sorcerer 1 Standard Player's Handbook 2 Chaos Bolt Sorcerer 1 Standard Player's Handbook 2 Chromatic Orb Sorcerer 1 Standard Player's Handbook 2 Dazzling Ray Sorcerer 1 Standard Player's Handbook 2 Dragonfang Bolt Sorcerer 1 Standard Player's Handbook 2 Dragonfrost Sorcerer 1 Standard Player's Handbook 2 Explosive Pyre Sorcerer 1 Standard Player's Handbook 2 Frostbind Sorcerer 1 Standard Player's Handbook 2 Lightning Breath Sorcerer 1 Standard Player's Handbook 2 Storm Walk Sorcerer 1 Standard Player's Handbook 2 Tempest Breath Sorcerer 1 Standard Player's Handbook 2 Thunder Slam Sorcerer 1 Standard Player's Handbook 2 7th-level sorcerer powers: Blazing Bolts Sorcerer 7 Standard Arcane Power Chaos Ray Sorcerer 7 Standard Arcane Power Spark Form Sorcerer 7 Standard Arcane Power Thunder Bomb Sorcerer 7 Standard Arcane Power Thunder Wyrm's Jaws Sorcerer 7 Standard Arcane Power One Blow, One Echo Sorcerer 7 Standard Dragon Magazine 381 Horror Blast Sorcerer 7 Standard Dragon Magazine 386 Dweomer Dagger Sorcerer 7 Standard Dragon Magazine 390 Chaos Storm Sorcerer 7 Standard Player's Handbook 2 Crushing Sphere Sorcerer 7 Standard Player's Handbook 2 Rimestorm Sorcerer 7 Standard Player's Handbook 2 Shout Sorcerer 7 Standard Player's Handbook 2 So you see it's a bit of trouble pasting in the descriptions of all powers.
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Jeff
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Post by Jeff on Aug 6, 2012 19:18:18 GMT -4
Dave (Bean), it's not too soon to start thinking about what powers Shorak will want. What do you have access to?
And yep, everyone can swap out one power they've already got for another of the same level.
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Darren
Kalarian d'Deneith (human)
Kalarian
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Post by Darren on Aug 6, 2012 23:34:26 GMT -4
Yikes. Okay, Jeff. I see your point.
I think I like Horror Blast. I like the idea of it, and I like having a power that ties in to Tangat.
I would like to ask about your suggestions for maybe training out Kal's 1st-level Burning Spray power, though, because he never really uses it. Clearly there are a lot of options there, but you guys have been pretty good about pointing me in the right direction. Maybe a few suggestions and then I can pick something?
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Ken
Belarin Malizia
Belarin
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Post by Ken on Aug 6, 2012 23:36:10 GMT -4
I think I misunderstood earlier when Ken was talking about training out powers, but I think I get it now. Obviously if I train out an old power, I would have to swap it for a power of the same level. So if I took Spark Form and wanted to swap out Lightning Shift, I'd have to replace Lightning Shift with a 6th level power. I wish I had the book in front of me so I could see if there was a good 6th level power to take and then take Spark Form, or if I'm better off keeping Lightning Shift and then taking either One Blow, One Echo, Horror Blast, Thunder Wyrm's Jaws or Rimestorm. Sheesh. Decisions, decisions. Here's another question for you, Jeff. If Kal took Rimestorm, it might be worthwhile to trade out his 1st-level fire ability which is similar. What are the options for 1st level at-will powers? Darren, I wouldn't necessarily drop Lightning Shift just because you find Spark Form interesting. The ability to shift your speed across a battlefield as your move for the round is pretty potent, even if you can do roughly the exact same thing (and attack!) with Spark Form. That said, if you do want to swap out Lightning Shift, I'll recommend a couple. (As Jeff has shown, there are a bunch at each level, from different sources.) Energetic Flight -- Sorcerer Utility 6You hurtle forward on wings shaped from streamers of dancing energy.Daily * Arcane Minor Action * Personal Effect: Until the end of your next turn, you gain a fly speed equal to your speed, and you can hover. To quote Robert Downey Jr.: "Yeah... I can fly." ;D Note that, unlike most utility powers, this is a daily. Fate's Chaos -- Sorcerer Utility 6You tweak the course of fate, turning ill luck into good fortune.Encounter * Arcane Free Action * Personal Trigger: You spend an action point to make an attack and miss. Effect: Reroll the triggering attack roll with a bonus equal to your Strength modifier. Chances are that this would come in handy more times than not. If you had this power, and you attacked using an action point and made a maybe-not-so-good roll, you'd just have to tell Jeff that Fate's Chaos kicks in if the roll is a miss. Dave B: I think you have access to (ahem) copies of the 4E books, but you may not have any powers that have appeared in online issues of Dragon; let me know if you'd like me to suggest anything for Shorak.
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