| Post/Author/DateTime | Post |
|---|---|
| #1MindWandererBOct 31, 2007 18:45:15 | Since the protocol for playtesting the alternative fight options proposed in the under-construction [post=13259041]Community of Gladius[/post] is a bit chaotic, here's a new thread to deal with it. In this thread, please post [b]only:[/b]
Remember, this is only to playtest the Challenge portion of the Community rules (although we may end up using them for something else... UnCon, perhaps). Interest in the rest of the system (which should not be judged as it is, as it's far from complete) is not required. Agents
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| #2luniOct 31, 2007 20:37:11 | I'll be interested in running a monster hunt or monster takedown. FFA challenge only though, not teams. I love killing PC's. ![]() |
| #3VathelokaiNov 03, 2007 11:16:21 | I'll volunteer to pitlord some. I've always wanted to see some alternate challenges to straight arena combat. |
| #42StormwindFeb 18, 2008 5:55:33 | I edited my previous post ([post=15115268]here[/post]) with the suggestions already made. @MWB: Once the community stuff goes live, should the results from community fights be posted to the battles thread, or to a new 'community battles' thread, or somewhere else? I suppose it would be good to post the results of these playtests to this thread for now, but I'm just trying to think ahead to once the community stuff goes live. |
| #43whitebaronFeb 18, 2008 7:31:47 | i'm quite sure community stuff will be held in seperate threads, as it should not pollute the core system(arena) of coco. certainly, there will be some thread like "The Community Battles of Galdius (II)" soon after. ;) |
| #44StormwindMar 31, 2008 10:18:15 | This is a playtest fight to test the proposed community rules. The fight is between Krusk's agent, Varjo's agent and Maya's agent. If you are not mucki, Stormwind or MindWandererB, please do not post here. For the purposes of this fight, all participants are asked to roll using the same session (King of the Hill [Arena]: Krusk's agent vs. Varjo's agent vs. Maya's agent) of the CoCo dice roller (user: Playtest; password: playtest) All participants are also required to use the [Arena] CoCo battle map to show any movement. Finally, a summary of each rounds actions will be posted every round. Results (after 50 rounds) Maya's agent (Bartholomew): 7 rounds on the Hill (winner) Varjo's agent (Ilma): 6 rounds on the Hill Krusk's agent (Jack): 5 rounds on the Hill |
| #45StormwindMar 31, 2008 11:09:24 | Running 50 rounds on play-by-post style worked and took 6 weeks (20.02.2008-31.03.2008). Here are the comments regarding the playtest (and other) rules that came up during the fight:
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| #46MindWandererBMar 31, 2008 15:11:43 | I don't consider 6 weeks an acceptable amount of time to resolve a fight, so I'm more inclined to write this off as infeasible as written. Not sure how to fix it, either. Thus far, I'm pretty discouraged. None of the experiments we've tried so far have worked well enough to be usable, IMO. I think the Monster Hunt comes the closest, provided the monsters chosen provide a credible threat. The Takedown failed because there are too many ways to beat a monster, especially a tough monster, without doing HP damage. King of the Hill just took way too long. We haven't tried Capture the Flag or Grand Melee yet. So, here's what I want to do:
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| #47mcjarvisMar 31, 2008 15:16:38 | I was willing to turn a blind eye to all of this when I thought you had plenty of volunteers, but I hate to think that you'd get discouraged//unable to do it just because of a lack of people. Consider [post=10257111]TIM[/post] & [post=14141867]Thorell[/post] at whatever ECL you want up for grabs(I have TIM mapped out to level 30, Thorell mapped out to level 20). I haven't read up on rules too much, but I'm sure you can fill me in with a summary(or link whatever post I'll have to read). I'd imagine they'll be good test subjects since they are such "straight forward" character concepts. [Or they'll just get swamped by egowhip users, but whatever]. I didn't read about the situation- but you could just make the monsters immune to ability drain and say "tough luck" to characters that rely on this. |
| #48MindWandererBMar 31, 2008 15:46:25 | I'd especially like more Agents--do you have TIM and Thorell at level 1-2? Same goes for anyone else. Edit: Remember, CR <=2 nonhumanoid monsters work fine, too. If you want to participate but don't want to build a PC, just choose a stock monster and go with it. |
| #49mcjarvisMar 31, 2008 15:48:46 | I'd especially like more Agents--do you have TIM and Thorell at level 1-2? Same goes for anyone else. I can generate that shortly. As soon as I finish pitlording my fights tonight I'll draw them up. |
| #50muckiApr 01, 2008 3:04:03 | I don't consider 6 weeks an acceptable amount of time to resolve a fight, so I'm more inclined to write this off as infeasible as written. Not sure how to fix it, either. Tbh though, most of the time spent was due to the play-by-post nature (and the time difference of Europe/US). And that was only due to pitlord shortage. If this fight was held as usual, I think it would easily be finished in two to three hours. |
| #51mcjarvisApr 01, 2008 12:43:48 | Ok Tim, level 1 Medium Humandoid(Elf) ->Mounted on animal(horse) Hit Dice: 1d8+1 (9 hp) Initiative: +3 Speed: 50 ft. (10 squares) [mounted] Armor Class: 17 (+3 Dex, +4 armor), touch 13, flat-footed 14 Armor Class(horse): 13 (-1 size, +1 dex, +3 natural), touch 10, flat-12 Base Attack/Grapple: +0/+4 (horse 2/9) Attack: +4 longspear 1d8+6 or +4 armor spikes 1d6+4 or +3 longbow 1d8, 110ft. Full Attack: same Space/Reach: 10 ft./5 ft. Special Attacks: Spells Special Qualities: low-light vision Saves: Fort +1, Ref +3, Will +2 [mount +5/+4/+2] Abilities: Str 18, Dex 16, Con 12, Int 12, Wis 10, Cha 14 Skills: Concentration +5, Intimidate +4, Knowledge(local)+2, ride +4, spellcraft +3 Feats: Power Attack Spells: Level 0: [3 per day] Resistance, Dancing Lights, Light Level 1: [3 per day] Enlarge Person |
| #52TelinArthoApr 02, 2008 10:17:23 | Here's a couple of entries for the playtest if you still need more. S'lertak's Agent, CR2 SHOCKER LIZARD Small Magical Beast Hit Dice: 2d10+2 (13 hp) Initiative: +6 Speed: 40 ft. (8 squares), climb 20 ft., swim 20 ft. Armor Class: 17 (+1 size, +2 Dex, +3 natural, +1 armor), touch 13, flat-footed 15 Base Attack/Grapple: +2/–2 Attack: Bite +3 melee (1d4) Full Attack: Bite +3 melee (1d4) Space/Reach: 5 ft./5 ft. Special Attacks: Stunning shock, lethal shock Special Qualities: Darkvision 60 ft., electricity sense, immunity to electricity, low-light vision Saves: Fort +5, Ref +6, Will +2 Abilities: Str 10, Dex 15, Con 13, Int 2, Wis 12, Cha 6 Skills: Climb +11, Hide +11, Jump +7, Listen +4, Spot +4, Swim +10 Feats: Improved Initiative Environment: Warm marshes Organization: Solitary, pair, clutch (3–5), or colony (6–11) Challenge Rating: 2 Treasure: 1/10 coins; 50% goods; 50% items Alignment: Always neutral Advancement: 3–4 HD (Small); 5–6 HD (Medium) Level Adjustment: — A shocker lizard has a pale gray or blue underside, shading to a darker hue on its back. It has blue-black markings along its back and tail. A shocker lizard is about 1 foot tall at the shoulder and weighs about 25 pounds. COMBAT A shocker lizard relies on its electricity abilities in combat. A lizard tends to bite only after its shock has rendered an opponent unconscious or when the shock seems to have no effect at all. A solitary lizard flees once it delivers its shocks, but if other shocker lizards are nearby, they all home in on their comrade’s discharges and attempt to administer their shocks to the foe. Stunning Shock (Su): Once per round, a shocker lizard can deliver an electrical shock to a single opponent within 5 feet. This attack deals 2d8 points of nonlethal damage to living opponents (Reflex DC 12 half ). The save DC is Constitution-based. Lethal Shock (Su): Whenever two or more shocker lizards are within 20 feet of each other, they can work together to create a lethal shock. This effect has a radius of 20 feet, centered on any one contributing lizard. The shock deals 2d8 points of electricity damage for each lizard contributing to it, to a maximum of 12d8. A Reflex save (DC 10 + number of lizards contributing) reduces the damage by half. Electricity Sense (Ex): Shocker lizards automatically detect any electrical discharges within 100 feet. Skills: Shocker lizards have a +4 racial bonus on Hide checks due to their coloration. Shocker lizards have a +2 racial bonus on Listen and Spot checks. Shocker lizards use their Dexterity modifier instead of their Strength modifier for Climb and Jump checks. A shocker lizard has a +8 racial bonus on Climb checks and can always choose to take 10 on a Climb check, even if rushed or threatened. A shocker lizard has a +8 racial bonus on any Swim check to perform some special action or avoid a hazard. It can always choose to take 10 on a Swim check, even if distracted or endangered. It can use the run action while swimming, provided it swims in a straight line. Equipment (2000gp): Bracers of Armor +1, Cloak of Resistance +1, 0gp remaining |
| #82callixApr 28, 2008 1:55:03 | there is one important roll missing for 4e - Erais gets a d20 roll to end the effect of On Pain of Death. Every save ends effect is rolled on the turn of the one being affected. this will be especially important for things like eyebite... Thanks; I thought a save was an action you had to take, not 1, +1 if you take the action. Still, it's academic this time, as Erais is on -5 and took 4 damage from the secondary effect. I'll be willing to run the next match as well. @MWB: I'm still wanting to run my normal 3.5 fight in addition to this. Could I be put back on active pitlord duty? And do you really want two PMs because of a 1-week issue? |
| #83whitebaronApr 28, 2008 5:36:14 | ok, corrin on fight 2 vs. tira on fight 1. and next fight then - riardon f1 vs. tira fight 2 *g* |
| #84salrantolApr 28, 2008 6:15:47 | ok, corrin on fight 2 vs. tira on fight 1. Sure, why not? Callix still want to pitlord? |
| #85callixApr 28, 2008 6:26:51 | Sure, why not? Callix still want to pitlord? Yep. That last one barely whetted my whistle. 3 rounds? Get serious! |
| #86whitebaronApr 28, 2008 7:02:07 | Yep. That last one barely whetted my whistle. 3 rounds? Get serious! well. l1 play is a bit like lvl 1 play in 3.5 - you go down quickly if one exhausts all his daily power for that encounter. the upside: you are not as easily dead as you were back then. i assume we want to stay in the arena or some similar small map? will be writing my tactics then. ;) |
| #87MindWandererBApr 28, 2008 13:46:07 | Thanks; I thought a save was an action you had to take, not 1, +1 if you take the action. Still, it's academic this time, as Erais is on -5 and took 4 damage from the secondary effect. I'll be willing to run the next match as well. The procedure for saves is: 1) Erais takes the 1d8 damage. 2) Erais completes the rest of his actions for the round. 3) Erais makes a saving throw to end On Pain of Death; due to his feat he succeeds on a 9. Making a saving throw is never an action unless you have a power (such as Sacred Flame) that allows someone to make an extra save. Even then, it's part of the power's action, not an action in and of itself. I'd prefer it if you sent Pitlords a PM every time you want a change in your pitlording status, just because I have to be logged into the Pitlords account to make the changes. If you put it in a thread or my personal PM box, I may not remember to do it the next time I'm in Pitlords. |
| #88MindWandererBMay 05, 2008 15:46:10 | I'm using the Prerelease Compendium, other preview materials, and some educated guesses to create a couple of playtest characters. Maravanna Sheharath Maravanna Sheharath Female Elf Cleric Level 1 - Good STR 08 (-1) [0 pts] [8 base] CON 14 (+1) [7 pts] [14 base] DEX 18 (+4) [11 pts] [16 base, +2 racial] INT 10 (+0) [2 pts] [10 base] WIS 18 (+4) [11 pts] [16 base, +2 racial] CHA 09 (-1) [1 pt] [9 base] Armor Class: 17 [3 armor, 4 Dex] Fortitude Defense: 12 [2 Con] Reflex Defense: 14 [4 Dex] Will Defense: 16 [2 Cleric, 4 Wis] Initiative: +4 [4 Dex] Speed: 7 squares [Base 7] Hit Points: 26 [12 Cleric, 14 Con] Bloodied: 13 [1/2 max] Healing Surge HP Healed: 6 [1/4 max] Healing Surges/Day: 9 [7 cleric, 2 Con] Basic Attacks Dagger: +2 vs. AC (+7 thrown), damage 1d4-1 (1d4+4 thrown), range 5/10 [3 prof., -1 Str/+4 Dex] Longbow: +6 vs. AC, damage 1d10+4, range 20/40, load free [2 prof., -1 Str/+4 Dex] Feats Warrior of the Wild (Ranger multiclass: Nature training, Hunter's Quarry 1/encounter) Skills Passive Insight: 19 Passive Perception: 16 Acrobatics: +4 [+4 Dex] Athletics: -1 [-1 Str] Arcana: +5 [+0 Int, +5 Trained] Heal: +9 [+4 Wis, +5 Trained] Insight: +9 [+4 Wis, +5 Trained] Nature: +11 [+4 Wis, +2 racial, +5 Trained (Warrior of the Wild)] Perception: +6 [+4 Wis, +2 racial] Religion: +5 [+0 Int, +5 Trained] Prayers (Divine Powers) Lance of Faith At-Will - Divine, Implement, Radiant Standard Action - Ranged 5 Target: 1 creature Attack: +4 vs. Reflex Hit: 1d8+4 damage, and one ally you can see gains a +2 power bonus to his or her next attack roll against the target. Sacred Flame At-Will - Divine, Implement, Radiant Standard Action - Ranged 5 Target: 1 creature Attack: +4 vs. Reflex Hit: 1d6+4 damage, and one ally you can see makes an immediate saving throw. Cause Fear Encounter - Divine, Fear, Implement Standard Action - Ranged 10 Target: 1 creature Attack: +4 vs. Will Hit: The target moves its speed + 2 squares away from you. The fleeing target avoids unsafe squares and difficult terrain if it can. This movement provokes opportunity attacks. Channel Divinity: Divine Fortune Encounter - Divine (Special: You can use only one Channel Divinity power per encounter.) Free Action - Personal Effect: You gain a +1 bonus to your next attack roll or saving throw before the end of your next turn. Channel Divinity: Turn Undead Encounter - Divine, Implement, Radiant (Special: You can use only one Channel Divinity power per encounter.) Standard Action - Close burst 2 Target: Each undead creature in burst Attack: Wis vs. Will Hit: 1d10+4 radiant damage, and you push the target 5 squares. The target is immobilized until the end of your next turn. Miss: Half damage, and the target is not pushed or immobilized. Elven Accuracy Encounter Free action - Personal Effect: Reroll an attack roll. Use the second roll, even if it's lower. Healing Word Encounter - Divine, Healing (Special: You can use this power twice per encounter, but only once per round.) Minor Action - Close burst 5 Target: You or one ally in burst Effect: The target can spend a healing surge and regain an additional 1d6+4 hit points. Hunter's Quarry Encounter Minor action - Ranged sight Target: Closest enemy Effect: The designated creature takes an additional 1d6 damage from one of your attacks per round. Remains active until quarry is defeated or encounter ends. Cascade of Light Daily - Divine, Implement, Radiant Standard Action - Ranged 10 Target: 1 creature Attack: +4 vs. Will Hit: 3d8 + Wis radiant damage, and the target gains vulnerability 5 to all your attacks (save ends). Miss: Half damage, and the target gains no vulnerability. Other class and racial features Elven Weapon Training: You gain proficiency with the longbow and the shortbow. Wild Step: You ignore difficult terrain when you shift (even if you have a power that allows you to shift multiple squares). Group Awareness: You grant non-elf allies within 5 squares a +1 racial bonus to Perception checks. Ritual Casting Equipment: Hide armor, dagger, longbow, quiver filled with arrows, holy symbol, adventuring gear. |
| #89hirumajoeMay 06, 2008 23:56:02 | Similar attempt to MindWandererB to produce some characters from the lite PHB for 4e. Kage Kage Male Elf Ranger Level 1 - Good STR 08 (-1) [0 pts] [8 base] CON 14 (+2) [7 pts] [14 base] DEX 20 (+5) [18 pts] [18 base, +2 racial] INT 08 (-1) [0 pts] [8 base] WIS 16 (+3) [7 pts] [14 base, +2 racial] CHA 08 (-1) [0 pt] [8 base] Armor Class: 18 [3 armor, 5 Dex] Fortitude Defense: 13 [1 Ranger, 2 Con] Reflex Defense: 16 [1 Ranger, 5 Dex] Will Defense: 13 [3 Wis] Initiative: +5 [5 Dex] Speed: 7 squares [Base 7] Hit Points: 26 [12 Ranger, 14 Con] Bloodied: 13 [1/2 max] Healing Surge HP Healed: 6 [1/4 max] Healing Surges/Day: 8 [6 cleric, 2 Con] Basic Attacks Short Sword: +2 vs. AC, damage 1d6-1 [3 prof., -1 Str] Longbow: +8 vs. AC, damage 1d10+5, range 20/40, load free [2 prof., +5 Dex, +1 Feat] Feats Lethal Hunter (Ranger Bonus) Weapon Focus [+1 Attack with Longbow???] (Lvl 1) Skills Passive Insight: 13 Passive Perception: 20 Acrobatics: +10 [+5 Dex, +5 Trained] Athletics: -1 [-1 Str] Healing: +8 [+3 Wis, +5 Trained] Insight: +3 [+3 Wis,] Nature: +10 [+3 Wis, +2 racial, +5 Trained] Perception: +10 [+3 Wis, +2 racial, +5 Trained] Stealth: +10 [+5 Dex, +5 Trained] Exploits (Martial Powers) Careful Attack At-Will * Martial, Weapon Standard Action - Ranged 20/40 Target: 1 creature Attack: +12 vs AC Hit: 1d10 damage Nimble Strike At-Will * Martial, Weapon Standard Action - Ranged 20/40 Target: 1 creature Attack: +8 vs AC Hit: 1d10+5 Special: Shift 1 square before or after you attack Fox's Cunning Encounter * Martial, Weapon Immediate Reaction - Melee or Ranged 20/40 Trigger: An enemy makes a melee attack against you Attack: You can shift 1 square, then make a basic attack against the enemy Special: Gain a +2 power bonus to your basic attack roll Split the Tree Daily * Martial, Weapon Standard Action - Ranged Weapon 20/40 Targets: Two creatures within 3 squares of each other Attack: +8 vs AC. Mke two attack rolls, take the better results, and apply it to both targetes. Hit: 2d10+5 Hunter's Quarry At Will * Martial, Weapon Minor action - Weapon Target: Nearest single enemy Effect: The designated creature takes an additional 1d6 damage from one of your attacks per round. Remains active until quarry is defeated or encounter ends or you switch your quarry; only 1 quarry at a time). Elven Accuracy Encounter Free action - Personal Effect: Reroll an attack roll. Use the second roll, even if it's lower. Other class and racial features Prime Sot: If none of your allies are nearer to your target than you are, gain +1 to ranged attacks against the target. Elven Weapon Training: You gain proficiency with the longbow and the shortbow. Wild Step: You ignore difficult terrain when you shift (even if you have a power that allows you to shift multiple squares). Group Awareness: You grant non-elf allies within 5 squares a +1 racial bonus to Perception checks. Equipment: Hide armor, shortsword, longbow, quiver filled with arrows, adventuring gear. |
| #90callixMay 07, 2008 2:23:29 | Gee, these fights don't take long at all, do they? Corrin (Week 2) vs Tira Tira’s Tactics First off, thanks for pitlording another playtest fight. Tira will begin in the center of the front of her box, with wand in hand. Notes Whenever not threatened, move three squares away from Corrin (after Eyebite), in order to benefit from Shadow Walk. Tira has Prime Shot and no allies, so she gets a +1 to all ranged attack rolls. Whenever threatened, shift away before attacking. As soon as I can, place Warlock's Curse on Corrin. I am unaware of any official ruling on readying. Feel free to inquire about it once you have tactics from both of us, since it'll matter if I'm usually invisible and having concealment. Eyebite does not have a "(save ends)" entry. Move out immediately, looking for Corrin. As soon as I spot him, place Warlock's Curse on him and then, if possible, Eyebite. Just keep spamming Eyebite, with movement as mentioned in Notes. That should do it. Since he doesn't have his daily power available and my at-will powers look like a tough thing for him to deal with, I can save my daily power for somebody with a daily power. Salrantol |
| #91whitebaronMay 07, 2008 2:43:14 | mistakes: a) diagonals take only 1 square of movement in 4e, and i specified to run (makes 14 squares in a double move or 12 for move+charge) b) corrin should still do lay on hands if below 20, even if he can't see her. c) tira has combat advantage(+2) against corrin when he cannot see her. d) i don't believe prime shot should work without allies, but this might be just me. e) note if the fight goes further: as rumor has it, concealment only gives +2 to all defenses |
| #92callixMay 07, 2008 6:47:45 | mistakes: A, B fixed. Result changed. C is not true; the invisibility lasts only until the start of Tira's turn. D is contentious; one could equally argue that Shielding Smite shouldn't work on the Paladin himself. I think we're going to have to wait for the books on that one. E turned out to be irrelevant. Also, the dice *really* turned on Tira. |
| #93whitebaronMay 07, 2008 8:18:52 | you're gonna hate me for this but: running gives all your opponents combat advantage(as opposed to 3.5 rules, where you lose dex), which means tira actually hits in rounds 5,6,7,8 if i am still running. => the result should be changed back again. i believe if there is any power like eyebite still in the final 4e game, it will have to be houseruled in coco. |
| #94MindWandererBMay 07, 2008 13:25:55 | Eyebite isn't so bad--it deals 1d6+Cha damage, not 2d6+Cha. And with 2-player teams it will be greatly mitigated. Prime Shot does work (if you have no allies, none are closer than you), but Shielding Smite does not (in 4e, you are not considered your own ally). Not that Shielding Smite mattered here, because Tira never attacked AC. I'm not entirely sure about readying either--you could definitely get one shot in as Tira becomes visible (even a charge), but I think that might give her 2 attacks for every 1 of yours. Readying rules are definitely different now (they don't interrupt). |
| #95whitebaronMay 07, 2008 16:51:03 | Eyebite isn't so bad--it deals 1d6+Cha damage, not 2d6+Cha. And with 2-player teams it will be greatly mitigated. usually, it's 1d6+cha+1d6(curse) even for 2on2 i can see a paladin/warlock combo right now... mark the targets that want to attack the warlock, so they take damage if they take out what strategically should be taken out first, and then if it goes down to 1on1 warlock spams eyebites for the win. readied actions were not in the rules preview the quick rules primer or any other thus far published informations. so we basically can only guess, like with concealment and some other options... |
| #96MindWandererBMay 07, 2008 17:01:53 | I know a little bit about readied actions: Unlike in 3e, they take place after the event that triggers them. What I don't know is whether you can ready combinations of actions (e.g. a standard and a free to modify that standard) and what it does to the initiative order. The paladin/warlock combo has been strongly considered. Worse is a single multiclass warlock/paladin--fortunately there doesn't seem to be any way to get both Eyebite and Divine Challenge on the same character at better than 1/encounter before level 11, but it's still icky, especially for us where there aren't many opponents. |
| #97callixMay 13, 2008 7:32:16 | Tira’s and Erais’ Tactics First off, thanks for pitlording! Notes: Tira will use Warlock's Curse on each opponent as she is able. Note that it does not state that she can only have one up. Whenever threatened, Tira will shift away before using a ranged power. The first time he lands a power that deals radiant damage, Erais will use Power of Amaunator. Both will begin in front of their starting box, as far away from each other as possible. Erais will be holding his hammer, Tira her dagger. Erais will rush his opponents to try to get into melee with Riardon. Tira will try to get just in range 10 to use her powers. When they are encountered, Tira will hit Riardon with Curse of the Dark Dream, and sustain it until it ends, sliding him closer to Erais. She will then use Witchfire on him, followed (for the rest of the encounter) by Eyebite. Whenever she has used a power, she will move three squares away from both foes (if possible) to activate Shadow Walk. If Corrin attempts to pursue her, she will target him with Eyebite instead and try to avoid him. Meanwhile, Erais will try to get into melee with Riardon, unless Riardon is wielding his longsword, in which case he will try to stay within range 5. Either way, he will use Lance of Faith if Tira is either uninjured or targetting Riardon, and Sacred Flame otherwise. In either case, the beneficiary of the power will be Tira. If Erais is bloodied, he will use Healing Word on himself, and his Second Wind if he's expended both Healing Words. If Corrin gets a Divine Challenge on Tira: She will use Eyebite on him, moving 3 squares away after each use as possible. If Corrin gets a Divine Challenge on Erais: He will use Lance of Faith on him, and Tira will target Corrin on each round she gets the bonus. Thanks again for pitlording, Salrantol ![]() |
| #98whitebaronMay 13, 2008 10:24:23 | hmm, nice. action point tactics worked out just fine. rd 3: riardon wanted to use fox's cunning, which could have been another hit. - won't matter though. seeing this fight, i believe 2pcs played by one player is the way to go for 4e-tactics based fights. 1on1 leaves to many loopholes imo. how long did it take to run that fight, callix? we still can see, that lowest level means lots of dice luck. i naturally can't judge if my tactics were just superior, but i don't think so. and i pretty clearly won. |
| #99MindWandererBMay 13, 2008 13:08:21 | we still can see, that lowest level means lots of dice luck. i naturally can't judge if my tactics were just superior, but i don't think so. and i pretty clearly won. This is liable to be true at all levels. One of 4e's rallying points is that the math remains more or less the same throughout, and this was the one factor that was playtested to death. Furthermore, it's been observed that, like many video games, PCs have fewer hit points but deal more damage than monsters, so while a PC vs. monster fight is going to be a reasonable length, a PC vs. PC fight will be very short (and a monster vs. monster fight very long). As you can see, a PC can easily be dropped in 3-4 hits, which can happen in 2 rounds in a 2 on 2 fight. In this fight, Riardon actually got fairly low damage, and Corrin is a poor damage-dealer. Two strikers could probably take down an opponent in one round fairly reliably. So yeah, the dice will be a big factor. |
| #100callixMay 13, 2008 15:47:41 | hmm, nice. action point tactics worked out just fine. The fight went fairly quickly; probaoly only about an hour. You know how it is when you get into the flow of a fight... On the Fox's Cunning, you need to be hit by a melee attack, and Riardon never was. And yes, the dice seemed to be a fairly big factor. Although the 40-square range was a bigger one. |
| #101whitebaronMay 13, 2008 17:36:27 | ah, ok, misread. i thought i read the enemy makes a melee or ranged attack against you - but it is just you can use that power either with melee or ranged. |
| #102MindWandererBMay 13, 2008 17:45:23 | On the Fox's Cunning, you need to be hit by a melee attack, and Riardon never was. Actually, it's when "an enemy makes a melee attack against you," whether that attack succeeds or fails. Any preferences for who you use this week? The character sheets from Keep on the Shadowfell have also been leaked, so those characters are now available; note that, as confirmed by Mike Mearls, the half-elf is missing a racial feature (one at-will power from another class, usable as an encounter power). The prerelease compilation is also pretty robust at this point if you want to dabble in character creation. @Callix: if these are only taking you an hour, how do you feel about taking more than one? Or mediating a play-by-post fight, similarly to the recent Samuel/Longshot fight? |
| #103callixMay 13, 2008 19:25:57 | Actually, it's when "an enemy makes a melee attack against you," whether that attack succeeds or fails. I'd really rather not; I'm short of time and end of semester is approaching. I'm happy to keep doing these, but with normal pitlording taking up a quite variable amount of time, I need to keep other commitments down. Exams and everything. Y'know? |
| #104whitebaronMay 14, 2008 7:02:51 | i could do 4e playtest fights as well if someone else wants to participate in tactics writing. as for my preferred team: corrin/riardon is really nice. but i like anything that is mixed in range and melee. pure melee is bound to make problems, like kathra/corrin. i'd rather not use leaked characters from an adventure, since that likely violates wotc intellectual property. (which is a major/important topic for me) |
| #105callixMay 20, 2008 7:17:33 | C&R’s Tactics Hi Callix, sorry for being on the next day (again) and thanks for pitlording. Since both could actually heal the other, i'll do my tactics completely random: find the nearest opponent, corrin bases and marks, riardon quarries. Riardon will use -Careful Attacks most of the time -Split the tree if the two opponents are close enough to each other -Fox's Cunning in the first time he is hit in combat. -An action point after Corrin is dead to attack a second time. Corrin will use -On Pain of Death if his current target is Arkemna -Second Chance if he is hit by one of the dailies. -Holy Strikes Both will stay away from each other for at least 3 squares, Corrin will be the first to enter the center, and try to don't give cover to the opponents. |
| #106whitebaronMay 20, 2008 8:43:09 | can't argue with dice, can you? (i'd argue some things, especially movement of riardon in a normal fight, but its not important...) but there are things that still hold true, even for 4e: - the sewer is difficult terrarin - shifting in difficult terrain is not possible. - i believe you still cannot charge in difficult terrain @mwb: the playtests in our terrain maps might be nice, but without actual terrain features to see for 4e, are pretty useless... |
| #107MindWandererBMay 20, 2008 14:11:15 | Elves can shift in difficult terrain, but no one else. I have not seen any restriction on charging in difficult terrain. I agree that the special maps are of limited use, but I wanted to try maps that aren't totally wide open like the arena. The default assumption in 4e is fairly close quarters, and I think we should have a mind to that. In our 3e games, mobility rules, but many features in 4e only work properly when mobility is somewhat limited--defenders, fewer speed-enhancers, very heavily melee-only characters. |
| #108MindWandererBMay 20, 2008 18:35:11 | Some pictures of Keep on the Shadowfell (here) reveal that charging and running are not hindered by difficult terrain. |
| #109callixMay 21, 2008 3:59:44 | can't argue with dice, can you? (i'd argue some things, especially movement of riardon in a normal fight, but its not important...) I don't believe anyone actually shifts while threatened; think of it as moving slowly. I let the charge happen because it seemed so contrary to what I'd heard of 4e philosophy to let the ranger get away so easily. |
| #110crazyartificerJun 05, 2008 19:02:03 | Given that there are no 3.5 fights this week I'd like to pitlord a 4e playtest fight. |
| #111TelinArthoJun 06, 2008 8:38:02 | Barandor Stronghammer Barandor Stronghammer Male Dwarf Cleric of Moradin Level 1, Lawful Good Str 12 (+1) [2 pts] Dex 8 (-1) Con 16 (+3) [5 pts] [14, +2 racial] Int 11 (+0) [1 pts] Wis 18 (+4) [9 pts] [16, +2 racial] Cha 14 (+2) [5 pts] Hit Points 28 [12 (base) + 16 (con)]; Bloodied 14 Healing Surge (hp healed/per day): 7hp / 10/day [7 (cleric) + 3 (con)] Second Wind: 7hp + 2 to all defenses until next action [Use as a Minor Action] Armor Class 16 [10 + 0 (level) + 6 (Armor) + Fortitude Defense 13 [10 + 0 (level) + 3 (Str/Con)] Reflex Defense 10 [10 + 0 (level) + 0 (Dex/Int)] Will Defense 16 [10 + 0 (level) + 4 (Wis/Cha) +2 (cleric)] Initiative -1 Speed 5 squares Basic Attacks Warhammer +3 vs AC [+1 Str, +2 proficiency], 1d10+3 dmg, Versatile [+1 dmg when wielded 2-handed] Throwing Hammer +3 vs AC [+1 Str, +2 proficiency], 1d6+3 dmg, Range 5/10, Heavy Thrown, Off-hand Feats Dwarven Weapon Training [1st] Ritual Casting [Cleric bonus] Skills +6 Dungeoneering (+4 Wis, +2 racial) +4 Endurance (+3 Con, +2 racial, -1 ACP) +9 Heal (+4 Wis, +5 trained) +5 History (+0 Int, +5 trained) +9 Insight (+4 Wis, +5 trained) [Passive 19] +4 Perception (+4 Wis) [Passive 14] +5 Religion (+0 Int, +5 trained) Race and Class Features Dwarf Vision: Low-light Languages: Common, Dwarven Cast-Iron Stomach: +5 to saving throws vs Poison Dwarven Weapon Proficiency: Proficient with Throwing Hammer and Warhammer Encumbered Speed: Move at normal speed even when it would normally be reduced by armor or heavy load. Dwarven Resilience: Use Second Wind as a minor action Stand your Ground: Move 1 square less when subject to a push, pull or slide; When knocked prone, make an immediate saving throw to stay standing Cleric Armor Proficiencies: Cloth, leather, hide, chainmail Weapon Proficiencies: Simple Melee, Simple Ranged Implement: Holy Symbol Healing Lore: When healing with a cleric power with the healing key-word, add wisdom bonus to total healed Prayers At-will (2 base) Sacred Flame (At will, Divine, Implement, Radiant, Standard, Ranged 5)
Priest's Shield (At will, Divine, Weapon, Standard)
Encounter (1 base +3 cleric) Channel Divinity: Divine Fortune (Encounter, Divine, Free Action, Personal)
Channel Divinity: Turn Undead (Encounter, Divine, Implement, Radiant, Standard, Close Burst 2):
Healing Word (Encounter (special), Divine, Implement, Healing, Minor Action, Close Burst 5):
Cause Fear (Encounter, Divine, Fear, Implement, Standard, Ranged 10)
Daily (1 base) Cascade of Light (Daily, Divine, Implement, Radiant, Standard, Ranged 10)
Ritual Book: Gentle Repose, Silence Equipment Chainmail [40lbs] [40gp] Warhammer [5lbs] [15gp] 2 Throwing Hammers [4lbs] [10gp] Holy Symbol [1lbs] [10gp] Standard Adventurer's Kit [33lbs] [15gp] Ritual Book [3lbs] [0gp] 10gp left [86lbs] [90gp] |
| #122rauulJun 11, 2008 13:37:19 | actually, yes. your healing surges are 6+ con modifier, so 7, not 8. fixed.. (was because i originally had 12 con as +2 not +1) |
| #123rauulJun 11, 2008 14:24:12 | Your fortitude should be 11, I think. i acually used the 22 point system #8 on the list 16, 16, 12, 10, 10, 10 with the +2 to cha and Dex.. But i may change it around some.. to 18, 13, 13, 10, 10, 8... Since fey pact Improved feat needs 13 int to take.. as well as i like not being dumb |
| #124whitebaronJun 11, 2008 14:27:55 | your fortitude defense, not your con score *g* |
| #125rauulJun 11, 2008 14:33:30 | your fortitude defense, not your con score *g* *mutters* ok it's fixed as well as hps and bloodied.. (i think i need a 6 for int for myself) or i can Just Blame McJarvis like always |
| #126MindWandererBJun 11, 2008 14:41:30 | Sorry I'm not helping with things right now--it's crunchtime for my classes. And my books are on delay (mid-July, even though I ordered in February... grumble, grumble). |
| #127lonewolfJun 11, 2008 14:58:32 | My first team is ready for playtest fights. Anyone interested? Brag Gender and Race: Male Bugbear Height and Weight: 6' 11'' 255lb Age: 18 Alignment: Unaligned ECL: Rogue 1 Experience: 0/1000 Attributes STR 18 (+4) [09 pts] [16 Base, +2 racial] DEX 18 (+4) [09 pts] [16 Base, +2 racial] CON 12 (+2) [02 pts] [12 Base] INT 08 (-1) [00 pts] [08 Base] WIS 10 (+0) [00 pts] [10 Base] CHA 12 (+1) [02 pts] [12 Base] Miscellaneous Statistics Hit Points: 24[1 HD] [12(rogue 1) + 12(Con)] Healing Surges: 7/day Armor Class: 16[10 Base, +4 Dex, +2 Armor] Fortitude Defense: 14[10 Base, +4 Str] Reflex Defense: 16[10 Base, +4 Dex, +2 Rogue] Will Defense: 11[10 Base, +1 Cha] Initiative: +4 Speed (Land): 6 squares Attacks: Basic Attack: Attack: +8 [+4 Str, +3 Prof, +1 Rogue] Hit: 1d6+4 [d6 large dagger, +4 Str] Piercing Strike[At-Will]: Attack: +8 vs Reflex [+4 Dex, +3 Prof, +1 Rogue] Hit: 1d6+4[d6 large dagger, +4 Dex] Riposte Strike[At-Will]: Attack: +8 vs AC [+4 Dex, +3 Prof, +1 Rogue] Hit: 1d6+4[d6 large dagger, +4 Dex], If the target attacks you before the start of your next turn, you make your riposte against the target as an immediate interrupt: Riposte Attack: +8 vs AC [+4 Str, +3 Prof, +1 Rogue] Riposte Hit: 1d6+4 [d6 large dagger, +4 Str] Torturous Strike[Encounter]: Attack: +8 vs AC [+4 Dex, +3 Prof, +1 Rogue] Damage: 2d6+8[d6 large dagger, +4 Dex, +4 Str] Easy Target[Daily]: Attack: +8 vs AC [+4 Dex, +3 Prof, +1 Rogue] Hit: 2d6+4 [d6 large dagger, +4 Str], Target is slowed and grants combat advantage to you (save ends both). Miss: Half damage, and the target grants combat advantage to you until the end of your next turn. Class Features: First Strike Rogue Tactics(Brutal Scoundrel) Rogue Weapon Talent Sneak Attack(+2d6+4) Racial Features: +2 Str, +2 Dex Size: Medium Speed: 6 squares Languages: Common, Goblin Vision: Low-light Skill Bonuses: +2 Intimidate, +2 Stealth Oversized: You can use weapons of your size or one size larger than you as if they were your size. Predatory Eye[Encounter]: Minor Action Effect: If you have combat advantage against a target, you deal +1d6 damage on the next attack you make against that target. You must apply this bonus before the end of your next turn. Feats Nimble BladeLvl 1 +1 attack with light & heavy blades while having combat advantage Skills Acrobatics: +9 [+4 Dex, +5 Training] Arcana: -1 [-1 Int] Athletics: +9 [+4 Str, +5 Training] Bluff: +1 [+1 Cha] Diplomacy: +1 [+1 Cha] Dungeoneering: +0 [+0 Wis] Edurance: +1 [+1 Con] Heal: +0 [+0 Wis] History: -1 [-1 Int] Insight: +0 [+0 Wis] Intimidate: +8 [+1 Cha, +5 Training, +2 Bugbear] Nature: +0 [+0 Wis] Perception: +5 [+0 Wis, +5 Training] Religion: -1 [-1 Int] Stealth: +11 [+4 Dex, +5 Training, +2 Bugbear] Streetwise: +1 [+1 Cha] Thievery: +9 [+4 Dex, +5 Training] Equipment Worn and Carried 4x Large Dagger 4gp Leather Armor 25gp 10x Large Shuriken 2gp Standard Adventurers Kit 15gp Thieves’ tools 20gp Climbers Kit 11gp 23gp |
| #128rauulJun 11, 2008 15:05:52 | My first team is ready for playtest fights. Anyone interested? So we doing teams or individual characters? |
| #129whitebaronJun 11, 2008 15:06:48 | Bring it on, no-brainers ![]() |
| #130TelinArthoJun 11, 2008 15:37:05 | @Rauul - I can play against your Halfling if you like with Barandor. How about the cavern map? And if you are amenable - how about we run three consecutive fights - four if we're up to it? |
| #162MindWandererBJun 13, 2008 14:08:19 | well, so basically you're saying forced movement is defined as push, pull or slide, and nothing else. i don't see this anywhere written down in the phb, so what about applying some common sense instead of interpreting a definition that's not in there? P. 285: "Whether you’re pulling, pushing, or sliding a target, certain rules govern all forced movement." So forced movement = push, pull, or slide. Besides, some of the rules under "forced movement" (which, BTW, is under the "Push, Pull, and Slide" heading) make no sense when applied to involuntary teleportation. |
| #163hirumajoeJun 13, 2008 14:13:57 | well, so basically you're saying forced movement is defined as push, pull or slide, and nothing else. i don't see this anywhere written down in the phb, so what about applying some common sense instead of interpreting a definition that's not in there? Actually, I was wrong about swaps, those are defined in the forced movement section as a slide and a shift, and thus are affected by the force movement rules. --- You and me both. Hmm... does this mean I should start up new Courtroom of (winning poll name here)/Council of (winning poll name here) threads if I'm already trying to get powers clarified or reigned in that I think are poorly defined/balanced? |
| #164whitebaronJun 13, 2008 14:14:23 | @mwb: while this holds true for the statement "push pull and slide are all forced movement", the contrary is not necessarily true. compare it to this statement: whether it's a rat, a cat or a dog, certain features are true for all mammals. and @joe: no, spatha has not really won yet. ![]() |
| #165MindWandererBJun 13, 2008 14:48:58 | @mwb: while this holds true for the statement True, but the fact that "forced movement" is a subset of the Push/Pull/Slide rules means the exact opposite. |
| #166whitebaronJun 13, 2008 15:24:54 | True, but the fact that "forced movement" is a subset of the Push/Pull/Slide rules means the exact opposite. its a subchapter, yes but: why make a difference without saying that forced movement consists out of those 3? it's not like every chapter and rule in the dmg and phb is at the right place. the severity of a fall you can find under forced movement in the dmg, and the hitpoints of objects under the heading of dungeon walls. also, finding things like conditions is hard with them being under attack results... |
| #167rauulJun 13, 2008 15:27:57 | and @joe: no, spatha has not really won yet. Nope but i am Campaining for it...And not just cause i want a Warrior to yell before a Battle "I AM SPATHA" |
| #168MindWandererBJun 13, 2008 16:30:13 | Amavelle Sheharath Amavelle Sheharath Female Elf Fighter / Medium Fey Humanoid - Good Hit Points....32......Bloodied...16 Healing Surge..8......Surges/day..10 Initiative....+4......Speed.......7 AC....Fort....Ref.....Will 17.....15......14......12 Attacks: Melee Basic...+7(greatsword)..Damage: 1d10+3 (+0 level, +3 Str, +1 class, +3 prof, +0 enh) Ranged Basic..+6(longbow).....Damage: 1d10+4...Range 20/40 (+0 level, +4 Dex, +2 prof, +0 enh) +2 attack on OAs At-Will Powers: Reaping Strike Melee weapon....+7 vs. AC Hit: 1d10+3 damage. Miss: 3 damage. Cleave Melee weapon....+7 vs. AC Hit: 1d10+3 damage, and another adjacent enemy takes 3 damage. Encounter Powers: Steel Serpent Strike Melee weapon....+7 vs. AC Hit: 2d10+3 damage, and target is slowed and cannot shift until end of next turn. Elven Accuracy Free Action....Personal Effect: Reroll an attack roll. Use the second roll, even if it's lower. Daily Power: Villain's Menace Melee weapon....+7 vs. AC Hit: 2d10+3 damage, and gain +2 attack/+4 damage against target for rest of encounter. Miss: Gain +1 attack/+2 damage against target for rest of encounter. Ability Scores Ability....Check......... Ability....Check Scores....Modifier....... Scores....Modifier STR 16.....+3............ CON 12.....+1 DEX 18.....+4............ INT 10.....+0 WIS 14.....+2............ CHA 08.....-1 Feats Toughness (+5 HP/tier) Class Features Combat Challenge (Mark opponent until end of next turn on attack; as an immediate interrupt, make basic attack against marked opponents who shift or attack an ally) Combat Superiority (+Wis to OAs and stop movement) Racial Features Fey Origin Group Awareness (+1 Perception to non-elf allies within 5) Wild Step (Shift through difficult terrain) Low-light vision Skills Acrobatics.......+3 Arcana...........+0 Athletics (T)....+7 Bluff............-1 Diplomacy........-1 Dungeoneering....+2 Endurance (T)....+5 Heal (T).........+7 History..........+8 Insight..........+2 Intimidate.......-1 Nature...........+4 Perception.......+4 Religion.........+2 Stealth..........+3 Streetwise.......-1 Thievery.........+3 Equipment: Hide armor [30 gp][25 lb] Greatsword [30 gp][8 lb] Longbow [30 gp][3 lb] Arrows, 60 [2 gp][6 lb] Sunrods, 2 [4 gp][2 lb] Total: 96/100 gp, 44/160 lb |
| #169callixJun 13, 2008 17:13:13 | Well, I am busy as well. We don't need to limit ourselves to 1 fight each week so with playtest fights you can challenge more than one opponent with the same characters and even fight multiple fights at the same time. I'm happy to start. It might just move a bit slowly. |
| #170MindWandererBJun 13, 2008 18:03:48 | Grrrntag Grrrntag Male Bugbear Ranger Hit Points....29......Bloodied...14 Healing Surge..7......Surges/day..7 Initiative....+4......Speed.......6 AC....Fort....Ref.....Will 17.....15......15......11 Attacks: Melee Basic...+7(longsword)..Damage: 1d10+5 (+0 level, +4 Str, +3 prof, +0 enh) Ranged Basic..+6(longbow)....Damage: 1d12+4...Range 20/40 (+0 level, +4 Dex, +2 prof, +0 enh) At-Will Powers: Hit and Run Melee weapon....+7 vs. AC Hit: 1d10+5 damage. Effect: If you move after this attack, the first step does not provoke OA from the target. Twin Strike Melee or Ranged weapon....+7 vs. AC (two attacks, 1 or 2 targets) Hit: 1d10+1 melee damage/1d12 ranged damage. Encounter Powers: Predatory Eye Minor Action....Personal Effect: If you have combat advantage, the next attack before end of next turn deals +1d6 damage. Two-Fanged Strike Melee or Ranged weapon....+7 vs. AC (two attacks) Hit: 1d10+5 melee damage/1d12+4 ranged damage. If both attacks hit, add 1 damage. Daily Power: Jaws of the Wolf Melee weapon....+7 vs. AC (two attacks) Hit: 2d10+5 damage. Miss: Half damage. Ability Scores Ability....Check......... Ability....Check Scores....Modifier....... Scores....Modifier STR 18.....+4............ CON 12.....+1 DEX 18.....+4............ INT 08.....-1 WIS 12.....+1............ CHA 10.....+0 Feats Toughness (+5 HP/tier) Weapon Focus: Heavy Blade (+1 damage) Class Features Two-Blade Fighting Style (can use 1-hand weapons as off-hand) Hunter's Quarry (designate nearest enemy as minor, +1d6 damage 1/round) Prime Shot (if no ally closer to target, +1 to ranged attacks) Racial Features Oversized (can use Large weapons) Low-light vision Skills Acrobatics (T)...+8 Arcana...........-1 Athletics (T)....+8 Bluff............+0 Diplomacy........+0 Dungeoneering....+1 Endurance........+1 Heal.............+1 History..........-1 Insight..........+1 Intimidate.......+2 Nature (T).......+6 Perception (T)...+6 Religion.........-1 Stealth (T).....+10 Streetwise.......+0 Thievery.........+3 Equipment: Hide armor [30 gp][25 lb] Longsword [15 gp][4 lb] Longsword [15 gp][4 lb] Longbow [30 gp][3 lb] Arrows, 60 [2 gp][6 lb] Sunrods, 2 [4 gp][2 lb] Total: 96/100 gp, 44/160 lb |
| #171crazyartificerJun 14, 2008 8:06:24 | I'm happy to start. It might just move a bit slowly. My girlfriend came home a day earlier. I'll open the thread on Monday ![]() |
| #172rauulJun 14, 2008 18:55:24 | A New and Different type of Shadow.. Shadow of the Woods Shadow of the Woods Male Human Ranger (Archer Ranger) Hit Points....22......Bloodied...11 Healing Surge..5......Surges/day..6 Initiative....+5......Speed.......6 AC....Fort....Ref.....Will 17.....12......17......10 Attacks: Melee Basic...+2(Handaxe)...Damage: 1d6 Range Basic...+7(Handaxe)...Damage: 1d6 (5-10) Range Basic...+7(Longbow)..Damage: 1d10 (20-40) At-Will Powers: Careful Attack Ranged Weapon Hit: Dexterity + 2 vs. AC Damage 1[W] Nimble strike Ranged Weapon Special:Shift 1 square before or after you attack Hit: 1[W] + Dexterity modifier damage. Twin Strike Range: Melee or ranged Hit: Dexterity vs. AC (ranged), two attacks Damage: 1[W] damage per attack Encounter Powers: Two-Fanged Strike Ranged weapon Hit: Dexterity vs. AC (ranged), two attacks Damage: 1[W] + Dexterity modifier damage (ranged) Special: If both attacks hit, you deal extra damage equal to your Wisdom modifier. Daily Powers: Hunter’s Bear Trap Ranged weapon Hit:2[W] +Dexterity modifier damage (ranged), and Target is slowed and takes an ongoing 5 damage (save ends both) Miss: 1/2 damage and is slowed till end of my next turn Healing Word. Minor Action close burst 5 Target:self or 1 ally Effects: Target can spend a Healing surge and regain and extra 1d6 hps Ability Scores Ability....Check..........Ability....Che ck Scores....Modifier........Scores....Modi fier STR 13.....+1.............INT 10.....+0 CON 10.....+0.............WIS 13.....+1 DEX 20.....+5.............CHA 8.....-1 Feats Initiate of the Faith [Multiclass Cleric] Agile Hunter When you score a critical hit with a melee attack against the target of your Hunter’s Quarry, you can shift as a free action, and the enemy takes a –2 penalty on attack rolls against you until the end of your next turn. Defensive Mobility: You gain a +2 bonus to AC against opportunity attacks. Class Feature Archer Fighting Style Hunter’s Quarry +1d6 damage prime shot +1 bonus if your the closest to the target Skills Acrobatics(T)....10 Arcana ..............0 Athletics.............1 Bluff.................-1 Diplomacy..........-1 Dungeoneering.....1 Endurance(t).......5 Heal ................1 History...............0 Insight...............1 Intimidate..........-1 Nature (T)..........6 Perception(t)......6 Religion .............0 Stealth(t)..........10 Streetwise........-1 Thievery............5 Equipment Longbow 30 gp 3 lbs handaxe (4) 20 gp 12 lbs Leather armor 25 gp 15 lbs Arrows (30) 1 gp 3 lbs Sunrods (4) 8 gp 4 lbs Holy Symbol 10 gp 1 lb (94 gp spent) |
| #173rauulJun 16, 2008 17:13:40 | Been thinking a little (well alot) about the new City.. After reading the DMG and Fallcrest.. maybe something like that would be nice.. something small that we can build up.. with a unnatural rift to keep people from dieing within the area that the arena was built by some ancient group of people whos name is lost in time, or maybe Kord the God of Battle.. an Area Reclaimed by the group now in the Quest/campaign.... I don't know.. i am just tossing stuph out there.. still someone saids something.. keeps my mind active.. |
| #174tunagolemJun 17, 2008 8:39:03 | If a playtest is going to be a of single fight, the PCs should have either action points or daily powers. Higher lvl PCs should limit the amount of daily powers as well. |
| #175callixJun 19, 2008 3:04:36 | If a playtest is going to be a of single fight, the PCs should have either action points or daily powers. The playtests are more than one fight per day. People are conserving their resources somewhat, though not excessively. We're being careful about this. |
| #176callixJun 23, 2008 18:34:54 | Seeing as my other playtest has been idle for a week, anyone else want to fight Yin and Yang? I need to change Yang's level 1 feat (Heavy Blade Opportunity to Elven Accuracy), but once that's done, just start thread, choose map, etc. I can also do leveled up versions if you want. |
| #177MindWandererBJun 23, 2008 18:45:43 | I'm available. Pick either of my level 1 teams. |
| #178callixJun 23, 2008 19:10:17 | I'm afraid I can't seem to find your sheets; pick one if you want, or give me some directions if you don't. Regardless, your call on map. I got my pick against Crazy. |
| #179MindWandererBJun 23, 2008 19:28:26 | They're only 9-11 posts above this one.... |
| #180callixJun 23, 2008 19:34:37 | They're only 9-11 posts above this one.... *Slaps self* I'll take the Savages. Your choice of map. |
| #181callixJun 23, 2008 19:38:18 | Thread up... |