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Yeah sorry about that I forgot all about Manifest Resistance, its the one I actually wanted, how were they being miscalculated? I've punched in a level 21 Genasi Swordmage (experimenting with my character build) and the only thing I can't figure out is where the 10 Lightning is coming from when manifesting Fire and Earth, 15 cold, 35 Fire and 5 thunder seem to be correct, from Akanul for 5 to each, 15 Fire for level 21, Manifest Resistance for another 5 Fire and then Tempest Lord for 5 more to the existing Fire, Cold and Lightning. As far as I can see there shouldn't be any Thunder resistance at all, or I'm missing something somewhere.
Another quick side note, the feat Shocking Flame adds +2 Lightning or Fire damage and +4 after level 21, even on the feats card its saying +4 but its only adding +2 on the main sheet and combat sheet.
And you still haven't answered my question about the Dragon 367 Swordmage powers, only reason I saw the errors in the crit calculations was because I was trying to add them myself, but the formulas are a bit too complicated for me.
Yeah sorry about that I forgot all about Manifest Resistance, its the one I actually wanted, how were they being miscalculated? I've punched in a level 21 Genasi Swordmage (experimenting with my character build) and the only thing I can't figure out is where the 10 Lightning is coming from when manifesting Fire and Earth, 15 cold, 35 Fire and 5 thunder seem to be correct, from Akanul for 5 to each, 15 Fire for level 21, Manifest Resistance for another 5 Fire and then Tempest Lord for 5 more to the existing Fire, Cold and Lightning. As far as I can see there shouldn't be any Thunder resistance at all, or I'm missing something somewhere.
Another quick side note, the feat Shocking Flame adds +2 Lightning or Fire damage and +4 after level 21, even on the feats card its saying +4 but its only adding +2 on the main sheet and combat sheet.
And you still haven't answered my question about the Dragon 367 Swordmage powers, only reason I saw the errors in the crit calculations was because I was trying to add them myself, but the formulas are a bit too complicated for me.
Wait I've made an error here, Akanul gives 5 to cold, fire, thunder. Tempest Lord (from Elemental Tempest paragon) gives 5 to cold, fire, lightning. So there seems to be an extra 5 to fire, cold and lightning by my calculations. could still be missing something though. (Fire=15+5+5+5=30 that's firesoul level 21, manifest resistance, Akanul region and Tempest Lord, I don't think I'm missing anything)
Created a level 1 Genasi Firesoul and gave it Manifest Resistance, for some reason that's giving 5 Fire, Cold and lightning, should only be giving fire should it not? The extra 5 Fire I'm seeing seems to come in at level 16 with the Elemental Tempest paragon, its adding 5 to Cold and Lightning as it should but 10 to Fire for some reason.
Last edited by Tar79; 22nd December 2008 at 06:14 AM..
Reason: My brain refuses to due simple math at this time of the day
Well I had tracked down the error and went to post what I had found and had gotten logged out, sometimes I hate this forum for going that. Anyway the resistance problems are in 2 places on the lookup 2 sheet, first the Genasi info around AO16, the forumlas that add manifest resistance aren't checking if you are manifesting that element. and the second area is around V155-V157 the forumla that checks if you are an Elemental Tempest of level 16 or greater, its repeated from AO12, AP15, and AQ13 cells.
Yeah, this version is perfectly playable, unlike the first one ^^' Good job :-)
The only nuisance I can now see is that you have to unequip Swordmage's weapon in order to see the Implement powers properly on the Power Cards, while you have to equip it if you want to see the Weapon powers (of course, it only occurs when the weapon is non-magical. But the rules've never said it has to be magical, right?). But I think I can live with that ;-) Thank you for your hard and fast work ^^
PS: Hm, Human Warlocks don't get to choose their 3rd At-Will power ^^' (I guess it's an old bug, actually. And, yeah, I can do it manually by changing the Pact, picking up a new power, and switching back to the original Pact, but still, another nuisance ^^')
PS2: Oh, and picking a Magic Missile for a Wizard seems to be doing some weird things... (with AC and weapons)
The Swordmage, Warlock, and other bugs mentioned above are fixed for Rev 3 (download it here)...I can't seem to duplicate the error with magic missile, though. If you'd send me the afflicted sheet (via the email link on the Instructions tab), I'd like to have a look at it.
Thanks!
Last edited by Wonko the Sane; 22nd December 2008 at 07:37 AM..
Can anybody confirm if this is right? I'm not really too sure, I know the swordmage powers marked as implements don't get the proficiency bonus to hit, but should they still get the bonus of a high crit weapon, ie. the extra 1d8 for a scimitar along with the +2 enhancement bonus to damage and attack.
Can anybody confirm if this is right? I'm not really too sure, I know the swordmage powers marked as implements don't get the proficiency bonus to hit, but should they still get the bonus of a high crit weapon, ie. the extra 1d8 for a scimitar along with the +2 enhancement bonus to damage and attack.
They shouldn't get the high crit bonus, but they should get an enhancement bonus and an enhancement extra die/dice (i.e. the Magic +1 Scimitar should do a +1d6 damage when scored a critical hit)
They shouldn't get the high crit bonus, but they should get an enhancement bonus and an enhancement extra die/dice (i.e. the Magic +1 Scimitar should do a +1d6 damage when scored a critical hit)
Can you quote me a page reference that actually says they don't get the high crit bonus, I can't seem to find it anywhere.
It would seem to me that high-crit weapons only add their bonus when actually used as a weapon, whether it be as a basic attack, or a power with the "Weapon" keyword.
If a +3 berserker scimitar is used as an implement by a 1st-level swordmage (18 Int) for lightning lure (Implement keyword), it would add +3 to attacks and damage rolls (Attack bonus +7, damage 1d6+7 lightning) and on a critical it would do 3d10 (berserker weapon critical)+13 lightning.
If the same weapon is used by the same character for greenflame blade (Weapon keyword), the attack bonus would be +9 (+4 Int, +2 Prof, +3 magic) and the damage would be 1d8+7 fire. On a critical, it would do 3d10 (berserker weapon) + 1d8 (high-crit weapon) + 15 fire.
Quote:
Originally Posted by PHB, pg 55 ("Accessories")
Accessories: These keywords identify items used with the power. If you have a proficiency bonus to attack rolls and damage rolls from your weapon or an enhancement bonus to your attack rolls and damage rolls from a magic weapon or an implement, you add that bonus when you use a power that has the associated keyword.
17. When you are using a magic weapon as an implement, like a Holy Avenger or a Pact Dagger, what benefits do you get from the weapon?
You gain any bonuses listed under Enhancement, Critical and Property.
From Wizards FAQs, I have emailed them a question as to whether or not high crit damage is applied when used as an implement, so we will eventually have an official ruling on this.
I just noticed that the sheet doesn't add Dex/Int bonus for wearing light armour - is that a known issue or am I doing something wrong? Do I just have to add it manually?
Also, where's Inspired Recovery? Why is it that it's never listed in the feats of automatic character sheets I find?
NVM - found it and fixed.
But I did notice that it didn't add the enhancement from my heavy shield of protection: I got this shield which has a +1 to DEF so it should be a +3 to my AC, not adding it though and I did choose the protection lvl 3 from the drop-down menus.
Last edited by imdahman; 26th December 2008 at 10:39 PM..
I just noticed that the sheet doesn't add Dex/Int bonus for wearing light armour
It does O_o (try to choose a Cloth armor with a character with DEX 16. Cloth adds no bonus on its own, yet you get a +3 to your AC. This is due to your high DEX. Don't really know how you can miss it ^^')
And NO shield gives you a bonus to AC ^^'
Last edited by L-Voss; 26th December 2008 at 11:02 PM..
You sure about that? I just got a heavy shield of protection that gives a +1 to all defences... and once an encounter an adjacent ally gets +5 to all damage resistances until the end of my next turn as the shield's power...
Our DM has basically been following the Shadowfell Keep adventure.