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[4e][Paragon] Kombat Kraziness (closed)

Victim

First Post
Okay, new game thread is up. The actual intro still isn't up yet, since I ended up wasting a bunch of time looking for maptool things that ended up not working out. :( And I changed some of the monster picks to emphasize offense more, so one way or another, this encounter should go faster.

Breaking from tradition, there will be room for you to do things before the fight actually starts. I plan on moving that along as quickly as possible, even if it means leaving people behind. You'll get your chance once the fight starts.

Let me know if there are any issues with the map or if something in the Status seems off.

Annallist, were you in for Torment?

-----------------------------------

Web was really annoying - luck certainly played a roll at keeping some enemies penned up longer than one would expect.

Most fighting types will either be able to use daggers, bows, or javelins (STR based!) effectively. A magic throwing weapon is good not just for the bonus, but also because of the unlimited ammo. Our fighter has run out of javelins in certain fights before cause he won't spend the few hundred GP for a magic one...

I agree that having a decent backup ranged weapon is a good idea. Between anti melee auras, terrain, flight, conditions, etc putting the effort into decent ranged ability seems like a good idea.
 

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Redclaw

First Post
All right, sound off if you're still interested in some Devilish Fun. In fact, if you don't mind re-posting your character sheets here, it would make it easier for me to look them over.
 

Atanatotatos

First Post
Memnones Arkeion, Eladrin Wizard/Wizard of the Spiral Tower 15
[sblock=stats]
Str 8
Dex 15
Con 16
Int 22
Wis 16
Cha 13

AC 29
For 23
Ref 27
Will 26

HP:97
Surge:29
Surges/d:10

Speed:7
Init:+9
Senses: Low-light Vision, Perception 25 Insight 20
Saves:+5 vs Charm effects

Alignment: Good
Patron Deity: Corellon

Class Features:
Cantrips
Spellbook
Implement Mastery(Staff and Orb)

Paragon Path Features:
Corellon's Implement(Staff)
Spiral Tower Action

Feats:
Blade Initiate
Intelligent Blademaster
Eladrin Soldier
Leather Armor Proficiency
Second Implement?
Spell Focus
War Wizardry?
Toughness
Arcane Reach

Skills (*trained; °armor penalty):
Acrobatics° +9
Arcana* +20
Athletics° +6
Bluff +8
Diplomacy +8
Dungeoneering* +15
Endurance° +10
Heal +10
History +15
Insight +10
Intimidate +8
Nature* +15
Perception* +15
Religion* +18
Stealth° +9
Streetwise +8
Thievery° +9


At-will:
Thunderwave(Arcane,implement,thunder):blast 3 within 2 +16 vs For, 1d6+11 thunder, push 4
Illusory Ambush(Acane, Implement, Illusion, Psychic):ranged 10 +16 vs Will, 1d6+11 psychic, -2 to attack rolls TENT

-Encounter(*Utility):
Maze of mirrors(Arcane,Implement,Illusion):area burst 1 within 10, +16 vs Will, immobilize and -6 penalty to hit TENT
Shield*(Arcane, Force):Immediate interrupt when hit, +4 to AC and Ref TENT
Spectral Ram(Arcane, Force,Implement):Ranged 10 +16 vs For, 2d10+11 force, push 4 squares, knock prone
Thunderlance(Arcane,Implement,Thunder):close blast 5 within 2 +16 vs Ref, 4d6+11 thunder, push 5 squares
The One Sword(Arcane,Weapon):Melee +19 vs Ref, 2d8+13 and secondary attack +19 vs Will, daze TENT and the power is not expended
Orb of Imposition:free action, impose -3 penalty on save or lenghten Illusory's ambush effect.
Staff of Defense:immediate interrupt, when hit get +3 to defense attacked
Fey Step(Teleportation):teleport 5 squares

-Daily(*Utility):
Web(Arcane,Implement,Zone):area burst 2 within 20, +16 vs Ref, immobilize(-4 save), till end of encounter difficult terrain.Creatures ending move there are immobilized(-4 save)
Dimension Door*(Arcane,Teleportation):move action, teleport 10 squares
Ice Storm(Arcane,Cold,Implement,Zone):burst 3 within 20, +16 vs For, 2d8+11 cold, immobilize(save -4);MISS:half damage, slow(save -4); till end of encounter difficult terrain.
Blur*(Arcane,Illusion): till end of encounter, +2 power bonus to all defenses, enemies 5 squares away or more can't see you
Prismatic beams(Arcane,Fire,Implement,Poison):close burst 5 within 2, +16 vs For 2d6+11 posion, 5 poison ongoing(save -4),+16 vs Ref 2d6+11 fire and 5 fire ongoing(save -4),+16 vs Will daze(save-4)
Shape the Dream*(Arcane,Implement):immediate interrupt, when Will defense is hit, negate the attack.

Item powers(2/d):
Elixir of Speed
Orb of Fickle Fate
Salve of Power
Iron rings of the dwarf lords


Equipment(25,000 + 28,000= 53,000):
13th Cunning Longsword +3, lvl 13, 17,000
15th Brooch of vitality +3, lvl 15, 25,000 gps, +5 hp
14th Drowmesh of Durability +3, lvl 14, 21,100 gps,+5 AC, +1 Ref, +3 surge value

Orb of fickle fate +1, lvl 4, 840
Gauntlets of the ram, lvl 8, 3,400
Belt of vigor lvl 12, 13,000 gps
salve of power, lvl 10, 5,000 gps, regain 5th or lower lvl daily
Elixir of speed, lvl 11, 350 gps
Boots of Striding, lvl 9, 4,200 gps
Iron armbands of power, lvl 6, 1,800 gps, +2 dmg on melee attacks
Iron ring of the dwarf lords, lvl 14, 21,000

49,590

Casque of tactics: lvl 4, 840 +1 init
Potion of regeneration: lvl 9, 160[/sblock]
 

Redclaw

First Post
Memnodes seems to be mostly in order, Ata. The only issues I found were that his Str should be 9, as you can't start below 8 and he gained a +1 to all stats at 11, and that Armor of Durability isn't available for leather armor, drowmesh or otherwise.
 


covaithe

Explorer
I'm here.

[sblock=Ardek Silverhaft, Dwarven Cleric]
Name: Ardek Silverhaft
Sex: Male
Race: Dwarf
Class: Cleric 15
Paragon: Radiant Servant
Deity: Garl Glittergold
Alignment: Good

Str 13 (+1)
Con 13 (+1)
Dex 13 (+1)
Int 9 (-1)
Wis 22 (+6)
Cha 20 (+5)

HP 105 (Bloodied 52, Surge 27, Surges/day: 10)

AC 29
Fort 21
Ref 22
Will 28
(See also the following feats: Dodge Giants, Uncanny Dodge, Mettle, Combat Anticipation)

Speed: 5
Init: +8
Senses: Low-light Vision, Passive perception 23, Insight 28
Saves:+5 vs poison

Race/Class/Paragon Features:
  • Second wind as a minor action
  • Proficient with hammers
  • +5 to saves against poison
  • armor or heavy load doesn't reduce speed
  • When forced to move, move one square less. Immediate saving throw to avoid being knocked prone.
  • Ritual Caster,
  • Channel Divinity,
  • Healer's Lore: healing powers add +6 (wis) to HP healed
  • Healing Word,
  • Illuminating Attacks: radiant powers score crits on 19 or 20
  • Radiant action: When I spend an AP, a foe within 5 takes 15 ongoing radiant damage (save ends)

Feats
  • Glittergold's gambit
  • Shield the Fallen
  • Toughness
  • Dodge Giants (+1 AC and reflex against large or larger enemies)
  • Uncanny Dodge (no attack bonus for combat advantage)
  • Mettle (no damage from missed area or close attacks against Fort or Will)
  • Combat Anticipation (+1 to defenses against ranged and close attacks)
  • Shield Proficiency (light)
  • Dwarven Durability

Skills: +7 Acrobatics, +6 Arcana, +7 Athletics, +12 Bluff, +12 Diplomacy, +15 Dungeoneering, +9 endurance, +18 heal (t), +11 history (t), +18 Insight (t), +12 intimidate, +13 nature, +13 perception, +11 religion (t), +7 stealth, +12 streetwise, +7 thievery

Powers and attacks (only showing the variable parts):

:bmelee: basic melee attack, vengeful warhammer: +12 vs. AC, 1d10+3

:ranged: Lance of Faith standard, range 5, +17 vs Reflex, 1d8+10 radiant damage and +2 to next attack roll vs. that enemy to one ally I can see.

:ranged: Sacred Flame standard, range 5, +17 vs. Reflex, 1d6+10 radiant damage, one ally I can see either makes a saving throw or gains 13 temp hp.

Channel Divinity: 1/encounter, use one of the following:
  • Divine Fortune
  • Turn Undead
  • Glittergold's Gambit immediate interrupt, close burst 10. Trigger: an ally in range makes an attack roll or skill check. Effect: that ally rerolls, and keeps the second roll even if it's worse.

2/encounter: Healing Word, minor. an ally within close burst 10 spends a healing surge and gains 3d6+9 additional HP.

:ranged: Daunting Light +17 vs. Reflex, 2d10+10 radiant and one ally I can see gets CA against that target until end of my next turn.

:ranged: Searing Light ranged 10, standard, +17 vs. reflex, 2d6+10 radiant damage and the target is blinded until end of my next turn

:area: Solar Wrath standard, each enemy within close burst 8, +17 vs. Will, 3d8+10 radiant damage. If the target is undead or a demon it is stunned till ENT

:ranged: Plague of Doom standard, range 10, +17 vs Fort, 3d8+10 damage and the target takes -5 (CHA) to defenses till ENT

:ranged: Spiritual Weapon standard, range 10. A weapon appears in the target square and attacks, +17 vs. AC, 1d10+10 damage. Allies gain CA against the target. Weapon lasts till ENT. Sustain minor and repeat the attack and allies continue to get CA. Move the weapon 10 as a move action.

:ranged: Blade Barrier standard, wall 5 within 10. The wall squares are difficult terrain, and creatures who start or move into them take 3d6+6 damage plus 5 ongoing damage (save ends). Lasts till ENT, sustain minor.

:area: Purifying Fire standard, burst 2 within 10. +17 vs. reflex. 3d10+10 fire damage and 10 ongoing fire damage (save ends). Allies regain 14 HP when starting their turn adjacent to an enemy taking ongoing damage from this power.

:area: Shield of Faith standard, I and allies within close burst 5 gain +2 power bonus to AC for the encounter.

:ranged: Bastion of Health minor, range 10. The target spends a healing surge and gains an additional 14 HP

:area: Mass Cure Light Wounds standard, I and allies within close burst 5 gain HP as if they had spent a surge, plus 14 additional HP

:area: Healing Sun standard, close burst 2, creates a zone that lasts till ENT (sustain standard, zone ends if I am bloodied). I and each ally who ends their turn in the zone regain 19 HP. Demons or undead that enter or start their turn in the zone take 1d10+5 radiant damage.

Magic Item Powers:
Exalted Braidmail +3 (level 15). Daily, healing, minor: till end of your turn, characters healed by encounter or daily powers regain 1d10+5 additional HP.

Diamond Bracers (level 9) Daily, minor: until the end of the encounter, gain resist 10 against a damage type that I took damage from since the end of my last turn.

Vengeful Warhammer +2 (level 9) Encounter, free: use when an attack hits a bloodied enemy within 10. Gain +2 to attack and +1d10 damage against that attacker until ENT

Belt of Sacrifice: Daily, healing, minor: lose 2 healing surges; an ally within 5 regains one healing surge.

Breaching Gauntlets: Daily, free: use when you hit with a weapon attack, reduces the resistance the target has against my attack by 5 (save ends)

Boots of the Fencing Master: Encounter, minor: shift two squares.



Magic item always-on properties:

Healer's Brooch +3: When I use a power that enables me or an ally to gain HP, add +3 to the HP gained.

Phrenic Crown: When my power targets Will, targets take a -1 penalty to saves against ongoing effects of that power

Belt of Sacrifice: Allies within 5 squares gain +1 item bonus to healing surge values.

Breaching Gauntlets: reduce the enemy's resistance againstmy attacks by 1

Boots of the Fencing Master: when I shift, gain +1 item bonus to AC and Reflex defense till ENT

Darkleaf shield: +1 item bonus to AC during the surprise round and 1st round of each encounter



Equipment budget:

level 16 item: Magic Holy Symbol +4
Level 15 item: Exalted Braidmail Armor +3
Level 14 item: Healer's Brooch +3

Purchased items:
diamond bracers, 4200g
Potion of Vitality, 1000g
Phrenic Crown, 2600g
Vengeful Warhammer +2, 5000g
Belt of Sacrifice, 2600g
Breaching Gauntlets, 1800g
Boots of the Fencing Master, 2600g
Darkleaf light shield 520g

total spent: 20320

[/sblock]
 

renau1g

First Post
Here's My original PC, but it looks like you levelled up twice since then? Please let me know if that's the case. Also, can I re-jig some stuff now that MP is out?


[sblock=Tiefling Warlord]
Code:
[size=5][FONT=Courier New][B][COLOR="Silver"]Torment[/size][/COLOR]
[B]Tiefling Warlord 13[/B]
Paragon Path: Knight Commander
Alignment[/B]: Good
Religion: none
Languages: Common, Draconic
Vision: Low-Light

[B]Ability Scores:[/B]
Str 20 (17 (12pts) +3 lvl)
Con 14 (13 (3 pts)+1 lvl)
Dex 12 (11 (1 pts) +1 lvl)
Int 16  (13 (3pts) +1 lvl +2 rac)
Wis 9 (+1 lvl)
Cha 18 (13 +3 lvl + 2 rac.) 

[B]Combat[/B]:
[B]Init: [/B] +12 (+2 Dex, +6 level +4 combat leader)
[B]Pass Percep[/B]: 15    [B]Pass Insight[/B]: 15

[B]HP[/B]:           96/96   [B]Surges/day[/B]:   11
[B]Bloodied[/B]:     48  [B]Surge Value[/B]:  24
  
[B]AC[/B]   25 (+6 level +6 armor +3 Int)
[B]Fort[/B] 25 (+6 level +5 Str +1 class +3 amulet) 
[B]Ref[/B]  22 (+6 level +3 Int +3 amulet)
[B]Will[/B] 24 (+6 level +4 Cha +1 class +3 amulet)

Speed 8
Resistances: 5 Ranged, 11 Fire

Action points: 1

[B]Basic Attacks:[/B]
Melee:  +17 (+6 lvl; +5 str; +1 feat; +2 enhan; +3 prof.); 2d4+8 fire
Ranged: +12 (+6 lvl; +1 dexr; +1 feat; +2 enhan; +2 prof.); 1d8+2; 15/30 range

[B]Attack Powers:[/B]
[COLOR=Lime]Viper's Strike [/COLOR]- Martial, Weapon
Standard Action; Melee ; Target: One creature
Attack: +17 vs. AC
Hit: 2d4+8 damage
Effect: If target shifts before start of my next turn, provokes an OA from an ally 

[/FONT][FONT=Courier New][COLOR=Lime]Furious Smash[/COLOR]- Martial, Weapon
Standard Action; Melee weapon; Target: One creature
Attack: +17 vs. Fort
Hit: 5 damage + one adjacent ally to self or target gains a +4 power bonus to hit and damage

[b]Encounter Powers:[/b]

[/FONT][FONT=Courier New]
[COLOR=Red]Guarding Strike[/COLOR]- Martial, Weapon
Standard Action; Melee weapon; Target: One creature
Attack: +17 vs. AC
Hit: 4d4+8 damage, and one adjacent ally to self or target gains a +5 power bonus to AC 

[/FONT][FONT=Courier New][COLOR=Red]Infernal Wrath[/COLOR] - 
Minor Action; Personal;
Effect: +1 to hit (+ 4 to damage) against enemy who hit me since last turn, push 1 square [/font]

[FONT=Courier New]
[COLOR=Red]Shake it Off[/COLOR]- Martial, Weapon
Minor Action; Melee weapon; Ranged 10
Effect: Target makes a saving throw with a +4 bonus

[FONT=Courier New]
[COLOR=Red]Lion's Roar[/COLOR]- Martial, Weapon
Standard Action; Melee weapon; Target: One creature
Attack: +17 vs. AC
Hit: 4d4+8 damage, self or one ally can use a healing surge (ally gains +4 hp)
[/FONT] 

[FONT=Courier New]
[COLOR=Red]Beat Them Into the Ground[/COLOR]- Martial, Weapon
Standard Action; Melee weapon; Target: One creature
Attack: +17 vs. Fort
Hit: 4d4+8 damage, all allies in 5 squares can make a basic attack against target of choice as a free action, target takes no damage but is knocked prone
[/FONT] 

[FONT=Courier New]
[COLOR=Red]Slash and Press[/COLOR]- Martial, Weapon
Standard Action; Melee weapon; Target: One creature
Attack: +17 vs. AC
Hit: 6d4+8 damage
Effect: After the attack, push all adjacent enemies 1 square
[/FONT] 

[FONT=Courier New]
[COLOR=Red]Break Their Nerve[/COLOR]- Martial
Minor Action; Melee 1; Target: One creature
Effect: Target is marked until end of next turn
[/FONT] 

[b]Daily Powers:[/b]

[FONT=Courier New][COLOR=DimGray]Bastion of Defence[/COLOR] - Martial, Weapon
Standard Action; Melee weapon; Target: One creature
Attack: +17 vs. AC
Hit: 6d4+8 damage, & allies within 5 squares gain a +1 power bonus to defences. Also, Allies within 5 squares gain 9 temp. hp.

[/FONT][FONT=Courier New][COLOR=DimGray]Stand the Fallen [/COLOR] - Martial, Weapon, Healing
Standard Action; Melee Weapon; Target: One creature
Hit: 6d4+8 damage
Effect: Each ally in 10 squares can use a healing surge and gains +4 hp
 [/FONT]

[FONT=Courier New][COLOR=DimGray]Stand Tough[/COLOR] - Martial, Healing
Minor Action; Close Burst 5; Target: You & each ally in burst
Effect: Targets regain 14 hp
[/font]

[FONT=Courier New][COLOR=DimGray]Tactical Shift[/COLOR] - Martial, 
Immediate Interrupt; Ranged 10
Trigger: ally gets hit by either melee or ranged attack
Effect: The ally can shift 4 squares
 [/FONT]

[FONT=Courier New][COLOR=DimGray]Knock Them Down[/COLOR] - Martial, Weapon
Standard Action; Melee weapon; Target: One creature
Attack: +17 vs. AC
Hit: 6d4+8 damage, & target is knocked prone. Every ally within 10 squares can move 3 squares and make a basic melee attack against one target of choice as a free action. These attacks deal no damage but knock the target prone.
Miss: Target is knocked prone & half damage
[/font]

[b]Magic Item Powers:[/B]
[COLOR=Orange]+3 Elven Battle Hide [/COLOR]
  Property: +5 on saves against slow or immobilise
  Power: Encounter: Minor: +2 power bonus to speed until end of next turn
[FONT=Courier New][COLOR=Orange]+3 amulet of false life[/COLOR]
  Power: Daily: Minor: Use when bloodied, gain temp hp. = to healing surge [/FONT]
[FONT=Courier New][COLOR=Orange]+2 flaming spiked chain[/COLOR]
  Critical: +2d6 damage[B]
Property: 1/day +1d6 fire damage & ongoing 5 fire damage (save ends)[/font]
[FONT=Courier New][COLOR=Orange]+2 Vicious Crossbow[/COLOR]
  Critical: +2d12 damage[B][/font]
[FONT=Courier New][COLOR=Orange]Keoghtoms Ointment[/COLOR]
Property: 1/day self or adjacent ally automatically end poison or disease or regain healing surge[/font]

[b]Race and Class Features:[/B]
Bloodhunt (+1 attack bonus to hit bloodied enemies)
Fire Resistance (5 +1/2 lvl = 11)
Infernal Wrath - +1 to hit, +4 damage
Inspiring Presence - when ally spends an action point regain 10 hp
Inspiring Word - 2x encounter, close burst 10, target can spend a healing surge and gain 3d6 additional hp
Combat Leader - all allies w/in 10 squares get +2 power bonus to initiative
Honor and Glory - Adjacent allies gain a +2 bonus to hit 
Knight Commander's Action - When I use an action point to take an extra action, all allies gain a +1 bonus to all defenses until start of my next turn

[B]Feats[/B]:
Durable
Toughness 
Exotic Weapon Prof. (Spiked Chain)
Hellfire Blood (+1 feat bonus to attack and damage rolls when you use a power that has fire or fear keyword
Ferocious Rebuke (if hit with infernal wrath, push target 1 square)

Iron Will (+2 to Will)
Combat Commader (Increase combat leader bonus to +4)
Fleet Footed (+1 to speed)

[B]Skills[/B]:
Diplomacy:    +15 (+6 level +4 Cha +5 trained)
Heal:         +10 (+6 level -1 Wis +5 trained)
Athletics:     +16 (+6 level +5 Str +5 trained)
Intimidate    +15 (+6 level +4 Cha +5 trained)

[B]Equipment[/B]: 
Item                          Weight    Cost
+3 Amulet of False Life (14)
+3 Elven Battle Hide (13)
Keoghtoms Ointment (12)
+2 Flaming Spike Chain               5000gp
Boots of Striding                        4200gp
Bag of Holding                           1000gp
+2 Vicious Crossbow                  2600gp
4  x Potions of Healing                200gp

                Total Weight: 0 lbs.

Money: 10gp

Adventurer's Kit: Backpack, Bedroll, Flint and Steel, Belt pouch, 2 sunrods,
10 days of trail rations, 50' of hemp rope, and a Waterskin.[/FONT]
[/sblock]
 

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