[OOC recruiting closed] Baradur's End (Part III)

nerdytenor

First Post
Existing players - I already have level 3 character sheets for you, so all I really need from you are the changes you are making (what new feat? any retraining? etc.). No need to recompute any math.
 

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Walking Dad

First Post
I realize I'm not in the game at all, but I've been lurking.

Covaithe, normally not, but there *IS* a Shaman At-Will power that allows it. Stalker's Strike, I believe it's called. After a successful hit, the Shaman and his allies can flank with the Spirit until the end of the Shaman's next turn.
This is right.

I need to do some reading on conjurations. In particular, if your spirit companion moves, does it draw opportunity attacks?
[sblock=Conjuration Rules]
Conjuration
Powers that have the conjuration keyword create conjurations,
objects or creatures of magical energy.

A conjuration you create uses these rules, unless a
power description says otherwise.
✦ Occupies No Squares: The conjuration occupies
no squares.
✦ Unaffected by the Environment: Terrain and
environmental phenomena have no effect on the
conjuration. For example, a conjuration that is an
icy hand functions in an inferno without penalty.
The conjuration does not need to be supported by
a solid surface, so it can float in the air.
✦ Your Defenses: Normally, a conjuration cannot
be attacked or physically affected. If a conjuration
can be attacked or physically affected, it uses your
defenses. Unless an attack specifically targets conjurations,
only the attack’s damage (not including
ongoing damage) affects the conjuration.
✦ Attacking with a Conjuration: If you can attack
with a conjuration, you make the attack. You determine
line of sight normally, but you determine line
of effect from the conjuration.
✦ Movable Conjurations: If the power you use
to create a conjuration allows you to move it, it’s
a movable conjuration. At the end of your turn,
the movable conjuration ends if you are not within
range of at least 1 square it’s in (using the power’s
range) or if you don’t have line of effect to at
least 1 square it’s in.
When you move a conjuration, you can’t move it
through a solid obstacle.
✦ Death Ends: If you die, the conjuration ends
immediately.[/sblock]

[sblock=Spirit Companion Specific]
You conjure your spirit companion in an unoccupied
square in the burst. The spirit lasts until you fall
unconscious or until you dismiss it as a minor action. The
spirit occupies 1 square. Enemies cannot move through
its space, but allies can. When you take a move action,
you can also move the spirit a number of squares equal
to your speed.
The spirit can be targeted by melee or ranged attacks,
although it lacks hit points. If a single melee or ranged
attack deals damage to the spirit equal to 10 + one-half
your level or higher, the spirit disappears, and you take
damage equal to 5 + one-half your level. Otherwise, the
spirit is unaffected by the attack.[/sblock]

Looks like it doesn't.
 

Walking Dad

First Post
Oh, and thanks for choosing both of us :)

Excellent. We have an elven rogue (cov), melee ranger (arbanax), wizard (digger), and paladin (pathfinder) so a ranged leader might be beneficial, and WD mentioned he wanted to play a shaman, so maybe I'll try an bard?

The spirit will be melee, too. But a shaman gains some ranged powers, too. With both a rogue and a melee ranger, I will change to daeva (panther) shaman, for more combat advantage and mobility.
 


renau1g

First Post
====== Created Using Wizards of the Coast D&D Character Builder ======
Jack Harrison, level 4
Human, Cleric
Background: Veteran of a Religious War (Athletics class skill)

FINAL ABILITY SCORES
Str 11, Con 14, Dex 12, Int 8, Wis 18, Cha 16.

STARTING ABILITY SCORES
Str 11, Con 14, Dex 12, Int 8, Wis 15, Cha 15.


AC: 19 Fort: 16 Reflex: 15 Will: 20
HP: 41 Surges: 9 Surge Value: 10

TRAINED SKILLS
Diplomacy +10, Religion +6, Athletics +6, Heal +11, Insight +11

UNTRAINED SKILLS
Acrobatics +2, Arcana +1, Bluff +5, Dungeoneering +6, Endurance +3, History +1, Intimidate +5, Nature +6, Perception +6, Stealth +2, Streetwise +5, Thievery +2

FEATS
Cleric: Ritual Caster
Human: Pacifist Healer
Level 1: Implement Expertise (holy symbol)
Level 2: Shielding Word
Level 4: Defensive Healing Word

POWERS
Bonus At-Will Power: Astral Seal
Channel Divinity: Healer's Mercy
Cleric at-will 1: Sacred Flame
Cleric at-will 1: Lance of Faith
Cleric encounter 1: Exacting Utterance
Cleric daily 1: Moment of Glory
Cleric utility 2: Life Transference
Cleric encounter 3: Astral Flare

ITEMS
Ritual Book, Symbol of Divine Reach +1, Healer's Chainmail +1, Healer's Brooch +1, Battle Standard of Healing (heroic tier)
RITUALS
Gentle Repose
====== Copy to Clipboard and Press the Import Button on the Summary Tab ======
 
Last edited:

Arbanax

First Post
Ok Looking at the PHB and without the benefit of help, It looks as if I gain from Character advancement table I get +1 stat on two ability scores, 3 feats for max of 3 and then powers 2/2/1 well I got all of that, three feats, all those dailies, encounter etc, and since I only have the PHB I'm happy with what I got, (I'm happy for others to make suggestions if there is better daily powers to be had for a ranger, but since I can't otherwise know...) so it just leaves me to add on the stats and then adjust everything else...To be honest NT it would be easier for you to type this into the Character builder than me work it all out...if I am correct.

So I will +1 to Str = 17, and +1 Con = 15...if that is ok, I should be pretty easy to update the rest and send us over the PDF as before.

Ok thanks

Ab.
 


nerdytenor

First Post
Bavak looks good (a couple of skills had a +1 mod you forgot) - I'll post a pdf later.

I assume you want a longspear and not just a spear? Or was that on purpose?
 


Arbanax

First Post
Do I? The character advancement table suggests there should be only 3 feats max at level 4? This is what I hate about these rules, they say one thing here, then on pg xxi etc, they say but this is the exception or addition. Argghh. That is why I said what I said I thought there might be something I overlooked.

OK I think I will go for The feat "Durable", judging by the way fights have gone I think it might be wise to have a couple of extra healing surges. Man it was hard to choose between that and improve intiative?

Thanks NT

Ab.
 

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