24 - 4e style (closed)

Yup, you can't retrain powers higher until 13th when its part of the progression, but nothing to stop you from retraining feats up.

Pretty sure its 6 items total 13-8 +4 consumables up to 13.

Magic items were by far the hardest for me to pick, any one spot anything that rocks for a fire/illusion/blood control wizard.
 

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1) Mal even without battle rager, are you allowing me the dioscuss MP power rebuild?

2) when I reach 7th level, can I take a level 3 encounter power?

Too lazy to look stuff up
 



Hmm... ok. Too bad, that would have made the decisions easier. :D


Another question: When one gains another use of Channel Divinity through an item, can this only be used for another Channel Divinity power, or also for the same one?

IOW, is the "encounter" part of all those powers the Channel Divinity once per encounter, or is it a specific limit to each Channel Divinity power in addition to the once per encounter use of the class feature?

Bye
Thanee
 

Okay, I have a concept.

A Cutthroat Rogue whose family are immigrants from Karth and obviously look it (whatever that means). While they are staunch supporters of the Republic, they are also devote worshipers of Bane (in his martial and civilizing aspects, not so much the more Evil aspects). This gets them in a lot of trouble, obviously. Kern has had to put of this drek all his life, but his ruthless ways get the job done for SCU and he is grudgingly respected for that.

Any issues with the concept or the build (lots of Martial Power usage, methinks). For an approach of how a non-evil PC could follow Bane, see the most excellent recent article in Dragon.
 


- It's 6 items, 13th, 12th, 11th, 10th, 9th and 8th or lower, +4 consumables 13 or lower, and a handful of +2 magical weapons as back up.

- If retraing feats, remember that it can only be done at a level when you qualify for the new feat. The theoratical maximum paragon feat you can have is therefore 4 (Level 11 adn 12 + retraining at level 11 and 12).

- Gene; yes you can take MP powers. And when you reach level 7 you can take a level 3 encounter power if you wish.

-Thanee; Melora's tide isn't a feat, it is a channel divinity power (unlocked by a feat, but still a power) with the healing key word so as far I as I can tell both healer's lore and healing brooch apply to it, yielding something like 12 hp regeneration for you. Seems pretty darn strong but if they hadn't intended for healer's lore to apply they would have removed the Healing tag; not all regen effect have it. The fact that it ends when the PC is no longer bloodied might be enough balance. Live and see.

-Stonegod; we already have a rogue but if yours focus on melee and Garrick's on ranged, it could prove enough difference in concept to give a strongly different feel to both PC. The fluff is fine. The church of Bane is illegal in Undhil (and the national church of Kerr), but citizens are entitled to worship whoever they want as long as their personal religious practice don't happen to also be criminal offenses. Of course, being allowed to worship Bane is kind of like being allowed to be a communist in the USA.

Take a look at the other Rogue (not yet updated to 12th).

-Those with rituals can add 6 new rituals (levels 7,8,9,10,11,12). I'll see if I can manage to make these useful during skill challenge so choose wisely.

- Please include the level and location slot (Amrs, feet etc.) of your item. It makes finding them on the character builder a lot easier.
 
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Thanee, you forgot to pick a mace +2 for your character. Kinda important since you opted for one melee daily.

I threw in a longbow +2 for old time sake while entering your PC in the character generator.

So add
+12 1d8+4 for basic melee attacks and OA

+13 1d10+5 for longbow.

The basic math all seems to add up.
 
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