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New Errata/Updates at Wotc

The Avenger change is fine. Prior to 11/17, Avengers were more or less required to take Leather at some point for CO (despite all Avenger Armors being cloth), as it was Too Good Not to Take. Now they aren't.

And since Avengers have very good AC (hide-equiv with an AC stat as secondary, and a +1/2/3 AC feat) and fighter-level HP ignoring con, there's nothing to worry about here; Avengers were stupidly sturdy strikers prior to the fix, and are now very sturdy strikers -- with one more feat to throw around rather than having YA "required" feat choice.
 

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Great all around changes by the looks of things.

I'm surprised there was no debuff on Orb of Imposition down to one round. Or alternatively errata on the other wizard options to lengthen their durations. It still comes off as hands down the best choice for specialization.
 

My dwarven battlerager/dreadnaught has not had a good year.

DS

Our Goliath Battlerager/Dreadnought isn't exactly happy right now either. He's considering a move to stun-lock Orbizard in protest.

Yeah, I'm actually a starlock/darklock.

And doesn't cursebite/cursegrind rock? Oh yeah baby!

My next move is to get a Rakshasha Hand familiar, so that I can get draw the Rod of Corruption as a free action after using the Quickcurse Rod. Darkspiral Aura makes for a chancy target, while Cursebite and Cursegrind make a good Action Point combo, especially when combined with Gravecaller Action (from Grave Caller PP; +4 to all attacks until the end of next turn), and Dirge of Inescapable Doom (also from Grave Caller; roll twice for attacks on one "Death Marked" creature per encounter). The combination can make a big mess, really fast. I've gone from the lame duck of the party to a heavy hitter in a couple of levels after hitting paragon.
 
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I just got an IM of "I demand justice!" from the full-blade wielding stormsoul swordmage in my game. 3 of the 4 powers that were converted from X[W] to 1d8 damage were thunder/lightning...

"Wow, and I was getting Lingering Lightning next level."


LoL, just say "Either switch to the Longsword and enjoy the +2 AC bump and swap the Fullblade feat for something also useful or just choose actual melee attack powers and we'll call it good".
 

Hooray, they fixed the "Hero of Faith" cheese. I was sure they were going to fix it eventually anyways by making it a "once per day" thing that lasted all encounter (or 'til the target drops).

It's still a really good feat, though; it's great for setting up your really big smackdown. And now you don't need to worry so much about avengers murdering you in your sleep for stealing their schtick.
 


Wait... so does Triumphant Attack stack with multiple crits?

(Assuming the creature in question survives both of them to attack again...)
 

My next move is to get a Rakshasha Hand familiar, so that I can get draw the Rod of Corruption as a free action after using the Quickcurse Rod. Darkspiral Aura makes for a chancy target, while Cursebite and Cursegrind make a good Action Point combo, especially when combined with Gravecaller Action (from Grave Caller PP; +4 to all attacks until the end of next turn), and Dirge of Inescapable Doom (also from Grave Caller; roll twice for attacks on one "Death Marked" creature per encounter). The combination can make a big mess, really fast. I've gone from the lame duck of the party to a heavy hitter in a couple of levels after hitting paragon.

Nice! I've noticed that warlocks in general take time to come into their own. About PP level, a well designed warlock can certainly hold his own in combat and be on par (sometimes above and sometimes a bit below par) with other strikers.

The thing I like the most about the warlock though, is that you could play 5 different warlocks and not one of them would feel the same. Each pact is so flavorful that they almost feel like different classes.
 



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