Anybody gonna run the 4e Steading of the Hill Giant Chief from DDI as a PBP here?

A bit of good news in the latest rules update:

Dungeons & Dragons Roleplaying Game Official Home Page - Article (Official D&D Errata & Rules Updates)

Our bonus Versatile Expertise feat now bumps at each tier (11th and 21st level) rather than 15th and 25th. It hasn't propagated to the CB yet. +1 to hit for everyone! Let's go fight some giants.
... which cuts two ways on my standing question of whether I could swap that for Light Blade Expertise. On one hand, the marginal advantage of Light Blade Expertise (for someone who expects to always be using a light blade like Gwenn) is less; on the other hand, from a char-op perspective it would now be better for me to drop Light Blade Expertise and add Weapon Focus if tionrys won't let me make the substitution.
 

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With Insight bowing out, that pulls his berserker submission- I'm going to respec for a bit more melee focus. I'll put something together tomorrow at work and post tomorrow night- either dwarf flail-fighter or longtooth berserker.
 

So we're just waiting on hearing back from the prospective DM now?

Also, updated char sheet for Deacon. And mini sheet. And powers list now.

[sblock=stats]Deacon Ambersharn - Human Knight
Initiative 13 - Passive Perception 16 - Passive Insight 16 - Senses Normal
AC 30 - Fortitude 30 - Reflex 24 - Will 25
HP 97/97 - Bloodied 48 - Surge Value 24 - Surges left 12/12
Action Points 1 - Second Wind Not Used

Current Stance:

[sblock=Powers]
Defender Aura
Battle Guardian
Hammer Hands
Defend the Line
Cleaving Assault

Power Strike (2/2)
Come and Get It
Glowering Threat
Dauntless Endurance
Shield Block
Hold Your Ground
Destined for Greatness

[sblock=Power Descriptions] Defender Aura:
Aura * Personal
Effect: You activate an aura 1 that lasts until you end it as a minor action or until you fall unconscious. When in the aura, any enemy takes a -2 penalty to attack rolls when it makes an attack that does not include among its targets either you or an ally of yours who has this aura active. Marked enemies are not subject to this aura.

Battle Guardian:
Martial * Personal
Trigger: An enemy subject to your defender aura shifts or makes an attack that targets an ally of yours but not you or an ally who has an active defender aura.
Effect: You make a melee basic attack against the triggering enemy. If the attack misses, the enemy still takes damage equal to your strength modifier.

Cleaving Assault:
Martial, Stance * Personal
Effect: You assume the cleaving assault stance. Until the stance ends, whenever you hit with a melee basic attack using a weapon, one enemy adjacent to you other than the target of that attack takes damage equal to your constitution modifier.

Defend the Line:
Martial, Stance * Personal
Effect: You assume the defend the line stance. Until the stance ends, whenever you hit an enemy with a melee basic attack using a weapon, that enemy is slowed until the end of your next turn.

Hammer Hands:
Martial, Stance * Personal
Effect: You assume the hammer hands stance. Until the stance ends, whenever you hit an enemy with a melee basic attack using a weapon, you can use a free action to push that enemy 1 square and then shift the same distance to a square adjacent to the enemy.

Power Strike:
Martial, Weapon * Personal
Trigger: You hit an enemy with a melee basic attack using a weapon.
Target: The enemy you hit.
Effect: The target takes an additional 1[W] damage.
Staggering Hammer: If you perform a Power Strike with a hammer, the target is also immobilized until your next turn or until you are no longer adjacent to it, and grants combat advantage to you until the end of your next turn.

Come and Get It
Martial, Weapon * Close burst 3
Target: Each enemy you can see in the burst
Attack: Strength vs. Will
Hit: You pull the target up to 2 squares, but only if it can end the pull adjacent to you. If
the target is adjacent to you after the pull, it takes 1[W] damage.

Glowering Threat:
Martial * Close Burst 2
Target: Each enemy in the burst.
Effect: Until the end of your next turn, each target takes a -5 penalty to attack rolls against any creature other than you.

Dauntless Endurance:
Martial * Personal
Trigger: You make a saving throw and dislike the result.
Effect: You can reroll the saving throw but must use the second result.

Shield Block:
Martial * Melee 1
Trigger: An attack hits or misses you or an ally adjacent to you and deals damage.
Target: The character hit or missed by the triggering attack.
Effect: The damage is reduced by 2d10 + you constitution modifier.

Hold Your Ground:
Martial * Personal
Trigger: You are pushed, pulled, slid, or knocked prone.
Effect: You are not pushed, pulled, slid, or knocked prone.

Destined for Greatness:
Healing * Personal
Trigger: You fail a saving throw and you are not dying.
Effect: You reroll the saving throw with a +4 power bonus. In addition, you can spend a healing surge.
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Last we heard from the DM he was having computer problems. As of yesterday he hadn't logged on to the site since the last time he posted.
 

Sorry for the extended absence. Computer virus problem is mostly under control. Personal virus problem, sadly, not so much.

It has become evident to me that progress on this game is going to be at a snail's pace until I shake this illness. I'm hoping my planned regimen of lots-o-fluids&sleep over the next two days will take care of that, but if it succeeds at settling into my sinuses like I think it's trying to....

To business. I'd been on the fence about allowing the "superior" expertise feats for free, but with the latest errata eliminating my primary concern (the level difference), here's what I'll do: Versatile Expertise is free. If you choose to "upgrade" to something like Staff Expertise or Light Blade Expertise, you can instead take your choice of Skill Training, Linguist, Jack of All Trades, or nominate a similarly low-powered "more fluff than substance" feat for approval.

With everyone having been as active as they have, I'm ok with a group of 7, so that includes (I believe) everyone to have expressed interest without relinquishing their spot: Scotley, Walking Dad, Phaezen, drothgery, pathfinderq1, Inspiratorium, and Distracting Flare. If I missed anyone, let me know.

[MENTION=11437]Insight[/MENTION] I'm sorry I missed you here, and I'm even more sorry if I've been holding up your game.

At a quick glance, I like the looks of everyone's character sheets and background ideas, and I love the back and forth that's been going on about how people know each other. I will attempt a more thorough critique as I have a chance. Once people have finalized their characters and I have a chance to look at them, I'll start an RG thread.

Again, please bear with me while I try to get well.

t~
 


To business. I'd been on the fence about allowing the "superior" expertise feats for free, but with the latest errata eliminating my primary concern (the level difference), here's what I'll do: Versatile Expertise is free. If you choose to "upgrade" to something like Staff Expertise or Light Blade Expertise, you can instead take your choice of Skill Training, Linguist, Jack of All Trades, or nominate a similarly low-powered "more fluff than substance" feat for approval.
Okay. I'm putting Master at Arms on my character sheet in the character builder instead of Versatile Expertise (Light Blades + whatever) because the latest rules update hasn't hit the character builder yet, so I want the math right, but I think I'll go with Versatlie Expertise + Weapon Focus over Light Blade Expertise + fluff feat.

UPDATE: my character post has been updated.
 
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[MENTION=86189]DistractingFlare[/MENTION] thanks! I seem to maintain or improve when I can spend all day resting, maintain when I work 6 hours, and worsen when I work 12 hours. Unfortunately, it's bad timing for taking time off of work....

[MENTION=360]drothgery[/MENTION] sounds reasonable. If we make it to another feat at 14, the upgrade will still be available.

t~
 

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