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    Cleric (Templar) is Up

    This is another example of what has been called "stealth errata". Personally I don't understand why the Sentinel needed "healing word" copied from the cleric, let alone why this cost the power its divine keyword. But this is wizards in a post-essentials world. I do not expect many of their...
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    Cleric (Templar) is Up

    It can also be applied to elementals (Demons) and immortals (angels as an example). Given that epic tier is pretty much demons and your other option is undead, this makes Clerics supremely effective in epic tier. You may ask "Well just don't use demons and undead" and my response is "Enjoy...
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    Cleric (Templar) is Up

    I played with most of that broken stuff in my epic tier game Sorrow of Heaven, though I found warpriest dealable. Admittedly, Warpriest gets bad when you combine it with a defender that can make at-will attacks often. For example the Dwarf fighter in that campaign was making a CC and usually an...
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    Cleric (Templar) is Up

    Wow. No idea where to begin on this! Some things there were much needed nerfs. Others are just brutal. Edit: Oh thanks Wizards. Knights lost one of the only ways to get an effective mark mechanic as well with Warpriest's Challenge being nerfed to 1/encounter.
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    Rule of Three: 05/16/2011

    What saddens me is that they seem to think if they did a werewolf it had to be a straightforward optionless mimic of the vampire. I can see great room for a werewolf to be a dual role style build packing plenty of great mechanics. Of course, this now leaves what the dual role class in Heroes of...
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    Rule of Three: 05/16/2011

    Wow that sure was underwhelming. At least it means it's unlikely there will be a werewolf class in Heroes of the Feywild with this (they would have had to be planning it for the book now if they were going to do that). Hopefully this means we'll get some proper full classes in it, instead of...
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    Vestapalk

    Though using them both in the same encounter is a bit of an oddity, as the level difference is gigantic. You'd need something like an EL+4 (level 9 party) to keep him relevant (but then the dragon is a major pain). It's a good article, I was originally disappointed to see the green dragon (I...
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    Just got The Shadowfell: Gloomwrought and Beyond

    Minion traps are not inherently one shot traps, you are confusing two different concepts in traps. Some traps are one shot and then never activate again, while others are ongoing and such. Minion traps are specifically designed to function like monsters, but have the rules for traps governing...
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    Dragon 399 - Heroes of Tome and Temple

    That is an absolutely brilliant and simple solution. Either the first 3 attack rolls and saving throws, or the first three skill checks. Perfectly solves the problem, allows it to be useful in skill challenges and is simple plus non-abusable! Perfect!
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    Can a DM expose a vampire character to sunlight with combat actions?

    Try at epic tier, when the PCs are fighting on the bridge of an elemental ship as it cruises over a raging battle in the elemental chaos near the abyss. A PC gets disarmed and finds his weapon thrown overboard and lost into god knows where. Now you're utterly useless for that entire encounter...
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    Dragon 399 - Heroes of Tome and Temple

    There isn't a definition of what is significant though - it's entirely DM fiat. For example, a perception check might be useless or it could be vitally important to see the horrible spider bearing on top of you from the ceiling. So something like that can be both a trivial roll and it can be...
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    Dragon 399 - Heroes of Tome and Temple

    Cue entire rounds of debating about if checking the bush is a meaningful action or not. I am already houseruling the seer to attacks and saving throws. Now it's an interesting enough choice and can't be abused with "I jump one square" attempts (as CharOp is already starting to debate). Edit...
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    Dragon 399 - Ampersand

    He'll just get published in Dungeon anyway!
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    Dragon 399 - Ampersand

    You would be right as well! Hopefully the final version has that recharge power corrected. What is that supposed to actually do? Just get another attack? Edit: And there you go, answering questions while I'm replying making me look all silly. >: (
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    Dragon 399 - Ampersand

    Yeah I just noticed that on a second look. Presumably it's meant to be a double attack. Whoops on that one!
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    Dragon 399 - Ampersand

    In fairness, we need to bear in mind this map is used for a board game that is like Risk: Not DnD. We'll have to hope for a more DnD like map and not one suited for a board game to really get those details!
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    Dragon 399 - Heroes of Tome and Temple

    Ordained Priest is what they should be. Genuinely adds to any class who wants a meaningful secondary leader role (or give you other options for that if you already are a leader), plus gives two GREAT options for melee and implement users respectively. It's by far my favorite theme out of these...
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    Just got The Shadowfell: Gloomwrought and Beyond

    It is pretty good. I've had more time with it now and I am liking the fluff a lot as well. It is *so* planescape like. The more I've read of it the more I've become rather enthused with running some kind of largely shadowfell based adventure. Maybe even one that is distinctly pirate themed at...
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    Dragon 399 - Ampersand

    Level 3 lurker should be doing 1d8+6 (plus bonus damage, similar to a brutes flat 25% increase), but this creature does 2d6+4. 1d8+6 is roughly 10.5 average damage, while 2d6+4 is 11. So it's doing precisely around what it should be doing. It's main attack is neck bite, which requires two rounds...
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    Dragon 399 - Ampersand

    I wouldn't think so actually, because the name of the power reminds me of the sharn and its hex portals. I think the intention is that the creature literally rips open holes and attacks its enemies at a distance through them. Being a melee artillery creature gives it a really fascinating niche...
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