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  1. Z

    Smaller Parties?

    I ran a party of 4, and we managed to cover all the roles, so no problems. With smaller parties, it's all about roles really. With three, you can usually have no problems if you drop having a striker. With two, a leader and defender can probably survive a good sized army of their level. If...
  2. Z

    Reviewing the Artificer

    Perhaps the encounter healing class feature is a little forced, but for now, WotC 'knows' that it is a proven formula. It's probably why they gave us two uses for it, to see if Curative Admixture is just as effective, less so, or more so. On the one hand, I think a leader needs 'Some' per...
  3. Z

    Anyone make any more potions?

    The healing surge requirement, as stated before, is an ideal choice to limit your consumption. Someone with a higher constitution seems to be better able to absorb more chemicals and enhancements into their body. The durations would really be circumstancial, some might have to be till end of...
  4. Z

    Anyone Have Levels for Terrain?

    There is one thing in the DMG that might be of use. On page 44, under Forced Movement and Terrain, it gives a table that lists Fall Damage severity by level. It's a cross table of the characters level vs. the length of the fall that will injure, maim, or kill PC's. So, for a 15th level...
  5. Z

    Stealth in Combat

    Stealth, I think we've all seen at this point, is a rather vague and wide arching concept in the D&D Universe. But, it also seems that stealth is being used for only a few given instances. Among the various readings on the stealth skill, I would like to point out two things. Perhaps WotC...
  6. Z

    Stealth Flow Chart

    I believe you would only roll vs. there passive perception when your NOT incombat (sneaking up on guards, etc, etc). If you in combat, and you disappear, an enemy is GOING to try to find you, unless it's a dumb ass ogre or something *shrugs*
  7. Z

    Defense!

    Ahem, you forgot an extra +2 AC against OA for being a halfling (Nimble Reaction). Therefore, 25 AC .
  8. Z

    Stealth Flow Chart

    Wow...that, is handy. However, I would add something after that, say on your turn after you've stealthed already. This helps clarify that this is what happens when you make a stealth check as part of any move or attack action. Want to attack someone from stealth *pull out flowchart*
  9. Z

    Paragon Paths: Deepwood Sniper and Master Thrower

    Ah, I should have been more clear. The action point, shifting half your speed, is similar to the Stormwardens action point ability Stormstep Action. The Master's shift actions is similar to the Beast Master's Action Shift, also a 16th level feature. Both abilities 'seem' balanced enough...
  10. Z

    Martial Artist. The Martial Monk

    Not a bad class, it seems to be a nice initial version. I read through the features and first level of powers, so far, and do have some critiques though. The proficiency bonus to unarmed damage is good, but I would leave it at 1d8. Even for epic level, wielding the equivalent of two bastard...
  11. Z

    Paragon Paths: Deepwood Sniper and Master Thrower

    A couple good questions. I didn't realize I didn't post that amount 1) Shifting half their speed (rounded down so 2 to 4 squares-similar distance to of the stormwardens 2) It has all the right keywords. Think of it as an effec similar to the Daggermaster's Meditation of the Blade. all that...
  12. Z

    Push and Pull

    That makes sense, though I am curious on something. Given when something says you MAY push/pull a target X squares, do you have to do the full amount, or can you use a smaller number. For example, Positioning Strike might have times when you need to move them far away, or maybe just a couple...
  13. Z

    Interrupts

    Not necessarily. Interrupts take place before the triggering action, this is true. The paragraph then states that if this attack brings an enemy to 0 hit points, the action is negated, because the enemy is dead. Otherwise, the fighter has a specific class feature for interupting actions...
  14. Z

    More Divinity Feats

    Nah, it makes sense, especially considering Bahamut's Channel Divnity ALSO triggers off a critical hit. (Which I think just makes the two differences between the gods more appealing vis a via these powers). Overall, nice job.
  15. Z

    Missiles in melee combat

    That's a really good point, I never really thought of that feature in that matter, but it makes perfect sense now. And it fits with 4th editions motto of giving players MORE options, not penalties.
  16. Z

    Doomsayer (Warlock Paragon) question...

    yeah, it's kind of a shame. A good way to make it better would be to do the following Doomsayer's Oath (11th level): You gain a +1 to attack rolls with the fear keyword. Doomsayers Proclamation (16th level): When ever you use an attack with the fear keyword, you may roll twice and take the...
  17. Z

    Paragon Path: Arcane Archer

    Ah, I see your point there. I intended the range to only be applied to Ranged and Area attacks. I'll go back, and make that more clear. I'll remove the close burst option as well, if for no other reason than to make it simpler to use.
  18. Z

    Multiclassing Feats & Powers

    I had considered adopting this for paragon multiclassing, though it might give a little to much. Mostly, in any case where a class can double up, be it two strikers damage, two taunts, two sets of healing (inspiring word AND healing word XP ) So, I would tone it down to this. Cleric 11th...
  19. Z

    Paragon Paths: Deepwood Sniper and Master Thrower

    I had wondered if 3[W] might be too much. I went back and looked, and there only were a couple with that designation, and no after affect. Sounds like a good idea. Other than that, the other options are good catches *edits.
  20. Z

    Paragon Path: Arcane Archer

    At first, I was going to respond no, but then I think the radiant servant has a similar ability, do deal ongoing radiant damage. I think this might be a better option, but I had been hesitant to add it before. I find that hard to do, increasing the range seems to be the quintessential perk...
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