24 - 4e style (closed)

Only potion and alchemical, or any consumable (or whetstone and other consumable enter in the permanent items category?)

Whetsone? Get as much whetstone as you want!

Get whatever non magical items you feel like.

While I'm on it, you can get as many back up weapons as feels reasonable as standard +2 weapon (Level 6). There are no reason to carry a non-magical hand axe to throw against a flying monster at your level...
 
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Adventurer's vault, p. 189 and after. They are similar to elixir, but affect a weapon. I'll assume yes for now and I have updated my character.

Well, if you are talking about magic whetsone, you really have to specify it! Otherwise it's like asking if you can have ale. ;)

Yeah, that counts in the 4 consumables limit.
 



Welcome!

The current team has 2 defenders, 1 striker, 1 leader and 1 controller.

In another perspective, it has 2 melee combattants and 3 primarily ranged one
 
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all set. I've not updated my character sheet though. I'll probably just copy in the things from Character Builder rather than that complex sheet I was using.

[sblock=Mirage L12]====== Created Using Wizards of the Coast D&DI Character Builder ======
Mirage, level 12
Tiefling, Wizard, Blood Mage
Build: Control Wizard
Arcane Implement Mastery: Orb of Imposition

FINAL ABILITY SCORES
Str 9, Con 15, Dex 11, Int 22, Wis 13, Cha 18.

Starting Ability Scores
Str 8, Con 14, Dex 10, Int 17, Wis 12, Cha 13.


AC: 27 Fort: 20 Reflex: 24 Will: 24
HP: 79 Surges: 8 Surge Value: 19

TRAINED SKILLS
Arcana, Insight, History, Diplomacy, Stealth.

FEATS
1: Ritual Caster
1: Improved Initiative (retrained to Spell Focus at Level 12)
2: Skill Training (Bluff) (retrained to Combat Anticipation at Level 11)
4: Skill Training (Stealth)
6: Toughness
8: Armor Proficiency (Leather)
10: Hellfire Blood
11: Blood Thirst
12: Devastating Critical

POWERS
1, At-Will: Illusory Ambush
1, At-Will: Scorching Burst
1, Encounter: Grasping Shadows
1, Daily: Phantom Chasm
Spellbook: Sleep
2, Utility: Shield
Spellbook: Feather Fall
3, Encounter: Fire Shroud
5, Daily: Fireball
Spellbook: Phantasmal Assailant
6, Utility: Invisibility
Spellbook: Dimension Door
7, Encounter: Fire Burst
9, Daily: Mordenkainen's Sword
Spellbook: Wall of Fire
10, Utility: Blur
Spellbook: Mirror Image

ITEMS
Spellbook, Comprehend Language, Secret Page, Silence, Eye of Alarm, Detect Secret Doors, Knock, Hallucinatory Item, Sending, Adventurer's Kit, Feytouched Drowmesh +3, Magic Dagger +2, Orb of Karmic Resonsance +3, Cloak of Distortion +2, Steadfast Boots (heroic tier), Laurel Circlet (heroic tier), Solitaire (Citrine) (paragon tier), Potion of Regeneration (heroic tier), Potion of Healing (heroic tier) (3)
====== Created Using Wizards of the Coast D&DI Character Builder ======
[/sblock]
 

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I would tentatively say that this is indeed how it works. I am suspicious because it seems to make that power much stronger than the similar level 9 Mordenkainen's sword.

At the very least, there is also a huge drawback... "vs. AC" .

Well, a potion is a consumable. It's been prepared a long time ago by someone else and their power is uniform. So in that case, no.

I picked the most controverse case on purpose. ;)

Ok, fair enough on the potion. Makes sense.

In general, though (and mostly out of curiosity, as I don't think it affects me apart from the healing issue), do feats and power effects affect magic item powers? Does someone with Astral Fire do more damage with a fire attack from a magic item?

But if you use one of your cleric powers that grants regenaration, then yes, certainly, add the level of the brooch to the hp gained every round.

Speaking of which... how do you see Melora's Tide and Healer's Lore?
No bonus, because it is not a cleric power, but a feat power, right?

I ruled the opposite myself (does work), mostly because it is Channel Divinity; feat power or not, how much more "cleric" (or "paladin" ;)) can it get...

(Healer's Brooch and Beacon of Hope would work, of course.)

It probably should also apply to second wind; that's essentially an encounter power.

Hmm... good question... I don't think so, though, it's technically not a power.

It would seem so, unless the person shifting can shift more than one square.
Of course, in many cases enemy will simply move normally and absorb the extra square cost. How powerful the item is depend on how often it saves you from an attack or cause an OA against the enemy. Live and see.

Yeah, probably won't because there is simply too much choice... still torn between the listed choices, though. But I think the gloves are the least likely choice of those. :)

Bye
Thanee
 
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Oh, I just noticed (in Mirage's sheet :)), that you can actually retrain heroic-tier feats to paragon-tier feats... that might be useful.


And one more question... maybe I misinterpreted that. Do we get 6 items 13th - 8th level or 7 items 13th - 7th level?

Bye
Thanee

P.S. @Velmont: "Bracers of Migthy Striking" - you might want to check out [AV] Iron Armbands of Power. ;)
 
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