24 - 4e style (closed)


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-Stonegod; we already have a rogue but if yours focus on melee and Garrick's on ranged, it could prove enough difference in concept to give a strongly different feel to both PC. The fluff is fine. The church of Bane is illegal in Undhil (and the national church of Kerr), but citizens are entitled to worship whoever they want as long as their personal religious practice don't happen to also be criminal offenses. Of course, being allowed to worship Bane is kind of like being allowed to be a communist in the USA.
The plan is for a melee rogue.

And the choice of religion is a bit purposeful. Kern is the Arabic guy that works with CTU (if such a thing happened) in 24: There is a lot of distrust by others, but he does his job. If you want me to modify it (so he's just from Kerr but not a worshiper of bane), I can do as well.
 

-Thanee; Melora's tide isn't a feat, it is a channel divinity power (unlocked by a feat, but still a power) with the healing key word so as far I as I can tell both healer's lore and healing brooch apply to it, yielding something like 12 hp regeneration for you. Seems pretty darn strong but if they hadn't intended for healer's lore to apply they would have removed the Healing tag; not all regen effect have it.

That's how I see it (but I know it's not entirely correct that way).

Healer's Lore only applies to cleric powers, and Melora's Tide is technically not a cleric power, as it is not in the cleric list.

The fact that it ends when the PC is no longer bloodied might be enough balance. Live and see.

In our P&P game (I'm DMing, but have a cleric NPC there, who will become my PC when we hit paragon level, and someone else takes over the DM hat), we are playing it like that (Healer's Lore works), and the "stops when no longer bloodied" certainly is a huge balancing factor. If it were just suppressed (like the Potion of Regeneration), that might be different, but it does stop entirely at that point.

The best thing it does, and that's what it really is great for, is to reduce the number of healing surges needed after a combat, since you can heal up to bloodied without spending one (either for one PC or more if more short rests are possible, but the latter won't apply to us).

-Those with rituals can add 6 new rituals (levels 7,8,9,10,11,12). I'll see if I can manage to make these useful during skill challenge so choose wisely.

Already did so (minus the wisely part, of course; Wis is my dump-stat ;)).

- Please include the level and location slot (Amrs, feet etc.) of your item. It makes finding them on the character builder a lot easier.

Ok.

Bye
Thanee
 

Thanee, you forgot to pick a mace +2 for your character. Kinda important since you opted for one melee daily.

Well, I did not forget it, I'm still pondering my magic item choices and Mace is one of the candidates to maybe replace the bracers. But it's not absolutely necessary. I would take a Mace mostly for some sort of healing bonus (there are some options that do that).


Another question: When one gains another use of Channel Divinity through an item, can this only be used for another Channel Divinity power, or also for the same one?

IOW, is the "encounter" part of all those powers the Channel Divinity once per encounter, or is it a specific limit to each Channel Divinity power in addition to the once per encounter use of the class feature?

Bye
Thanee
 

Here goes for an attempt at Garrick's 12th level. Deciding on magic items is a nightmare - especially for this '24'story. We can generally only use three item dailies a day (after a milestone) and so there is little point in selecting lote of items with daily powers. I suddenly realised I had 5 daily powers out of 6 items! And so I have re-arranged to bring that number down to what I think Garrick will be able to use in a day.

Any suggestions will be gratefully (very gratefully!) received.
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Garrick the Grey, Halfling Rogue/Paladin, Level 12

HP: 78 (Bloodied 39) Surges 6 Value 19

Initiative: +15
Action points: 1
Passive Perception 22
Passive Insight 17
Save vs Fear: +5

Defence:
AC: 28: = 10 + 7 magic armour +6 level + 5 Dex
AC 35 vs Opportunity Attacks: = (28 + 2 race + 5 Cha)
Ref: 25: = 10 + 2 Cape + 5 dex + 6 level + 2 class
Fort: 20 =10 + 2 Cape+2 Str + 6 level
Will: 19 = 10+ 2 Cape + 1 Wis + 6 level

I have +2 AC (untyped) if adjacent to at least two larger enemies (Lost in the Crowd)
I have +2 AC (untyped) vs attacks from an enemy I have CA over. (Def. Advantage)
(Stackable!)

+5 bonus to save vs Fear (Racial)

Offence:
With Combat Advantage I have +2 to hit (CA)
Sneak Attack 3d8 (Level and Backstabber)

Basic melee attack:
With Vicious dagger +3
+15 to hit: +3 prof +2 str +1 class +3 magic + 6 level
Damage = 1d4 +2 Str + 3 magic: or 1d6* +2 + 3; Crit: 18-20: Damage 3d12

Basic ranged attack
With Vicious Dagger +3: Range 7/12 (Far Throw):
+18 to hit: +3 prof +5 Dex +1 class +3 magic + 6 level:
Damage =1d4 +5 Dex + 3 magic: or 1d6* +5 + 3: Crit: 18-20: Damage 3d12

* Meditation of the Blade, my dagger damage increases to 1d6 for one encounter
With Knifethrower's Gloves draw and attack = 1 action
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Alignment: Unaligned
Deity: The Raven Queen
Size: Small
Height 4’6”
Weight: 105 lbs
Age: 25
Gender: Male
Eyes: Grey
Hair: Grey- streaked brown

Str 14 + 2
Con 11 +0
Dex 21 +5
Int 9 -1
Wis 13 +1
Cha 20 +5

--------------------------------------------------------------------------------------------------------

Skills
Acrobatics +18 (T),
Arcana +5
Athletics +8
Bluff +16 (T)
Diplomacy +16 (T)
Dungeoneering +7
Endurance +6
Heal +7
History +5
Insight +7
Intimidate +16 (T)
Nature +7
Perception +12 (T)
Religion +5
Streetwise +11
Stealth +16 (T)
Thievery +18 (T)

Feats: Armour: cloth and leather;
Weapon: Dagger, hand crossbow, shuriken, short sword and sling:
Improved Initiative;
Soldier of the Faith;
Novice Power:
Acolyte Power:
Lost in the Crowd:
Far Throw:
Defensive Advantage:
Backstabber:

Race, Class and PP abilities
Second Chance: (Encounter) Force attack re-roll
Nimble: + 2 bonus vs OA
Bold: +5 save vs Fear
1st Strike: (Encounter) I have CA vs any creature that has not yet acted.
Divine Challenge; (Encounter) Mark Target (Minor).
Artful Dodger: +5 bonus vs OA
Weapon Talent: Shuriken damage = 1d6. Dagger attack roll = +1
Sneak Attack: 3d6 (3d8 - Backstabber)
Daggermaster’s Action: I can spend an action point to re-roll one attack roll or damage roll made using a dagger - instead of taking an extra action.
Dagger Precision: I score critical hits with daggers on a roll of 18-20

====================================================

[sblock=At-will Powers:]
Deft Strike: Martial, Weapon, Standard action, Melee or Ranged weapon
Must use crossbow, sling or light blade; Can move 2 squares before attack;
Target = One creature; Attack; Dex vs AC = Damage = 1W + Dex Mod (5):
Attack = +18: Damage 1d4 + 8/ 1d6 + 8

Sly Flourish: Martial, Weapon, Standard action, Melee or Ranged weapon
Must use crossbow, sling or light blade; Target = One creature;
Attack: Dex vs AC: Damage = 1W + Dex + Cha Mods (+10)
Attack = +18: Damage 1d4 + 13/ 1d6 + 13

Shadow Stride: (Utility) Martial: Move: Personal
Must be trained in Stealth
Effect: Must be hiding to use this power. Can move my speed. At end of that movement, if I have cover, I can make a stealth check with no penalty for movement. If I make the Stealth check I remain hidden during my movement.[/sblock]
===========================================================
[sblock=Encounter Powers:]
Positioning Strike; Martial, Weapon, Standard action, Melee weapon:
Target = One creature: Attack: Dex vs Will:
Damage = 1W +Dex Mod (+5) and slide target 5 squares (Cha Mod)
Attack = +18 Damage 1d4 + 8/ 1d6 + 8

Invigorating Strike: Divine, Healing, Weapon: Standard action: Melee weapon
Target = 1 creature: Attack: Cha vs Will;
Hit = 2W + Cha mod (+5). If I am bloodied I gain 6 HP = 5 + Wis Mod (1). Bloodied allies within 5 squares gain the same.
Attack = +18 Damage 2d4 + 8/ 2d6 + 8

Cloud of Steel: Martial, Weapon, Standard action; Close Blast 5
Must be wielding crossbow, light blade or sling
Target: Each enemy in blast I can see: Attack = Dex vs AC:
Attack = Dex vs AC: Hit = 1W + Dex mod damage
Attack = +18 Damage 1d4 + 8/ 1d6 + 8

Critical Opportunity: (PP Power) Martial, Weapon, Minor action, Melee weapon:
Requirement: Must be wielding a dagger & have scored a critical hit with it this turn
Target = Same creature hit with the Crit: Attack: Dex vs AC:
Hit = 3W + Dex mod damage
Attack = +18 Damage 3d4 + 8/ 3d6 + 8
-------------
Second Chance: Encounter: Immediate Interrupt: When an attack hits, force enemy
to re- roll attack

Divine Challenge: Encounter; Mark Target (Minor): Must attack target or end turn adjacent. If he attacks someone other than me - 7 radiant damage

Tumble: Encounter:Martial, Personal, Move action
Must be trained in Acrobatics
Can shift a number of squares equal to half my speed

Baldric of Tactical Positioning Level 8: Encounter;Minor Action: Choose one square adjacent to me. That square counts as an ally for the purpose of flanking until the end of my next turn[/sblock]

===========================================================
[sblock=Daily powers]
Blinding Barrage; Martial, Weapon, Standard action, Close blast 3
Must use crossbow, sling or light blade; Target: Each enemy in blast I can see
Attack: Dex vs AC; Hit = 2W + Dex Mod (5); targets blind till end of my next turn.
Attack = +18 Damage 2d4 + 8/ 2d6 + 8
Miss = half damage and target not blinded.

Walking Wounded; Martial, Weapon, Standard action, Melee or ranged weapon:
Must use crossbow, sling or light blade; Target = One creature
Attack: Dex vs Fort: Hit 2W +Dex Mod damage (5) & target is knocked prone. Until end of encounter, if target moves more than half its speed in a single action it falls prone at end of movement.
Attack = +18 Damage 2d4 + 8/ 3d6 + 8
Miss: Half damage and target not knocked prone.

Crimson Edge: Martial, Weapon, Standard action, Melee weapon:
Must be wielding a light blade; Target = One creature
Attack: Dex vs Fort:
Hit 2W +Dex Mod damage (5) and target takes ongoing damage 7 (5 + Str mod) and grants combat advantage to me (save ends)
Attack = +18 Damage 2d4 + 8/ 3d6 + 8
Miss: Half damage and no ongoing damage.

Wrath of the Gods; (Utility)(Daily) Divine; Minor Action; Close Burst 1
Target: Self and each ally in burst
Effect: Targets add my Cha mod (5) to damage rolls until the end of the encounter.

Meditation of the Blade: (Utility) (Daily) Minor Action: Personal
Effect: Until the end of the encounter, my dagger’s damage die increases by 1 size.

ITEM DAILIES
Knifethrower’s Gloves: (Daily): Free Action: Use this power when I hit with a thrown weapon attack: Add a +5 power bonus to the damage roll.

Serpentskin Armour: (Daily): Move Action: Shift 3 squares. This can move me through enemies spaces, though I must end my move in a legal space[/sblock]
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Utility Powers
Tumble (Encounter) See above

Wrath of the Gods (Daily) (See above)

Shadow Stride: (At Will) (See above)

Meditation of the Blade: Daily (See above)

=============================================================
Magic Items
Knifethrower’s gloves: Level 6: Property: I can draw and attack with a dagger as part of the same standard action.
Power (Daily): Free Action: Use this power when I hit with a thrown weapon attack: Add a +5 power bonus to the damage roll.


Baldric of Tactical Positioning Level 8:
Power (Encounter): Minor Action: Choose one square adjacent to me. That square counts as an ally for the purpose of flanking until the end of my next turn.


Boots of Striding: Level 9: Gain +1 bonus to speed when wearing light or no armour.


Amulet of Protection Level 11: +3 bonus to Ref, Fort and Will


Vicious Dagger; Level 12: +3 bonus to attack and damage. Critical 3d12


Serpentskin Armour Level 13: +3 Drowmesh leather armour.
Power (Daily): Move Action: Shift 3 squares. This can move me through enemies spaces, though I must end my move in a legal space..


Hand crossbow +2
15 Shuriken +2
Short Sword +2
1 Potion of healing
2 Elixirs of Will
1 Elixir of Fortitude

20 bolts
Prayerbook
Backpack
Bedroll
Flint and Steel
Belt Pouch
Hemp rope
2 sunrods
Waterskin
 

I think you don't need those gloves if you swap out Improved Initiative for Quick Draw.

Also I'm kinda missing the Nimble Blade feat. Isn't that pretty much a must-have for Rogues?

Bye
Thanee
 

Quite right Thanee. I swapped II for Quick Draw over and over again without ever really deciding. Also Nimble Blade, it was in and out again and again.

I have now decided to take up Mal's offer and re-jig Garrick. Originally I had intended him to take a Paladin PP but I have now opted for Daggermaster. And so I am going to go back and discard the Paladin bits. This frees up 3 feats. I still can't have all that I want but I'm closer.

Question.
Magic weapons give + to hit and damage but they do not say "Item Bonus"! Does that mean that with, say, Iron Armbands of power (AV p117) which give a +2 Item bonus to melee damage rolls, does that +2 add to the +3 from my Vicious dagger?
 

@Digger: FYI, there is a Raven-Queen specialized worshiping rogue paragon path in Martial Power...

@Mal and everyone else: I'm attaching my initial sketch version of Kern from the Character Builder. Need to look at it more, but it'll give you his flavors. Suggestions welcome.
 

Attachments


THanks SG but I don't have Martial Power and don't expect to get it any time soon. So for the time being I'll stick with Daggermaster.

Is MP where you got the Ruthless Ruffian. I like that. Makes more sense to me for the Brutal Scoundrel type.

As you have Iron Armbands I assume they do add their damage to the Magic weapon enhancement - so 1 +3 weapon now does +5?
 

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