4e Combat Playtest [FULL]

Notes on Hrud:

Righteous Brand should be a +6 bonus to attacks, not +4.

You have too many powers. A 20th level character should have 4 encounter attack powers and 4 Daily attack powers (3 from class, 1 from pp for each).

Lightning Reflexes and Shield Specialization both provide feat bonuses to Ref and thus don't stack.

Astral Fire requires 13 CHA.
 

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Also: I should be in front. While you may have Kozaar beat on Armor Class, he's got resist all, more hit points, and a lot more healing surges. Also, you may have noticed that Close Burst and Blast attacks tend to be my specialty, which reward being the center of attention.

Leif: There's no such thing as masterwork weapons in 4e, and there's also no such thing as "ordinary" +4 Chainmail. All Chainmail with a +4 enhancement bonus or higher is Forgemail, so you need to add 3 points to your AC. The upgraded armor types are included to keep some type of parity in AC between Light Armor users (who increase Dex and Int) and heavy armor users (who don't get AC from stats).
 

Quick question: when using a
Frozen Whetstone
[sblock]A weapon honed with this blue-white crystalline whetstone
becomes icy cold to the touch.
Lvl 7 100 gp Lvl 27 65,000 gp
Lvl 17 2,600 gp
Whetstone
Power (Consumable - Cold): Minor Action. Touch this
whetstone to a melee or ranged weapon you hold. Until
the end of the encounter, any successful attack with the
weapon deals an extra 2 cold damage.
Level 17: Extra 4 cold damage.
[/sblock]

Would this transfer the Cold keyword to my attacks?
 

Not putting Kozar in front seems like it'd increase the chance someone else would be caught in a breath attack - those suckers, unlike other fighter bursts or cleric AEs, aren't selective.

His healing surges are also bigger in value than normal because of the Dragonborn ability - he heals 11 more per surge compared to Hrud - so damage that he takes is cured with greater ease.

I think it's nice that our cleric is really tough and can tank things. It gives us some extra flexibility, especially in emergencies with tons of monsters or several people out of the fight. But our healing is important - I think that monsters will badly want to beat up Hrud even if we don't stick him directly in the line of fire. So his defenses and toughness should still come into play.
 

I am ready to go, as long as nobody found any issues with Devastation. :D
I'm a little offended that my tiefling rogue didn't get the :devil: icon, but I'm fine with the marching order otherwise.

Leif, please take the AC bonus you're due from the masterwork armor. We don't want to have to spend more healing surges and other abilities on you than necessary, so avoid those injuries. ;)

Devastation is really set up to do damage with combat advantage, and to deal out some ongoing damage. If anyone has anything that will hurt an opponent's saving throws, let's coordinate.
 

Quick question: when using a
Frozen Whetstone
[sblock]A weapon honed with this blue-white crystalline whetstone
becomes icy cold to the touch.
Lvl 7 100 gp Lvl 27 65,000 gp
Lvl 17 2,600 gp
Whetstone
Power (Consumable - Cold): Minor Action. Touch this
whetstone to a melee or ranged weapon you hold. Until
the end of the encounter, any successful attack with the
weapon deals an extra 2 cold damage.
Level 17: Extra 4 cold damage.
[/sblock]

Would this transfer the Cold keyword to my attacks?

Nope. Doing damage of a type isn't the same as having that type as a keyword. (also, in this case, it doesn even convert damage -it only adds an extra two points.)
 

Ok guys! I've posted the IC thread, no more tweaking PCs (unless there's some obvious mistake). The first encounter shouldn't be too tough, so that you can get into the group dynamics.
Sorry if the map is a bit crappy, I'm still new to Maptool.
Please everyone roll for initiative!
 




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