[4e][Paragon] Kombat Kraziness (closed)

Victim said:
I don't think skills start with a base of +10. Being trained is worth 5.

Oops, silly mistake. Corrected.

Victim said:
As far as items go, you're right in that there doesn't seem to be any options for your armor as a level 17 item. You could go vanilla magic armor as your 16 and then pick up a Cloak of Resistance (get Resist 10 for a turn once a day) or Elven Cloak +4 (+4 Stealth, but you don't have Stealth). You could also pick some level 17 other item and then buy the enhancement bonus with cash (possibly not leaving much cash left over for other items). As far as lower level stuff goes, an item to boost speed is cheap for a light armor character. Back up melee weapons might be good to have.

Thanks for the tips, figured I'd take a advantage of the stealth skill after all.

Still got some more Coins to spend, will have another look to spend the last.

Victim said:
Hmm, feats. Agile Athlete helps your Acro and Ath, so it'd be useful for dealing with terrain and escaping grabs. Danger Sense improves your initiative. Fleet of Foot increases the speed advantage you have going with Elf and Running Shot. Uncanny Dodge seems good, and helps with running. Sly Hunter is a nice untyped damage boost for your attacks, but might be tricky to use - Dalamar's character has pretty good pushing moves that might help set you up though, but none of them push 3, so movement would also be required. There's the defense boosting feats. You have the Con for Hide Specialization. Elven Precision does seem good.

So there's a lot of options that are potentially useful. Armor Specialization seems solid all around, since it boosts AC and many of your skills. Plus you might as well put that Con to use. But you have some good combinations for a few different ways.

Victim said:
Note that having a Divine Oracle in the group makes everyone within 5 squares immune to surprise, so the level 6 utility you have might not be worth it. Strangely, a more selfish power choice might be better for the group.

Didnt know that! Great, one more power! ;D
 

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Walking Dad said:
Update: Character changed to Creed, Longtooth TWF Ranger

Agreed PhB races only to start right?

Currently have 7 pcs right. Very cool.
I'm -not- done yet. As I said the questions/discussion thread has gotten -0- responses. I will soldier on though an should be ready within 48 hours? 72 hours?
I want to say sooner but there may be some bumps somewhere.

evil halfling
Gerold the Black Fighter (human)

redclaw
Lukalos
Male Tiefling Wizard 17 (Battlemage)

Victim
cleric or warlord

ig
Gharesh, Dragonborn Warlock

Dalamar
Darrak Earringer
Dwarven Fighter

WD
Codename Belkar/Sabertooth

renau1g
Jack Harrison
Male Human Cleric 17
 

Okay, I'm going with the cleric. I've added Rituals now too. We have enough ritual components to use Raise Dead a few times too, should it be necessary. Lasra also has plenty of potential uses of Water Walking, which should hopefully help to cancel some of the terrain disadvantages from fighting aquatic guys (along with Water Breathing from Lukalos).

I have my encounters mostly designed for the plant series - it's just a matter of tweaking for numbers, mostly. I think have the early ones set up for ~6, and I made last for 8. Oops? Since I'm not sure exactly how many people will be playing...

The hard part for me is going to making the maps.
 

Victim said:
I have my encounters mostly designed for the plant series - it's just a matter of tweaking for numbers, mostly. I think have the early ones set up for ~6, and I made last for 8. Oops? Since I'm not sure exactly how many people will be playing...
Slot you in for third?

I'm just assuming 8, but I suppose you could go for 7 to have an easier time flexing up and down.


Victim said:
The hard part for me is going to making the maps.
Wait until you see the beautiful works of art I've cooked up for you... :/

(I think that the groups expectations will be suitably low enough for anyone who follows me to look quite impressive).
 

Graf said:
Slot you in for third?

Sure. I'm thinking level 13.

I'm just assuming 8, but I suppose you could go for 7 to have an easier time flexing up and down.

Assuming 8, but we're closed at 7 players? Uh oh. :) Fortunately, one of my encounter ideas pretty much fixes itself for scaling with numbers.
Wait until you see the beautiful works of art I've cooked up for you... :/

(I think that the groups expectations will be suitably low enough for anyone who follows me to look quite impressive).

Well, I think I'd be nice if learned to make some decent things with map tools. But something horrid would probably be faster to make...
 

Just for the record - I've designed my 3-shot blast for 10 11th level PCs, since I thought there were going to be ten of us. I'm using a 6000 xp budget per encounter, using monsters no higher than 18th level (party level +7). Should make for difficult, but not impossible encounters, especially with 10 PCs.

Being that there are only 7 of us now, I guess I might need to go back to the design table? Might be easier just to adjust the PCs' level to the group size when the time comes rather than adjust the encounter itself.
 

I've tried to download maptools,but I'm struggling with the java download. It keeps crashing... Maybe when my new laptop comes in about a month I'll be able to use it.
 

renau1g said:
I've tried to download maptools,but I'm struggling with the java download. It keeps crashing... Maybe when my new laptop comes in about a month I'll be able to use it.

I just downloaded it the other day, actually. It's the first time I've ever used it, and I must say that not that I have it, I'll probably never DM another game without it.
 

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