4e - Summer's End 18th Level Delve - 2 parties FULL


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I should note that I'll be away on vacation from Thurs - Sat or Sun (not sure exactly when we're coming back). I won't have access to the Internet for the majority of this time, so I doubt I'll be able to post actions.

My plan is to have my character posted tonight, complete with powers and calculations.
 


Old character, fill and change as I proceed.

Paragonpath: Curseborn from Dragon 367

[sblock=Drow's Statblock]

? Player: WD
Drow (Dark & Fey) Warlock XP ? Level 18
Initiative +? Senses Dark Vision
Passive Perception ?; Passive Insight ?
HP 112; Bloodied 56; Surge Value 28; Surges Per-Day 8
AC 17; Fortitude 13; Reflex 15; Will 16
Resist:
Speed 6
Alignment Unaligned
Languages Common, Elf

Str 13 Dex 15 Wis 11
Con 15 Int 15 Cha 19


4x +1 to two

Basic Attack:
Dagger: +5 / 1d4+1
Eldritch Blast: +6 / 1d10+5

Racial Abilities
Fey Origin
Trance
Lolthtouched

Class Features
Eldritch blast, Eldritch Pact, Prime Shot, Shadow Walk, Warlock’s Curse

At-Will Powers
Eldritch Blast (r 10; +6 vs reflex / 1d10+5 untyped)
Spiteful Glamor
Eyebite (r 10; +6 vs Will / .)


Encounter Powers

R - Cloud of darkness
R - Darkfire
7 - Deathboon
13 - All Must Sacrifice
17 - Your Delectable Pain
P - Accursed Flames


Daily Powers
15 - Dark Lady's Gift
9 - Death's Fond Caress
5 - Twilight of Soul


Utility Powers
16 - Caiphon's Disquieting Liberty
10 - Shielding Shades
6 - Shadowslip
2 - Ethereal Stride (teleport 3 sq & +2 to all defenses until eynt)
P - Shadow Stride


Feats
6 Heroic
- Clutch of Darkness (Your cloud of darkness power becomes a burst 2 instead of a burst 1. Your darkfire power becomes ranged 15 instead of ranged 10.)
- Sacrifice of Caiphon

5 Paragon
- Demonweb Spiral (Any creature damaged by your Darkspiral Aura is also immobilized until the start of your next turn.)
- Improved Darkspiral Aura (Your Darkspiral Aura deals 1d8 points of damage per point in the Darkspiral Aura (instead of 1d6). At 11th level, the damage increases to 1d10 per point in the Darkspiral Aura)
- Master of Fire and Darkness (Now cloud of darkness and darkfire are two separate encounter powers. You can use each power once per encounter.)
- Two-fold Pact (Fey) (You gain a second Eldritch Pact. You gain the at-will spell and pact boon of both pacts. You can use only one of your pact boon benefits at a time, however.)



Skills (*trained)
Acrobatics (Dex) +1
Arcana* (Int) +9
Athletics (Str) +2
Bluff* (Cha) +12
Diplomacy (Cha) +5
Dungeoneering (Wis) +1
Endurance (Con) +3
Heal (Wis) + 1
History (Int) +4
Insight*(Wis) +6
Intimidate (Cha) +5
Nature (Wis) +1
Perception (Wis) +1
Religion (Int) +4
Stealth (Dex) +4
Streetwise (Cha) +5
Thievery* (Dex) +7

Equipment

Glove's of Eldritch admixture


Piwafwi Level 17+
A long cloak of woven spidersilk sparkles in the moonlight.
Lvl 17 +4 65,000 gp Lvl 27 +6 1,625,000 gp
Lvl 22 +5 325,000 gp
Item Slot: Neck
Enhancement: Fortitude, Reflex, and Will
Property: Gain an item bonus to Stealth checks equal
to the cloak’s enhancement bonus. Gain resist 5 fire.
Level 22 or 27: Resist 10 fire
Power (Daily ✦ Illusion): Minor Action. You have
concealment until you make an attack or are hit
by an attack.


[/sblock]
 
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I thought I'd have everything posted by last night, but I ran out of time. I've got my equipment and feats statted out, but I still need to calculate powers' attack bonuses and associated stuff. Hopefully, I'll have to do that tonight. Otherwise, it won't be until Sunday.
 


Group 2 Talking Turkey

Now that we have characters mostly settled, I think it'd be wise to talk combat strategy. We have several characters who affect others in various ways.

Here is the group as I understand it (please let me know if any of this has changed):

Ev KB - Dragonborn Warlord
Insight - Human Paladin
Walking Dad - Drow Warlock
Nerdy Tenor - Eladrin Wizard
Atatanatanatanatos - Elf Fighter

Two Defenders, 1 Striker, 1 Leader, and 1 Controller

That's a pretty good mix. The Warlord should be the primary healer, while my Paladin will act as a viable backup. We really could build a three-person shield (Warlord, Paladin, Fighter) around the two casters (Warlock, Wizard) and be pretty darn effective.

One thing we need to do is coordinate our various bonuses and effects. Later, I'll post the kind of effects and bonuses I'll typically have going on, and I'd like those of you who can affect others (mostly the Warlord, I suspect) to do the same. No sense overlapping when we can avoid it.
 

Err... I know my character is a fighter, but really, he's more of a striker in role (though he should be durable enough to still be a decent defender).
Look at his primary at-will, Dual Strike:

2x:
Double sword +23 vs AC(+26 with CA, -2 with PA), 1d8+19(+5 vs marked target,+2 vs larger target,+4 with main hand with CA, +4 with power attack)
...for a total maximum of 84 dmg,i think.
And those stances will get pretty crazy when they do automatic dmg to adjacent enemies...

...Also, with the Pass forward at-will utility, Sylas is the ideal flanker.
With a +28 to hit and Heavy blade opportunity, he'll be a fierce Opportunity attacker,too. Once per encounter he can use an at-will for an attack granted by Combat challenge, too.
 
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