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New Errata/Updates at Wotc

If you are referring to Howling Strike then Stout doesn't help there. Howling Strike has been changed to only require that you wield a melee weapon in two hands.

You might want to argue that, but then you'd realize that without the stout keyword, a double weapon is like wielding two one handed weapons, and not wielding a weapon in two hands. Although, the wording is unclear, like the wording so often is. It's pretty clear the intent is for your weapon to have to be stout to be used in Howling strike.
 

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These rules updates make me feel a little better about my character which I built for role play, rather than power gaming. At least three separate things that are used by our Battlerager, who commonly does 50% more damage per attack than my Warlock, have been nerfed by the errata. That gets damage more in line between a Defender/Striker and a Striker/Controller, the way I figure that it should be.

My 2d8 + 2d6 + 11 sword strike isn't all that anaemic anymore :D

You're right that you could easily have 5 different people make up a Warlock and none would be the same. OTOH we have both come to the same conclusion about going Dual Pact Darklock, because they seem to be the damage powerhouse of the CHAlocks. Some tricks are fairly universal.

I'm going to skin my Rakshasha Hand as an ugly little spritely guy named Robin Goodfellow (aka "Puck") who sits on my shoulder and whispers Arcane secrets in my ear, when he isn't doing the heavy lifting of unlatching doors and pulling out equipment for me.

I think we can both agree that Darkpact is required to increase the damage output to that of other strikers. While its not necessary, its the most common route. So you are right about that being the most common.

For my build, I'm equal into Con and Cha, both at 21 on level 18. I like the versatility in being able to take any power instead of focusing only on one stat. Int is less than most warlock builds but not by much. I've also MC into rogue and while my round to round damage is often less than some, I can spike higher than anyone in our group. My cursegrind at 18th level does 2d10+17 plus 2d8 curse (vicious rod) plus 3d6 (sneak attack) and if I use my Eldritch gloves plus another 2d6. plus 1 more if I have CA and soon it will be +5 more if I have Prime Shot due to another feat.

Where is the Puck reference from? Wouldn't be a superhero, would it?
 


It's from Shakespeare's Midsummer's Night's Dream, though I believe he predates it - he's probably the best known of the fey from English folklore.

As such, he's also been used in a number of other places, so he may well be a comic book character as well - comic books do tend to "steal" characters from all over (like, say, Thor).
 
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Good to see that wotc will own up to mistakes and say "Oops, too strong" when fixing [snip][snip] something rather just blindly saying "errata".
 


I think we can both agree that Darkpact is required to increase the damage output to that of other strikers. While its not necessary, its the most common route. So you are right about that being the most common.

For my build, I'm equal into Con and Cha, both at 21 on level 18. I like the versatility in being able to take any power instead of focusing only on one stat. Int is less than most warlock builds but not by much. I've also MC into rogue and while my round to round damage is often less than some, I can spike higher than anyone in our group. My cursegrind at 18th level does 2d10+17 plus 2d8 curse (vicious rod) plus 3d6 (sneak attack) and if I use my Eldritch gloves plus another 2d6. plus 1 more if I have CA and soon it will be +5 more if I have Prime Shot due to another feat.

Where is the Puck reference from? Wouldn't be a superhero, would it?

I went a different route, starting with two 16s (INT and CHA, now 22 and 20 respectively), with an Eladrin. That put INT 2 points higher than my main attack stat. I teleport like a mofo and my effects get a boost, but my hit bonus suffers.

That's some substantial damage there. At 17th level I'm kicking out 2d10+2d6+d8+16 with Cursegrind using a Longsword Of Summer. Not enough DEX for Dual Implement Spellcaster. Since my primary implement is the longsword I'll be tossing a 12th level Khyber Shard of the Fiery Depths on it, for an additional +3 damage on all powers and melee basic attack (the sword does fire damage), next playing session. I like the additional damage from the sword, but I'd be just as happy with a radiant weapon. Also using Gloves of Eldritch Admixture, like you. I gave up on Called Shot. My original concept included Called Shot and Prime Punisher for +23 hit 2d8+2d6+16 damage on a melee basic attack at 17th, but I wasn't getting to use it enough.

As stated elsewhere I MC'd into Bard, for both flavour and mechanical reasons.

The Puck reference is from Shakespear's A Midsummer Night's Dream, which he stole from Celtic Mythology, which in turn got stolen by some comic book guy ;)

I wonder which of us will have our "tricks" nerfed first, in the next updates :lol:
 
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