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<blockquote data-quote="Dannyalcatraz" data-source="post: 5337165" data-attributes="member: 19675"><p>So far, so good, IMHO. I'm still encountering some annoyances, but the feel is good.</p><p></p><ol> <li data-xf-list-type="ol">Still not hitting as often as I like- just 4 hits in 2 encounters- but hitting VERY hard. With Warlock's Curse AND Hunter's Quarry, I had hits of 18 in one and 19 points in another... But the misses are due more to poor rolls than only having a 16 in my relevant stats. My guy has Improved Fate of the Void, and even with a +6 Att, unleashing his daily, I managed to uncork a roll of 6- not enough to hit.</li> <li data-xf-list-type="ol">The Warhammer has come in handy more than a few times when foes have managed to close on Magnus and he couldn't get away. It was <em>especially </em>useful when an unseen foe actually cut him off from the party. Based on experiences so far, I'm definitely going to get that Dwarven Weapon training to get access to a Craghammer or some such. I still need to boost my AC, though, so I'm still giving AP: Chainmail serious consideration.</li> <li data-xf-list-type="ol">The skill selection has proven to be extremely handy. An Intimidate roll caused some foes to stall their attack. A Dungeoneering roll- a skill I got due to multiclassing in Ranger (which I was mocked for)- turned an encounter in a room full of various unknown fungi into something manageable: there were dangerous shrooms within, and had Magnus not IDed them, it would have been a lot like fighting in a minefield.</li> </ol><p></p><p>FWIW, I'm trying to sort out his next level of power.</p><p><a href="http://www.enworld.org/forum/4e-discussion/294837-starlock-power-choices.html" target="_blank">http://www.enworld.org/forum/4e-discussion/294837-starlock-power-choices.html</a></p></blockquote><p></p>
[QUOTE="Dannyalcatraz, post: 5337165, member: 19675"] So far, so good, IMHO. I'm still encountering some annoyances, but the feel is good. [LIST=1] [*]Still not hitting as often as I like- just 4 hits in 2 encounters- but hitting VERY hard. With Warlock's Curse AND Hunter's Quarry, I had hits of 18 in one and 19 points in another... But the misses are due more to poor rolls than only having a 16 in my relevant stats. My guy has Improved Fate of the Void, and even with a +6 Att, unleashing his daily, I managed to uncork a roll of 6- not enough to hit. [*]The Warhammer has come in handy more than a few times when foes have managed to close on Magnus and he couldn't get away. It was [I]especially [/I]useful when an unseen foe actually cut him off from the party. Based on experiences so far, I'm definitely going to get that Dwarven Weapon training to get access to a Craghammer or some such. I still need to boost my AC, though, so I'm still giving AP: Chainmail serious consideration. [*]The skill selection has proven to be extremely handy. An Intimidate roll caused some foes to stall their attack. A Dungeoneering roll- a skill I got due to multiclassing in Ranger (which I was mocked for)- turned an encounter in a room full of various unknown fungi into something manageable: there were dangerous shrooms within, and had Magnus not IDed them, it would have been a lot like fighting in a minefield. [/LIST] FWIW, I'm trying to sort out his next level of power. [url]http://www.enworld.org/forum/4e-discussion/294837-starlock-power-choices.html[/url] [/QUOTE]
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