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File 137946428271.jpg - (1.37MB , 1924x1200 , actual dipiction of limbo ooc chat.jpg )
73715 No. 73715 edit
>>11808
Previous thread~!

This thread will be for OOC Chatter and Discussion.

Character Sheets:
George: Myn Nthelsyr
Astaroth: Torinn Tormine
anon-kun: Sureiya
Voyager: Bernkastel
Lili: Ramuh

Other Sheets:
anon-kun: Reiyasu

The Books: http://www.mediafire.com/?7g2v42d2xdy7f

Re: CHARACTER BUILDER (VERY useful!)
Everything has been put together here and organized for maximum ease of use:

http://www.mediafire.com/?44xdbd8bl89dbkg

Step 0: Download the above, unrar it.
Step 1: Run the program in the Step 1 folder, this will download the character builder.
Step 2: Run the program in the Step 2 folder, this will update your Cbuilder. Make sure to specify the directory to which you installed the program in Step 1. Be absolutely sure of this, because it may try to install in a different directory (Program Files as opposed to Program Files x86 or vice versa), which will not work.
Step 3: Move the files in the Step 3 folder Step 4: Run the "CBLoader.exe" file. It will take some time to download all the custom content the first (and perhaps second) time you load it.
Step 5: That should be it. Remember, always open it using the CBLoader.exe and not the default Cbuilder file.
Expand all images
>> No. 73720 edit
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73720
first
>> No. 73764 edit
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73764
hey mion are you okay? you haven't been online in a while
>> No. 73916 edit
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73916
We need to keep them away from each other for obvious reasons. Despite their shared HP total, our debuffs tend to only affect one target, which means we still need a focus fire target.

The intended strategy seems to be focusing on Lokradin while trying to keep Thorai where he is for one or two rounds. Accomplishing this with immediate/opportunity actions could be difficult, since Thorai can daze. Assuming we would need other resources to keep him at bay anyway, we may as well stay out of his reach and not offer Torinn as a target. The room happens to be wide enough for even a 10-square ranged pull to potentially fall short, but really, Samel is already in range. It won't be easy to stay away.

As an alternative, we can focus fire Thorai instead. With Samel's debuffs, high Soldier defenses become irrelevant. Thorai also seems to lean toward single-target attacking, which should make crowding around him a bit less dangerous. His only AoE attack seems to be his clost blast 3 hammer attack, which shouldn't target more than one party member as long as we position ourselves properly. Also, since Lokradin may be content to stay where he is for a round, this method could buy us extra time.

For either option, because we lack powers to immobilize/restrain, a prone + daze will have to suffice.

Channel the Leyline remains the biggest mystery. So far, they've been area burst 1 powers that also create zones, right? A completely random guess: maybe this one inflicts a vulnerability to their attacks? Any thoughts?

Lastly, Myn's Crown of Stars gives him a lot of weak minor action attacks, which seem well-suited for clearing mutated scarab minions.

Specific tactical suggestions are welcome, especially if they take into account pillars and scarabs and whatnot.

this is not a definitive plan or anything
i couldnt be here to discuss these ideas w/ you guys yesterday so im hoping this can spark a proper strat discussion

>> No. 73917 edit
Focusing on Thorai might be the best idea, however once Lokradin comes near someone might need to have to deal with it to try to keep it far from Thorai, or maybe Sureiya can go and try to mess with him since the beginning.

Since you're recommending focus fire I assume you're thinking in spending Relentless Wounding? If so, Samel can use Favor of the gods on you to get even slimmer failure chances.

The pillars look better used to cover from lightning tether, if we decide to split.
>> No. 73926 edit
Disclaimer: This is a model of what my turn could be. OOC, is not actual turn, ok.

Move action: Running to Q-16.
Move action: Reorient the Axis. All allies (within 5 squares of me, which is everyone) shift 5 squares (4 from int mod plus 1 from tactician's armor). Torinn and Rutger are actually targeted separately, but going by the earlier ruling on forced movement stacking, this probably wouldn't work anyway, nor is it necessary. Beyond everyone staying within a 5x5 square for Samel's Moment of Glory, here are some suggestions for your decisions on where to go:
> Moment of Glory actually does something if it targets an enemy. Maybe we can include parts of one or both giants in the blast, if possible?
> Torinn could try and block off Thorai's impending advance, hopefully moving between me at Q-16 and Thorai while leaving room for others. However, if we're considering including Thorai in Moment of Glory, then Torinn needs to stay pretty close to everyone else. This does leave us more open to Thorai's close blast.
> Retreat is an option for Sureiya, preferrably behind Torinn.
> Myn should move further northeast, preferrably behind Torinn.
> Samel should probably move behind Torinn for now, but he does get his own move action on his own turn. His position will probably be temporary with regards to his use of Moment of Glory, unless he loses his actions because of things like dazing. If daze is a concern, then he instead can pick the perfect spot from which to use Moment of Glory right now. The option of including Lokradin in the blast 5 is available, at least.
Minor action: It could be a number of things.

Extra notes:
> My spirit companion can move a total of 10 squares as part of my two move actions, which could factor into positioning decisions.
> However, my spirit of athas will disappear at the end of my turn. Still, I can summon it back (once per encounter) as a minor action.

Last edited at 13/10/30(Wed)01:45:39
>> No. 73927 edit
Hitting both of them would really really help us, as pushing them and slowing down a little.
Moving Torinn to try to block Thorai is probably the best option for him.
Samel should move to a place in which he can use Moment of glory, so maybe be can move after using it, if needed.
Myn should stay back.
And, does Sureiya should really retreat? Is there any problem if he stays there, near of Lokradin?
>> No. 73936 edit
File 138147525082.png - (3.10KB , 41x41 , bern130.png )
73936
I think I'll use Relentless Wounding on my turn. If anon wants to benefit from it on his upcoming turn, then he could consider delaying. Also, if there are any last-minute requests for the focus fire target, now is the time.

New information:
> If Channel the Leyline's secondary effect (damage to anything within 2 squares of the target creature) hits a scarab swarm, then it will become hostile towards the target creature (Torinn in this case).
> Speaking of that, the leyline secondary effect was ruled to work like a burst, so Torinn chooses from which square the within-two-squares thing originates.
> Commanding scarabs: It takes a move action to move a swarm with Myn's orb, and a standard action to make a hostile swarm stand down.
> Two non-hostile scarab swarms can be fused into one, but trying to fuse a hostile swarm with a non-hostile swarm doesn't work, and the hostile swarm would split off to continue attacking.

Last edited at 13/11/01(Fri)22:22:26
>> No. 73980 edit
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73980
This may not fit perfectly with 4E rules as normal, but here you go. These pillars are decrepit and damaged, and grant you less cover than you'd normally get. The cover granted is proportional to how healthy they are.

Why I am showing you this will become evident soon.
>> No. 73987 edit
For Samel: Please consider just delaying for one turn, and letting Val'akir go first.

Last edited at 13/11/09(Sat)22:39:39
>> No. 74002 edit
File 138422091883.png - (42.69KB , 398x645 , memory.png )
74002
Here's memory of a thousand lifetimes roll
>> No. 74053 edit
hi mion pls use a minor action to find the maelstrom or val'akir whichever is in the pocket atm

Last edited at 13/11/17(Sun)22:30:14
>> No. 74056 edit
[19:16:58] Magil Zeal: val'akir is at IJK 123
[19:17:12] Magil Zeal: IJK not really though
[19:17:21] Magil Zeal: but that's where she is
>> No. 74160 edit
As it turns out, the hardest D&D module ever made was not the Tomb of Horrors or the Temple of Elemental Evil. Nope, the honor goes to AD&D's Valley of dust and Fire, part of the Dark Sun setting where you attempt to kill the Dragon of Tyr. It is possible for a high leveled party to die without ever setting foot inside the city where the dragon resides just because of the weather. The actual city is a whole nother kettle of fish entirely. And that's before getting to the completely unfair fight with the Dragon of Tyr.
>> No. 74268 edit
Splitting the party how horrifying.
>> No. 74310 edit
Do you think remove affliction could help Bern? It says " the ritual can remove fear, confusion, insanity ".
>> No. 74311 edit
>>74310
I think that by "fear" it means effects with the "fear" keyword.
>> No. 74314 edit
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74314
>>74310
I don't think that's how it works, Voyager's fear of heights isn't something the ritual can cure.
>> No. 74363 edit
>Insulting Sariel even after she leaves
;_;
>> No. 74364 edit
>>74363
>implying Sariel hasn't insulted us since she left
plz
>> No. 74365 edit
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74365
>>74363
Well, in your limited interaction with Thelkra you didn't exactly leave a good impression~
>> No. 74367 edit
>>74365
How is not mentioning sariel weird but ignoring the shaman who had mysteriously disapeared is not?
>> No. 74368 edit
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74368
>>74367
Was Thelkra ever really filled in on the details of what happened to Bernkastel? I know Sid was.
>> No. 74369 edit
>>74368
The last time we were in Baldur's Gate she wasn't around, also when someone steals magic old relics and then disappear into an unknown place where a minion of the fell king used to be, I would assume it would cause a little commotion.

Last edited at 14/02/01(Sat)22:48:29
>> No. 74372 edit
>>74369
It's not a big deal right
>> No. 74406 edit
>Aghanim still there

>> No. 74413 edit
Sureiya, she already flashed you her boobs, go hit that, man.
>> No. 74417 edit
>>74413
I'm on it
>> No. 74440 edit
I'm actually surprised you're keeping Aghanim around. :o
>> No. 74441 edit
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74441
>>74440
It's more convenient to have them stay at Mithral Hall rather than Baldur's Gate.
>> No. 74447 edit
1250 GP on Aghanim quick lemme spend it on useless frivolties.
>> No. 74448 edit
>>74447
save it to buy ivory fly-kun later
>> No. 74449 edit
>>74448
go away with ivory flies I'm not Fat okay

I want a retainer slave okay
>> No. 74450 edit
>>74449
I think you can hire people according to MME.
>> No. 74519 edit
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74519
Your memories are belong to the Fell King. I wonder if he now knows of your first love and writes ridiculing Visual Novels about it.
>> No. 74520 edit
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74520
>>74519
He knows that faceless soldier and farmer girl are considering tying the knot! Their deaths at his hand are assured!
>> No. 74522 edit
>>74519
hopefully not
>> No. 74546 edit
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74546
>>74520
Won't that mean you're to blame for their eventual murder? How will Torinn deal with this guilt?!
>> No. 74548 edit
>>74546
Commit sudoku. He has diglaced his famiry.
>> No. 74554 edit
Trade in sword of sacrifice for sunblade +2
get skull helm made from first ded dragon head, not to be worn in polite company
turn holy symbol into symbol of the champion's code
>> No. 74555 edit
>Spent all that time running around the four leylines with a dead dragon's head in his bag
Freak.
>> No. 74557 edit
>>74555
I resent that remark. I got two severed heads from that tower, remember?
>> No. 74578 edit
possible shoplist:

backlash tattoo: 4,200 gp (residuum)
spyglass of perception: 680gp
power jewel: 1,000gp
circlet of second chances: 680gp

frozen whetstone: (4) 400gp
talent shard: (2) 250gp
gravespawn potion: (2) 100gp
potion of waterwalking: (2) 80gp
elixir of defense (will): 125gp
>> No. 74580 edit
>>74557
You're not helping yourself.
>> No. 74581 edit
>>74580
Yes I am. To severed dragon heads.
>> No. 74594 edit
... Six?

Myn, Samel, Torinn, Sureiya, Bernkastel. That's five. Ain't no six Warriors of Light.
>> No. 74595 edit
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74595
Aghanim is still around. Well, the character is at least.
>> No. 74596 edit
>>74595
The player's also around just not as a player.
>> No. 74598 edit
Speaking of FFXIV, I wish D&D 4e had Jump. Jump greatest DRG.
>> No. 74601 edit
>>74598
Homebrew dragoon theme had jump.
>> No. 74602 edit
>>74601
Power worked like this : jump up to 5 squares without provoking OAs, attack for 1/2/3w damage and knock the target prone. I don't remember the rest, but dragoon theme was the only remotely good 3rd party content I found for cbuilder.
>> No. 74617 edit
hi im testing it works now

Last edited at 14/03/29(Sat)14:36:21
>> No. 74618 edit
posting to remove a fugly embed from front page
>> No. 74749 edit
Predicting fight against Titan.
>> No. 74750 edit
>>74749
ur a titan
>> No. 74759 edit
"Gaol" is pronounced "jail" and means exactly the same.
>> No. 74760 edit
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74760
>>74759
>> No. 74766 edit
>>74760
It's actually the original way 'jail' was spelt, from the latin gabiola.
>> No. 74767 edit
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74767
>>74766
>> No. 74768 edit
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74768
>>74767
Stop that, you Mexican.
>> No. 74771 edit
>>74768
halp america trying to suppress mehico
>> No. 74773 edit
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74773
>>74771
I'll suppress you.
>> No. 74852 edit
When I said jump to that spot, I meant to keep moving to my original destination. Sorry for being unclear.
>> No. 74886 edit
The plot thickens.

>Captcha
>> No. 74908 edit
>>74886
It's to keep out the spammers and CP. Which did actually show up.
>> No. 74909 edit
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74909
>>74908
I find that I spend too little time keeping up to date with the group. Skypecats is truly fearsome.
>> No. 74913 edit
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74913
>>74909

Join skypecats already ok.
>> No. 74930 edit
Hold on, is that gaol recovering 136 HP?!
>> No. 74932 edit
>>74930
They all have that writing on them.
>> No. 74933 edit
>>74932
Yeah, it's the Medica II regen tick.
>> No. 74937 edit
I was up all night waiting for a writing critique from a friend. So I'm gonna give you guys the heads up that I'm probably gonna sleep in, sorry.
>> No. 75015 edit
What kind of awful caster can't even cast rituals?
>> No. 75016 edit
>>75015

ur mom
>> No. 75055 edit
>>75016
Actually, she can cast rituals. She's not even a caster. How does that make you feel, Warlock?
>> No. 75075 edit
>>75055

;_;
>> No. 75079 edit
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75079
I remember my first encounter with the dhorme chimaera. It was glorious.
>> No. 75103 edit
RIP, rest in pepperonis half-orc
>> No. 75111 edit
Alchemist so good. I wonder how the party would've fared without the DMPC? The chimera looks really, really strong. :V
>> No. 75113 edit
>not quipping with "riddle me this"
>> No. 75115 edit
>>75113
Yeah, I was wondering if there was a better way to finish it, but I had to post fast.
>> No. 75116 edit
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75116
I feel like, considering they can be trained, a great opportunity for a new mount was lost.
>> No. 75121 edit
Torinn should retract his surge spending because it's too much unnecessary overhealing.

>The battle standard heals everyone by 3 for every surge the party spends. (With 4 surges spent total, everyone heals 12 for free.)
>There's an effective +3 to each person's surge value from Sid's item set bonus.

Myn spends no surge, heals 9 as a Healing Spirit secondary target, and heals 12 from the battle standard.
46+9+12=67, 65/65 HP

Bernkastel spends 2 surges, once normally and once with Healing Spirit for surge+3 and surge+5 total, and heals 12 from the battle standard.
13+(15+3)+(15+5)+12=63, 63/63 HP

Torinn spends 1 surge with Inspiring Word for surge+9+3, and heals 12 from the battle standard.
33+(24+9+3)+12=81, 76/76 HP

Sureiya spends 1 surge on his own for surge+3, and heals 12 from the battle standard.
37+(18+3)+12=70, 70/70 HP

Sid spends no surge, and heals 12 from the battle standard.
62+12=74, 71/71 HP

Rutger heals 12, so he's at 25/38.

Last edited at 14/06/06(Fri)00:40:59
>> No. 75123 edit
only two surges remaining halp
>> No. 75129 edit
>>75123
Consume Myn.
>> No. 75132 edit
<?xml version="1.0" encoding="utf-8"?>
<D20Rules game-system="D&amp;D4E">
<RulesElement name="Divine Fighter" type="Feat" internal-id="ID_SAK_FEAT_1061" source="Parlor">
<Category> ID_INTERNAL_CATEGORY_MULTICLASS_CLERIC,ID_INTERNAL_CATEGORY_MULTICLASS,ID_INTERNAL_CATEGORY_CLASS-SPECIFIC_MULTICLASS </Category>
<Prereqs> Wis 15; ~MULTICLASS or Unlimited Multiclass or Cleric CountsAsClass; !ID_FMP_CLASS_2; !ID_FMP_HYBRID_CLASS_352; !ID_FMP_CLASS_705 </Prereqs>
<print-prereqs> Wis 15 </print-prereqs>
<specific name="Tier"> Heroic </specific>
<specific name="Short Description"> Cleric: Heal training; Battle Cleric's Lore </specific>
<specific name="Special" />
<specific name="type"> Multiclass Cleric </specific>
<specific name="Associated Power Info" />
<specific name="Associated Powers" />
<rules>
<grant name="ID_INTERNAL_SKILL_TRAINING_HEAL" type="Skill Training" />
<grant name="ID_FMP_CLASS_FEATURE_4058" type="Class Feature" />
<grant name="ID_INTERNAL_GRANTS_CLERIC_IMPLEMENTS" type="Grants" />
<grant name="ID_INTERNAL_COUNTSASCLASS_CLERIC" type="CountsAsClass" />
<grant name="ID_INTERNAL_MULTICLASS_MULTICLASS" type="Multiclass" />
</rules>
You gain training in the Heal skill. You gain the cleric's Battle Cleric's Lore class feature. In addition, you can wield cleric implements.
</RulesElement>
</D20Rules>
>> No. 75133 edit
So this is how I want Sureiya to look by level 11, if there's any suggestion or etc I'm open to discuss it. Biggest obstacle it's that it needs two extra retrainings than allowed. Then just to compare how strong the cleric MC is, I made a pathfinder build with it. The race, ability scores, skills and equipment have been adjusted, but it looks very solid, even more by level 16.

Pathfinder Half-orc, fighter MC level 11:
https://docs.google.com/file/d/0B6vRyT3wOZiVMHZwY3gxd3pmeFk/edit

Pathfinder Human, cleric MC level 11:
https://docs.google.com/file/d/0B6vRyT3wOZiVeUhyeFRzbzlkS2c/edit
>> No. 75147 edit
>>75133
Human cleric MC doesn't dual-wield.
>> No. 75148 edit
>>75147
What? Its using two battlecrazed bastard swords
>> No. 75151 edit
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75151
>>75148
I may be blind, I can't find it on the sheet.
>> No. 75152 edit
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75152
>>75151
>> No. 75153 edit
>>75152
So sneaky.
>> No. 75172 edit
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75172
Calling it now, the next challenge is a skill challenge based around the religion knowledge skill.
>> No. 75176 edit
>The rhythm blade now grants a +1 shield bonus that doesn't stack with other shield bonuses.

Just asking, rhythm blade says it "increases your shield bonus by +1 for AC and Reflex". If I don't otherwise have a shield bonus, it just increases AC and Reflex by 1 then, right?
>> No. 75177 edit
>>75176
Yes, but Torinn already grant us all +1 shield bonus to AC with his feat.
>> No. 75178 edit
I have 1200 GP, and a rhythm blade I could swap out then, since Reflex isn't particularly low.

What kind of implements are useful to hold in the offhand?
>> No. 75179 edit
>>75178
Defensive Staff?
>> No. 75196 edit
Pls roll raking claw against murderer
>> No. 75220 edit
I forgot +2 for CA from my attack. Rolling a 3 is suffering.
>> No. 75268 edit
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75268
>>75267
Bern and Sid aren't very battered, they probably can donate the surges.
>> No. 75315 edit
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75315
>from chat

so, when the gaolers burst they make an area attack
charging isn't the best idea I think
they also having a big close blast so
maybe getting close to the second one and attacking it from range
ah, or making a readied action after it burts maybe
a charge
>> No. 75329 edit
When gaoler's turn starts, slide it 2 to the right pls. Should provoke Rutger's attack.
>> No. 75356 edit
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75356
Ok I think this is more like the kind of Ranger I should build. Clearly Stormwarden helps a lot but it could end up being replaced by Pathfinder?

Anyway this build at level 16 gets +28 to attack with CA and can deal 60 DPR with twin strike and quarry, Stormwarden features can get this up to 75.



====== Created Using Wizards of the Coast D&D Character Builder ======
Sureiya LB, level 16
Half-Orc, Ranger, Stormwarden
Build: Two-Blade Ranger
Fighting Style: Two-Blade Fighting Style
Ranger: Prime Shot
Background: Amn (Amn Benefit)

FINAL ABILITY SCORES
Str 22, Con 14, Dex 20, Int 11, Wis 15, Cha 9.

STARTING ABILITY SCORES
Str 16, Con 13, Dex 14, Int 10, Wis 14, Cha 8.


AC: 31 Fort: 29 Reflex: 27 Will: 26
HP: 111 Surges: 8 Surge Value: 28

TRAINED SKILLS
History +13, Dungeoneering +15, Perception +15, Nature +15, Thievery +18, Stealth +17, Athletics +18

UNTRAINED SKILLS
Acrobatics +13, Arcana +8, Bluff +7, Diplomacy +7, Endurance +11, Heal +10, Insight +10, Intimidate +9, Religion +8, Streetwise +8

FEATS
Level 1: Two-Weapon Fighting
Level 2: Swift Blade Style
Level 4: Battle Awareness
Level 6: Nimble Blade
Level 8: Weapon Focus (Light Blade) (retrained to Icy Heart at Level 11)
Level 10: Wintertouched
Feat User Choice: Light Blade Expertise
Level 11: Lasting Frost
Level 12: Prime Punisher
Level 14: Called Shot
Level 16: Superior Will

POWERS
Ranger at-will 1: Marauder's Rush
Ranger at-will 1: Twin Strike
Ranger encounter 1: Off-Hand Strike
Ranger daily 1: Jaws of the Wolf
Ranger utility 2: Invigorating Stride
Ranger encounter 3: Ruffling Sting
Ranger daily 5: Two-Wolf Pounce
Ranger utility 6: Bending Branch
Ranger encounter 7: Disruptive Strike
Ranger daily 9: Attacks on the Run
Ranger utility 10: Resume the Hunt
Ranger encounter 13: Off-Hand Diversion (replaces Off-Hand Strike)
Ranger daily 15: Blade Cascade (replaces Two-Wolf Pounce)
Ranger utility 16: Ranger's Parry

ITEMS
Frost Brand Rapier +3, Frost Rapier +3, Torc of Power Preservation +3, Predator's Hide Earthhide Armor +3, Gloves of Ice (paragon tier), Iron Armbands of Power (paragon tier), Elven Chain Shirt (heroic tier), Acrobat Boots (heroic tier), Belt of Vigor (heroic tier), Backlash Tattoo (heroic tier), Power Jewel (heroic tier)
====== Copy to Clipboard and Press the Import Button on the Summary Tab ======
>> No. 75387 edit
Suree official Bern recommendation is twin strike (ranged), you get to roll twice for each attack roll. pls crit twice
>> No. 75389 edit
Fat official bully recommendation is to use eldritch blast and turn your curse damage into fire with your gloves for +4 damage ok go
>> No. 75395 edit
Surge spending needs to wait until ongoing damage ends, but here are the numbers so far.

-

Surge counts at the start of the encounter:

Myn: 4
Ramuh: 3
Bern: 4
Torinn: 5
Sureiya: 4
Sid: 4

-

Surge changes:

>>75319
Myn -1

>>75340
Torinn -1

>>75341
Sureiya -1

>>75363
Sid -1
Bern -1

>>75371
Torinn -1

>>75375
Torinn -1

-

End of the encounter and before the mini-rest:

Name: Current HP / Max HP, surges
Myn: 64/65, 3 surges
Ramuh: 47/62, 3 surges
Bern: 42/63, 3 surges
Torinn: ??/76, 2 surges
Sureiya: 44/70, 3 surges
Sid: 41/71, 3 surges
>> No. 75398 edit
Bern and I worked out surges, and we came up with this.

Myn and Ramuh donate one surge each to Sid for infusions.

Bernkastel spends one surge to heal herself.
Torinn spends one surge to heal himself.
Sureiya spends one surge to heal himself.
Sid spends one surge to heal himself.

Final stats:
Myn: 65/65, 2 surges
Ramuh: 62/62, 2 surges
Bern: 63/63, 2 surges
Torinn: 76/76, 1 surge
Sureiya: 70/70, 2 surges
Sid: 71/71, 2 surges

Last edited at 14/07/20(Sun)11:39:36
>> No. 75409 edit
File 140480857922.png - (149.32KB , 256x256 , earthlich.png )
75409
>>75406
Wrought from the rock that stands upon old
With heart of black and a stare that's cold

Cold are the hands that grasp at your soul
'Fore the graves are dug and the death knells toll.

Tempered in the flows of the mountain's core
Where the rage runs red twixt shore and shore

Shorn from the world 'neath the blazing sun
Bound to the dark, for the light I shun

Bow down overdweller (under the weight)
Bow down overdweller (under the weight)
Bow down overdweller (under the weight)
Bow down overdweller (in hell I wait)

Bow down overdweller (under the weight)
Bow down overdweller (under the weight)
Bow down overdweller (under the weight)
Succumb to the hate that corrupts your fate

Into the dark of an endless night
Where the pulse of the land offers no respite

In spite of the blood that was spilled before
You whet your blades, you thirst for more

Now kneel overdweller, your lord commands
There's no salvation for the sons of man

The skies will tremble and the earth will quake
From the crumbling walls no one escapes

Bow down overdweller (under the weight)
Bow down overdweller (under the weight)
Bow down overdweller (under the weight)
Bow down overdweller (in hell I wait)

Bow down overdweller (under the weight)
Bow down overdweller (under the weight)
Bow down overdweller (under the weight)
I'll drag you right down to the seventh gate
>> No. 75474 edit
Warlord build, Eladrin Tactful Warlord, can give +5 init to the whole party.

====== Created Using Wizards of the Coast D&D Character Builder ======
Eladrin Warlord, level 12
Eladrin, Warlord, Battle Captain
Build: Resourceful Warlord
Fey Beast Tamer Starting Feature: Fey Beast Tamer Companion (Young Owlbear)
Archer Warlord Optional Choice: Standard Warlord Armor Features
Warlord: Combat Leader
Commanding Presence: Tactical Presence
Eladrin Subrace: Standard Eladrin Racial Traits
Background: Netheril (Netheril Benefit)

FINAL ABILITY SCORES
Str 19, Con 13, Dex 11, Int 21, Wis 9, Cha 15.

STARTING ABILITY SCORES
Str 16, Con 12, Dex 10, Int 16, Wis 8, Cha 12.


AC: 29 Fort: 26 Reflex: 26 Will: 24
HP: 80 Surges: 8 Surge Value: 20

TRAINED SKILLS
Religion +16, Heal +10, Arcana +19, History +19, Athletics +14

UNTRAINED SKILLS
Acrobatics +5, Bluff +8, Diplomacy +8, Dungeoneering +5, Endurance +6, Insight +5, Intimidate +10, Nature +5, Perception +5, Stealth +5, Streetwise +8, Thievery +5

FEATS
Level 1: Eladrin Soldier
Level 2: Tactical Assault
Level 4: Tactical Inspiration
Level 6: Hafted Defense
Level 8: Improved Defenses
Level 10: Saving Inspiration
Feat User Choice: Polearm Expertise
Level 11: Fight On
Level 12: Combat Commander

POWERS
Warlord at-will 1: Intuitive Strike
Warlord at-will 1: Commander's Strike
Warlord encounter 1: Vengeance is Mine
Warlord daily 1: Lead the Attack
Warlord utility 2: Adaptive Stratagem
Warlord encounter 3: Devastating Offensive
Warlord daily 5: Stand the Fallen
Warlord utility 6: Reorient the Axis
Warlord encounter 7: On My Mark
Warlord daily 9: Warlord's Recovery
Warlord utility 10: Tactical Orders

ITEMS
Iron Armbands of Power (heroic tier), Healer's Brooch +2, Casque of Tactics (heroic tier), Battle Standard of Healing (heroic tier), Adventurer's Kit, Bottle of Wine (2), Chalk and slate, Chirurgeon's tools, Investigation gear, Manacles, iron, Writing case, Bag of Holding (heroic tier), Legionary Discipline (heroic tier), Spear of the Skylord, Chieftain's Greatspear +3, Healer's Earthhide Armor +3
====== Copy to Clipboard and Press the Import Button on the Summary Tab ======
>> No. 75602 edit
File 140734807330.png - (1.36MB , 1218x740 , skill dc.png )
75602
>> No. 75620 edit
> Not sleeping has some penalties.

> All implements, unless otherwise stated, are Accurate implements.

> Uncommon items are treated as Common. Rare items still need DM permission.

> "Magic Weapon," "Magic Armor," and "Amulet of Protection" enchantments can be upgraded into others.

> A Goblin Totem functions as a weapliment for totem users.

> While the Battle Standard of Healing can get a healing bonus from an item, bonuses from multiple items don't stack on it.

> Rituals??? Scrolls?????

> Myn can take the Mindbite Scorn feat without the Sorcerer-king Pact.

> A Symbol of the Champion's Code adds its enhancement bonus to Righteous Radiance damage, and its daily power can be used on targets affected by Defender Aura.

> A half-orc qualifies as a human for Adroit Explorer.

> Bernkastel uses the full Religion bonus for elemental-related knowledge checks in place of Arcana, but Religion is treated as untrained otherwise.

> There is a boon, worth 1250 gp, which gives Bernkastel's spirits their own senses.

If someone remembers another, please post.
>> No. 75693 edit
Voyager: 9000 hours in ms paint, couple different ideas of where you could go; if you want to do something different, I recommend still moving the melee first and then basing the rest on their positions
Voyager: first one is for torinn using wrath of the gods early
Voyager: second one is for not doing that, and you could deviate a lot more from that version
Voyager: http://boonce.org/up/everyonestackforwrath.png
Voyager: http://boonce.org/up/nostack.png
Shea Parrotta: stacking looks cozy
Voyager: I have to say though this encounter wrath would be a lot more valuable than [Relentless Wounding] since there are gargoyles to deal with
Voyager: and their endless thp can probably get annoying
Voyager: anyway those are just examples, especially the nostack one
Voyager: and remember you can delay in a surprise round
Voyager: since they're turns, even if they're one-action turns

Last edited at 14/08/21(Thu)02:23:30
>> No. 75772 edit
General healing effects:
> For each surge spent by the party, everyone heals 3. Four surges (3 normally, 1 for Sid's heal recharging) are spent, healing everyone for 12.
> Each person's surge value is effectively increased by 3 by Sid's item bonus.
> I'll be using Call Forth the Spirit World without the Healer's Brooch bonus this time, healing bloodied allies for 5 until no longer bloodied.

----------

Myn is at 62/70. Battle standard heals for 12, so he's capped at 70/70.

Ramuh is at full health (67/67).

Bern is at 39/68. She spends 1 surge normally, healing for 17+3, and the Battle Standard heals for 12, putting her at 68/68.

Torinn is at 35/82 and bloodied (bloodied value 41). Call Forth the Spirit World heals him for 5 (40/82) and then another 5 (45/82). He then spends one surge normally, healing for 25+3, and the battle standard heals for 12, putting him at 82/82.

Sureiya is at 36/75 and bloodied (bloodied value 37). Call Forth the Spirit World heals him for 5 (41/75). He spends one surge with Healing Spirit, healing for 19+3+2, and the battle standard heals for 12, putting him at 75/75.

Sid is at full health (77/77).

Rutger is at 24/41. I'll give him my Healing Spirit bonus healing, which heals him for 7+2. The battle standard heals him for 12, putting him at 41/41.

Apsaumbas heals to full at the end of a short rest for free, but I already did the math so I'm posting it. She's at 11/35 and bloodied (bloodied value 17). Call Forth the Spirit World heals her for 5 (16/35) and then another 5 (21/35). The battle standard heals her for 12, putting her at 33/35. (Actually 35/35)

Last edited at 14/09/06(Sat)15:51:28
>> No. 75963 edit
By the way, my motherboard shorted out so it's going to be a few days before I can get back on skype or post. Sorry about the wait.
>> No. 75997 edit
Current party: Myn, Torinn, Sureiya, Bern, Ramuh, and Sid (NPC).

Last adventure, we turned Gallard Dragonsworn the lich into a talking skull, rescued Elayne, and performed a ritual on the earth leyline located somewhere around the Underdark to weaken the Fell King. Note: Ragrim Dragonsworn is the Fell King.
- Recommended: Gallard interview, from http://www.seacats.net/limbo/res/75406.html#75531

After a rest on a restorative magic circle, we went through a portal to the Shadowfell and ended up at the Fell Keep, where Halvangh the Finder took Elayne back and distracted the Fell King's army while we snuck into the keep.

We safely reached the front door, and while the arcanists tried to force the gate open, Marquis Batym (shadar-kai shadow-mage, level 11 solo controller) and Viscount Bifrons (shadar-kai ranger? level 11 elite skirmisher) noticed and set a bunch of monsters on us. While Ramuh stalled, Myn teleported us to the balcony, where we drove back the shadar-kai into the castle, beat the monsters, unlocked the balcony door, and snuck into the keep from the second floor.

According to Gallard, we need help from four dragon spirits on the second floor to activate the elevator to the boss room. While looking around, we ran into Yaris Ahriman, shadar-kai adviser to the Fell King. He told us there are seven dragon spirits, and four (the ones controlling the elevator) are metallic while three (keeping the Fell King company) are chromatic-like. He also gave us directions.
- Recommended: Yaris interview, from http://www.seacats.net/limbo/res/75792.html#75845

The first dragon spirit we met was a silver dragon calling himself Hallenveler, who tested our knowledge. The second was an adamantine dragon (name unknown), who tested our resolve. We've just completed that trial, and next up are a gold dragon named Valangoraza and a mithral dragon named Kalaidesczar.
>> No. 76028 edit
/r/ update to character repository
>> No. 76113 edit
NVM, apparently someone already calculated it.

Last edited at 15/02/06(Fri)17:58:20
>> No. 76116 edit
Five-minute rest. Since my Healing Spirit is unspent.

----------

General healing effects:
> For each surge spent by the party, everyone heals 3. Four surges (3 normally, 1 for Sid's heal recharging) are spent, healing everyone for 12.
> Each person's surge value is effectively increased by 3 by Sid's item bonus.

----------

Myn is at 48/70. The Battle Standard heals for 12, and Healing Spirit's side-healing heals him for 9, leaving him at 69/70.

Ramuh is at 40/67. He spends one surge, healing for 16+3 HP. The Battle Standard heals for 12, overhealing him to 67/67.

Bern is at 48/68. She spends one surge through Healing Spirit, healing for 17+2+3. The Battle Standard heals for 12, overhealing her to 68/68.

Torinn is at 66/82. The Battle Standard heals for 12, leaving him at 78/82.

Sureiya is at 46/75. He spends one surge, healing for 19+3. The Battle Standard heals for 12, overhealing him to 75/75.

Sid is at 71/77. He spends one surge to regain a Healing Infusion. The Battle Standard heals for 12, overhealing him to 77/77.

Rutger is at 41/41.

Apsaumbas heals to full at the end of a short rest for free, so 35/35.

----------

For a ten-minute rest, another of the surges above is spent through Healing Spirit, giving Torinn max HP. For a fifteen-minute rest, with another Healing Spirit, Myn gets 1 more HP back.

Last edited at 15/02/25(Wed)03:36:34
>> No. 76200 edit
Additional information about Batym:

[01:35:31 a. m.] Rin: yeah he dominates as a minor action
[01:35:40 a. m.] anon: every round?
[01:35:43 a. m.] Rin: once every round yes


[01:39:10 a. m.] anon: what about staying close? auto dominate aura?
[01:39:34 a. m.] Rin: the what
[01:39:53 a. m.] anon: Listen up! It's gonna be hard to keep in melee with him, because of his mental and shadow magic!"
[01:40:00 a. m.] anon: You'll need a strong will to resist his own!
[01:40:11 a. m.] Rin: That those were separate sentences but yeah
[01:40:19 a. m.] Rin: He won't auto dominate you
[01:40:26 a. m.] anon: daze then domi?
[01:41:02 a. m.] Rin: no he just has a lot of close aoe powers that help him get away
[01:41:09 a. m.] anon: well either way it doesn't sound fun he can hit my will with a 4 or so
[01:41:13 a. m.] anon: oh okay
[01:41:14 a. m.] Rin: That's why it's hard to get in melee because he likes to slip out
[01:41:29 a. m.] anon: no reactions?
[01:41:52 a. m.] Rin: Only when he's bloodied
[01:41:59 a. m.] anon: okay
>> No. 76203 edit
File 142434952316.png - (534.66KB , 705x450 , dominated.png )
76203
Since it's relevant, here are the rules for dominated for easier access.
>> No. 76246 edit
Five-minute rest. I haven't spent my leader heals, and having any more Healing Spirits doesn't help anyway. Everyone has max HP after this. Also, all the healing except the +3 through the Battle Standard with Sid's recharge can happen before we start resting.

----------

General healing effects:
> For each surge spent by the party, everyone heals 3. Four surges (2 normally, 2 for Sid's Healing Infusions) are spent, healing everyone for 12.
> Each person's surge value is effectively increased by 3 by Sid's item bonus.
> Before the rest, Sureiya heals from 28/75 to 42/75 (+7 twice) from Call Forth the Spirit World.

----------

At the start:
Myn: 60/70, spent no surges this encounter (6/7 left)
Ramuh: 67/67, spent no surges this encounter (5/6 left)
Bern: 39/68, spent no surges this encounter (5/7 left)
Torinn: 44/82, spent 1 surge this encounter (10/12 left)
Sureiya: 42/75, spent 1 surge this encounter (4/7 left)
Sid: 71/77, spent no surges this encounter (9/11 left)
Healing Infusions used: 1, but will use another now

----------

Myn is at 60/70. The Battle Standard heals for 12, overhealing him to 70/70.

Ramuh is at 67/67.

Bern is at 39/68. She spends one surge with Second Wind, healing for 17+3. The Battle Standard heals for 12, overhealing her to 68/68.

Torinn is at 44/82. He spends one surge through Healing Spirit, healing for 25+2+3. The Battle Standard heals for 12, overhealing him to 82/82.

Sureiya is at 42/75. Sid uses his Curative Admixture on him, healing for 19+2. The Battle Standard heals for 12, healing him to 75/75.

Sid is at 71/77. He spends two surges to regain both Healing Infusions. The Battle Standard heals for 12, overhealing him to 77/77.

Rutger is at 24/41. Healing Spirit's secondary healing heals him for 7+2. The Battle Standard heals for 12, overhealing him to 41/41.

Apsaumbas heals to full at the end of a short rest for free, so 35/35.

----------

At the end:
Myn: 70/70 (6/7 surges left)
Ramuh: 67/67 (5/6 surges left)
Bern: 68/68 (4/7 surges left)
Torinn: 82/82 (9/12 surges left)
Sureiya: 75/75 (4/7 surges left)
Sid: 77/77 (7/11 surges left)

Last edited at 15/02/27(Fri)10:05:40
>> No. 76291 edit
File 14252535936.png - (42.29KB , 199x1077 , Remove Affliction.png )
76291
>> No. 76401 edit
START:
Myn 6/7
Ramuh 5/6
Bern 4/7
Torinn 8/12
Sureiya 4/7
Sid 7/11
TOTAL 34/50

ADDING:
Myn +1
Ramuh +1
Bern +2
Torinn +1
Sureiya +2
Sid +1
TOTAL +8

END:
Myn 7/7
Ramuh 6/6
Bern 6/7
Torinn 9/12
Sureiya 6/7
Sid 8/11
TOTAL 42/50

This way, everyone is blessed by the dragons, which made sense to me. There are certainly more mechanically effective distributions, so feel free to suggest something else.

Last edited at 15/03/16(Mon)16:31:52
>> No. 76460 edit
Mini-rest. Battle Standard of Healing planted as the shaman's standard action.

----------

General healing effects:
> For each surge spent by the party, everyone heals 3. Five surges (1 for Rutger, 2 normally, and 2 for Sid's Healing Infusions) are spent, healing everyone for 15.
> Each person's surge value is effectively increased by 3 by Sid's item bonus.

----------

At the start:
Myn: 58/70, spent no surges this encounter (7/7 left)
Ramuh: 67/67, spent no surges this encounter (6/6 left)
Bern: 48/68, spent no surges this encounter (6/7 left)
Torinn: 35/82, spent 1 surge this encounter (8/12 left)
Sureiya: 56/75, spent no surges this encounter (6/7 left)
Sid: 70/77, spent no surges this encounter (8/11 left)
Healing Infusions used: 2

----------

Myn is at 58/70. Battle Standard heals for 15, putting him at 70/70.

Ramuh is at 67/67.

Bern is at 48/68. She spends one surge normally, healing for 17+3 HP. Battle Standard heals for 15, putting her at 68/68.

Torinn is at 35/82. He spends one surge for Rutger through his minor action Second Wind. He then spends one more surge as Healing Spirit's primary target, healing for 25+3+2 HP. Battle Standard heals for 15, putting him at 80/82.

Sureiya is at 56/75. He heals 9 HP as Healing Spirit's secondary target. battle Standard heals for 15, putting him at 75/75.

Sid is at 70/77. He spends two surges to recharge a Healing Infusion. Battle Standard heals for 15, putting him at 77/77.

Rutger is at 12/41. Torinn's Second Wind heals Rutger for 25+3. Battle Standard heals for 15, putting him at 41/41.

Apsaumbas is at 35/35.

----------

At the end:
Myn: 70/70 (7/7 surges left)
Ramuh: 67/67 (6/6 surges left)
Bern: 68/68 (5/7 surges left)
Torinn: 80/82 (6/12 surges left)
Sureiya: 75/75 (6/7 surges left)
Sid: 77/77 (6/11 surges left)

Last edited at 15/03/23(Mon)12:46:40
>> No. 76472 edit
VAL'AKIR THE VORTEX
- Level 11 solo artillery
- Fly 8 hover
- Resist 5 lightning and thunder

Traits:

Action Recovery
- End all dazing, dominating, or stunning effects on Val'akir at the end of her turn.

Mastery of the Leyline
- Val'akir is immune to the leyline's attacks and zones.
- On an initiative count of Val'akir's initiative + 10, Val'akir can use Channel the Leyline as a free action without provoking opportunity attacks.
- If a dominating or stunning effect would prevent Val'akir from taking this action, the effect ends instead of Val'akir taking the action.

Steady Flight
- If Val'akir would be knocked prone, she is instead slowed and grants combat advantage until the end of her turn.

Slipstream
- Aura 2
- Whenever an enemy ends its turn in the aura, Val'akir can slide that creature 3 squares to another square in the aura.

Standard Actions:

Claw
- Standard action
- Melee 2
- MBA vs. AC.
- Hit: Deals damage.
- If used on Val'akir's turn, she can use it twice, attacking one or two targets.

Channel the Leyline
- Standard action
- Ranged ?
- vs. ?
- Use the leyline's at-will attack.

Mistral Shriek
- Standard action
- Rechargeable
- Close blast 10
- vs. Fortitude
- Target 3 closest creatures in the blast
- Hit: large thunder damage, push 4, and daze until EoNT.
- Miss: half damage and push 2.

Displacement
- Standard action
- Encounter (recharge when bloodied)
- Effect: Val'akir conjures two Razor Plumes in unoccupied squares in the slipstream. Then she teleports 8 squares and uses either Channel the Leyline or Mistral Shirek (if recharged). Until the start of Val'akir's next turn, whenever a melee or ranged attack hits her, it instead misses her if the attack roll was an odd number. If it is an even number, the attack hits as normal and this effect immediately ends.

Other Actions:

Slipstream Pulse
- Minor action
- Close burst 2
- vs. Fortitude
- Hit: minor damage, and slides the target 3 squares to another square in the Slipstream aura.

[Counterplume]
- ? action
- Once per round, whenever Val'akir is hit with an attack, she conjures a plume inside her Slipstream aura. If she is not bloodied and there are no Spiny Plumes within 20 squares of her, she conjures a Spiny Plume. Otherwise, she conjures a Razor Plume instead.

Aerial Armor
- ? action
- Trigger: Val'akir is bloodied
- She uses a Displacement-like ability. As Displacement, except she conjures a Spiny Plume in addition to the two Razor Plumes [if there isn't one already].
- The leyline makes an [Ultimate Attack] at the next initiative just before the turn in which Val'akir was bloodied.

[Featherlance Command]
- ? action
- Trigger: Val'akir ends her turn
- Target: Up to two Spiny Plumes that were not conjured this turn
- Effect: The targets use Featherlance.

----------

RAZOR PLUME
- Level 11 minion skirmisher (conjuration)
- Fly 8 (hover)
- Do not provoke OAs when moving
- Acts immediately after Val'akir
- Cannot make OAs

Actions:

Slice
- [Standard] action
- Melee 1
- vs. AC
- Hit: Deals 9 damage.

Featherlance
- ? action
- Area burst 1
- vs. Reflex
- Can be used only when targeted by Val'akir's [Featherlance Command].
- Hit: Much heavier damage than Slice.

----------

SPINY PLUME
- Level 11 minion lurker (conjuration)
- Fly 8 (hover)
- Do not provoke OAs when moving
- Acts immediately after Val'akir
- Cannot make OAs

Actions:

Cling
- [Standard] action
- Melee 1
- vs. Reflex
- Hit: The Spiny Plume "grabs" the target, but it is not immobilized. Instead, the Spiny Plume enters the target's square without provoking opportunity attacks, and moves with the target until escape (DC 19, Athletics or Acrobatics). On escape, the spiny plume remains in the vacated square. While "grabbed," the target takes ongoing 5 damage and is slowed.

Downburst
- ? action
- Close burst 2
- vs. Reflex
- Trigger: The Spiny Plume is destroyed, and then the turn ends.
- Hit: the target takes heavy damage and becomes vulnerable 15 thunder (save ends).
- Effect: The burst creates a zone that lasts until the end of the current initiative's combatant's next turn. While in the zone, creatures are deafened and gain resist 50 thunder.

----------

ELEMENTAL LEYLINE
- Level ? hazard
- Acts at an initiative of Val'akir's initiative +10

Thunderstruck (leyline at-will attack)
- ? action
- Ranged ?
- Hit: Deals lightning damage.
- Effect: At the end of the target's next turn, the target's allies within 2 squares of the target take 3d10 lightning damage and are immobilized (save ends).

[Ultimate Attack]
- ? action
- Used through Val'akir's Aerial Armor. See its entry for information.

Last edited at 15/03/31(Tue)10:16:02
>> No. 76475 edit
halp pls advices
>> No. 76513 edit
Mini-rest. This time, the Battle Standard of Healing only applies for surges spent through Second Winds.

----------

General healing effects:
> For each surge spent by the party through Second Winds, everyone heals 3.
Four surges are spent this way (Myn, Ramuh, Bern, and Sid), so the Battle Standard heals everyone for 12.
> Each person's surge value is effectively increased by 3 by Sid's item bonus.

----------

At the start:
Myn: 58/70, spent 1 surge this encounter (6/7 left)
Ramuh: 67/67, spent no surges this encounter (6/6 left)
Bern: 48/68, spent no surges this encounter (5/7 left)
Torinn: 35/82, spent 1 surge this encounter (5/12 left)
Sureiya: 56/75, spent no surges this encounter (6/7 left)
Sid: 70/77, spent 1 surge this encounter (5/11 left)
Healing Infusions used: 2

----------

Myn is at 49/70. He uses his Second Wind, healing for 17+3. The Battle Standard heals for 12, putting him at 70/70. He also gives up a surge for Sid's infusion.

Ramuh is at 49/67. He uses his Second Wind, healing for 16+3. The Battle Standard heals for 12, putting him at 67/67.

Bern is at 28/68. She uses her Second Wind, healing for 17+3. She spends one surge normally, healing for 17+3. The Battle Standard heals for 12, putting her at 68/68.

Torinn is at 68/82. The Battle Standard heals for 12, putting him at 80/82.

Sureiya is at 68/75. The Battle Standard heals for 12, putting him at 75/75. He also gives up a surge for Sid's infusion.

Sid is at 56/77. He uses his Second Wind, healing for 19+3. The Battle Standard heals for 12, putting him at 77/77.

Rutger is at 40/41. The Battle Standard heals for 12, putting him at 41/41.

Apsaumbas is at 31/35. The Battle Standard heals for 12, putting her at 35/35.

----------

At the end:
Myn: 70/70 (4/7 surges left)
Ramuh: 67/67 (5/6 surges left)
Bern: 68/68 (3/7 surges left)
Torinn: 80/82 (5/12 surges left)
Sureiya: 75/75 (5/7 surges left)
Sid: 77/77 (4/11 surges left)

Last edited at 15/03/31(Tue)17:40:18
>> No. 76559 edit
Short rest. Finally. I don't know if a detailed short rest is even necessary, but here it is since it doesn't make sense not to heal somehow.

----------

General healing effects:
> For each surge spent by the party through Second Winds, everyone heals 3.
Four surges are spent this way (2 normally, 2 for Sid's Healing Infusion recharges), so the Battle Standard heals everyone for 12.
> Each person's surge value is effectively increased by 3 by Sid's item bonus.

----------

At the start:
Myn: 37/70, spent no surge this encounter (4/7 left)
Ramuh: 47/67, spent no surges this encounter (5/6 left)
Bern: 63/68, spent no surges this encounter (3/7 left)
Torinn: 68/82, spent 1 surge this encounter (4/12 left)
Sureiya: 46/75, spent no surges this encounter (5/7 left)
Sid: 40/77, spent no surges this encounter (4/11 left)
Healing Infusions used: 1, but will use another now

----------

Myn is at 37/70. He spends one surge through Healing Spirit, healing for 17+2+3=22. The Battle Standard heals for 12, putting him at 70/70.

Ramuh is at 47/67. He gives up two surges for Sid's Healing Infusion recharges. He heals 9 HP as Healing Spirit's secondary target. The Battle Standard heals for 12, putting him at 67/67.

Bern is at 63/68. The Battle Standard heals for 12, putting her at 68/68.

Torinn is at 68/82. The Battle Standard heals for 12, putting him at 80/82.

Sureiya is at 46/75. Sid uses Curative Admixture on him, healing for 19+2=21. The Battle Standard heals for 12, putting him at 75/75.

Sid is at 40/77. He spends one surge through Inspiring Word, healing for 19+9+2+3=33. The Battle Standard heals for 12, putting him at 77/77.

Rutger is at 36/41. The Battle Standard heals for 12, putting him at 41/41.

Apsaumbas is at 35/35.

----------

At the end:
Myn: 70/70 (3/7 surges left)
Ramuh: 67/67 (3/6 surges left)
Bern: 68/68 (3/7 surges left)
Torinn: 80/82 (4/12 surges left)
Sureiya: 75/75 (5/7 surges left)
Sid: 77/77 (4/11 surges left)
>> No. 76712 edit
Mini-rest.

----------

General healing effects:
> For each surge spent by the party, everyone heals 3.
Five surges are spent this way (3 normally, 2 for Sid's Healing Infusion recharges), so the Battle Standard heals everyone for 15.
> Each person's surge value is effectively increased by 3 by Sid's item bonus.

----------

At the start:
Myn: 37/70, spent no surge this encounter (7/7 left)
Ramuh: 47/67, spent no surges this encounter (6/6 left)
Bern: 63/68, spent 1 surge this encounter (6/7 left)
Torinn: 68/82, spent 1 surge this encounter (11/12 left)
Sureiya: 46/75, spent no surges this encounter (7/7 left)
Sid: 40/77, spent no surges this encounter (11/11 left)
Healing Infusions used: 2

----------

Myn is at 38/70. He spends one surge, healing for 17+3=20. The Battle Standard heals for 15, putting him at 70/70.

Ramuh is at 67/67.

Bern is at 39/68. She spends one surge, healing for 17+3=20. The Battle Standard heals for 15, putting her at 68/68.

Torinn is at 32/82. He spends one surge through Inspiring Word, healing for 25+7+2+3=37. The Battle Standard heals for 15, putting him at 82/82.

Sureiya is at 67/75. The Battle Standard heals for 15, putting him at 75/75.

Sid is at 60/77. He uses two of his surges to recharge Healing Infusions. The Battle Standard heals for 15, putting him at 75/77.

Rutger is at 31/41. The Battle Standard heals for 15, putting him at 41/41.

Apsaumbas is at 35/35.

----------

At the end:
Myn: 70/70 (6/7 surges left)
Ramuh: 67/67 (6/6 surges left)
Bern: 68/68 (5/7 surges left)
Torinn: 82/82 (10/12 surges left)
Sureiya: 75/75 (7/7 surges left)
Sid: 75/77 (9/11 surges left)

Last edited at 15/04/29(Wed)21:45:10
>> No. 76783 edit
Short rest. Requesting Torinn's Restore Vitality on the shaman.

----------

General healing effects:
> No battle standard this time.
> When someone spends a surge to heal, they heal 3 more from Sid's set bonus.

----------

At the start:
Myn: 70/70, spent 1 surge this encounter (5/7 left)
Ramuh: 67/67, spent no surges this encounter (6/6 left)
Bern: 31/68, spent 2 surges this encounter (3/7 left)
Torinn: 14/82, spent 2 surges this encounter (8/12 left)
Sureiya: 51/75, spent 1 surge this encounter (6/7 left)
Sid: 66/77, spent no surges this encounter (9/11 left)
Healing Infusions used: 2

----------

Myn is at 70/70.

Ramuh is at 67/67.

Bern is at 31/68. She spends one surge normally, healing for 17+3. She is also healed by Torinn's Restore Vitality, healing for 17 and putting her at 68/68.

Torinn is at 14/82. He spends one surge normally, healing for 25+3=28. He spends one surge through Inspiring Word, healing for 25+7+2+3=37 and putting him at 79/82.

Sureiya is at 51/75. He spends one surge normally, healing for 19+3=22 and putting him at 73/75.

Sid is at 66/77. He uses two of his surges to recharge Healing Infusions. He spends one surge to heal for 19+3=22, putting him at 77/77.

Rutger is at 41/41.

Apsaumbas is at 35/35 after the rest.

----------

At the end:
Myn: 70/70 (5/7 surges left)
Ramuh: 67/67 (6/6 surges left)
Bern: 68/68 (2/7 surges left)
Torinn: 79/82 (6/12 surges left)
Sureiya: 73/75 (5/7 surges left)
Sid: 77/77 (6/11 surges left)

Last edited at 15/05/24(Sun)16:46:46
>> No. 76843 edit
Mini-rest. I debated whether to do rest details or not, and now I hate myself for doing it.

----------

General healing effects:
> For each surge spent by the party, the Battle Standard of Healing heals everyone for 3. Six surges are spent this way (Ramuh, Torinn, Sureiya, Thelkra normally, and 2 more for Healing Infusions). So everyone heals for 18.
> When someone spends a surge to heal, they heal 3 more from Sid's set bonus.

----------

At the start:
Myn: 63/70, spent no surges this encounter (5/7 left)
Ramuh: 28/67, spent no surges this encounter (6/6 left)
Bern: 68/68, spent no surges this encounter (3/7 left)
Torinn: 29/82, spent 1 surge this encounter (8/12 left)
Sureiya: 39/75, spent no surges this encounter (6/7 left)
Sid: 77/77, spent no surges this encounter (9/11 left)
Thelkra: 19/68, spent no surges this encounter (6/6 left)
Healing Infusions used: 2

----------

Myn is at 63/70. The Battle Standard heals for 18, putting him at 70/70.

Ramuh is at 28/67. He spends one surge to recharge a Healing Infusion. He spends one surge through Healing Spirit, healing for 16+2+3=21. The Battle Standard heals for 18, putting him at 67/67.

Bern is at 68/68.

Torinn is at 29/82. He spends one surge through Inspiring Word, healing for 25+7+2+3=37. The Battle Standard heals for 18, putting him at 82/82.

Sureiya is at 39/75. He spends one surge normally, healing for 19+3=22. The Battle Standard heals for 18, putting him at 75/75.

Sid is at 77/77. He uses one of his surges to recharge a Healing Infusion.

Thelkra is at 19/68. She spends one surge normally, healing for 17+3=20. She gets Healing Spirit's secondary effect, healing for 7+2=9. The Battle Standard heals for 18, putting her at 66/68.

Rutger is at 41/41.

Apsaumbas is at 35/35 after the rest.

----------

At the end:
Myn: 70/70 (5/7 surges left)
Ramuh: 67/67 (4/6 surges left)
Bern: 68/68 (2/7 surges left)
Torinn: 82/82 (4/12 surges left)
Sureiya: 75/75 (4/7 surges left)
Sid: 77/77 (5/11 surges left)
Thelkra: 66/68 (5/6 surges left)

Last edited at 15/05/26(Tue)03:49:20
>> No. 76848 edit
>>76843

imouto besto
>> No. 76869 edit
Okay, some important Fell's King powers that aren't described very well in the post.

Akh morn is just a blast 3 attack that is X attacks, where X is the number of stacks of Tiamat's favor, and each attack deals more damage than the previous one, he can only use it when bloodied.
To recharge it, he needs to use Tiamat's claw and double dive at least once each.

Tiamat's claw recharges when he uses Double dive, Double dive recharges when he uses Tiamat's claw, so he'll pretty much use them in rotation.

Tiamat's favor just adds extra attacks to Akh morn and provides damage/attack boost when using Tiamat's claws.
>> No. 76923 edit
HP after CFTSW.
Myn 50/70
Ramuh 17+7+7+7 = 38/67
Bern 15/68
Torinn 48/82
Sureiya 23+7+7+7 = 44/75
Sid 34+7 = 41/77
Thelkra 31+7 = 38/68
Rutger 11+7+7 = 25/41

Myn: 50/70, spent no surges this encounter (5/7 left)
Ramuh: 38/67, spent no surges this encounter (4/6 left)
Bern: 15/68, spent no surges this encounter (2/7 left)
Torinn: 48/82, spent no surges this encounter (4/12 left)
Sureiya: 44/75, spent 2 surges this encounter (2/7 left)
Sid: 41/77, spent no surges this encounter (5/11 left)
Thelkra: 38/68, spent 2 surges this encounter (3/6 left)
Healing Infusions used: 2
Myn can lose a surge to call Apsa back
>> No. 76952 edit
Mini-rest.

----------

General healing effects:
> For each surge spent by the party, the Battle Standard of Healing heals everyone for 3. Seven surges are spent this way (Ramuh, Torinn, Sureiya, Sid, and Thelkra normally, and 2 more for Healing Infusions from Myn and Sid each). So everyone heals for 21.
> When someone spends a surge to heal, they heal 3 more from Sid's set bonus.

----------

At the start:
Myn: 50/70, spent no surges this encounter (5/7 left)
Ramuh: 38/67, spent no surges this encounter (4/6 left)
Bern: 15/68, spent no surges this encounter (2/7 left)
Torinn: 48/82, spent no surges this encounter (4/12 left)
Sureiya: 44/75, spent 2 surges this encounter (2/7 left)
Sid: 41/77, spent no surges this encounter (5/11 left)
Thelkra: 38/68, spent 2 surges this encounter (3/6 left)
Healing Infusions used: 2

----------

Myn is at 50/70. He spends one surge to recharge a Healing Infusion, and loses a surge to call Apsa back. The Battle Standard heals for 21, putting him at 70/70.

Ramuh is at 38/67. He spends one surge normally, healing for 16+3=19. The Battle Standard heals for 21, putting him at 67/67.

Bern is at 15/68. She eats the magic fruit, healing for 17+7+2=26. The Battle Standard heals for 21, putting her at 62/68.

Torinn is at 48/82. He spends one surge normally, healing for 25+3=28. The Battle Standard heals for 21, putting him at 82/82.

Sureiya is at 44/75. He spends one surge normally, healing for 19+3=22. The Battle Standard heals for 21, putting him at 75/75.

Sid is at 41/77. He spends one surge to recharge a Healing Infusion, and spends one surge normally, healing for 19+3=22. The Battle Standard heals him for 21, putting him at 77/77.

Thelkra is at 38/68. She spends one surge normally, healing for 17+3=20. The Battle Standard heals for 21, putting her at 68/68.

Rutger is at 25/41. The Battle Standard heals for 21, putting him at 41/41.

Apsaumbas is called back, and at 35/35 after the rest.

----------

At the end:
Myn: 70/70 (3/7 surges left)
Ramuh: 67/67 (3/6 surges left)
Bern: 62/68 (2/7 surges left)
Torinn: 82/82 (3/12 surges left)
Sureiya: 75/75 (1/7 surges left)
Sid: 77/77 (3/11 surges left)
Thelkra: 68/68 (2/6 surges left)
>> No. 76960 edit
File 143416148161.png - (2.89MB , 1920x1080 , sort of like this.png )
76960
>> No. 77087 edit
>>75880
> +6000 gp of alchemical reagents
> +1000 gp of mystic salves

>>75883
> +10000 gp

>>76252
> +2000 gp of alchemical reagents

>>76299
> -250 gp of mystic salves

>>76319
> +7500 gp

Total:
> 17500 gp in gold or equivalent
> 8000 gp of alchemical reagents
> 750 gp of mystic salves (not counted for total wealth, I think)

4375 gp in gold and 2000 gp of alchemical reagents each for Myn, Bern, Sureiya, and Sid. Whatever for the salves.

Last edited at 15/06/30(Tue)01:53:07
>> No. 77666 edit
> Not sleeping has some penalties.

> All implements, unless otherwise stated, are Accurate implements.

> Uncommon items are treated as Common. Rare items still need DM permission.

> "Magic Weapon," "Magic Armor," and "Amulet of Protection" enchantments can be upgraded into others.

> A Goblin Totem functions as a weapliment for totem users.

> While the Battle Standard of Healing can get a healing bonus from an item, bonuses from multiple items don't stack on it.

> Rituals??? Scrolls?????

> Myn can take the Mindbite Scorn feat without the Sorcerer-king Pact.

> A Symbol of the Champion's Code holy symbol adds its enhancement bonus to Righteous Radiance damage, and its daily power can be used on targets affected by Defender Aura.

> A half-orc qualifies as a human for the Adroit Explorer paragon path.

> Bernkastel uses the full Religion bonus for elemental-related knowledge checks in place of Arcana, but Religion is treated as untrained otherwise.

> There is a boon, worth 1250 gp, which gives Bernkastel's spirits their own senses.

> The Wizard at-will power Arc Lightning can be taken by Ramuh as a Sorcerer power, and it uses Charisma instead of Intelligence for the attack and damage bonuses.

2014-09-13: Given a character's limitation on their number of attempts at a type of check in one situation, their attempt can be used to either make the check or Aid someone for that type of check, but not both.

2015-02-12: Aid Another for skill checks can be made after the skill check being aided has been rolled.

2015-08-20: Bahamut's domains are now Justice, Strength, and Protection.

2015-08-22: The Fighter power Trip Up can trigger from any power that replaces a melee basic attack.

2015-08-30: Quickquill - Level 1 (360 gp). Property: A quickquill never breaks or wears down with normal use, It never runs out of ink, and must be stored in its special inkpot or similar object to avoid it writing on everything. A quickquill can be created to write in any color. Rarity: Common

2015-09-02: Confirmation made that rituals can be copied for free.

Last edited at 15/09/17(Thu)20:21:58
>> No. 77671 edit
Myn: Master of the Starry Night http://seacats.net/testing2/src/144261311096.png
Torinn: Champion of Order http://seacats.net/testing2/src/14426131209.png
Sureiya/Reiyasu: Pathfinder http://seacats.net/testing2/src/144261313450.png
Bern: Infernal Strategist http://seacats.net/testing2/src/144261314919.png
Ramuh: Lightning Fury http://seacats.net/testing2/src/144261315891.png
Sid: Spell Commander http://seacats.net/testing2/src/144261316592.png

Last edited at 15/09/19(Sat)13:33:25
>> No. 77732 edit
Short rest. Taking three rests total. Healing is finished by the second rest, but one more rest is needed to recover Healing Spirit.

----------

General healing effects:
> For each surge spent by the party, the Battle Standard of Healing heals everyone for 3. Three surges are spent this way (Myn, Reiyasu, and Valanor)

----------

At the start:
Myn: 43/76, spent no surges this encounter (8/8 left)
Ramuh: 73/73, spent no surges this encounter (6/6 left)
Bern: 74/74, spent no surges this encounter (8/8 left)
Torinn: 52/89, spent 1 surge this encounter (10/11 left)
Reiyasu: 44/83, spent no surges this encounter (8/8 left)

----------

Myn is at 43/76. He spends one surge through Healing Spirit, healing for 19+4=23 HP. The Battle Standard heals for 9, putting him at 75/76.

Ramuh is at 73/73.

Bern is at 74/74.

Torinn is at 52/89. He gets two Healing Spirit bonus heals, healing for 10+4=14 HP each time. The Battle Standard heals for 9, putting him at 89/89.

Reiyasu is at 44/83. He spends one surge through Inspiring Word, healing for 20+10+4=34 HP. The Battle Standard heals for 9, putting him at 83/83.

Rutger is at 44/44.

Apsaumbas is at 38/38.

Valanor is at ??. He spends one surge through Healing Spirit, healing for his surge value + 4.

----------

At the end:
Myn: 75/76 (7/8 surges left)
Ramuh: 73/73 (6/6 surges left)
Bern: 74/74 (8/8 surges left)
Torinn: 89/89 (10/11 surges left)
Reiyasu: 83/83 (7/8 surges left)
Rutger: 44/44
Apsaumbas: 38/38

Last edited at 15/10/20(Tue)01:25:30
>> No. 77733 edit
File 144323270064.jpg - (1.05MB , 2079x2953 , 40386701.jpg )
77733
Sometimes I try to imagine what Sariel would do in Ramuh's stead.

Then I realise she'd refuse to undress the cultists, lodge complaints about the Owlbear, declare Reiyasu even less tolerable than Sureiya and mind rape the cultists until they wish they were dead.
>> No. 77734 edit
>>77733
You say that like it's a bad thing.
>> No. 77735 edit
File 144262575991.png - (21.25KB , 208x272 , Caster_blush.png )
77735
>>77734
But the party harmony. It is precious and sacred.
>> No. 77745 edit
>>77733
How would Reiyasu less tolerable? He's been decent so far hasn't he.
>> No. 77751 edit
File 144330310645.jpg - (88.27KB , 800x566 , Lord of Nightmares2.jpg )
77751
>>77745
"Oh, isn't this just great! As if some worthless half-orc wasn't bad enough already, here we have the father, the very epitome of why the offspring turned out so worthless. You don't kill people who try to murder you? What manner of luxury do you humans grow old with? The luxury to blithely ignore all attempts at your life to walk some Godsforsaken path of misguided 'respect' for life?"

"Let me tell you about the circle of life. We live. They die. Anything else is just some machination by feeble humans who think their pitifully short lives should be extended as far as possible. If this world had wanted you around for that long, you wouldn't have been gifted such a worthless lifespan."
>> No. 77752 edit
File 129620679514.png - (13.95KB , 217x157 , kanonheh.png )
77752
>>77751
>worthless
Do you remember he's the party DPR right

The thing about not killing stuff hasn't even come into play yet, he hasn't tried any non lethal. And he won't complain when we kill the prisoners anyway.
>> No. 77754 edit
File 144330358368.jpg - (52.17KB , 500x375 , Lord of Sweet Dreams.jpg )
77754
>>77752
"I care not a whit. Even a monkey could flail its arms around and hit two or three rocks. That does not make him a skilled rockbreaker. It makes him lucky."

"What differentiates a monkey from a half-orc? Only one of those two is the offspring of a disgusting union, and it's not the monkey."
>> No. 77781 edit
File 144357737279.jpg - (34.18KB , 138x308 , sak_Deepbluejeer.jpg )
77781
>>77754
>implying none of her relatives mated with a human and produced a half-elf
>> No. 77934 edit
Short rest. Taking just one rest. Aside from the shaman using Inspiring Word on herself, everyone else can actually heal using Second Winds, and only rest to recover powers.

----------

General healing effects:
> For each surge spent by the party, the Battle Standard of Healing heals everyone for 3. Four surges are spent this way (Ramuh, Bern, Torinn, and Reiyasu), which heals everyone for 12 HP.

----------

At the start:
Myn: 60/76, spent no surges this encounter (7/8 left)
Ramuh: 45/73, spent no surges this encounter (6/6 left)
Bern: 36/74, spent 1 surge this encounter (7/8 left)
Torinn: 53/89, spent 1 surge this encounter (9/11 left)
Reiyasu: 51/83, spent no surges this encounter (7/8 left)

----------

Myn is at 60/76. The Battle Standard heals for 12, putting him at 72/76.

Ramuh is at 45/73. He spends one surge normally, healing for 18 HP. The battle standard heals for 12, putting him at 73/73.

Bern is at 36/74. She spends one surge through Inspiring Word, healing for 19+10+2=31 HP. The Battle Standard heals for 12, putting her at 74/74.

Torinn is at 53/89. He spends one surge normally, healing for 25 HP. The Battle Standard heals for 12, putting him at 89/89.

Reiyasu is at 51/83. He spends one surge normally, healing for 20 HP. The Battle Standard heals for 12, putting him at 83/83.

Rutger is at 44/44.

Apsaumbas is at 38/38.

----------

At the end:
Myn: 72/76 (7/8 surges left)
Ramuh: 73/73 (6/6 surges left)
Bern: 74/74 (6/8 surges left)
Torinn: 89/89 (8/11 surges left)
Reiyasu: 83/83 (6/8 surges left)
Rutger: 44/44
Apsaumbas: 38/38
>> No. 78105 edit
>>77776
>>77778
> Make Whole to fix harnesses and a robe: 6.4 gp
> Linked Portal to Waterdeep: 135 gp

>>78033
>>78037
> Linked Portal to Waterdeep: 135 gp

>>78094
>>78096
> Linked Portal to Mithral Hall: 135 gp

Total: 411.4 gp
Party of 5, so each person pays 82.28 gp to the shaman.
>> No. 78283 edit
File 150178305378.png - (51.52KB , 720x496 , 071115.png )
78283
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