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Mecha Gojira posted:Have you considered the Drow Long Blade? Between Tempest Fighter and the Shock Trooper PP, you can boost those suckers up to the equivalent of bastard swords while being heavy thrown weapons. Opens up some REALLY interesting Cleave options. I did. Going with the Double Sword (Master's Blade enchantment) because A: I really needed to stack as much AC bonuses as possible (seriously, I've got an Elven Chain Shirt, and a Rhythm Blade Wrist Razor +1 just to wring out some extra AC), B: Deft Blade lets me get mark punishments, OAs, and charges with my Skald at-will boosting them against Reflex, C: I'm kind of locked into my Daring Blade idea just because it both sounded cool to run my fighter off Cha so Icould play the party diplomancer (everyone's got four skills minimum at chargen, and we ignored the class skill lists.), D: Midnight Blade Student lets me use Dual Strike against Reflex with Light Blades. My non-Dual Strike Fighter at-will is Footwork Lure, boosted with Trickster's Blade Style and eventually Catspaw Style to let me get some interesting mobility/enemy movement.
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# ? Feb 12, 2016 22:58 |
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# ? Jun 5, 2024 03:23 |
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Well, remember, while light blade gives you Deft Blade, Heavy Blade Opportunity is also extremely strong, especially when you can use an at-will that makes two attacks. But I see you're going for more movement shenanigans, so yeah, your way is probably the way to go.
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# ? Feb 12, 2016 23:08 |
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Yeah, plus the Skald at-will aura boost on an MBA thing just sounded cool to go with some of my character's secondary leader stuff they have going on. So I'm effectively getting one of my at-wills on an OA anyway, and while Dual Strike as an OA is fun, this works too. Mind you, this is nothing on the Seeker/Avenger's choice to use Dilletante to poach a Ranger At-Will, then use Archery Mastery to trade it out for Rapid Shot so their insanely boosted RBAs (one of which gets oath) are now area attacks.
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# ? Feb 12, 2016 23:14 |
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gourdcaptain posted:Yeah, plus the Skald at-will aura boost on an MBA thing just sounded cool to go with some of my character's secondary leader stuff they have going on. So I'm effectively getting one of my at-wills on an OA anyway, and while Dual Strike as an OA is fun, this works too. This is a TERRIBLE way to 'boost' yourself. You're spending a shitton of resources to be a mediocre wizard.
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# ? Feb 13, 2016 00:40 |
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thespaceinvader posted:This is a TERRIBLE way to 'boost' yourself. You're spending a shitton of resources to be a mediocre wizard. Fair enough. It's more of a "can I make this concept work" build than going for particularly high end results, and it's functioning in the game reasonably well. I got a bit overly excited when describing it because I thought it was amusing. Both the other players described themselves as low-charop skills, so both the Seeker/Avenger player and I intentionally sandbagged a bit into weird concepts so we wouldn't overshadow them.
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# ? Feb 13, 2016 01:08 |
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Power Player posted:Any suggestions for running the Slaying Stone? I might be running it soon. The opening hook sucks. I changed it to "the King had to leave his crown inside the town in a hurried evacuation and he wants you to go get it because its magical enough that it'll actually help him reclaim the land", because the original of "its a one-shot weapon that can kill anything, except it only works once and only within a mile of the town" is not very compelling and is vulnerable to a bunch of plot nitpickery. I didn't enforce the "must cast a ritual to divine the next possible spot where the McGuffin might be". I just flat gave out clues to the players. Between the Kobolds, the Goblinoids and the Orcs, you can have the players try and play the various factions off each other. The group I ran with "skipped" the Krayd the Butcher encounter by diplomatizing with her and I made it to that when they got to the encounter with Hu-Jat, she came out of left field and immediately took out the Rage Drake separately. The group also ended up making nice with the Kobolds in the first half of the town, so that came into play too. Giving the players some kind of investment into the different town factions also helps with making it so that they don't just beeline for the McGuffin*, especially since I didn't really enforce the "skill checks to make it across town without drawing a random encounter" mechanic. * don't take this the wrong way. I'd still let them do that if that's what they wanted to do, of course.
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# ? Feb 13, 2016 01:45 |
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Misandu posted:I would definitely restrict it to your own turn just to avoid slowing down the game, but otherwise I think it should be fine? Looking at it from an action economy point of view, by RAW you could use at most 1 potion per turn, 3 with Quick Draw/Bandolier. With the houserule, you could do 3 per turn, 4 with Quick Draw/Bandolier. So it increases the baseline effectiveness of potion use, but doesn't increase the feat's or item's effectiveness proportionally. Sounds alright, actually. (And that's just a scenario, anyway; at one healing surge per potion I don't see this happening anytime soon.)
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# ? Feb 13, 2016 19:02 |
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gourdcaptain posted:Fair enough. It's more of a "can I make this concept work" build than going for particularly high end results, and it's functioning in the game reasonably well. I got a bit overly excited when describing it because I thought it was amusing. Both the other players described themselves as low-charop skills, so both the Seeker/Avenger player and I intentionally sandbagged a bit into weird concepts so we wouldn't overshadow them. That's fair enough, and is Good Charop rather than good charop. I respect that, and I enjoy doing the same.
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# ? Feb 13, 2016 21:02 |
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I may actually be playing 4e again soon, and for campaign reasons the character would make most sense as a Drow. What classes match up well to them, particularly ones with a mystical/eldritch feel?
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# ? Feb 15, 2016 22:41 |
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spectralent posted:I may actually be playing 4e again soon, and for campaign reasons the character would make most sense as a Drow. What classes match up well to them, particularly ones with a mystical/eldritch feel?
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# ? Feb 15, 2016 22:43 |
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Chernobyl Peace Prize posted:Warlock's got you covered right out of the gate, and even has a kinda-more-drow-than-other-folks flavored pact option in the FR book to boot! Issue: Our drow are nocturnal ruins-folk without the spider S&M society thing. Am I still covered by the FR pact?
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# ? Feb 16, 2016 01:23 |
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spectralent posted:Issue: Our drow are nocturnal ruins-folk without the spider S&M society thing. Am I still covered by the FR pact? Best thing about 4e is reflavoring your mechanical choices.
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# ? Feb 16, 2016 01:30 |
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spectralent posted:Issue: Our drow are nocturnal ruins-folk without the spider S&M society thing. Am I still covered by the FR pact? If you're already reflavoring races & stuff, just pick whatever pact and reflavor that, too.
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# ? Feb 16, 2016 01:31 |
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Generic Octopus posted:If you're already reflavoring races & stuff, just pick whatever pact and reflavor that, too. If you're already reflavoring races & stuff, just pick whatever race, class, theme, and pact and reflavor that, too.
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# ? Feb 16, 2016 01:41 |
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Warlocks are the shoe-in easy "mystic/eldritch" class and drow are really good at them. Likewise they're amazing at a few warlock hybrids - rogue and executioner especially. If you want to be less "rod" mystic and more "anime" mystic, they make really good avengers. If you want to be less "offense" in general, they make oddly great shamans. Most of these don't require much if any refluffing, too. They're good at a few other classes, but those are the main ones that could fit the mystic/eldritch theme. Drow own.
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# ? Feb 16, 2016 02:05 |
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And even then, a bunch of the FR drow pact is great for nocturnal ruins-folk. It's even called the Dark Pact! If you wanted ruins-as-in-lost-empires folk, you could also go with my personal favorite, the Sorcerer-King Pact from the Dark Sun setting book. One of the paragon tier powers lets you Ka-Li-Ma fuckers straight outta Indy.
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# ? Feb 16, 2016 02:55 |
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Drow can also be really good druids, and some of the druid abilities and pps can get really hosed up and eldritchy
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# ? Feb 16, 2016 02:58 |
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Nocturnal Ruins-Folk could be a Rogue or Bard, both of which are Good and Fun. e: Bard for the arcane caster, though. Shaman also possible. e2: Hell, you could make a Sorcerer. Lots of options.
TheDemon fucked around with this message at 03:21 on Feb 16, 2016 |
# ? Feb 16, 2016 03:18 |
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TheDemon posted:Nocturnal Ruins-Folk could be a Rogue or Bard, both of which are Good and Fun. e: Bard for the arcane caster, though. Shaman also possible. e2: Hell, you could make a Sorcerer. Lots of options. We got a bard and someone considering the rogue, cheers though.
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# ? Feb 16, 2016 03:24 |
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Drow make solid Archer rangers, Rogues and Bards, too.
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# ? Feb 16, 2016 18:30 |
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My favorite Drow build will always be the dual-wielding handcrossbows sniper rogue because I am a terrible human being.
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# ? Feb 16, 2016 19:21 |
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unseenlibrarian posted:My favorite Drow build will always be the dual-wielding handcrossbows sniper rogue because I am a terrible human being. Honestly being a dirtbag elf who fights like he's in a Jet-Li movie is pretty hard to argue against.
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# ? Feb 16, 2016 20:25 |
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I've kinda wanted to run Drow dex secondary avenger with their darkness burst ability for a while. Seems like a fantastic fit.
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# ? Feb 16, 2016 23:52 |
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I have a drowy rogue who picked up the assassin multiclass feat - cloud of darkness mixed with teleporting powers is pretty potent
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# ? Feb 17, 2016 00:39 |
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OneThousandMonkeys posted:I've kinda wanted to run Drow dex secondary avenger with their darkness burst ability for a while. Seems like a fantastic fit. Yeah, I imagine that would be the beginnings of an intensely powerful build. You can even throw in a multiclass to grab even more disgusting things like, oh, I dunno, spear feats, surprising charge...
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# ? Feb 17, 2016 00:44 |
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Drow make good monks, and with Cloud of Darkness + mass sanction can make fun paladins as well.
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# ? Feb 17, 2016 02:16 |
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Tatum Girlparts posted:Honestly being a dirtbag elf who fights like he's in a Jet-Li movie is pretty hard to argue against. Yeah, that one was a lot of fun. My DM was a bit perplexed that I wanted to play John Preston in a fantasy game, but everyone enjoyed it.
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# ? Feb 17, 2016 02:36 |
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Is there any simple way to integrate the errata into the books, or get a version of the rules with the up to date errata? I really dislike the idea of sitting down to accidentally read out of date rules.
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# ? Feb 17, 2016 06:36 |
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Easiest would be getting the offline builder, CBLoader and custom files for character options, and the Rules Compendium for the basic mechanics.
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# ? Feb 17, 2016 06:59 |
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unseenlibrarian posted:My favorite Drow build will always be the dual-wielding handcrossbows sniper rogue because I am a terrible human being. Mechanically, you're better off wielding a dagger or short sword (or drow long knife if you're dying to waste a feat) with the hand crossbow off-handed, even if you only ever use the crossbow, since you can take a feat to let you not provoke OAs from hand crossbow attacks when wielding a hand crossbow and light blade. Imagine you're a pirate with a cutlass and a flintlock, or a cowboy with a revolver and bowie knife. ...or CQC Solid Snake.
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# ? Feb 17, 2016 22:52 |
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Dick Burglar posted:Mechanically, you're better off wielding a dagger or short sword (or drow long knife if you're dying to waste a feat) with the hand crossbow off-handed, even if you only ever use the crossbow, since you can take a feat to let you not provoke OAs from hand crossbow attacks when wielding a hand crossbow and light blade. Imagine you're a pirate with a cutlass and a flintlock, or a cowboy with a revolver and bowie knife. Just FYI, Drow Long Knives are actually Heavy Blades, so they won't benefit from any of the nice off-handed light blade benefits. They're great for deft hurler fighters, though. Cleave + Deft Hurler Style + Heavy Blade Opportunity = Free Extra Attack and Ranged Mark.
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# ? Feb 17, 2016 23:44 |
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Oh right, my bad.
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# ? Feb 17, 2016 23:48 |
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Mecha Gojira posted:Just FYI, Drow Long Knives are actually Heavy Blades, so they won't benefit from any of the nice off-handed light blade benefits. Farbond Spellblades are better for that. Unless you desperately need your enchantment to be something else.
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# ? Feb 18, 2016 18:08 |
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thespaceinvader posted:Farbond Spellblades are better for that. Unless you desperately need your enchantment to be something else. Melegaunt's Darkblade/Jagged Weapon in paragon, especially if you're dual wielding and picking up two-weapon opening. Edit: I wouldn't recommend Drowning Long Knives outside of certain Tempest Fighter builds admittedly. Mecha Gojira fucked around with this message at 18:46 on Feb 18, 2016 |
# ? Feb 18, 2016 18:43 |
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Is there a place that lists all the different powers/spells a class gets in one place? I've been using the wiki but it has a ton of red links. Current build idea for the campaign I'm in is Wizard, Wind-Rider PP, into Avatar of Storm, but I'm having a hard time finding good thunder spells to use until I get to 21.
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# ? Feb 18, 2016 21:08 |
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Yukari posted:Is there a place that lists all the different powers/spells a class gets in one place? I've been using the wiki but it has a ton of red links. Current build idea for the campaign I'm in is Wizard, Wind-Rider PP, into Avatar of Storm, but I'm having a hard time finding good thunder spells to use until I get to 21. CBLoader. Otherwise, maybe the old CharOp handbooks that got saved on ENWorld, but mostly no.
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# ? Feb 18, 2016 21:13 |
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Yukari posted:Is there a place that lists all the different powers/spells a class gets in one place? I've been using the wiki but it has a ton of red links. Current build idea for the campaign I'm in is Wizard, Wind-Rider PP, into Avatar of Storm, but I'm having a hard time finding good thunder spells to use until I get to 21. wizard doesn't have a lot of good thunder/lightning skills available. Sorcerer is a better fit for thunder/lightning stuff.
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# ? Feb 18, 2016 21:19 |
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You could always convert all your damage to lightning with implement shenanigans.
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# ? Feb 18, 2016 21:23 |
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I just want to take a moment and recognize a particular monster from Monster Vault: Threats to the Nentir Vale. The lowly level 4 artillery Orc Grenadier may not catch your eye immediately, but you should take a closer look. Like all orcs, they get to make one final swing before they die, but that swing is a fire area burst plus they deal automatic fire damage to adjacent enemies. But that's not all! Once per encounter as an immediate, they shift away and drop a close burst caltrop that slows and deals damage for the rest of the encounter. The area of effect is huge and can completely change the shape of the battlefield. Try them out yourselves next time you run a low level campaign.
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# ? Feb 18, 2016 21:41 |
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# ? Jun 5, 2024 03:23 |
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Yukari posted:Is there a place that lists all the different powers/spells a class gets in one place? I've been using the wiki but it has a ton of red links. Current build idea for the campaign I'm in is Wizard, Wind-Rider PP, into Avatar of Storm, but I'm having a hard time finding good thunder spells to use until I get to 21. There is literally a sorcerer built specifically for lightning and thunder powers. What are you trying to do with the wizard thematically and mechanically?
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# ? Feb 18, 2016 22:12 |