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  1.  
    I hate to bail 2 weeks in a row, but I will be studying and preparing for my GRE during tomorrows playtime

    Healz returns in full force next sunday!
    • CommentAuthorStyks
    • CommentTimeNov 1st 2009
     
    I too am out this week, sadly. Last minute family plans.
  2.  
    Well then, I hate to be the one to do this, but apparently I agreed to go to someone's house for lunch today. I didn't realize the thing was for Sunday, and I was going to tell them that I couldn't make it, but I would be pretty annoyed if I did that and we ended up still not having 4 people.
    So I am going to go to that, then watch the Packer game and hope Brett Favre breaks a leg (literally).
    Hopefully I will see you all next week.
    •  
      CommentAuthorMike Brady
    • CommentTimeNov 1st 2009
     
    That of course means we're off for this week. See you next week.
    • CommentAuthorSean
    • CommentTimeNov 1st 2009
     
    OK, well just a reminder that I won't be around next weekend (although Kris will be), so it looks like I'll be missing two weeks in a row. Crap.
  3.  
    Lvl 12 character sheet is here.
    • CommentAuthorDrPepperMD
    • CommentTimeNov 10th 2009 edited
     
    Due to other people asking off (the joys of working for a small business) I will be working until 1:15 Central time on Sunday. The other option was to work from 1 pm to 9 pm, which is obviously less useful to our circumstances. So I probably won't be showing up until about 1:30. That should be somewhere in the middle of the first encounter unless it goes as badly for Mike as the lava battle did.

    EDIT: This should be Sunday, November 22. I forgot that the schedule I was looking at was a week ahead.
    •  
      CommentAuthorMike Brady
    • CommentTimeNov 10th 2009
     
    LOL I was so looking forward to shoving you all in the lava! I can't believe four of you beat her at initiative (and Karch wasn't one of them)!

    Oh well, there is time yet...
    • CommentAuthorSean
    • CommentTimeNov 11th 2009
     
    Yeah, I walked in the door and Kris couldn't wait to tell me that in the previous encounter Sirkana's Spectral Ram actually hit! Then to have the witch on a silver platter to try it again... And it looks like having two wizards on the same path might not be such a bad thing after all! At least if they keep playing racketball with the baddies.
    • CommentAuthorStyks
    • CommentTimeNov 15th 2009
     
    Here is my level 12 character sheet. Just to double check that this is ok, I retrained Expanded Spellbook for Arcane Fire, which gives a target vulnerable 5 cold to my next arcane attack when they're hit with an arcane fire attack, and for my level 12 feat I took Arcane Admixture and added the cold keyword to Magic Missile. I figured this would make a good scorching burst/magic missile combo when I use wizards fury.
    •  
      CommentAuthorMike Brady
    • CommentTimeNov 15th 2009
     
    Holy cow, that sounds insane. I'll trust that's right for now and look into it later.
    • CommentAuthorDrPepperMD
    • CommentTimeNov 15th 2009
     
    Arcane Fire (Heroic Feat): When you hit a target with an arcane fire power, that target gains vulnerable 5 cold against the first arcane attack power you use against it before the end of your next turn.

    Arcane Admixture (Paragon Feat): Choose one arcane power that you know, and choose acid, cold, fire, lightning, or thunder. The power now deals that damage type in addition to its normal damage type and gains that keyword. Each time you level, you can choose to reassign either the power to which this feat's effect applies or the additional damage type allied (or both).

    So what does it mean for a power to have multiple damage types? I assume another damage type just allows you to ignore resistances or exploit vulnerabilities, but still do the same base damage.

    If I have that right, then if Markas hits an enemy with consecutive attacks (Scorching Burst and then Magic Missile), those attacks will do 5 more damage (the vulnerable part) then they would have if he didn't have those feats. 5 extra damage per round adds up, but luckily for you Markas never hits on two attacks in a row (j/k ;)).
    •  
      CommentAuthorMike Brady
    • CommentTimeNov 15th 2009
     
    So what does it mean for a power to have multiple damage types? I assume another damage type just allows you to ignore resistances or exploit vulnerabilities, but still do the same base damage.


    Yeah, you have to have resistance against all the keywords of a power in order to reduce damage, so in this case a monster would have to resist both Force AND Cold to reduce the damage of Magic Missile, and even then only the lowest resistance applies. Further, MM could exploit a vulnerability in EITHER Cold or Force as well as take advantage of abilities that modify either damage type. The raw damage doesn't change.

    Looks pretty solid to me, but yeah it does hinge on hitting with two consecutive attacks. All in all I'd say that's a good find!
    • CommentAuthorDrPepperMD
    • CommentTimeNov 20th 2009
     
    Bad news everyone:

    Originally I was going to be late because I was working. Then my boss suddenly got Packer tickets and they jiggered things around so I could go to the game. So now I don't have to work but I still won't be there because I'm going to the Packer game instead.

    I get the feeling Sarshan is beyond the next door (if not shortly thereafter), and I hate missing that. But I only get a chance to go to a Packer game at most once a year.

    I know you guys will have no problems taking him out, and I'll expect to hear plenty of details.

    Again sorry for missing, and I will see you on the 29th.
    •  
      CommentAuthorGneekman
    • CommentTimeNov 20th 2009
     
    Well, at the very least the rest of us will have a chance to catch up a bit on Rhogar XP-wise...
    • CommentAuthorSean
    • CommentTimeNov 20th 2009
     
    Hmmm, I personally think that Dr.P just wants the extra time to concentrate on coming up with ways to kill Mike over at Table 2!

    The new Karch sheet is posted here, and the Builder file is here. Along with the half level stuff, Karch will now have the Point Blank Shot feat, enabling him to ignore all cover and concealment (except total concealment) on any creature within 5 squares. I considered Moongleam Oath to get bonuses and negate regeneration of shadow creatures, and also Danger Sense (roll twice for init) or Rogue Weapon Mastery, but that would mean using my dagger as my primary weapon. I just like the hand crossbow way too much to give it up.

    A little late, here is the Sirkana sheet and Builder file.

    @Mike - from checking the Wizards site a number of times, it seems that the only way to join RPGA now is to attend a live event. Does that sound correct to you? I'm delaying starting my home game until I can make it count for DM points :-)
    •  
      CommentAuthorMike Brady
    • CommentTimeNov 21st 2009
     
    Posted By: Sean@Mike - from checking the Wizards site a number of times, it seems that the only way to join RPGA now is to attend a live event. Does that sound correct to you? I'm delaying starting my home game until I can make it count for DM points :-)


    Have you tried here? I'm guessing so - I've never had to use it, so maybe it doesn't work. In that case you'll have to stop by a local event, which could simply mean finding a store that runs LFR games and seeing if they have any sign-up cards behind the desk. (You'll need RPGA numbers for all your players too)

    I have at least two old sign-up cards here that I'll pack and bring in case you don't have luck via any other method. They've changed the numbering system since these came out, but they should work nonetheless.

    In the meantime I can act as the Event Organizer and order the modules for you. You'll need RPGA numbers for at least four of your players before I can report the events (and get you your GM points).

    PS: Appropriate that the guy playing the tiefling makes the 666th comment, n'est-ce pas?
    • CommentAuthorSean
    • CommentTimeNov 21st 2009
     
    Posted By: Mike BradyHave you tried here?...PS: Appropriate that the guy playing the tiefling makes the 666th comment, n'est-ce pas?

    Yup, I had previously tried that link a good twenty times over the course of about two weeks, which gave me a 404 every time. And I just tried it again, and it went right through, and got me my RPGA number in my inbox in about six minutes! The internet bows before your power! So yeah, the cards probably won't be necessary then. Thanks though!

    And yes, my participation on this board has all been a carefully calculated plan to make sure even my post numbers are in-character!
    •  
      CommentAuthorMike Brady
    • CommentTimeNov 21st 2009
     
    Yeah I remember it giving me a 404 when I posted the link a while back - I was actually kinda surprised that it went through. Go figure!
    •  
      CommentAuthorMike Brady
    • CommentTimeNov 23rd 2009
     
    As the result of the final, epic battle of this adventure, Rhogar has picked up 500 XP from the quest and his share of 4,000 gp (which, when combined with the earlier find, results in 2,340 GP apiece). I'll try and whip up a Magic Item Check for Monday or Tuesday - my notes were pretty sparse this time, so hopefully you guys can help me make sense of things.

    As for next week, we have one "definitely no" and one "possibly not". I'll be traveling, but will almost certainly be at Sean's place at our regularly scheduled time. As far as I'm concerned the game is on - let me know otherwise!
    •  
      CommentAuthorMike Brady
    • CommentTimeNov 23rd 2009
     
    OK, scratch that. My wife has suggested that wrangling two little kids after a crazy week of traveling might not be a one person job, and I'm inclined to agree. Enjoy your long weekend, and we'll be back at our regularly scheduled time on December 6th!

    Item check forthcoming...
    •  
      CommentAuthorMike Brady
    • CommentTimeNov 23rd 2009 edited
     
    OK, so I neglected to figure in a couple gems when I gave you the GP total earlier. It actually comes out to 2673 per player. I don't think there was a consensus on the Acrobat Boots, so they are currently residing with Rhyd'Ley. I marked a few things that I wasn't sure about.

    MAGIC ITEM CHECK:

    Markas (36880 XP, 4762 GP)
    Masters Wand of Phantom Bolt +3, Masters Wand of Scorching Burst +1, Snaketongue Robe +3, Amulet of Protection +2, Bracers of Defense (heroic), Shadowfell Gloves (heroic), Rope of Slave Fighting (heroic), Eagle Eye Goggles (heroic), Wallwalkers, Darkskull
    Berechek Athabasca (36840 XP, 9240 GP)
    Medic's Warhammer+1, Whiteflame Finemail+2 , Symbol of Divinity +3 (active), Symbol of Life +2 (inactive), Cloak of Resistance +2, Cord of Divine Favor, Green Thumbs Gloves
    Rhogar (36631 XP, 8159.5 GP)
    Thundergod Greataxe+3, Distance Handaxe +1, Martyr's Wyvernscale +3, Timeless Locket (+3), Diamond Bracers (9th), Gauntlets of Ogre Power (heroic), Charger's Headdress (12th), Steady Boots of the Ram (11th), Figurine of Wondrous Power: Ironwood Hound
    Sirkana Embersight (35830 XP, 6676 GP)
    Staff of Fiery Might +1, Fireburst Leather +1, Amulet of Protection +2, Wavestrider Boots (heroic), Primordial Ring, Crown of Doors (11th level), Gloves of Piercing, Wicked Fang (13th level), Safe Retreat
    Karch Silvertongue (34450 XP, 7523 GP)
    Poisoned Dagger +2, Demonbane Hand Crossbow +2, Darkleaf Leather +2, Polyglot Gem (Deep Speech, heroic), Longshot Gloves (11th), Assassin's Slippers (11th), Eye of Deception, Bracers of Archery,(6th), Augmenting Whetstone +4?, Chameleon Ring
    Rhyd'Ley (33580 XP, 8371.5 GP)
    Inescapable Bastard Sword +2, Razor Drakescale +2, Collar of Recovery +3, Stone of Avandra +3, Skull Bracers (heroic), Storm Gauntlets (10th), Acrobat Boots (heroic)?, Figurine of Wondrous Power: Elderwood Falcon

    Residuum: 191 GP + 840 (Comm. Bastard Sword +2) + 520 (Martyr's Drakescale +2) + 200 (Symbol of Battle +1) + 200 (Bloodthread Cloth +1) = 1951 GP worth
    Unassigned: Everlasting Provisions

    Edit: Karch, residuum
    Edit: added 1 XP to Rhogar's total
    • CommentAuthorSean
    • CommentTimeNov 23rd 2009
     
    Posted By: Mike BradyOK, scratch that. My wife has suggested that wrangling two little kids after a crazy week of traveling might not be a one person job, and I'm inclined to agree.

    "Suggested". That's a nice way of putting it! Unfortunately, we will be in Lancaster the weekend of the 5th/6th so we will almost definitely miss out on that week's game, and I'm assuming the start of the next adventure.

    I forgot all about the whetstone - might have come in handy against Sarshan, and even more so against the bubble! My list is correct, with the small exception of my new gp total being 7103 (-4 for new bolts).
    Kristin's notes have her residuum total at 191 after the completion of Linked Portal, making the team total 1951 if that's correct.

    I think Sirkana and Karch might be the only two affected by the new errata from this week, but I could be wrong. The super-nerfed Cloak Of Distortion is now a bonus to defenses equal to the enhancement bonus (so, +1 in my case), instead of a -5 to enemy attacks. If that's the case, I'd like to request being able to sell my cloak for more than the normal 20%, since I most likely would not have bought it in the first place (and the version that I originally bought now costs 525,000gp). Also, the Warrior Of The Wild feat (ranger multiclass - declare quarry 1/encounter) has had its duration reduced to 'end of next turn' instead of 'end of encounter. So the quarry status only lasts for two rounds now. Again, there may be some feat retraining coming with that change.
    •  
      CommentAuthorMike Brady
    • CommentTimeNov 23rd 2009 edited
     
    Posted By: SeanI forgot all about the whetstone - might have come in handy against Sarshan, and even more so against the bubble! My list is correct, with the small exception of my new gp total being 7103 (-4 for new bolts).
    Kristin's notes have her residuum total at 191 after the completion of Linked Portal, making the team total 1951 if that's correct.

    Yeah I'm sure that's right. The number I put down was pretty much a wild guess. I will update accordingly.

    As for the Cloak, I'd say 50% sounds reasonable (since you did get some solid use out of it) - I'll go ahead and make that adjustment too. And a free feat retraining is perfectly reasonable too. Additionally, if Sirkana wants to replace the old feat with a familiar-based feat, she could also "retrain" for a paragon-level familiar as well.
    •  
      CommentAuthorMike Brady
    • CommentTimeNov 24th 2009
     
    Speaking of errata (and, apparently, slowly turning this topic into my stream of consciousness), Come and Get It did get a little trickier. Enemies specifically have to be pulled two squares, which restricts how much rearranging can be done to squeeze enemies in.
    • CommentAuthorDrPepperMD
    • CommentTimeNov 24th 2009 edited
     
    I have Rhogar at 36631 with the XP from finishing the quest included. I NEED THAT EXTRA 1 XP! :)
    Otherwise everything looks good.

    Edit: Can you explain pulling vs. sliding?
    •  
      CommentAuthorMike Brady
    • CommentTimeNov 24th 2009
     
    LOLfixed - I didn't have your XP noted and I forgot to round up when I re-figured it.

    OK, so here's the deal with Pushing, Pulling and Sliding:

    In a pull the target must move 1 square closer to you with each square they are pulled. In other words, if a creature is 3 squares away (by shortest distance) and they are subjected to a pull 2, they must first move to a square that is within 2 of the puller, and finally to an adjacent square. Note that an adjacent creature cannot be moved by a pull (since they can't get any closer unless a power specifically allows the creature to be pulled into the puller's space). It's generally the most restrictive forced movement.

    A push is just the opposite: the target must be moved further away (figured by shortest distance) with each square. A push doesn't have to be in a straight line: it can zigzag or take any other legal path.

    Sliding does not have any such restrictions: it can take place in any direction relative to the slider, giving you the most freedom of movement.

    Teleporting is what nasty player characters do to their DM's favorite monsters, often dropping them into lava or over the sides of tall buildings.

    It's also worth a reminder that forced movement ignores difficult terrain.
    • CommentAuthorDrPepperMD
    • CommentTimeNov 24th 2009
     
    I see. So the key is that I can't move them once they're adjacent to me. Previously, I could move them around for optimum positioning, but now it's kind of like they're charging at me: they're going to move straight towards me and then be done.
    •  
      CommentAuthorMike Brady
    • CommentTimeNov 24th 2009
     
    Exactly right. Like charging, though, it doesn't necessarily have to be a straight line (although it usually will be). An example might be:


    - - E - - - - - - - - - - - -
    - - - - - ==> - E - - - ==> - - - - -
    - - - - - - - - - - - - E - -
    - - R - - - - R - - - - R - -

    Each square gets the enemy one closer, but he zig-zags on the way (say, to avoid an obstacle). But yeah, the optimum positioning aspect is gone.
    • CommentAuthorDrPepperMD
    • CommentTimeNov 30th 2009 edited
     
    Well today was the last day of the month, so I went and downloaded the PDF of Dragon today. I only got a 3 month insider subscription and as it stands right now I'm not sure if I'm going to renew. So I go in and save them all to my hard drive.
    Anyway... I could not believe how much stuff there was in Dragon this month. If it's going to always be like this, it'll make the decision even more difficult. I'm glad I'll be leveling up soon!
    There was:
    * Final information on the Monk (previously a playtest in Dragon 375). The Monk is a Psionic Striker, and the full write-up will be in the PH3.
    * How To Play: Warlord - New Feats, New Exploits
    * How To Play: Sorceror - New Daggers, New Tattoos, New Spells
    * How To Play: Warlock - New Feats, New Backgrounds
    * Artificer: New Build (Warrior Forge Artificer), New Feats, New Paragon Paths
    * Wizard: New Spells (Spells of the Feywild)
    * Rogue: New Exploits, New Feats
    * Paladin: New Powers, New Feats, New Neck Item (resist cold and necrotic, daily power to reroll a saving throw with a bonus). These are specifically designed for followers of the Raven Queen, but only one of the feats has that as a requirement.
    * Invoker: New Feat, New Powers, New Paragon Path
    * All Martial Classes: New Skill Powers (powers that have training in a certain skill as a prerequisite)
    * Halflings: New Background, New Feats, New Wonderous Items, New Items (Melee Weapon, Bow)
    I need to mention one magic item personally: Dice of Auspicious Fortune: 9,000 gp wondrous item. as a daily power lets you roll 3 d20 and set them aside; then once per encounter you can replace a d20 you just rolled with one of the stored dice. If all 3 roll badly you've only wasted a daily item activation, if you get a 20, you've got an autocrit to use whenever you want. If you've got a high roll then you've hopefully guaranteed yourself a hit on a daily power.
    * Tieflings: New Feats (I would definitely recommend checking out Diabolic Soul to someone who doesn't use Infernal Wrath much)
    * New Items designed for followers of Melora (though none actually require it): Bow, Melee Weapon, Consumable Item, Feet Item, Holy Symbol, Wonderous Items
    * Divine Classes: New Feats (designed for followers of Torm, but not required), New Items (Ring, Rod, Blade)
    * New Items designed for Defenders (basically every item type)
    * Pickpockets and Thieves: New Backgrounds, New Multiclass Feats (Thief [trained in Thievery), Thug [trained in Intimidate])

    I think I wrote this to let all the party members know about it. There should be something in there for everyone!
    • CommentAuthorSean
    • CommentTimeDec 6th 2009
     
    Something is up with the new issue of Dragon - it seems that a good number of people can't see all of the articles. As soon as I can, I'll be sure to check out the new stuff pointed out by Dr.P.

    As of right now, I will have Karch buying the Cape of the Mountebank +2 (Fort, Ref, Will +2, and daily immediate reaction to being hit - teleport 5 and gain CA until end of next turn), but I might change my mind based on what I find in Dragon. I'll hold off on posting the new sheet until then. Same goes for Kris/Sirkana, but without the cape of course.

    I'm assuming that no goodies were found this week that might affect my purchasing decision? Or did Mike take advantage of the shortened roster and send twelve dragons to destroy Overlook while we slept?
    •  
      CommentAuthorMike Brady
    • CommentTimeDec 7th 2009
     
    I have nearly all the articles saved - let me know if there's something in particular that you're looking for.

    We had a no-show this week, so the game was called off. The fate of Overlook is unknown, but an early report has unknown airships on a direct course for the city...

    Also, DrPepper and FrakTruck are both out for next week so the game is tenuous. If anyone else needs to miss, please let me know ASAP. Thanks!
    • CommentAuthorSean
    • CommentTimeDec 9th 2009
     
    Posted By: Mike BradyI have nearly all the articles saved - let me know if there's something in particular that you're looking for.
    I posted on the D&D forum about some of the links being grayed out, but no resolution yet. It's a bit of a tall order, but from Dr.P's list, I would like to have a look at:
    * Rogue: New Exploits, New Feats
    * All Martial Classes: New Skill Powers (powers that have training in a certain skill as a prerequisite)
    * Tieflings: New Feats
    * Pickpockets and Thieves: New Backgrounds, New Multiclass Feats (Thief [trained in Thievery), Thug [trained in Intimidate])

    and from the article listing, the familiar powers.

    I don't have enough for the Dice that Dr.P mentioned (is that just for halflings anyway?) so I will be purchasing the Cape after all. New sheet to be posted as soon as I review the Dragon stuff.
    •  
      CommentAuthorMike Brady
    • CommentTimeDec 10th 2009
     
    Ah, I think I see the problem. It looks like they've started posting the current (as in, "in progress") issue as the Dragon homepage, so some articles appear missing because they haven't gone live yet. DrP's articles were from the previous (November) issue.
    • CommentAuthorDrPepperMD
    • CommentTimeDec 10th 2009 edited
     
    Yeah, I should have mentioned the names of the articles. The link to that issue of Dragon is at http://www.wizards.com/dnd/downloads/dragon/381/381_Dragon.pdf (if you're logged in to D&D Insider).
    The Rogue stuff is "Class Acts: The Duelist Rogue" starting on page 68.
    Skill Powers are in "Power Play: Martial The Skillful Warrior" starting on page 78.
    The Tiefling stuff is in "Winning Races (Tiefling): Secrets of Bael Turath" starting on page 85.
    The Pickpockets and Thieves stuff is in "Guilds & Groups: The Honest Few" starting on page 98.
    And none of the stuff I mentioned has requirements unless I mentioned it. I don't have enough money for the dice yet either, but it's definitely coming (assuming they don't nerf it next month :)).

    <Bill>Ur lnk can be clickd nao.</Bill>
    • CommentAuthorSean
    • CommentTimeDec 11th 2009 edited
     
    Yup, that was it! The new Karch sheet with the cape, ring, and updated stats is right over here. Diabolic Soul looks really cool! Warlock's Wrath could be interesting too (12 fire dmg to my attackers for a turn), but I would probably get more use out of DS.

    Sounds like this week's game is on, which is a bit of a relief - after three D&D-less weeks I was starting to get the shakes.

    EDIT: With the newest bonuses, Karch can conceivably get a 42 on his stealth check. Wow.
    •  
      CommentAuthorMike Brady
    • CommentTimeDec 12th 2009
     
    A fortnight following your successful return to Overlook, a grand ceremony is held in your honor. You were told to wear your finest attire, but even so you found yourselves unprepared for the magnitude of the celebration or for the number of Overlook's elite in attendance. After an opening statement by Elder Cadrick, the following decree is read:

    In recognition of manifold accomplishments in the service of the City of Overlook,

    FOR their successful recapture of the Monastery of the Sundered Chain and the rescue of its sole survivor, Kalad, who is himself now an honored Colonel of the Watch;

    FOR their continued perseverance in pursuing the orc invaders of the Elsir Vale deep underground and destroying their intended means of invasion at the Nexus;

    FOR the pursuit of the orcs' weapon suppliers into the realm of the Shadowfell, and subsequent destruction of their base of operations;

    FOR the restoration and purification of the Mountainroot Temple, an ancient and most sacred place of devotion to Moradin;

    FOR the discovery and pursuit of enemies of Overlook that had infiltrated our fair city;

    FOR their part in the defeat of the army of General Zithi'ruun, who had laid siege upon us;

    FOR the recovery of an agent of Overlook and the pursuit of the enemy Sarshan, whose agents have long plagued our city, into the Elemental Chaos, whereby he was destroyed;

    WE THE PEOPLE OF OVERLOOK DO RESOLVE to bestow upon our heroes the following titles and duties:

    To ANCESTOR BERECHEK ATHABASCA, SHIELD OF THE RESOLUTE, whose commitment to Moradin is a model for all, we do entrust the title Ancestor of the Stone Anvil, with access to our ancient reliquaries and recognition at Temples of Moradin the world over;

    To LORD KARCH SILVERTONGUE, VOX POPULI, whose talents at negotiation are well-known, we do entrust the title Envoy of Overlook, empowered to negotiate on behalf of the City of Overlook wherever a duly-appointed diplomat is not available;

    To MAGISTER MARKAS, THE ETERNAL ENGINEER, whose efforts to expand the body of Arcane knowledge are widely recognized, we do entrust the title Arcane Magister and establish as Professor at the University of Arcana and Engineering;

    To COLONEL RHOGAR, THE UNYIELDING STONE, who stands steadfast in the face of adversity, we do entrust the title Colonel of the Watch and the command over forces that said title provides;

    To SIR RHYD'LEY, THE AXE OF VIRTUE, whose nobility is beyond reproach, we do entrust the title Knight of Overlook whose charge is the oversight and protection of the lands outside the city walls, encompassing the whole of the Westdeep;

    To LADY SIRKANA EMBERSIGHT, KEEPER OF THE FLAME, for without the flame there can be no forge, we do entrust the title of Special Protector of the Lands to preserve the natural order and undertake other special duties;

    BE IT FURTHER RESOLVED that each of the aforementioned is recognized as a LORD OF OVERLOOK, to be given the rights and claim to land that such a title provides. Your duties may take you to distant lands; may you always return safely home.

    [Signed by the Council of Elders]
    • CommentAuthorSean
    • CommentTimeDec 12th 2009
     
    At this point, Karch has combat advantage on the council, right?

    Also, I keep having these little moments where I'm actually happy for Karch, or proud of one of his accomplishments. I've been a gamer on some level for something like 27 years now, and this is a new experience for me. I'm quickly understanding how people can become so invested in their characters that they can write thirty page backstories, or actually shed tears when they die.
    • CommentAuthorKrissy907
    • CommentTimeDec 13th 2009
     
    I'm heeeeeeeeeeerrrrrre. :)
    •  
      CommentAuthorMike Brady
    • CommentTimeDec 13th 2009
     
    Posted By: SeanAt this point, Karch has combat advantage on the council, right?

    Planning a coup d'etat?

    Also: welcome Kris!
    • CommentAuthorDrPepperMD
    • CommentTimeDec 16th 2009
     
    Are we good for this weekend? Mike didn't kill everyone with dragons, did he?
    When I mentioned to Mike that I wasn't going to be back until the 20th, he mentioned that people might have holiday issues start creeping up. In order to get them to put me on an opening shift where I wouldn't miss the whole thing every other week, I had to agree to work the weekend two weeks in a row. So I will be ready starting at 1:15 Central.
    •  
      CommentAuthorMike Brady
    • CommentTimeDec 16th 2009
     
    Yeah I did a quick poll at the last session and it sounds like we don't have any conflicts for this weekend. We're good to go!

    Oh and I certainly tried to kill everyone with dragons. There were no less than three last session. Unfortunately when a dragon is slowed it has an awfully hard time catching up with an airship. >:-(
    •  
      CommentAuthorGneekman
    • CommentTimeDec 16th 2009
     
    I liked how my Radiant Pulse finally made itself useful. Mounts are a good way to assure there's always a secondary target for the sustain to hit. :D
    •  
      CommentAuthorMike Brady
    • CommentTimeDec 16th 2009 edited
     
    Posted By: GneekmanI liked how my Radiant Pulse finally made itself useful. Mounts are a good way to assure there's always a secondary target for the sustain to hit. :D


    Yeah, that's particularly nasty against mounted enemies! Plus, pushing the mount even further back every round just made things that much worse for me. Brutal combination!

    EDIT: As you continue your approach toward the fortress of Akma'ad, Sirkana cries out, pointing below. One of the remaining warships has apparently witnessed your battle with the dragon scout, and is now moving quickly to intercept. Although battle-damaged, it's clearly in much better shape than The Conqueror, and it appears to be moving into position to ram you...
    • CommentAuthorFrackTruck
    • CommentTimeDec 20th 2009
     
    the foot of snow outside has created a lot of work for me this weekend that I need to catch up on...I apologize but I will be gone for yet another week -.-
    • CommentAuthorSean
    • CommentTimeDec 20th 2009
     
    @Styks - I know this is really meant for a wizard with a familiar, but with your new cold-focusing it might be useful anyway.

    Conduit of Ice Wizard Attack 1
    You turn your enemy into a conduit to an ice storm from the
    Elemental Chaos.
    Encounter ✦ Arcane, Cold, Implement, Zone
    Standard Action Ranged 10
    Target: One creature
    Attack: Intelligence vs. Reflex
    Hit: 2d8 + Intelligence modifier cold damage, and you create
    a zone of sudden cold in a burst 2 centered on the target
    until the end of your next turn. The zone moves with the
    target. The zone is difficult terrain, and any enemy that
    ends its turn in the zone takes 5 cold damage.
    Active Familiar: While your familiar is in the zone, it knocks
    prone any enemy that ends its turn in the zone.
    •  
      CommentAuthorMike Brady
    • CommentTimeDec 20th 2009
     
    Here's a little ditty that I believe was inspired by our two wizards:

    Some say the world will end in fire;
    Some say in ice.
    From what I've tasted of desire
    I hold with those who favor fire.
    But if it had to perish twice,
    I think I know enough of hate
    To say that for destruction ice
    Is also great
    And would suffice.
    • CommentAuthorDrPepperMD
    • CommentTimeDec 22nd 2009
     
    Question: There's a fighter at-will power called "Wicked Strike". It says it can be used in place of a melee basic attack. Contrast that with Knockdown Assault, which says it can be used in place of a melee basic attack when you charge. I've also seen powers that say they can be used in place of a melee basic attack when making an opportunity attack, or when making a combat challenge attack. Is Wicked Strike more lenient, in that it can be used as a melee basic attack for any reason, or is it worse (because it doesn't explicitly say that you can use it for charging or opportunity attacks)?

    I am thinking if I could use that for a charge, I would be doing more damage (Wicked Strike is [W]+Str+Con, while Crushing Surge is only [W]+Str), plus I could save the feat that I had to use that let me charge with Crushing Surge. On the downside, you can only use that power when you have the enemy marked already. And I'd lose my biggest source of Temporary Hit Points. It's also -2 to attack, but my charge bonuses cancel that out.
    •  
      CommentAuthorMike Brady
    • CommentTimeDec 22nd 2009 edited
     
    You are correct in that Wicked Strike is more lenient. It has no qualifiers, so it can be used any time a melee basic attack would be made. It makes sense, as you're essentially just trading a penalty (-2 attack and mark requirement) for a damage bonus. Of course, since the creature must be marked *before* the attack, you couldn't use this power the first time you charge a creature. Unless, of course, you multiclass paladin (Soldier of the Faith) which would allow you to mark a creature from up to 5 squares away once per encounter (that CHA might have come in handy after all!). EDIT: nevermind, forgot you were multiclassed Bahamut.

    On the other hand, swapping that feat out for Hewing Charge would effectively mean you'd do 2x CON additional damage when charging a marked enemy with Wicked Strike. Is Rhogar aspiring to be a Striker?
    •  
      CommentAuthorMike Brady
    • CommentTimeDec 22nd 2009
     
    Actually, let's go ahead and make this a House Rule: You can retrain one power AND one feat at each level. Powers and feats are going hand-in-hand more often, and I know it can suck to have to retrain a power and then be stuck with a useless feat for a level. The idea behind the retraining requirements is that you shouldn't be showing up with a completely different character at each level, and I don't think this really changes that.