Indeed, and he was crawling around for about 3 or 4 turns, too. :D
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I couldn't remember who made the final hit. I will amend it in the morning to reflect his great deed, as Tock got a pretty sweet mention for pushing the dragon back (which was bad *** and probably won the fight for us.)
First, it is late and the post to follow may not make any sense. You have been warned.
I did indeed fight from the ground for 3 rounds, although I hit at least once every round. I didn't put up huge damage numbers for that fight, but I was consistent. I felt bad for Werk and his continual bad luck with dice rolls. Tock was up and down with his rolls.
I am glad Werk came out with something decent and wish we could find a way to turn that staff into something useful. Maybe one of our connection would be willing to trade instead of selling it for diminishing returns. Also, maybe when we turn the artifact in, we can find a way to work in some potions or said items or something.
I updated my sheet with my level and a total of 124.66gp (6 silver and 6 copper) after an even split and the two spent on the Inn. I hope that's right. I might want to purchase a few minor things, but think I will save the majority for a magical item later. I also retrained one power in hopes of being a little more survivable.
I look forward to getting some of the out-of-character stuff out of the way so that we can do some in-character bantering :)
Any suggestions on what to take for a feat and utility?
I was thinking of becoming proficient with bastard swords or taking a +1 prof to heavy blades. I dunno, I'm bit overwhelmed by the choices.
I guess my thought was that with prof in bastard sword, I could use a single sword 2 handed to gain a versatile +1 damage to bonus.
I took a daily which allows me to add +2ac to everyone until the end of the encounter. I thought that would be great in a situation such as the dragon. For my feat I took Armor of Bahamut which is a feat spell used through my channel divinity power. If an enemy scores a critical on a player within 5 squares of me, it is automatically downgraded to a normal hit.
I want to mostly provide protection with my cleric while also being able to do some damage. Tock and Ashen do great damage, so I would rather try to keep them alive and healthy than try to dish out what meager damage I a cleric can compared to their striking classes.
Any suggestions that may be better for the group are welcome.
I didn't know about this one instead of the other feat:
Would that be better than the downgrading of critics?Quote:
Shield of the Fallen
When you are adjacent to a bloodied, unconscious, or helpless ally, that ally gains a +2 bonus to saving throws and all defenses. The benefit of this feat doesn't stack is more than one character with shield of the fallen is adjacent to the same ally.
How much damage does a normal hit do? Is it half of critical?
Still thinking about what I want to do. I figure my role will be tank and heavy damage hitter. That said, I'm playing with things to buff my resistance and give me higher attack rolls. I figure if I got with bastard sword proficiency, I can do my current damage but also hold a shield when need be. However I can put my shield away and go two handed for a bonus 1 to damage. It gives me a couple of options depending on the situation. If heals are not a problem, I can go in blazing. otherwise I can throw up th e shield.
On a side not, since this was a intro dungeon, do we have any freedom to recont our character builder before the real campaign starts? Now that I'm a little more familiar with the game, I was interested in a storm Warden build I was initially considering but it would require me to change a few powers and my warden spec.
A normal hit is a normal hit - damage must be rolled.
Well as I said earlier, once you get out of that dungeon, I expect you all to stick with your character. If you want to retrain anything at this point, please do so within the confines of the rules (use the retraining section of the character builder to see what you can change). The "real campaign" has indeed already begun.Quote:
Originally Posted by taggart6
Yeah I'm still looking into what to do. I really do like the power and versatility of the bastard sword, but I'm looking to see what else is there.
I need some clarification. Does my alchemical blood feat affect any weapons that share its elemental affinity? For example, If I wield a thunder based weapon, will it be more powerful in my hands because of my affinity for thunder?
I'm trying to figure how my +1 damage bonus would work in that scenario and whether it would stack. If I have a thunder based weapon and use a thunder based attack, do I get +1 damage bonuses to both?
Taggart, I recommend looking into Polearms or Hammers (like the Carighammer). Heavy Blades are nice, but feats for them key off of Dex and therefore don't fit you as nicely.
I was looking and suggest looking into Weight of Earth at-will. It seems very handy. Also, feats that come to mind for you are Sudden Roots, Mark of Warding, Weapon Expertise, Crippling Crush (nice combo with Weight of Earth), Guard of Stone and Warforged Tactics.
For some more detailed advice for any character sift through this: http://community.wizards.com/go/thre...ild_Links?pg=1
I saw the attack and weapon producing thunder from 2 different sources. The weapon from arcane and the attack from primal. In that regard I figured my affinity strengthens the power of each. Kinda like my affinity pumped up the "thunderness" for both the weapon and thus adding even thunder damage.
I'm not arguing it or trying to contest it, I'm just explaining how I was initially reading it.
Thanks for the advice. The slow combing looks very effective.
EDIT: Hmm....it'll take 3-4 respecs to make slow combing effective since I choose a lot of thunder type stuff i need to switch out. I think I'll just retrain the alchemical blood thunder feat and just pick something else. It'll take to long to fix it so I figure I'll just make my character a hodge podge of randomness and see what happens.
Been thinking about how I handle things at the table and how it might be beneficial to handle some things differently here. In terms of loot:
- At the table I make selling items to the vendors an active process, with the players actually trying to convince the trader to pay good money for their items. This can be fun and promotes roleplaying, but since we're not going to be face-to-face and we have the ability to advance the game via this forum, I'm just going to make it so you can sell any item at 20% of it's value as long as you are in an area with a trader (ie: not in the woods or a dungeon, etc).
- Buying items is a different story. For the most part you are not going to find any vendors that sell magical items, different vendors are going to have different types of goods (ie: you're not going to find ritual components at the blacksmith) and if a blacksmith doesn't have a certain type of weapon in-stock, he would probably be willing to craft it for you but it will take some time. I also normally vary the prices of goods and my players can barter if they don't like what's being asked; I'm not going to do this to you and things will normally be sold for their standard list price. I will make inventory lists for the shops/vendors you come across and let you know what you can buy if you go looking. Some locations might even have sales days and other days when new stock comes in, so these lists will not remain static.
- I normally choose to just ignore any normal items that are found after combat; no doubt you have noticed this in Kobold Hall. I just don't see a big need for the players to horde daggers and robes for a few pennies unless they're really hurting for cash. Any projectile which is used during combat is lost unless it is a magical item (javelins/arrows/daggers/shurikens/etc); magical projectiles return to you immediately after they are used.
Let me know what you guys think on this matter. Do you like this, is there anything you'd like done another way or is there something else I could add to this that would be awesome?
The town you are currently staying in is called Fallcrest, nestled right in the middle of a region known as the Nentir Vale. This is a small town build upon the ruins of a larger city and not far from Kobold Hall.
You guys were sent to this town by The Holy Order of Bahamut and Company (THoBaC) and soon after arriving, you went to the local THoBaC office and received the full details of your quest. Since you were weary from your travels, you all spent the night at the Silver Unicorn Inn on The Holy Order's dime and after some preparation (and bacon), set off for Kobold Hall the following day.
It would be nice to be able to try to charm a higher price out of the trader. Perhaps a simple one time check for the party for every trader we encounter to determine what the percentage will be.
As for normal items, I'd actually like the option to collect them and sell them back later. We can use the spare change to keep us stocked on ranged weapons.
Sounds good taggart. 1d20 roll. 1-5= 15%, 6-15=20%, 15-19=25%, 20=???
I don't like the idea of rolls for lowering prices if they're not also inflating the prices if they don't like you. What I can do is keep track of reputation and give you discounts for certain people if you are well known in the area or if you did something for that person. Perhaps side-quests for certain vendors!
I thought TIm had a good idea. You have a 1 out of 3 chance of getting a little lower, 20% or a little higher.
honestly though your not tied to any one system. I say just mix it up as you see fit. I think it's boring to just leave it vanilla 20%. Maybe we meet a person wha's father was killed by a warforged and thus we get a huge mark up.
Maybe theres a quest to re earn their respect. Maybe we meet a *** blacksmith with a dwarf fetish. BAM! huge discount.
Also, before I spec out level 2, I'll need a list of items for sale by the vendor. One of my build options requires hammer type weapons and it'll be pointless to spec for hammers only to be stuck with my greatsword.