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Kingmaker Level Up Discussion

Moderators: Gary, Michael Doss.

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Moderator
Registered: Jun 2008
Posts: 5084
Location: Los Angeles, CA
Actually, you can hire NPC's to fill rolls you don't. Each PC can only fill one roll. I say you should make Chief Sootscale your general. ;)

As for superior weapons and implements, go ahead and just upgrade the item you have to the nicer version. The superior version is only a few gold, and the transfer enchantment function of the enchant item ritual is only a few gold, so I'm fine handwaving it and saying Uriah's staff is now an accurate staff of expansion and Takeo's ki focus is now a fluid final sleep ki focus. Magda, Variel, and Korrin already have superior items, but if Aluric ever trains bastard sword, he can do the same.

Viktor, thanks for the current defenses line. That'll be helpful.
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Salazar Miller - Human Sorcerer 24 - Scales of War
Azad Halim al'Zahir - Tiefling Battlemind|Paladin 7 - Points of Light
Khavak'aashta - Half-Orc Thief 5 - Eberron
Dwimmerlaik - Revenant Hexblade 2 - Dark Campaign
Moderator
Registered: Sep 2009
Posts: 1238

OK, it's occurred to me that I've used my utility power exactly 0 times so far. It's a daily that triggers on initiative, so it's not exactly the best mechanics wise to use in a PBP system. It's "Begin the Hunt" and it gives a slight bonus to initiative, and lets me drop Hunter's Quarry upon any enemy I can see and grants a +2 power bonus to attack rolls against that enemy. It fits great with my pure damage build, but it's pointless if I never use it.

Here are a few of the other options I'm looking at, and I'm looking for suggestions. I don't mind adding a bit of control into the build, since Variel is already an expert at creating the status condition: dying. There are several great "get out of Dodge" powers, but I already have an at-will that lets me shift before attacking, and I haven't been forced into melee without an easy escape yet.

Archer's Stairway: Minor Encounter
Effect: Choose 5 contiguous squares of a vertical surface within your weapon range that you can see. The DC for climbing these squares is reduced by twice your Dexterity modifier until the end of the encounter. This has some nice flavor and would be handy for getting a "bird's eye view" of the battle. Plus it will be handy in out of combat situations. It doesn't say that I'm the only one who benefits from it.

Crucial Advice: Immediate Reaction Encounter: Range 5
Trigger: An ally within range that you can see or hear makes a skill check using a skill in which youíre trained
Effect: Grant the ally the ability to reroll the skill check, with a power bonus equal to your Wisdom modifier. Variel is trained in acrobatics, dungeoneering, nature, perception, and stealth. I can see all but one being usable often. This will dominate travel skill challenges, and can save our bacon on a botched stealth or perception roll. It will also let Takeo try some crazy flying leaps with a safety net.

Entangling Roots: Minor Daily: Burst 2 within 10
Effect: The burst creates a zone that lasts until the end of the encounter. The ground in the zone is difficult terrain for your enemies. When any enemy charges, its movement cannot include any square of the ground in the zone. Obviously awesome. Huge control if we can choose a reasonably small space to fight from.

Pack Alertness: At-Will minor: Close Burst 10
Targets: You and your beast companion in the burst
Effect: The targets each make a Perception check and share the better result. Also, if your beast companion becomes aware of a target, you do as well, and vice versa.
Beast: If your companion is a cat, a raptor, or a wolf, the targets gain a +2 bonus to the Perception checks. I love the flavor, but it seems like a fairly weak option unless Variel and SAMAV start scouting in front a ton. It has an effective range of 50 feet, which isnít too bad if SAMAV is out in front and Variel is hanging back a bit. SAMAV flying overhead MIGHT not attract attention from hostiles. How often do we need to make perception checks to locate enemies during combat though?

Stalker's Mist: Minor Daily: Burst 1 within 10
Effect: The burst creates a zone that lasts until the end of the encounter. Squares in the zone are heavily obscured to your enemies.
Move Action: You move the zone up to 5 squares. Wow. It's only a 3x3 area, but heavily obscured for enemies only is a massive debuff on attacks (-2 for adjacent and -5 for other melee and ranged attacks). Since you have total concealment to non-adjacent enemies, they cannot see you. That should work as having CA against enemies that cannot see you via the rules, but I'll let Gary have the final say. That it's movable is awesome, since Variel often has minor or move actions to burn since he is turret boy.

I tend to like encounter or at-will powers as I dislike power rationing, but the two zone creators are awesome looking. No enemy charging and shifting in a huge area is nice, and the heavily obscured zone might as well be free healing as attacks are going to miss often. Thoughts?
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Sentinel - Warforged Shielding Swordmage (Eberron)
Allena Walmond - Human Paladin of Amaunator (Forgotten Realms)
Variel - Elf Beastmaster Ranger
Thaelan the Clanless - Dwarf Protector Spirit Shaman (Dungeon Delve 4)
« Last edit by nmathew on Sun Jun 19, 2011 11:46 am. »
Member
Registered: Mar 2010
Posts: 105
Location: Ann Arbor, MI
Agreed that both of the zone powers look cool. Begin the Hunt is still pretty cool too, though. Personally I'd tend to lean toward Entangling Roots, just because of the kind of encounter one tends to see in PF -> 4e conversions: large numbers of enemies that aren't individually quite so powerful. Stalker's mist lets you really mess up one enemy's day (or maybe two if they're dumb and stay together), but without a lot of encounters featuring an obvious BBEG, that's not as useful. Entangling Roots on the other hand is useful lots of encounters, even open terrain. It would have been nice in front of the wagon in this last fight, just so they couldn't shift to flank our melees.

On the other hand, there's still the Stag Lord to deal with, so there may yet be some BBEGs to look forward to. Bottom line: all solid choices, your call.
Moderator
Registered: Jun 2009
Posts: 3164
Korrin will take Shield the Fallen so Gary has to track even more conditions.
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Dungeon Master - The Dark Campaign
Sir Muurak - Mul Cavalier 14, Scales of War
Demuriath - Revenant Assassin 5, Points of Light
Kurvilis - Gnome Mage 4, Eberron
Moderator
Registered: Jun 2008
Posts: 5084
Location: Los Angeles, CA
Jonathan Berg wrote
Korrin will take Shield the Fallen so Gary has to track even more conditions.


I'm pretty sure you guys have more conditions than the level 11 Scales of War party. So goes a post PHB3 group as compared to a mostly PHB1 group...
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Salazar Miller - Human Sorcerer 24 - Scales of War
Azad Halim al'Zahir - Tiefling Battlemind|Paladin 7 - Points of Light
Khavak'aashta - Half-Orc Thief 5 - Eberron
Dwimmerlaik - Revenant Hexblade 2 - Dark Campaign
Moderator
Registered: Sep 2009
Posts: 1238
Gary, here are links to my new lvl 4 character. Sadly, the new CB doesn't include stats for SAMAV, so I've made another one missing my utility power in the old CB. The new CB apparently prints to pdf as a huge image, so the new file is 10 MB in size to get reasonable quality text. This online CB thing is crude.

Click for character sheet (10MB PDF)
Click for character sheet (SAMAV PDF)

  •  Variel Click for character sheet (10MB PDF)
    • Male Elf Beastmaster Ranger 4
    • Passive Perception: 24, Passive Insight: 15
    • AC:20 Fort:13 Reflex:18, Will:15 - Speed:7
    • HP:38/38, Bloodied:19, Surge Value:9, Surges left:6/6
    • Action Points: 1, Second Wind: not used
    •  
    • Powers
      • Hunter's Quarry (Minor)
      • Nimble Strike (Standard, ranged weapon)
      • Twin Strike (Standard, melee/ranged weapon)
      • Second Wind (Standard, Personal)
      • Elven Accuracy (Free, Personal)
      • Two-Fanged Strike (Standard, melee/ranged weapon)
      • Disruptive Strike (Immediate Interrupt, melee/ranged weapon)
      • Rebounding Weapon (Free, ranged weapon special)
      • Entangling Roots (Minor, Burst 2 within 10)
      • Sure Shot (Standard, ranged weapon)
      • Bracers of Archery (Minor, none)
       
    • Items
      • Hide Armor
      • Rebounding Superior Corssbow +1 - +1 attack and damage on a miss use a free action to make a ranged basic attack against an enemy within 5 squares of the missed target
      • Bracers of Archery - +2 item bonus to damage when attacking with a bow or crossbow - daily:ignore cover on next attack this turn with cross/bow
      • Crossbow bolts (40)
      • Climber's kit - gain +2 bonus to Athletics checks for climbing
      • Footpads - gain +1 item bonus to Stealth checks to move quietly
      • Thieve's Tools - gain a +2 bonus to Thievery checks to open a lock or disarm a trap
      • Hunter's Kit - gain a +2 bonus to Nature checks made to forage
      • Dagger
      • Adventurer's Kit
       
    • Abilities
      • Languages Common, Elven
      • Fey Origin Count as a Fey creature for effects that relate to creature origin
      • Group Awareness non-elf allies within 5 squares get a +1 racial bonus to Perception checks
      • Wild Step Ignore difficult terrain when shifting
       
    • Skills
      • Acrobatics +11
      • Arcana +2
      • Athletics +1
      • Bluff +1
      • Diplomacy +1
      • Dungeoneering +10
      • Endurance +1
      • Heal +5
      • History +2
      • Insight +5
      • Intimidate +1
      • Nature +12
      • Perception +14
      • Religion +2
      • Stealth +11
      • Streetwise +1
      • Thievery +6

  •  SAMAV
    • Raptor 4
    • Passive Perception: 17, Passive Insight: 11
    • AC:18 Fort:14 Reflex:18, Will:16 - Speed:2, Fly 7 (hover), low light vision
    • HP:36/36, Bloodied:18, Surge Value:9, Surges left:2/2
    • Powers
      • Basic Melee Attack (claw) +9 vs AC, 1d6+dex(4)
       
    _______________
    Sentinel - Warforged Shielding Swordmage (Eberron)
    Allena Walmond - Human Paladin of Amaunator (Forgotten Realms)
    Variel - Elf Beastmaster Ranger
    Thaelan the Clanless - Dwarf Protector Spirit Shaman (Dungeon Delve 4)
    « Last edit by nmathew on Sun Jun 26, 2011 8:56 am. »
Moderator
Registered: Oct 2008
Posts: 7786
June errata boosted the cleric Pacifist Healer feat. It now also applies to the Healing Word power and reads:

"When you use healing word or a divine power that allows a target to spend a healing surge, the target regains additional hit points equal to 1d6 + your Charisma modifier. The additional hit points increase to 2d6 + your Charisma modifier at 11th level, and to 3d6 + your Charisma modifier at 21st level.
Also, whenever you deal damage to a bloodied enemy, you are stunned until the end of your next turn."
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Ravenblade - Dwarf Two-Weapon Ranger, Hammer of Moradin (Scales of War)
Moderator
Registered: Jun 2008
Posts: 5084
Location: Los Angeles, CA
Viktor, that's not so much a boost as they've undone an accidental nerf. Healing Word used to have the divine keyword, and Pacifist Healer worked on all divine powers, which is how it worked when Emily built Magda. Then, in order to recycle Healing Word for the druid leader in Essentials, they took they divine keyword off. Then they realized they screwed up Pacifist Healer, so they rewrote that to make it work with Healing Word again.

Nathan, can you export your CB file and e-mail it to me?

And Jonathan, I think you said you were done, but I haven't seen your update either.
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Salazar Miller - Human Sorcerer 24 - Scales of War
Azad Halim al'Zahir - Tiefling Battlemind|Paladin 7 - Points of Light
Khavak'aashta - Half-Orc Thief 5 - Eberron
Dwimmerlaik - Revenant Hexblade 2 - Dark Campaign

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