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Leveling Up Discussions

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Moderator
Registered: Jun 2008
Posts: 5084
Location: Los Angeles, CA
Josh wrote
I think Laz will take Leather Armor Proficiency and get Veteran's Armor +1 for his first magic item.


Make sure you're looking at the Veteran's Armor in the Character Builder or Compendium, and not the version in the books. I know that armor was errata'd.
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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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Registered: Oct 2008
Posts: 4627
I am.
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Mal Geminous - Tiefling Warlord, Scales of War
Corydimbiddle - Gnome Artificer, Points of Light
Moderator
Registered: Oct 2008
Posts: 7786
Okay, since it looks like we're buying all our gear, then we each looted 937.5 gold (after purchasing 5 healing potions so every PC has two potions).

Alfred will be buying the Pyromancium Aetherium (AKA Tome of Replenishing Flame +1) and an Amulet of Protection +1. I went with the amulet instead of basic magic cloth, since it ups three defenses by one point instead of one. The special Tome grants regeneration 1 hp when bloodied, while sustaining a sustainable fire power (e.g. flaming sphere, fire warrior). It also does 1d10 fire damage on crit and allows me to have more daily power alternatives to choose from.

This is the level 2 Alfred (interesting points highlighted in bold, red highlights are encounter powers that can be exchanged for each other in mid-battle, ditto for gray daily powers):

Alfred Sartanius, level 2
Human, Wizard
Build: Summoner Wizard
Arcane Implement Mastery: Tome of Readiness
Background: Geography - Desert (+2 to Nature)

FINAL ABILITY SCORES
Str 8, Con 16, Dex 11, Int 18, Wis 13, Cha 10.

STARTING ABILITY SCORES
Str 8, Con 16, Dex 11, Int 16, Wis 13, Cha 10.


AC: 15 Fort: 16 Reflex: 17 Will: 16
HP: 30 Surges: 9 Surge Value: 7

TRAINED SKILLS
Religion +10, Arcana +10, Nature +9, Dungeoneering +7, Insight +7

UNTRAINED SKILLS
Acrobatics +1, Bluff +1, Diplomacy +1, Endurance +4, Heal +2, History +5, Intimidate +1, Perception +2, Stealth +1, Streetwise +1, Thievery +1, Athletics

FEATS
Wizard: Ritual Caster
Human: Arcane Reserves
Level 1: Implement Expertise (Tome)
Level 2: Enlarge Spell any burst or blast can be enlarged by 1 at the cost of -2 damage per die rolled

POWERS
Bonus At-Will Power: Phantom Bolt
Tome of Readiness: Icy Terrain
Tome of the Replenishing Flame +1: Flaming Sphere
Tome of the Replenishing Flame +1: Summon Fire Warrior
Wizard at-will 1: Thunderwave
Wizard at-will 1: Storm Pillar
Wizard encounter 1: Grasping Shadows
Wizard daily 1: Phantom Chasm
Wizard daily 1 Spellbook: Grease
Wizard utility 2: Shield
Wizard utility 2 Spellbook: Arcane Mutterings use arcana instead of bluff, intimidate, or diplomacy for a skill roll

ITEMS
Spellbook, Cloth Armor (Basic Clothing), Dagger, Adventurer's Kit, Residuum (Any), Quarterstaff, Tome of the Replenishing Flame +1, Potion of Healing (heroic tier) (2), Amulet of Protection +1
RITUALS
Create Campsite, Unseen Servant, Comprehend Language
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Ravenblade - Dwarf Two-Weapon Ranger, Hammer of Moradin (Scales of War)
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Registered: Jun 2009
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Given the buying, Gharnash will give up on his Staff of Ruin for the time being in order to improve his defenses. He will purchase a Defensive Staff +1 and Leather Armor +1.
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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
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Registered: Jun 2008
Posts: 5084
Location: Los Angeles, CA
I'm not sure yet what I'll be making for Curator 143-Theta. Definitely an arbalest, but I'm not sure if I'll go neck or armor for my second item. I'll update him this evening and post his level 2 stats and gear.

I think I've decided on the daily temp HP utility instead of the encounter save utility. I think at this early level, the temp HP will be more valuable. I may retrain that as we level up and fight more save-inducing foes.
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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: Oct 2008
Posts: 7786
Good choice on the temp hp, since we are hurting for health as a group.

Better defenses is also crucial, so good call for Gharnash. Since Alfred should never really be in melee (ideally), I went for the next item to improve defenses against ranged attacks.
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Ravenblade - Dwarf Two-Weapon Ranger, Hammer of Moradin (Scales of War)
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Posts: 5084
Location: Los Angeles, CA
Created a basic Magic Superior Crossbow +1 and Leather Armor of Resistance (Necrotic) +1 for Curator 143-Theta. The Arcane Implement (Wand) feat and the Magic Wand +1 are only in there to hack that I'm taking the Crossbow Caster feat and can then use my crossbow as an implement until the next Character Builder update adds the Crossbow Caster feat from Dragon 381.

====== Created Using Wizards of the Coast D&D Character Builder ======
Curator 143-Theta, level 2
Warforged, Artificer
Arcane Implement Proficiency: Arcane Implement Proficiency (Wand)
Background: Arcane Sentinel (+2 to Arcana)

FINAL ABILITY SCORES
Str 10, Con 16, Dex 10, Int 18, Wis 11, Cha 10.

STARTING ABILITY SCORES
Str 8, Con 14, Dex 10, Int 18, Wis 11, Cha 10.


AC: 18 Fort: 15 Reflex: 15 Will: 13
HP: 33 Surges: 9 Surge Value: 8

TRAINED SKILLS
Arcana +12, History +10, Dungeoneering +6, Diplomacy +6, Perception +6

UNTRAINED SKILLS
Acrobatics +1, Bluff +1, Endurance +6, Heal +1, Insight +1, Intimidate +3, Nature +1, Religion +5, Stealth +1, Streetwise +1, Thievery +1, Athletics +1

FEATS
Artificer: Ritual Caster
Level 1: Focused Expertise (Dagger) (retrained to Weapon Proficiency (Superior crossbow) at Level 2)
Level 2: Arcane Implement Proficiency

POWERS
Artificer at-will 1: Static Shock
Artificer at-will 1: Magic Weapon
Artificer encounter 1: Burning Weapons
Artificer daily 1: Punishing Eye
Artificer utility 2: Restorative Infusion

ITEMS
Ritual Book, Backpack (empty), Flint and Steel, Rope, hempen (50 ft.), Sunrod (2), Dagger (6), Alchemical Reagents (Arcana) (30), Crossbow Bolts (40), Magic Superior crossbow +1, Leather Armor of Resistance +1, Potion of Healing (heroic tier) (2), Magic Wand +1
RITUALS
Brew Potion, Disenchant Magic Item, Enchant Magic Item, Make Whole


New PDF: http://garyh.net/Curator143-Theta-Level2.pdf
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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: Jun 2008
Posts: 5084
Location: Los Angeles, CA
New stat block:

  •  Curator 143-Theta
    • Male Warforged Artificer 2
    • Passive Perception: 16, Passive Insight: 11
    • AC: 18, Fort: 15, Reflex: 15, Will: 13 - Speed: 6
    • HP:33/33, Bloodied: 16, Surge Value: 8, Surges left: 9/9
    • Action Points: 1
    • Resists: 5 Necrotic

    • Living Construct (Race): No need to eat, sleep, or breath.
    • Unsleeping Watcher (Race): 4 hours of aware inactivity counts as an extended rest.
    • Warforged Resiliance (Race): +2 to saving throws against ongoing damage.
    • Arcane Empowerment (Class): Empower magic items once per day plus 1/per milestone with either Impart Energy or Augment Energy.
    • Arcane Rejuvenation (Class): When an ally uses a daily magic item, they gain 5 temp HP.

    • Powers
    • Magic Weapon
    • Static Shock
    • Burning Weapons
    • Healing Infusion: Curative Admixture OR Resistive Formula x2
    • Second Wind
    • Warforged Resolve
    • Punishing Eye
    • Restorative Infusion

    • Rituals
    • Brew Potion, Disenchant Magic Item, Enchant Magic Item, Make Whole

    • Items
    • -Magic Superior Crossbow +1.
    • -Leather Armor of Resistance (Necrotic) +1
    • -Potion of Healing x2.
_______________
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: Oct 2008
Posts: 4627
I decided to go with a Challenge-Seeking Dagger +1, as well (extra 1d6 damage to enemies that are at max HP). Also, I picked Dragonflame Mantle as my Level 2 utility. Stat Block to come.

====== Created Using Wizards of the Coast D&D Character Builder ======
Laz, level 2
Changeling, Sorcerer
Spell Source: Wild Magic
Birth - Among Another Race: Among Another Race (Halfling)
Background: Birth - Among Another Race (Among Another Race (Halfling))

FINAL ABILITY SCORES
Str 10, Con 12, Dex 18, Int 12, Wis 8, Cha 18.

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


AC: 18 Fort: 12 Reflex: 15 Will: 18
HP: 29 Surges: 7 Surge Value: 7

TRAINED SKILLS
Arcana +7, Endurance +7, Bluff +12, Acrobatics +10

UNTRAINED SKILLS
Diplomacy +5, Dungeoneering, Heal, History +2, Insight +2, Intimidate +5, Nature, Perception, Religion +2, Stealth +5, Streetwise +5, Thievery +5, Athletics +1

FEATS
Level 1: Focused Expertise (Dagger)
Level 2: Armor Proficiency (Leather)

POWERS
Sorcerer at-will 1: Dragonfrost
Sorcerer at-will 1: Chaos Bolt
Sorcerer encounter 1: Bedeviling Burst
Sorcerer daily 1: Chromatic Orb
Sorcerer utility 2: Dragonflame Mantle

ITEMS
Dagger, Quarterstaff, Adventurer's Kit, Veteran's Leather Armor +1, Potion of Healing (heroic tier) (2), Challenge-Seeking Dagger +1
====== Copy to Clipboard and Press the Import Button on the Summary Tab ======
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Mal Geminous - Tiefling Warlord, Scales of War
Corydimbiddle - Gnome Artificer, Points of Light
Moderator
Registered: Oct 2008
Posts: 4627
Here is the stat block.

  •  Laz
    • Male Changeling Sorceror 2
    • Passive Perception: 10, Passive Insight: 12
    • AC:18, Fort:12, Reflex:15, Will:18 - Speed:6
    • HP:29/29, Bloodied:14, Surge Value:7, Surges left:7/7
    • Resist Varies 5
    •  
      • Powers
        • Changeling Disguise (Shapeshift, +5 to Bluff vs. Insight)
        • Chaos Bolt (R10; Will; Hit: d10; if even, att within 5, 1d6)
        • Dragonfrost (R10; Fort; Hit: d8, push 1 sq)
        • Second Wind (Lose surge, gain 7 HP, +2 to defenses)
        • Action Point x1 (Take an extra action)
        • Changeling Trick (M1; Bluff vs. passive Insight, gain CA)
        • Bedeviling Burst (Cb3 (1 or 2); Will; 1 or 2; Hit: d10, push 4; if even, slide)
        • Dragonflame Mantle (Int: Hit; +1 to def, 1d6 dam to melee attackers)
        • Chromatic Orb (R10; Ref; Hit: 3d10, d6 for effect; Miss: d10, d6 for effect
          • 1: Radiant, dazed (save ends); 2: Fire, adj. to target takes 4 fire
          • 3: Poison, 5 OGD poison (save ends); 4: Lightning, slide 4
          • 5: Cold, immobile (save ends); 6: Psychic, -2 AC (save ends)
        • Challenge-Seeking Dagger +1 (Deal 1d6 extra damage to enemies at max HP)
        • Veteran's Leather Armor +1 (Use AP, +1 to att and def)
         
      • Items
        • Dagger (Implement)
        • Staff (Implement)
        • Healing Potion x2 (Use surge, recover 10 HP)
        • Sunrods x2
        • Hempen Rope (50 feet)
         
      • Abilities
        • Basic Melee +6 (+3 Prof, +1 Exp, +1 W, +1 1/2 lvl)
        • Basic Range +7 vs. Fort (+4 Cha, +1 Exp, +1 I, +1 1/2 lvl)
        • Chaos Burst 1st att. roll: +1 AC if even; save if odd
        • Chaos Power +4 damage
        • Unfettered Power 20: slide 1 & prone; 1: Push all 1
        • Wild Soul Roll d10 for resist & avoidance of resist
          • 1: Acid; 2: Cold; 3: Fire; 4: Force; 5 Lightning
          • 6: Necrotic; 7: Poison; 8: Psychic; 9: Radiant; 10: Thunder
         
      • Skills
        • Acrobatics +10 (+4 Dex, +5 trained, +1 1/2 level)
        • Arcana +7 (+1 Int, +5 trained, +1 1/2 level)
        • Athletics +1 (+0 Str, +1 1/2 level)
        • Bluff +12 (+4 Cha, +5 trained, +2 race, +1 1/2 level)
        • Diplomacy +5 (+4 Cha, +1 1/2 level)
        • Dungeoneering +0 (-1 Wis, +1 1/2 level)
        • Endurance +7 (+1 Con, +5 trained, +1 1/2 level)
        • Heal +0 (-1 Wis, +1 1/2 level)
        • History +2 (+1 Int, +1 1/2 level)
        • Insight +2 (-1 Wis, +2 race, +1 1/2 level)
        • Intimidate +5 (+4 Cha, +1 1/2 level)
        • Nature +0 (-1 Wis, +1 1/2 level)
        • Perception +0 (-1 Wis, +1 1/2 level)
        • Religion +2 (+1 Int, +1 1/2 level)
        • Stealth +5 (+4 Dex, +1 1/2 level)
        • Streetwise +5 (+4 Cha, +1 1/2 level)
        • Thievery +5 (+4 Dex, +1 1/2 level)
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Mal Geminous - Tiefling Warlord, Scales of War
Corydimbiddle - Gnome Artificer, Points of Light
Moderator
Registered: Oct 2008
Posts: 7786
Level 2 stat block

User posted image

  •  Alfred Sartanius
    • Male Human Summoner Wizard, Level 2
    • Passive Perception: 12, Passive Insight: 17
    • AC: 15 Fort: 16 Reflex: 17 Will: 16 Speed: 6, Initiative: +1
    • HP: 30, Bloodied: 15, Surge Value: 7, Surges: 9/9
    • Powers
    • Ghost Sound, Light, Mage Hand, Prestidigitation
    • Grease (available only if the Grease daily is used)
    • Phantom Bolt
    • Thunderwave
    • Storm Pillar
    • Arcane Mutterings
    • Icy Terrain or Grasping Shadows
    • Grease or Flaming Sphere or Summon Fire Warrior
    • Dailys and Utilities stored in Spellbook
    • Phantom Chasm
    • Shield
    • Items
    • Tome of Readiness (Icy Terrain)
    • Tome of Replenishing Flame +1 (Flaming Sphere and Summon Fire Warrior)
    • Ceramic Hand Focus (used to control Unseen Servants)
    • Guardian Ring (given by the Headmaster)
    • Residuum: 45 gp + 30 from the headmaster
    • Healing Potion x2
    • Gold in pocket: 58.5
    • Rituals
    • Comprehend Language
    • Create Campsite
    • Unseen Servant
    • Skills
    • Arcana, Religion: 10
    • Nature: 9
    • Dungeoneering, Insight: 7
    • History: 5
    • Endurance: 4
    • Heal, Perception: 2
    • Acrobatics, Bluff, Diplomacy, Intimidate, Stealth, Streetwise, Thievery: 1
    • Athletics: 0
    • (Key: At-Will, Encounter, Daily, Magical Equipment, Consumable, Used)
        • _______________
          Ravenblade - Dwarf Two-Weapon Ranger, Hammer of Moradin (Scales of War)
          « Last edit by Viktor on Wed Jan 06, 2010 1:09 pm. »
Administrator
Registered: Jun 2008
Posts: 2639
Location: Santa Ana, CA
It seems you'll all be reaching level three after this battle. Better get thinkin'!
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Hedoni Midartis - Eladrin Wizard, Scales of War
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Posts: 5084
Location: Los Angeles, CA
Yay! I'll have to crack open the character builder tonight. Not sure what I'm taking for my level 3 power, but I'm definitely retraining the level 1 encounter power I've never used.
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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: Oct 2008
Posts: 7786
Cool! Don't know what I want either. Will likely retrain phantom bolt for scorching burst though (burst 2 scorching burst with enlarge spell, as an at-will sounds intriguing. If I don't do that, I could retrain arcane reserves for leather prof instead, but I don't see that I'll benefit from that in the middle of a dungeon.
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Ravenblade - Dwarf Two-Weapon Ranger, Hammer of Moradin (Scales of War)
Moderator
Registered: Oct 2008
Posts: 4627
Laz will retrain Dragonfrost for Energy Strobe and take Teleport Bash.
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Mal Geminous - Tiefling Warlord, Scales of War
Corydimbiddle - Gnome Artificer, Points of Light
Moderator
Registered: Jun 2009
Posts: 3164
I will look at it tonight, as well.
_______________
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 2009
Posts: 3164
Ok. Looked at it now instead. Gharnash will take either Flame Spiral or Poisonous Exhalation. PE is a blast attack that on a hit, will also lower FORT by 5. FS targets up to 3 creatures in a close burst 2, and also does fire damage to any creature starting its turn adjacent to Gharnash, or entering a square adjacent. I am leaning toward FS, since I don't know how many attacks we have vs FORT, unless someone has strong feelins otherwise. FS is also a fire power, for which I can pierce resistance. Thoughts?
_______________
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: Oct 2008
Posts: 7786
Flame Spiral is a no-brainer awesome sorceror power for a dragon build. PE would help with Alfred's thunderwave only (targest fort), which he doesn't use as often as storm pillar or phantom bolt.
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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
I like Flame Spiral. That's what Salazar will be taking for that slot.
_______________
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: Oct 2008
Posts: 7786
I have a few ideas for what to do at level 3. I can pick a level 3 encounter and also switch out the Tome of Readiness encounter power. I plan on keeping grasping shadows and switching out icy terrain. Here are three encounter powers I'm considering. I can choose any two of these. Suggestions? Keep in mind that with enlarge spell, bursts and blasts can increase their range by one.

User posted image
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Ravenblade - Dwarf Two-Weapon Ranger, Hammer of Moradin (Scales of War)
« Last edit by Viktor on Wed Feb 24, 2010 9:31 pm. »
Moderator
Registered: Jun 2008
Posts: 5084
Location: Los Angeles, CA
I vote for Fire Shroud (very nice!) and Shock Beetle Swarm.

Went out dancing with Emily, didn't get a chance to look at my options. Will do so tomorrow night. I figure we'll wrap this fight up tomorrow or Friday, and I'll level up tomorrow night.
_______________
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: Oct 2008
Posts: 7786
I was also leaning towards fire shroud (enemies only! OGD! burst attack!).

Shock beetle swarm is cool, although not that powerful, in that it can kill off minions, I can enlarge it too, and it can theoretically do the extra CON damage to enemies that are 3 spaces from the center if an enemy in the the burst 2 is at the edge of the zone.

Conduit of ice looks intriguing in that it can create a large zone that hits enemies only and deters them from coming to the target's aid, but I'll probably go with the burst/area spells thanks to enlarge spell.

I will either retrain phantom bolt for scorching burst OR retrain arcane reserves for leather proficiency.
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Ravenblade - Dwarf Two-Weapon Ranger, Hammer of Moradin (Scales of War)
Moderator
Registered: Oct 2008
Posts: 7786
What do you guys think? Should I retrain arcane reserves for leather proficiency or retrain phantom bolt for scorching burst? I like scorching burst because I could enlarge it to burst 2, but I also like the fact that phantom bolt allows me to slide an enemy. Another option would be to retrain thunderwave for scorching burst.
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Ravenblade - Dwarf Two-Weapon Ranger, Hammer of Moradin (Scales of War)
Moderator
Registered: Jun 2009
Posts: 3164
If you retrain one, I'd retrain thunderwave, which hasn't been so useful so far.
_______________
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
I agree with retraining thunderwave for scorching burst. I think the only time you've used thunderwave was when I tried pushing a wererat with it a couple fights ago. :)
_______________
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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