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Post by harknail on Mar 23, 2009 14:31:10 GMT -5
Second, if I'm looking at Bahrash's possition correctly, doesn't he have to go around two corners to move that far? Good catch. It's possible to avoid one of the hard corners, but not both. I missed that when moving the figure. but I'll let it stand as the Goblin dies.Side, side note: is there any down side for wizards spending one feat to gain +2 AC by being proficient in leather? [/color][/quote] None at all. Specifically there are no chances of a spell failure because a mage is wearing armor (even Plate). Armor check penalties and movement restrictions still apply.
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Post by similar on Mar 23, 2009 14:49:18 GMT -5
I thought if you started at a corner you could move round it (M12 to N11) and then I would be miss the other corner. Maybe that is a minis rule though.
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Post by Ogremind on Mar 23, 2009 14:55:20 GMT -5
Anyway, If the combat is over, Doran will poke at the body of the goblin, and fish out any valuables for the rest of the party. ooc: on wizards and armor, it just seems kind of silly, though. Why wouldn't every wizard take proficiency in leather, then? Or are there enough feats to keep them occupied? Likewise, I would seriously consider giving Light Shield proficiency to Doran, but there are a lot of other feats, and the idea just seems lame.
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Post by harknail on Mar 23, 2009 14:58:25 GMT -5
I thought if you started at a corner you could move round it (M12 to N11) and then I would be miss the other corner. Maybe that is a minis rule though. Maybe for Minis, but in the PHB there is an illustration of characters going around hard corners having to make the extra move. And I don't remember any exception for starting next to the corner.
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Post by harknail on Mar 23, 2009 15:11:41 GMT -5
Anyway, If the combat is over, Doran will poke at the body of the goblin, and fish out any valuables for the rest of the party. Doran finds 3 more assorted jars, one of which looks like the one the goblin threw at the group. (I wanted to send a picture of them, but will have to scan it from the book tonight) He suspects that the goblins staff is magical as well. ooc: on wizards and armor, it just seems kind of silly, though. Why wouldn't every wizard take proficiency in leather, then? Or are there enough feats to keep them occupied? Likewise, I would seriously consider giving Light Shield proficiency to Doran, but there are a lot of other feats, and the idea just seems lame. OOC: Many do, many prefer other feats and count on the Defenders to keep attacks off of them. This allows a fighter multiclassed into Wizard to cast spells without the problems he'd have in 3rd Ed from his armor. I made a level 1 wizard with 18 AC (same as the groups fighter), but the picture I based it on showed a wizard in leather armor. But having lots of good options keeps all the characters from looking the same Thieves with light shields were common in 3rd Ed, so I wouldn't consider them lame. The standard Rouge in the DM's guide used bucklers.
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crysun
Veteran of the War
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Post by crysun on Mar 23, 2009 15:29:08 GMT -5
Did I miss something? How did the Necromancer die?
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Post by Ogremind on Mar 23, 2009 15:30:03 GMT -5
OOC: Many do, many prefer other feats and count on the Defenders to keep attacks off of them. This allows a fighter multiclassed into Wizard to cast spells without the problems he'd have in 3rd Ed from his armor. I made a level 1 wizard with 18 AC (same as the groups fighter), but the picture I based it on showed a wizard in leather armor. But having lots of good options keeps all the characters from looking the same Thieves with light shields were common in 3rd Ed, so I wouldn't consider them lame. The standard Rouge in the DM's guide used bucklers. But were not given proficiency in them. Just the image of the rogue hauling around a clunky shield seems wrong, though.
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Post by harknail on Mar 23, 2009 15:36:42 GMT -5
Did I miss something? How did the Necromancer die? I accidently deleted most of the post from Bharash instead of quoting it. He moved around and hit it with an icy ray from a 3rd direction. Did 9 damage to something with only 7 HP left.
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Post by harknail on Mar 23, 2009 15:39:55 GMT -5
But were not given proficiency in them. Just the image of the rogue hauling around a clunky shield seems wrong, though. I think a different feat can give you the same defensive benefit as a shield by holding a Dagger in your off hand.
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Post by Ogremind on Mar 23, 2009 15:48:03 GMT -5
But were not given proficiency in them. Just the image of the rogue hauling around a clunky shield seems wrong, though. I think a different feat can give you the same defensive benefit as a shield by holding a Dagger in your off hand. But requires another feat (+1 melee damage) to get.
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daft
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Post by daft on Mar 23, 2009 15:49:18 GMT -5
Did I miss something? How did the Necromancer die? OOC: He died from the swoosh of the mighty Sanem's stray arrows! Either that or my crappy shooting started a rock-slide that burried the sucker.
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Post by similar on Mar 23, 2009 15:50:19 GMT -5
Thanks for the clarification on hte movig round corners thing. Most rules for 4e are v similar to minis 2.0 looks like I found something that is't will allow for it in future.
Yes wizards can use up a feat getting +2 AC. There are many worthwhile feats though. +4 initiative, for instance, would actually make a wizard better at their job. Whilst +2 AC will still leave them with a low AC. I am no expert at which feats are better for certain builds though. Look how bad my current wizard is
Bharash will also examine the necromancer he just killed. He is intrigued by its crab shell attire and is always intrigued to see what clever functions other wizards imbue in their implements.7.0
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Post by Ogremind on Mar 23, 2009 17:26:21 GMT -5
Thanks for the clarification on hte movig round corners thing. Most rules for 4e are v similar to minis 2.0 looks like I found something that is't will allow for it in future.
Yes wizards can use up a feat getting +2 AC. There are many worthwhile feats though. +4 initiative, for instance, would actually make a wizard better at their job. Whilst +2 AC will still leave them with a low AC. I am no expert at which feats are better for certain builds though. Look how bad my current wizard is
Bharash will also examine the necromancer he just killed. He is intrigued by its crab shell attire and is always intrigued to see what clever functions other wizards imbue in their implements.7.0 Wizards in leather will have the same AC as rogues, who are front line fighters. Also, since wizards get no proficiency bonus, I tend to think that they are even more likely to have a high Int than a rouge is to have high Dex (the rogue piercing strike is effectively +4 vs reflex relative to the wizard's vs reflex spells).Doran hands Bharash the staff. "This look up your arsenal." How do the pots of acid (or whatever) work? Who in the party could most effectively chuck them? Doran?
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crysun
Veteran of the War
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Post by crysun on Mar 23, 2009 19:11:59 GMT -5
Howy will start digging in the pile of rocks or rubble. "I wonder what might be buried in here."
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elricz
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Post by elricz on Mar 23, 2009 22:44:27 GMT -5
Thursagan will help Howy with the digging. If we are in a short rest he will spend a healing surge to regain the remaining hit points.
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cyco
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Post by cyco on Mar 23, 2009 23:26:29 GMT -5
Gabe will stand guard as they dig through the large pile, then, "Let's also check all the corners of this room, I guess he must have slept somewhere here and maybe he's hidden something else around here"
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Post by harknail on Mar 24, 2009 0:27:40 GMT -5
The large pile is of assorted bones, mostly humanoid bones although some distinctly animal bones can be found. Here are the 3 jars: To answer the previous question, any one can identify during the short restUpon examination and careful inspection by several of the group, they determine that they are, from right to left: 1) Alchemist's Acid. Easily shattered, it will explode when broken splattering anyone nearby with acid. Power (Consumable + Acid): Standard Action, ranged 5/10 +4 vs. Reflex. Hit does 1d10 acid damage and 5 ongoing acid damage (save ends). Miss does half damage and no ongoing damage. 2) Alchemist's Frost. When shattered the exposure to air causes the contents to expand and freeze. Power (Consumable + Cold): Standard Action, ranged 5/10 +4 vs. Reflex. Hit does 1d10 cold damage and target is slowed until the end of your next turn. Miss does half damage and does not slow. 3) Alchemist's Fire. This clay flask is specially treated. It shatters when it hits a solid object, igniting the liquid within. Power (Consumable + Fire): Standard Action, Area burst 1 within 10, +4 vs Reflex. Hit does 1d6 fire damage, miss does half damage. Bharash examines the goblins staff (which is sized for a human, which is why it was too big for the goblin). He determines that it is a Force Staff. Enhancement +1 to attack rolls and damage rolls when using this implement Critical: +1d6 force damage and the target is knocked prone. Power (Daily + Force): Free Action. Use this power when you hit with a power that has the force keyword. You can slide the target a number of squares equal to this staff's enhancement bonus.
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Post by harknail on Mar 24, 2009 0:39:37 GMT -5
Thursagan will help Howy with the digging. If we are in a short rest he will spend a healing surge to regain the remaining hit points. I have Thursagan at 16 HP (9 + 7 for a second wind). At that point it will take two healing surges to get back up to full, or perhaps one with a healing word or inspiring word.Harknail uses a healing surge to get back up to full hit points (he already had benefit of a healing word or two). He helps the other digs though the bone pile for a while before asking, "What be we looking for?"
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Post by harknail on Mar 24, 2009 0:42:20 GMT -5
Gabe will stand guard as they dig through the large pile, then, "Let's also check all the corners of this room, I guess he must have slept somewhere here and maybe he's hidden something else around here"They easily find the goblins sleeping pad, along with some decorated skulls used as candle holders. They don't find coins or anything else they consider to be of value.
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Post by Ogremind on Mar 24, 2009 9:04:19 GMT -5
If "ranged" means that the one that throws the pots uses Dex to attack, then they should go to the rogue or the ranger (Doran or Sanem). Maybe we should split them, though Sanem already has an area attack with his bow. Though, reading that again, it looks like no stat may apply, at which point anyone can use them. If that's the case, I'd say we might want to give it to the warlord, who is lacking range and is more likely to have room to use them.
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