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  • File : 1265482224.jpg-(201 KB, 750x1000, Momiji Amaterasu Wolf.jpg)
    201 KB 4e Character Builds, Bonus Thread: Point Blank Beastmastery (Level 11) Anonymous 02/06/10(Sat)13:50 No.7950511  
    The following build is a demonstration of what can be achieved by an archer ranger using Shadowdance Armor from page 26 of Seekers of the Ashen Crown, Adventure Book One. The tactics of the build involve designating an enemy of your choice as your Hunter's Quarry, establishing adjacency with that quarry, moving your wolf companion into a position for flanking, and then firing away your ranger powers. Between combat advantage, Prime Shot, Prime Quarry, and Called Shot, you should benefit from a +4 (1 Prime Shot + 1 Prime Quarry + 2 combat advantage [flanking]) bonus to attack rolls and inflict an additional 5 damage with each hit. You can perform opportunity attacks thanks to the Sharpshooter paragon path, discouraging enemies from simply moving away from you, and any enemy that dares to attack your canine comrade with a melee attack receives a ranged basic attack, from your Beast Protector heroic feat, as thanks.

    This build does bear a few weaknesses compared to conventional rangers, however. The Beast Mastery class feature prevents you from entering the more potent Battlefield Archer paragon path, which requires the Archery Fighting Style, for one. Shadowdance Leather also comes in only cloth and leather, decreasing your AC by 1 due to you not being able to wear hide armor. Beast Protector, Called Shot, and Prime Quarry also consume three of your feat slots. The most substantial disadvantage is the precise positioning that you must accomplish and the range that you must forgo. Overall, I would say that this is not as versatile and effective as a more traditional ranger/Battlefield Archer, but should you desire something less generic out of a marksman, perhaps this can serve you well.
    >> Anonymous 02/06/10(Sat)13:51 No.7950523
         File1265482306.jpg-(1.83 MB, 1900x1800, Momiji Amaterasu Lick.jpg)
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    Level: 11
    Race: Human, Player's Handbook, pages 46-47
    Class: Ranger, Player's Handbook, pages 103-104
    Fighting Style: Beast Mastery (Wolf), Martial Power, pages 38-42
    Paragon Path: Sharpshooter, Martial Power, page 67

    Ability Scores:
    Level 1: Strength 8, Constitution 11, Dexterity 18+2, Intelligence 10, Wisdom 14, Charisma 10
    Level 4: Strength 8, Constitution 11, Dexterity 19+2, Intelligence 10, Wisdom 15, Charisma 10
    Level 8: Strength 8, Constitution 11, Dexterity 20+2, Intelligence 10, Wisdom 16, Charisma 10
    Level 11: Strength 9, Constitution 12, Dexterity 21+2, Intelligence 11, Wisdom 17, Charisma 10

    Feats:
    Human: Weapon Proficiency (Superior Crossbow), Player's Handbook, page 201
    Level 1: Speed Loader, Player's Handbook 2, page 189
    Level 2: Weapon Expertise (Crossbows), Player's Handbook 2, page 190
    Level 4: Weapon Focus (Crossbows), Player's Handbook, page 201
    Level 6: Lethal Hunter, Player's Handbook, page 198
    Level 8: Toughness, Player's Handbook, page 201
    Level 10: Beast Protector, Martial Power, page 132
    Level 11: Called Shot, Dragon Magazine #368, page 58
    Level 11 (replaces Toughness): Prime Quarry, Martial Power, page 144

    At-Will Attack Powers:
    Level 1: Nimble Strike, Player's Handbook, page 105
    Level 1: Predator Strike, Martial Power, page 43
    Level 1: Twin Strike, Player's Handbook, page 105

    Encounter Attack Powers:
    Level 1: Fox's Cunning, Player's Handbook, page 105
    Level 3: Disruptive Strike, Player's Handbook, page 106
    Level 7: Biting Volley, Martial Power, page 58
    Level 11: Stab and Shoot, Martial Power, page 67

    Daily Attack Powers:
    Level 1: Partnered Savaging, Martial Power, page 45
    Level 5: Spitting-Cobra Stance, Martial Power, page 47
    Level 9: Attacks on the Run, Player's Handbook, page 108

    Utility Powers:
    Level 2: Yield Ground, Player's Handbook, page 106
    Level 6: Guided Shot, Dragon Magazine #379, page 13
    Level 10: Defensive Volley, Dragon Magazine #383, page 50
    >> Anonymous 02/06/10(Sat)13:52 No.7950534
         File1265482347.jpg-(196 KB, 684x648, Momiji Amaterasu Sleeping.jpg)
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    Equipment:
    Main Hand: Rebounding Superior Crossbow +3 (Level 12, Free), Adventurer's Vault 2, page 21
    Armor: Shadowdance Leather +2 (Level 10, Free), Seekers of the Ashen Crown, Adventure Book One, page 26
    Neck: Amulet of Protection +3 (Level 11, Free), Player's Handbook, page 249
    Arms: Bracers of Archery +2 (Level 6, 1,800 gp), Adventurer's Vault, page 115
    Feet: Boots of the Fencing Master (Level 7, 2,600 gp), Adventurer's Vault, page 127
    Head: Heroic-Tier Eagle Eye Goggles (Level 2, 520 gp), Adventurer's Vault, page 140
    Loose Change: 80 gp

    Miscellany:
    Initiative: +11 (5 half level + 6 Dexterity modifier)
    Size: Medium
    Speed: 6 squares
    Vision: Normal
    Passive Insight: 18 (10 base + 5 half level + 3 Wisdom modifier)
    Passive Perception: 23 (10 base + 5 half level + 3 Wisdom modifier + 5 training)
    Trained Skills: Acrobatics, Dungeoneering, Heal, Nature, Perception, Stealth
    Languages: Common, choice of one other

    Hit Points:
    Hit Points: 74 (62 ranger + 12 Constitution score)
    Bloodied: 37
    Healing Surge Value: 18
    Healing Surges per Day: 7 (6 ranger + 1 Constitution modifier)

    Defenses:
    AC: 25 (10 base + 5 half level + 2 enhancement + 6 Dexterity modifier + 2 leather)
    Fortitude: 21 (10 base + 5 half level + 3 enhancement + 1 Constitution modifier + 1 racial + 1 class)
    Reflex: 26 (10 base + 5 half level + 3 enhancement + 6 Dexterity modifier + 1 racial + 1 class)
    Will: 22 (10 base + 5 half level + 3 enhancement + 3 Wisdom modifier + 1 racial)
    Special (Boots of the Fencing Master): When you shift, you gain a +1 item bonus to AC and Reflex until the end of your next turn.
    >> Anonymous 02/06/10(Sat)13:53 No.7950550
         File1265482429.jpg-(377 KB, 1024x768, Momiji Wolf Wink Sleeping.jpg)
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    Attacks:
    Attack Bonus (Non-Basic): +18 (5 half level + 3 enhancement + 6 Dexterity modifier + 1 Weapon Expertise + 3 proficiency)
    Attack Bonus (Basic): +19 (5 half level + 3 enhancement + 6 Dexterity modifier + 1 Weapon Expertise + 3 proficiency + 1 Eagle Eye Goggles)
    Damage Bonus (Twin Strike): +7 (3 enhancement + 2 Weapon Focus + 2 Bracers of Archery)
    Damage Bonus (Non-Twin Strike): +13 (3 enhancement + 6 Dexterity modifier + 2 Weapon Focus + 2 Bracers of Archery)
    Damage per [W]: 1d10 (Rebounding Superior Crossbow +3)
    Extra Critical Damage: +3d6 (Rebounding Superior Crossbow +3)
    Range: 20/40 (Rebounding Superior Crossbow +3)
    Action Point (Rapid-Fire Action): When you spend an action point to take an extra action, you can make a ranged basic attack with a bow or a crossbow as a free action before or after taking the extra action.
    Special (Hunter's Quarry): See the class feature on page 104 of the Player's Handbook.
    Special (Lethal Hunter): The extra damage dice from your Hunter's Quarry class feature increase from d6s to d8s.
    Special (Prime Shot, Called Shot, Prime Quarry): If none of your allies are nearer to your target than you are, you receive a +1 bonus to ranged attack rolls against that target. The bonus increases to +2 if the target is also your quarry. Whenever you successfully hit a target against whom you received your this bonus, your attack deals an additional 5 damage.
    Special (Opportunity Fire): You can use a bow or a loaded crossbow to make opportunity attacks. These attacks don't provoke opportunity attacks.
    Special (Beast Protector): If an enemy makes a melee attack against your beast companion, doing so provokes an opportunity attack from you.
    Special (Shadowdance Leather +2): Your area and ranged attacks don't provoke opportunity attacks.
    >> Anonymous 02/06/10(Sat)13:54 No.7950562
         File1265482495.jpg-(404 KB, 834x1236, Momiji Wolf Mount.jpg)
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    Item Powers:
    Boots of the Fencing Master (Encounter): Minor Action. Shift 2 squares. (You gain a +1 item bonus to AC and Reflex until the end of your next turn.)
    Rebounding Superior Crossbow +3 (Encounter): Free Action. Trigger: You attack an enemy with this weapon and miss. Effect: You make a ranged basic attack against a different enemy within 5 squares of that enemy.
    Bracers of Archery +2 (Daily): Minor Action. Ignore cover on your next attack this turn when using a bow or crossbow.
    Shadowdance Leather +2 (Daily): Free Action. Trigger: You move more than 3 squares. Effect: In bright light, your space and all adjacent squares become shrouded in dim light until the end of your next turn. If you were already in dim light, your space and all adjacent squares become dark, blocking line of sight, until the end of your next turn. You can see perfectly in this area of dim light or darkness.

    That is all.
    >> Anonymous 02/06/10(Sat)13:56 No.7950588
    THF, I swear, it's like we have a Wizards magazine article posted every few days. You're a beast. How do you come up with all this stuff?
    >> Anonymous 02/06/10(Sat)13:59 No.7950624
         File1265482795.jpg-(53 KB, 852x480, BEAST_MASTER-2.jpg)
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    Beastmaster?
    >> Anonymous 02/06/10(Sat)14:00 No.7950634
    Hey Touhoufag. Weapons of Summer (Dungeon 160, according to CB) deal +1d8 Fire damage on a hit. Any hit. Should every dual-wielder ever get a pair of these for +2d8 to every attack?
    >> Anonymous 02/06/10(Sat)14:03 No.7950655
    >>7950588

    You know how some autists are just really, really annoying CWC types? Touhoufag is the opposite, his autism is like...cool autism. Bro autism.
    >> Anonymous 02/06/10(Sat)14:04 No.7950674
    >>7950562
    >>7950550
    >>7950534
    >>7950523
    >>7950511
    You'll find any excuse to post Momiji, won't you?

    God bless ya, bro, god bless.

    So basically, this is your way of making those "Prime Shot Massive DPS" builds actually reliably do the listed damage, yeah?
    >> Anonymous 02/06/10(Sat)14:06 No.7950701
    >Between combat advantage, Prime Shot, Prime Quarry, and Called Shot, you should benefit from a +4 (1 Prime Shot + 1 Prime Quarry + 2 combat advantage [flanking]) bonus to attack rolls and inflict an additional 5 damage with each hit.

    Unless I'm missing something, Beastmaster Rangers don't get Prime Shot (and thus can't get Prime Quarry).
    >> G. D. !!Y8HG2fUusNY 02/06/10(Sat)14:08 No.7950726
    Huh. Three firsts in this thread:
    - the shortest Touhoufriend build I've ever seen;
    - a Touhoufriend "appreciation" (read: didn't immediately devolve into a festival of hatred) thread; and
    - no sagefags anywhere in sight.

    Though by saying that, I probably jinxed it. I'll take those Momiji pictures and leave you to your work.
    >> Anonymous 02/06/10(Sat)14:08 No.7950729
    >>7950701
    (or Called Shot).
    >> Anonymous 02/06/10(Sat)14:09 No.7950735
    >>7950634

    With the way Vulnerable and Resist work in 4e, that's actually incredibly useful. It subtracts a flat rate from the fire damage, if resistant, and adds a flat rate if vulnerable.

    So, let's say you attack something with Fire Vulnerable 5. You roll and get 20 sword-damage, 4 fire damage from Weapon of Summer. Due to the vulnerability you add 5 to that 4, for a total of 9 damage. 29 in total. Now if the target has Fire Resistance 5, you can't subtract more fire damage than there actually is, so you only lose out on the 4 fire damage and still get your full 20 damage from your sword-swing.

    At least, if I'm reading this right.
    >> Anonymous 02/06/10(Sat)14:11 No.7950764
    >>7950701
    "Doublechecks"

    Awe shite, TF, he's right.
    >> Anonymous 02/06/10(Sat)14:12 No.7950778
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    >>7950634

    The printed appearance of the Weapon of Summer can be found on page 119 of Dungeon Delve, where it is known as the "Longsword of Summer." While 1d8 additional damage on each hit that stacks with the item bonus from Iron Armbands of Power is considerable, the weapon in question is a very costly level 15/20/25/30 item, and fire damage is one of the most commonly-resisted damage types in the game. Since the item does not confer the Fire keyword onto your attack powers, it cannot be outfitted with a Khyber Shard of the Fiery Depth.

    A more optimal choice of weapon would be a Radiant Weapon augmented with a Siberys Shard of Radiance. This would incidentally save you from having to purchase Iron Armbands of Power. Creatures with resistance to radiant damage are few and far between, and are vastly outnumbered by monsters burdened by radiant vulnerability or regeneration that is negated by radiant damage. As well, this allows you to synergize with party members who specialize in applying radiant vulnerability, such as divine characters with Channel Divinity: Solar Enemy or the Morninglord paragon path.

    The classic quintet of a Frost Weapon, Gloves of Ice, a Siberys Shard of Merciless Cold, Lasting Frost, and Wintertouched is also optimal for increasing your damage output, but this "Frostcheese" combination is something that I shy away from out of principle and for the sake of practicality.
    >> Anonymous 02/06/10(Sat)14:14 No.7950801
    >>7950511

    Shadowdance armor stops you from getting AoO'd by shooting at people adjacent to you, correct?
    >> Anonymous 02/06/10(Sat)14:16 No.7950818
    > Frost Weapon, Gloves of Ice, a Siberys Shard of Merciless Cold, Lasting Frost, and Wintertouched

    > Next adventure arc goes to the south pole

    > and STAYS there, you git
    >> Anonymous 02/06/10(Sat)14:17 No.7950831
    >>7950801
    It stops your ranged and area attacks from provoking OAs, period.
    >> Anonymous 02/06/10(Sat)14:19 No.7950851
         File1265483981.jpg-(129 KB, 900x675, 1247693009628.jpg)
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    A thank you for the hard work
    >> Anonymous 02/06/10(Sat)14:20 No.7950861
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    >>7950634

    >So basically, this is your way of making those "Prime Shot Massive DPS" builds actually reliably do the listed damage, yeah?
    More or less, yes. No names shall be given, but too often, those who roam the CharOp board are conned into viewing the "Average At-Will DPR" numbers of certain ranger builds, which are tied down by the conditions that options such as Prime Shot, Prime Quarry, Called Shot, Prime Punisher ("If no other ally is adjacent to an enemy you are adjacent to..."), Lasting Frost, and Wintertouched demand, as values that can be reliably achieved. Presenting the damage output of your build in numerical terms is all well and dandy, but integrating conditional bonuses into the numbers without drawing attention to it is not very honorable.

    >>7950818

    I am less concerned by cold resistance (though that certainly is a metaphorical thorn in the side of "Frostcheese" builds) than by the variable resistance possessed by nearly every demon.
    >> Anonymous 02/06/10(Sat)14:22 No.7950880
    How does Variable Resistance work, again?
    >> Anonymous 02/06/10(Sat)14:47 No.7951205
    >Variable Resistance: As a free action, the monster chooses a type of damage from the following list: acid, cold, fire, lightning, or thunder. The monster gains the specified amount of resistance to the chosen damage type for the rest of the encounter, and this replaces any resistance the monster already had against that damage type. This is an encounter power unless otherwise noted. If a monster can use this ability more than once per encounter, it can resist only one type of damage from this ability at any one time.
    >A monster can’t use this ability to resist a damage type to which it has vulnerability.
    >> Anonymous 02/06/10(Sat)14:53 No.7951272
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    >>7950764

    Very well. We fall back on the Two-Blade Fighting Style.

    The following build is a demonstration of what can be achieved by an archer ranger using Shadowdance Armor from page 26 of Seekers of the Ashen Crown, Adventure Book One. The tactics of the build involve designating an enemy of your choice as your Hunter's Quarry, establishing adjacency with that quarry, and then firing away your ranger powers. Between Prime Shot, Prime Quarry, and Called Shot, you should benefit from a +2 bonus to attack rolls and inflict an additional 5 damage with each hit. You can perform opportunity attacks thanks to the Sharpshooter paragon path, discouraging enemies from simply moving away from you, and you can even flank with your allies for combat advantage.

    This build does bear a few weaknesses compared to conventional rangers, however. Shadowdance Leather comes in only cloth and leather, decreasing your AC by 1 due to you not being able to wear hide armor, and it is a rather costly item as well. Called Shot and Prime Quarry also consume two of your feat slots. The most substantial disadvantage of this build is the range that you must forgo. Overall, I would say that this is not as versatile and effective as a more traditional ranger/Battlefield Archer, but should you desire something less generic out of a marksman, perhaps this can serve you well.
    >> Anonymous 02/06/10(Sat)14:54 No.7951281
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    Level: 11
    Race: Elf, Player's Handbook, pages 40-41
    Class: Ranger, Player's Handbook, pages 103-104
    Fighting Style: Two-Blade Fighting Style, Player's Handbook, page 104
    Paragon Path: Sharpshooter, Martial Power, page 67

    Ability Scores:
    Level 1: Strength 8, Constitution 11, Dexterity 18+2, Intelligence 10, Wisdom 14+2, Charisma 10
    Level 4: Strength 8, Constitution 11, Dexterity 19+2, Intelligence 10, Wisdom 15+2, Charisma 10
    Level 8: Strength 8, Constitution 11, Dexterity 20+2, Intelligence 10, Wisdom 16+2, Charisma 10
    Level 11: Strength 9, Constitution 12, Dexterity 21+2, Intelligence 11, Wisdom 17+2, Charisma 10

    Feats:
    Two-Blade Fighting Style: Toughness, Player's Handbook, page 201
    Level 1: Weapon Proficiency (Superior Crossbow), Player's Handbook, page 201
    Level 2: Speed Loader, Player's Handbook 2, page 189
    Level 4: Weapon Expertise (Crossbows), Player's Handbook 2, page 190
    Level 6: Weapon Focus (Crossbows), Player's Handbook, page 201
    Level 8: Lethal Hunter, Player's Handbook, page 198
    Level 10: Durable, Player's Handbook, page 194
    Level 11: Called Shot, Dragon Magazine #368, page 58
    Level 11 (replaces Durable): Prime Quarry, Martial Power, page 144

    At-Will Attack Powers:
    Level 1: Nimble Strike, Player's Handbook, page 105
    Level 1: Twin Strike, Player's Handbook, page 105

    Encounter Attack Powers:
    Level 1: Fox's Cunning, Player's Handbook, page 105
    Level 3: Disruptive Strike, Player's Handbook, page 106
    Level 7: Biting Volley, Martial Power, page 58
    Level 11: Stab and Shoot, Martial Power, page 67

    Daily Attack Powers:
    Level 1: Split the Tree, Player's Handbook, page 106
    Level 5: Spitting-Cobra Stance, Martial Power, page 47
    Level 9: Attacks on the Run, Player's Handbook, page 108

    Utility Powers:
    Level 2: Yield Ground, Player's Handbook, page 106
    Level 6: Guided Shot, Dragon Magazine #379, page 13
    Level 10: Defensive Volley, Dragon Magazine #383, page 50
    >> Anonymous 02/06/10(Sat)14:55 No.7951290
    Quick unrelated question, where are the drowning rules in 4e?
    >> Anonymous 02/06/10(Sat)14:55 No.7951295
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    Equipment:
    Main Hand: Rebounding Superior Crossbow +3 (Level 12, Free), Adventurer's Vault 2, page 21
    Armor: Shadowdance Leather +2 (Level 10, Free), Seekers of the Ashen Crown, Adventure Book One, page 26
    Neck: Amulet of Protection +3 (Level 11, Free), Player's Handbook, page 249
    Arms: Bracers of Archery +2 (Level 6, 1,800 gp), Adventurer's Vault, page 115
    Feet: Boots of the Fencing Master (Level 7, 2,600 gp), Adventurer's Vault, page 127
    Head: Heroic-Tier Eagle Eye Goggles (Level 2, 520 gp), Adventurer's Vault, page 140
    Loose Change: 80 gp

    Miscellany:
    Initiative: +11 (5 half level + 6 Dexterity modifier)
    Size: Medium
    Speed: 7 squares (elf)
    Vision: Low-light
    Passive Insight: 19 (10 base + 5 half level + 4 Wisdom modifier)
    Passive Perception: 26 (10 base + 5 half level + 4 Wisdom modifier + 5 training + 2 racial))
    Trained Skills: Acrobatics, Dungeoneering, Nature (+2 racial), Perception (+2 racial), Stealth
    Languages: Common, choice of one other
    Special (Group Awareness): You grant non-elf allies within 5 squares of you a +1 racial bonus to Perception checks.
    Special (Wild Step): You ignore difficult terrain when you shift (even if you have a power that allows you to shift multiple squares).

    Hit Points:
    Hit Points: 84 (62 ranger + 12 Constitution score + 10 Toughness)
    Bloodied: 42
    Healing Surge Value: 21
    Healing Surges per Day: 7 (6 ranger + 1 Constitution modifier)

    Defenses:
    AC: 25 (10 base + 5 half level + 2 enhancement + 6 Dexterity modifier + 2 leather)
    Fortitude: 20 (10 base + 5 half level + 3 enhancement + 1 Constitution modifier + 1 class)
    Reflex: 25 (10 base + 5 half level + 3 enhancement + 6 Dexterity modifier + 1 class)
    Will: 22 (10 base + 5 half level + 3 enhancement + 4 Wisdom modifier)
    Special (Boots of the Fencing Master): When you shift, you gain a +1 item bonus to AC and Reflex until the end of your next turn.
    >> Anonymous 02/06/10(Sat)14:56 No.7951305
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    Attacks:
    Attack Bonus (Non-Basic): +18 (5 half level + 3 enhancement + 6 Dexterity modifier + 1 Weapon Expertise + 3 proficiency)
    Attack Bonus (Basic): +19 (5 half level + 3 enhancement + 6 Dexterity modifier + 1 Weapon Expertise + 3 proficiency + 1 Eagle Eye Goggles)
    Damage Bonus (Twin Strike): +7 (3 enhancement + 2 Weapon Focus + 2 Bracers of Archery)
    Damage Bonus (Non-Twin Strike): +13 (3 enhancement + 6 Dexterity modifier + 2 Weapon Focus + 2 Bracers of Archery)
    Damage per [W]: 1d10 (Rebounding Superior Crossbow +3)
    Extra Critical Damage: +3d6 (Rebounding Superior Crossbow +3)
    Range: 20/40 (Rebounding Superior Crossbow +3)
    Action Point (Rapid-Fire Action): When you spend an action point to take an extra action, you can make a ranged basic attack with a bow or a crossbow as a free action before or after taking the extra action.
    Special (Hunter's Quarry): See the class feature on page 104 of the Player's Handbook.
    Special (Lethal Hunter): The extra damage dice from your Hunter's Quarry class feature increase from d6s to d8s.
    Special (Prime Shot, Called Shot, Prime Quarry): If none of your allies are nearer to your target than you are, you receive a +1 bonus to ranged attack rolls against that target. The bonus increases to +2 if the target is also your quarry. Whenever you successfully hit a target against whom you received your this bonus, your attack deals an additional 5 damage.
    Special (Opportunity Fire): You can use a bow or a loaded crossbow to make opportunity attacks. These attacks don't provoke opportunity attacks.
    Special (Shadowdance Leather +2): Your area and ranged attacks don't provoke opportunity attacks.
    >> Anonymous 02/06/10(Sat)14:56 No.7951316
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    Item Powers:
    Boots of the Fencing Master (Encounter): Minor Action. Shift 2 squares. (You gain a +1 item bonus to AC and Reflex until the end of your next turn.)
    Rebounding Superior Crossbow +3 (Encounter): Free Action. Trigger: You attack an enemy with this weapon and miss. Effect: You make a ranged basic attack against a different enemy within 5 squares of that enemy.
    Bracers of Archery +2 (Daily): Minor Action. Ignore cover on your next attack this turn when using a bow or crossbow.
    Shadowdance Leather +2 (Daily): Free Action. Trigger: You move more than 3 squares. Effect: In bright light, your space and all adjacent squares become shrouded in dim light until the end of your next turn. If you were already in dim light, your space and all adjacent squares become dark, blocking line of sight, until the end of your next turn. You can see perfectly in this area of dim light or darkness.

    That is all.
    >> Anonymous 02/06/10(Sat)15:01 No.7951368
    >>7951290

    Probably in the DMG, along with the rules for Endurance checks and inhospitable terrain. I don't recall if there are any specific to drowning through. The 3e drowning rules were fucking brutal.
    >> Anonymous 02/06/10(Sat)15:03 No.7951391
    >>7951290
    Rules for swimming are on PHB1 p183. Once you fail swimming enough that you're deprived of air, you use the rules for drowning on DMG1 p159.
    >> Anonymous 02/06/10(Sat)15:06 No.7951417
    >>7951391
    Oh, but if you manage to hold your breath when you go under, you can make Endurance checks to hold your breath (see PHB1 p184-185) to hold your breath before you resort to the drowning rules.
    >> Anonymous 02/06/10(Sat)15:23 No.7951689
    >>7951417

    So, how long does it take for a Bear to drown? This is more important than you'd think.
    >> Anonymous 02/06/10(Sat)16:04 No.7952249
    >>7951689
    Well, let's see. A Cave Bear (Level 6 Elite Brute) has a +8 to Athletics checks to swim (5 from strength, 3 from level, no training) and +5 to Endurance checks (2 from constitution, 3 from level, no training).

    For the first hour, assuming calm water, he'll have to make DC10 Athletics checks to swim each round. With a +8, he can succeed on any result but a 1, but he'll never fail by 5 or more, so he'll never actually sink; he just won't always get to move half his speed. So he's safe for the first hour.

    After the first hour, he'll make DC15 Endurance checks each hour(?), adding 2 to the DC for each additional hour. With a +5 bonus on the check, he's got a 55% chance of making it on the second hour, 45% chance on the third, 35% on the fourth, 25% on the fifth, 15% on the sixth, 5% on the seventh, and no chance on the eighth hour.

    Whenever he does sink, I'll assume that the bear isn't smart enough to hold his breath. After three minutes, he'll have to make another Endurance check every round, starting at DC20 and adding 5 to the DC each round. It won't be long before he starts to drown.

    After he fails the first check, he loses his only healing surge. On subsequent checks, he loses 6 HP (because he's level 6) each time he fails. With 170 HP, it'll take him 29 more failed checks to reach 0 HP, and 43 rounds if you let him reach -bloodied (which you probably won't). That'll take just about 3 minutes.

    I'll let you run the numbers yourself, but on average I think the bear will last about 2 and half hours.
    >> Anonymous 02/06/10(Sat)18:19 No.7954228
    >>7950701
    Beastmasters don't get Prime Shot?

    Seriously? This is the first time I've known of that. Did they WANT Beastmasters to suck?
    >> Anonymous 02/06/10(Sat)21:06 No.7956428
    >>7954228
    I double-checked it in the Character Builder, and yeah, Beastmasters do not get Prime Shit, and yes, WotC probably wanted them to suck.

    After the clusterfuck that was 3.5's balance/power spread, WotC has been very, VERY wary of certain things that made 3.5 off-balance. Secondary PCs (animal companions, familiars, etc.) is one of those things they made less powerful for this reason, as well as Constitution as a stat; note that it took 3 PHBs to get a character class that is Con-primary (battlemind), and that the concensus appears to be that they are abysmally weak.

    In comparison, when was the last time you heard of a non-elf in 3.5 having a Con score under 14? WotC took this too mean it was a God-Stat and "nerfed" the hell out of ti from the get-go.
    >> Anonymous 02/06/10(Sat)22:47 No.7957797
    >>7956428
    Constitution warlocks exist, you know.
    >> Anonymous 02/06/10(Sat)22:53 No.7957882
    >>7957797

    What a coincidence that both battleminds and Conlocks suck.
    >> Anonymous 02/06/10(Sat)23:05 No.7958080
    >>7952249

    Bears swim pretty regularly, I bet it knows to hold its breath, but realistically...when you go under, you rarely have the energy left to do so.



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