Yeah, I look forward to getting in on this action.
Synergy-wise I think Headsman's Chop is a feat that adds damage to prone'd enemies, but am not in a position to look it up ATM (in bed and books are over there...)
Oh, how the gears turn...
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Thanks Gigi Digi for the avatar.
Headsman's Chop and Grounding Shot are two feats that grants extra damage against prone targets; GS also removes the penalty for ranged attacks against prone targets.
On the MBA note, two strategic considerations are when Bugbear has someone grabbed or slowed nearby he can knock them prone with his attack (World Serpent's Grasp). Secondly, as a fighter Bugbear will "mark" any enemy he attacks, so you can use that to take some heat off another PC if necessary.
By the way, are you limited to attacking the foe you're grappling?
Whoops, sorry, missed your question. The answer is no in most cases, but whatever hand is grabbing will remain occupied (at least until I can find a Sash of Ensnarement *coughwishlistcough*), and if I step away from the enemy than I can not maintain the grab. Releasing the grab is a free action, so if I need to let go and charge elsewhere I can do so.
If I can get two enemies grabbed at once, then I am limited to only attacking them (at least until I can find a Boar Tusk Helm *coughwishlistcough*).
Last edited by MiketheMountain : 09-07-2011 at 12:17 PM.
Whoops, sorry, missed your question. The answer is no in most cases, but whatever hand is grabbing will remain occupied (at least until I can find a Sash of Ensnarement *coughwishlistcough*), and if I step away from the enemy than I can not maintain the grab. Releasing the grab is a free action, so if I need to let go and charge elsewhere I can do so.
If I can get two enemies grabbed at once, then I am limited to only attacking them.
What level is the Sash of Ensnarement? Also, I'd like everyone to post their wishlists, with item levels.
I don't know enough about items to know what would be good for me.
So, I guess my wishlist would be "anything that would be good for a tactical warlord".
Same for me, I´m new, and being new means "anything you throw at me that I can use as a wizard is good." Specially if it is one of those "bigger on the inside" packs.
__________________ New avatar by Dirtytabs! 20% better than expected!
Iron Armbands of Power are a level 6 item that add +2 to all melee damage. They are a tubular item for me.
Any Accurate Holy Symbol +2 or more with an effect would be better than my vanilla Magic one. Levels would be 7+
I think I would benefit from a neck slot item, since I have none, and my nADs are lacking... A cloak would be suitably Vampire-y, I should think. Though a brooch would be just as effective. Any enchant would do.
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Thanks Gigi Digi for the avatar.
Snake, Reaper, I don't mind putting a few ideas together for you. There are a few common "optimizer" choices, but I'll also look for more interesting items that suit your character backgrounds.
A few heroic-tier items that really help my character concept are:
Sash of Ensnarement (Level 8, Waist)
Goliath's Belt (Level 9, Waist)
Boots of the Giantkind (Level 9, Feet) OR Jester Shoes (Level 2, Feet)
Boar Tusk Helm (Level 7, Head)
Feyslaughter Spiked Gauntlets (Level 9, Weapon)
Grasping Javelin (Level 6, Weapon)
Iron Armbands of Power (Level 6, Arms) OR Razor Bracers (Level 7, Arms)
Tattoo of Bloodied Chains (Level 7, Wonderous)
Backlash Tattoo (Level 9, Wonderous)
Battle Standard of the Hungry Blade (Level 9, Wonderous)
Moradin's Blessing of Iron (Level 3 or 8, Divine Boon)
Kord's Mighty Strength (Level 3 or 8, Divine Boon)
Avandra's Blessing of Confidence (Level 3, Divine Boon)
Oh, hey isn't there a tattoo that increases damage based on adjacent allies who also have that tattoo? Don't recall the name but I think it is a heroic level one. They are in Adventurer's Vault IIRC
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Thanks Gigi Digi for the avatar.
@Lemonus I see on the last map that you have Bugbear in G1. He had actually only moved to G2. Minor difference, but it might be relevant later if he starts dragging that Darter around.
Tattoos were introduced in the Adventurer's Vault 2. They are essentially another magic item with various enchantments, some of which work in conjunction with other party members if they share the same tattoo. A PC can only have one magic tattoo at a time.
Example: Backlash Tattoo
Spoiler
Backlash Tattoo | Level 9 Uncommon Boars, sharks, and other creatures that enter a frenzy when wounded are used for this tattoo. Price: 4,200 gp Wondrous Item Property: The first time you're bloodied during an encounter, you can make a basic attack as an immediate reaction.
Published in Adventurer's Vault 2, page(s) 84.
Boons and Training were introduced in the Dungeon Master's Guide 2 and the Dark Sun Campaign Setting, and expanded in various books and articles since. They are a way (purely DM dependent) for PCs to be granted awards other than equipment, gold, or XP, and to tie those awards to story elements. Mechanically, they grant bonuses or powers like equipment does.
Example: Moradin's Blessing of Iron
Spoiler
Moradin's Blessing of Iron | Level 3 Uncommon Moradin grants the strength of the mountain and the toughness of iron to followers who win his favor. His blessing augments both body and mind, instilling bravery and toughness in his chosen. Price: 680 gp Divine Boon Property: If an enemy pushes you, you can reduce the distance you are pushed by 2. If an enemy pulls you and that pull leaves you adjacent to that enemy, you can make a melee basic attack against that enemy as an opportunity action. Power (Daily): Immediate Interrupt. Trigger: You take damage. Effect: Reduce the damage you take by 5.
Published in Dungeon Master's Guide 2, page(s) 141.
It is completely up to you whether you want to use these kind of things in this campaign; I included them in my wish list because I really like the "fluff" behind them (gods granting you special favour, great masters teaching you a secret technique, etc.).
The darter tries to struggle free of Bugbear. [roll] If it does, it will stand up, and then move to N1.
I just noticed this from an earlier turn, and I wanted to bring it up quickly for clarification. Grappling has always been messy in D&D, but since it's so central to Bugbear's character I want to make sure we're on the same page.
(NOTE: As you are the DM, I absolutely bow to your final arbitration on how you want to run this; I just want to be sure I understand how it's going to work for this game.)
According to the standard D&D rules:
ESCAPE: MOVE ACTION
Acrobatics or Athletics: Make an Acrobatics check vs. Reflex or an Athletics check vs. Fortitude against
the creature or effect that immobilized you.
Check: Resolve your check.
Success: You end the grab and can shift as part of this move action.
Failure: You’re still grabbed.
Bugbear's strategy is to have an enemy prone and grabbed. For an enemy in this situation, it has to first escape the grab (move action), then stand up (another move action) before it can move any further (barring any action points or special abilities, i.e.: being able to shift while prone).
I don't mean to nitpick, but since this is (hopefully) going to be a recurring theme in upcoming battles, I wanted to address it early.
Last edited by MiketheMountain : 09-07-2011 at 11:06 AM.
So, I guess my wishlist would be "anything that would be good for a tactical warlord".
Here are a few heroic-tier items I like for Tactical Warlords in general, as well as a couple that suit your Dwarfy-influenced background:
Armor:
Dwarven Armor (L7)
Armor of Dwarven Vigor (L7)
Tactician's Armor (L10)
Weapon:
Communal (L9)
Chieftain's (L8, polearm or spear only)
Feet:
Dwarven Greaves (L7)
Head:
Helm of Battle (L9)
Helm of Heroes (L10)
Neck:
Healer's Brooch (L9)
Periapt of Cascading Health (L10)
Waist:
Baldric of Tactical Positioning (L8)
Diamond Cincture (L10)
Wonderous:
Battle Standard of Healing (L3)
Cask of Liquid Gold (L3)
Obviously there are a ton of great items out there, I only mention a few that I found interesting.
A couple things I've found playing Warlords: with your high Intelligence bonus, you might want to consider wearing Hide armour instead of Chain to avoid the penalties for heavy armour. Also, I found having a reach weapon (i.e., polearm) to be extremely useful, allowing you to act in melee while still staying behind the defenders. That's just my opinion though, don't let it get in the way of playing the character you have in your head!
Same for me, I´m new, and being new means "anything you throw at me that I can use as a wizard is good." Specially if it is one of those "bigger on the inside" packs.
Mages are tough to shop for, since they can be so versatile and focus on so many different styles of play. I tried to pick things that suited what you have already and what your background seemed to indicate would be appropriate.
Implements:
Mnemonic Staff (L7)
Staff of the War Mage (L8)
Armor:
Battle Harness (L9)
Parchment Armor (L9)
Neck:
Amulet of Elegy (L7)
Deep-Pocket Cloak (L7)
Cloak of Distortion (L9)
Hands:
Illusionist's Gloves (L9)
Resplendent Gloves (L5)
Head:
Headband of Intellect (L10)
Laurel Circlet (L10)
Waist:
Potion Bandolier (L8)
Wonderous:
Handy Haversack (L10)
Mages that focus on the Illusion school often go with Orbs as an implement, and look for items that allow them to debuff enemy saving throws against their effects. Evokers are more damage-focused, like to use Staffs and look for items that help blow stuff up real good.