ok then. Much easier for us then. You know, why not just have him appear-> there were still unbroken boxes in the starting room, perhaps he was asleep, and Alexander sent him directly to us.
In other news, Mucco, if you are right, then Bleerie will need to spot them for the rest of us.
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I'm going to roll spot, listen, and initiative rolls from now on the keep things moving along. So if you rolled I used that roll, if you didn't get the chance to roll, I did so for you.
ok. Is the lantern near Gale close enough to AAO? If I use eldritch chain on it, are there other hostile targets in range?
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if you need a cl check to beat sr... (1d20+10)[30]
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The difference between a party of adventurers and a ravenous horde of murderhobos: The hobos need that description. For adventurers, it is assumed.
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Wait for my post Medic, I'm about to give Krgg one more attack!
I just saw this a hair too late =( If it matters he's having to burn a move to draw anyway and only has a standard available for attacking.
Speaking of which, I'll go ahead and do dem rolls:
Spoiler
Attack - (1d20+22)[37]Crit confirm - (1d20+22)[31]Slashing Damage - (2d4+15)[21]Critical Damage - (2d4+15)[23]Vicious damage - (2d6)[4]Divine Surge damage - (8d8)[44] and Vicious damage to me - (1d6)[2] and if the attack hits, Krgg will heal 2hp from his actual hitpoints from Martial Spirit. *The extra two atk/damage is from Furious Counterstrike, almost forgot that part. Edit: And looks like 15 on the die for the attack roll, crit threat <3
The anime nerd in me has to do this, I apologize.
GETSUGA TENSHOU
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Thought I might point out that my character will do everything in its ability to avoid being threatened in the position it's casting the spell from. If this were not the case, Concentration check: (1d20+16)[24] for DC 20 to cast defensively.
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You did say "little pieces" lol...that extra 3 atk/dmg woulda been nice though =( Stupid impatient orcs
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Gale know Planes on the lanterns and the trumpet (1d20+14)[18] (1d20+14)[28]
if they are casting spells, spellcraft to id the spell (1d20+14)[22] (1d20+14)[23] (1d20+14)[17] (1d20+14)[20]
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The difference between a party of adventurers and a ravenous horde of murderhobos: The hobos need that description. For adventurers, it is assumed.
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just draw bow and move 10' in a direction that is not 'off the boat' then.
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you are not alone. The best I can do is 7d6 damage per round. for 3 rounds. I can also fly though, which offsets that somewhat.
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The greater maneuver does 6d8 extra damage, plus 2d8 for each Constitution point the character is willing to sacrifice. In my group, we decided that it was a typo and swapped the two: Divine Surge does 6d8, Greater Divine Surge does 8d8+more.
It should also be noted that he rolled very high on his damage.
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yeah divine surge is (at these levels) a very high damage maneuver, but that's also all it does, and them were some awful good rolls, with a damn near full furious counterstrike and a crit. there's no such thing as an inadequate character!
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The greater maneuver does 6d8 extra damage, plus 2d8 for each Constitution point the character is willing to sacrifice. In my group, we decided that it was a typo and swapped the two: Divine Surge does 6d8, Greater Divine Surge does 8d8+more.
It should also be noted that he rolled very high on his damage.
True, but we are the same level and he can one hit me without a crit on only a marginally good damage roll. And I have d12s for most of my HD!
and I have d6's and that hit would have killed me. then brought me back. and then killed me.
if he can deal 8d8 damage consistently, I am complaining. I can only hit for 7d6, so fewer die, and lower die.
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Wow, you must have avoided Constitution! That crit from him wouldn't have sent me unconscious and I have d8s...
I rolled abysmally low and have a con penalty. Only a 12 con here. I have 74 HP....
Quote:
Originally Posted by Archmage1
and I have d6's and that hit would have killed me. then brought me back. and then killed me.
if he can deal 8d8 damage consistently, I am complaining. I can only hit for 7d6, so fewer die, and lower die.
So long as he rolls it, well see it once a combat.
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Hrm, well, some distinctions have to be done. The guy there is melee, and melee should do more damage than ranged. If only to give melee a purpose - why risk getting smashed if you're doing less damage anyway? The melee guy has the right to be the main damage dealer.
Second, you do 7d6 three times per day, and probably you do 6d6 normally, is that right? That would be eldritch blast damage. It has many advantages over melee attacks: first, it is ranged which is itself a good thing; second, it targets touch AC instead of regular AC, which means autohit usually; third, it is magical damage and therefore doesn't suffer from DR - I bet that hit of Krgg will be a bit mitigated, all outsiders have some DR. It's true that you have SR to overcome, but any warlock worth its salt has taken steps to fix that problem (and IIRC there are class features that help with it?); fourth, and perhaps most important, you can add a couple nifty side-effects to the blast. Things like Vitriolic Blast or the chain thingy make it extremely powerful, in my opinion. All stuff a crusader can't do with his attack roll.
You can't really expect doing damage comparable to his falchion when your blast has so many advantages.
Then, there is the rest of your class. You can fly (!) and do many other things with your invocations. You can UMD like a boss, and in two levels time, if you're staying Warlock, you will be the cest magic item crafter there is this side of the Artificer. You've got Detect Magic at will, so with a Spellcraft high enough you can be the party identifier.
Warlock is utility, man. Not damage. Damage is what you do when you're bored. Warlock is a toolbox/debuff character with good evasive abilities, you can't expect to deal as much damage as a crusader.
About Divine Surge: it will only be available to him once every 4 rounds, or every 3 rounds if he took a feat, barring shenanigans like the idiot crusader. Without it, however, the man can full attack for three attacks under haste or similar, and those attacks will average 20+ damage because of his huge strength. I don't think he's even power attacking. Your standard action is worth 6d6 = 21 damage; he's doing triple of that on a full attack, which will be most of his damage, and that would be possible for a Fighter as well. There is no OPness at all. 8d8 might be a bit much but it doesn't break anything IMO - it's still a standard action, so it'll be less damage than a full attack. It's utility damage when you have to take a move action.
So, bottom line: I suggest you stop looking at your class like a blaster, because it isn't one. You might be able to turn it into a blaster with Hellfire Warlock, which gives you +6d6 in three levels (with drawbacks), and the Eldritch Glaive invocation that lets you full attack with your EB in melee. You'd go quickly to 3x12d6 on a full attack, which is some good damage. But for now, you're a toolbox and debuffer. No reason to complain about his build.
Aaaanyway, whose turn is it?
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And I think Dram's the last party member post we're waiting on.
Just to toss this into the discussion, everyone says melees can't have nice things etc etc, but they've always been the kings of hitpoint damage. Krgg isn't really even optimized tbh...this one time, at band camp, I saw an 8th level orc one-shot a maralith
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Just in case, in any game I've applied to without being selected: DMs are more than welcome to use my submission as an NPC as they wish!
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New round, Krgg take an attack of opportunity on the winged archon. While Noru did move to a location that provided an unobstructed view from the closest lantern, the lantern then moved.
Actually, Greater chausible lets me deal 7d6 all day long.
As far as adding effects to the blasts go, I only have 6 spells, any my cha is fairly minimal, so I avoided saving throws, as at this level, they would be around 15-18, which is more or less auto success now.
Avoiding hellfire for now, as I lack the skill points for intimidate.
It just always makes me sad, seeing someone deal more than 2 times my maximum possible damage.
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Characters Alexis, Kingdom of Arim Arianne, World's Transformation Erethiel, Shadows of the Past Eolande, Triple Threat Taren, Red Hand of Doom Liriel, Curious Companions
Actually, Greater chausible lets me deal 7d6 all day long.
As far as adding effects to the blasts go, I only have 6 spells, any my cha is fairly minimal, so I avoided saving throws, as at this level, they would be around 15-18, which is more or less auto success now.
Avoiding hellfire for now, as I lack the skill points for intimidate.
It just always makes me sad, seeing someone deal more than 2 times my maximum possible damage.
Don't worry, I'm a melee character and it's more than I can expect to deal with all four attacks hitting in a Whirling Frenzy! Oh well, I just hope my AC is higher, and I'm faster, and I have blind sense...and well that's it until I gain flight in four levels.
I can fly, teleport, and shatter things. What more would I want? (besides blast essences)
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The difference between a party of adventurers and a ravenous horde of murderhobos: The hobos need that description. For adventurers, it is assumed.
Current Character List:
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Characters Alexis, Kingdom of Arim Arianne, World's Transformation Erethiel, Shadows of the Past Eolande, Triple Threat Taren, Red Hand of Doom Liriel, Curious Companions
Just a note, with flying with good maneuverability, Krgg's speed to move upwards is at half speed.
Since we seem to have a lot of flying capabilities in the party, I am going to post this link about movement. I find the Tactical Aerial Movement section quite helpful for flying characters
And I'm going to assume that as long as your characters are aware of the movement from the boat that you are maintaining the speed and direction that it is following (without incurring movement). Since it is still moving, and I'll do this for any other aerial situations on moving vehicles.