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8 months ago ::
Oct 14, 2012 - 4:27PM
#4261
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Date Joined:
Apr 16, 2009
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DMing my first full campaign, and I ned to build the "antiparty". I've got most of them figured out, but there's one I just can't figure out how to do. For story purposes, she's a Dragon Tamer. Unfortunately, I can't really think of any class that's good to fit this role....Little help?
4E? And you're asking about classes for NPCs? Throw the lot out and start over.
Well, don't exactly throw them out. Keep them as a first draft, and use them as a guide to what sort of abilities your NPCs built according to NPC rules might have.
For the dragon-tamer, on that line your three best things to look at are (a) beastmaster ranger, (b) Fey Beast Tamer theme, or (c) if she is taming a dragon that is still very very young and very very small, Animal Master theme.
(Personally I think the latter would rock for RP. "Yes, I'm really one of the dreaded Dragon Warriors of Overthere. Would you like to meet my dragon? Oh, it's no trouble, she's right here in my backpack sleeping." Mechanically, though, it's a bit weak.)
A bit more seriously, you need to determine whether she has a dragon with her (and if so, how capable, obedient, and loyal it is, and whether it has an "instinctive action" like a Druid summon), and then what abilities she has on her own. Do these dragon-tamers ride their dragons? Then I would expect proficiency with weapons suitable for use while riding a dragon, as well as weapons suitable for use in taming and training young dragons. Thrown weapons, particularly nets and spears, I think. If they don't then I would expect an ordinary assortment of melee and ranged weapons. Plus whips, maybe.
I'd say that a dragon-rider would be a skirmisher, assuming of course that she has a rideable dragon. With a combat-worthy but non-rideable dragon I'd go with a controller, or possibly artillery by directing a flying dragon where to attack.
"The world does not work the way you have been taught it does. We are not real as such; we exist within The Story. Unfortunately for you, you have inherited a condition from your mother known as Primary Protagonist Syndrome, which means The Story is interested in you. It will find you, and if you are not ready for the narrative strands it will throw at you..." - from Footloose
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8 months ago ::
Oct 14, 2012 - 6:48PM
#4262
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Where would I find these PC templates in the tools offered to me through D&D Insider?
You won't. Try the discussion of companion characters as presented in DMG2, pages 29-31. (EDIT: This free excerpt contains some but not all of the discussion. In particular, it's missing advice about how to assign features depending on role.) Good luck.
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8 months ago ::
Oct 14, 2012 - 7:31PM
#4263
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Date Joined:
Nov 17, 2009
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Do anyone here know where is the DC lores for spellplagued's or/and spellscar's conditions on creatures and the source's where these formalized DC checks' information are listed?
No general DC exist for Plaguechanged or Spellscarred Lore AFAIK. You can use the default Knowledge Skills check in Rule Compendium pg. 129 to dispense informations using the Skill you think is most appropriate (Arcana is a good choice).
More informations on Plaguechanged and Spellscarred can be found in the Forgotten Realms Campaign Guide pg. 51. More information on Plaguescarred can be found here XD
KNOWLEDGE CHECK Information DC General Easy Specialized Moderate Esoteric Hard
Thanks Plaguescarred, with your information I have manged to put this together: KNOWLEDGE CHECK Spellscarred Information DC General Easy: An active spellscar might appear as jagged cracks of blue light racing across the forearms and hands, a corona of cerulean flame, a blazing blue glyph on the forehead, or perhaps even wings of cobalt flame. In all instances, blue fire is a sure indicator of a spellscar. Spellscars are usually gained when creatures come too close to a certain type of strange arcane energy weaving either inactive or active in a vicinity of an object or an area. Rare enough a spellscar is a physical abnormality, yet in all cases the sign a being is spellscar is a blue colored physical irregularity but more than often this blue marling is an intangible mark that appears only when its power is activated. The more evident the spellscar’s marking is the more control the spellscar victim has over the weaved energy’s effects and conditions.
Specialized Moderate: Even though these afflict beings who never had came close or made any contact with the main center of the contagion rampant magical focus; the energy can travel as a weave energy been attracted to or drifting into pockets of similar energies. A creature can learn to master its spellscar through a variety of methods. Some beings travel to the site of events where such affliction has occurred in hopes of gaining a spellscar; these such “scar pilgrimages” are mainly an indication that an individual or a group are seeking to obtained or harnessed a powerful arcane source from within themelves. Esoteric Hard: Most of these similar energies are created by powerful necromancers or dark sorcerers whom have developed their own unique methods for harnessing the dark energy from and in places like far realms of the Elemental landscape and the mysterious realms of the Shadowfell. There has been documented and witnessed events recorded in even more regions of these cases and in every such of an event occurrence the creation of these weaving energy manifested in a plagued-like affliction yet in the Shadowfell Realm such affliction following a strange event seems to be limited to one or two of the witness instead of wide-spreading.
Do you think this accurated enought to fly (or to put in DnD play)?
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8 months ago ::
Oct 14, 2012 - 7:49PM
#4264
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Date Joined:
May 12, 2009
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You're welcome! Looks good to me ...
Yan Montréal, Canada
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8 months ago ::
Oct 14, 2012 - 10:51PM
#4265
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If you're talking about the adventure Tools Monster Builder, that's entirely legitimate, it's just discontinued support.
"Invokers are probably better round after round but Wizard dailies are devastating. Actually, devastating is too light a word. Wizard daily powers are soul crushing, encounter ending, havoc causing pieces of awesome." -AirPower25 Sear the Flesh, Purify the Soul; Harden the Heart, and Improve the Mind; Born of Blood, but Forged by Fire; The MECH warrior reaches perfection. My Guides
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8 months ago ::
Oct 15, 2012 - 6:50AM
#4266
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Date Joined:
Sep 20, 2012
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I've removed content from this thread. copyright violation is a violation of section 4 of the Code of Conduct You can review the Code of Conduct here: company.wizards.com/conductPlease remember to keep your posts polite, on topic and refrain from personal attacks. You are free to disagree with one another as long as it is done in a respectful manner.
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8 months ago ::
Oct 16, 2012 - 7:50AM
#4267
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Date Joined:
Sep 30, 2012
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So, I have a total newbie question to ask...under a PC's or monster's stats, what do the +'s mean next to the numbers? I know they mean to add that number when applicable, but I'm not exactly sure when it is applicable.
For instance, under a kobold, for the spear weapon it says (standard; at-will;minion attack) +5 vs. AC; 4 damage
To me this reads that the spear does 4 damage if it hits, it is a standard attack for the kobold and I would add a +5 to the to-hit roll?? I don't get it. Cos some other monsters have like a +20...am I wrong? Can someone please clarify this for me?
Also, AC in 4e just goes by random # right? Like when rolling against AC you just have to have a higher # than their AC?
Thanks guys!!
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8 months ago ::
Oct 16, 2012 - 8:03AM
#4268
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Date Joined:
Sep 19, 2007
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So, I have a total newbie question to ask...under a PC's or monster's stats, what do the +'s mean next to the numbers? I know they mean to add that number when applicable, but I'm not exactly sure when it is applicable.
For instance, under a kobold, for the spear weapon it says (standard; at-will;minion attack) +5 vs. AC; 4 damage
To me this reads that the spear does 4 damage if it hits, it is a standard attack for the kobold and I would add a +5 to the to-hit roll?? I don't get it. Cos some other monsters have like a +20...am I wrong? Can someone please clarify this for me?
Exactly correct. Monsters with higher To Hit numbers are higher level monsters meant to be pitted against higher level characters, who will very likely have an AC well over 20. Attacks and defenses scale with level. Monsters scale up every level, while PCs scale up every other level, balanced by magical gear.
Also, AC in 4e just goes by random # right? Like when rolling against AC you just have to have a higher # than their AC?
Thanks guys!!
Almost correct. If you meet or exceed the relevent defense with your attack, you hit. The number does not need to be higher, equal is good enough.
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8 months ago ::
Oct 16, 2012 - 8:36AM
#4269
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Date Joined:
Sep 30, 2012
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So, I have a total newbie question to ask...under a PC's or monster's stats, what do the +'s mean next to the numbers? I know they mean to add that number when applicable, but I'm not exactly sure when it is applicable.
For instance, under a kobold, for the spear weapon it says (standard; at-will;minion attack) +5 vs. AC; 4 damage
To me this reads that the spear does 4 damage if it hits, it is a standard attack for the kobold and I would add a +5 to the to-hit roll?? I don't get it. Cos some other monsters have like a +20...am I wrong? Can someone please clarify this for me?
Exactly correct. Monsters with higher To Hit numbers are higher level monsters meant to be pitted against higher level characters, who will very likely have an AC well over 20. Attacks and defenses scale with level. Monsters scale up every level, while PCs scale up every other level, balanced by magical gear.
Also, AC in 4e just goes by random # right? Like when rolling against AC you just have to have a higher # than their AC?
Thanks guys!!
Almost correct. If you meet or exceed the relevent defense with your attack, you hit. The number does not need to be higher, equal is good enough.
Awesome, thanks!
Also could you clarify what/where a characters savings throws are?
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8 months ago ::
Oct 16, 2012 - 8:55AM
#4270
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Date Joined:
Sep 19, 2007
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Awesome, thanks!
Also could you clarify what/where a characters savings throws are?
In 4E, saving throws as you know them from previous editions are gone. Instead, you make attack rolls against defenses that are not Armor Class (Non Armor class Defenses, or NAD). Where the enemy previously would roll a Reflex save, you now roll an attack against their Reflex defense. This was a design decision to increase transparency and to keep the players active during their turn.
Saving throws in 4E are now a measure of duration. When an effect says "(save ends)", it means that you roll a d20 at the end of your turn for every (save ends) effect from which you currently suffer. If you roll a 10 or higher, the effect ends, if you roll 9 or lower, the effect persists to the end of your next turn. Some elements will impose a bonus or penalty to saves, i.e.; an effect that give a +2 bonus to a saving throw means you only need to roll an 8 or higher to end the effect.
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