Community

 
Jump Menu:
Post Reply
Page 4 of 15  •  Prev 1 2 3 4 5 6 ... 15 Next
Switch to Forum Live View Crivens! A Pictsie's Guide
1 year ago  ::  Jan 05, 2012 - 3:45PM #31
furious_kender
Date Joined: Oct 25, 2007
Posts: 2,129

Jan 5, 2012 -- 3:38PM, mellored wrote:



Jan 5, 2012 -- 2:06PM, furious_kender wrote:

I don't know if you mentioned this, but you're immune to bursts from an enemy if you're in their square.  This is significant, especially if you can block their shifting too. 


You still are.  Added it to the rules.




You're right.  I didn't notice that the RC changed the rules for close bursts.  In the PHB version it states that "A close burst does not affect the origin square, and thus, the character using the power is unaffected."  There was clearly a hole in the burst, which is why you didn't get hit by unfriendly bursts.  With that said, it should be mentioned in the guide, as I'm sure I'm not the only one who didn't notice the change in the RC. 

Quick Reply
Cancel
1 year ago  ::  Jan 05, 2012 - 3:48PM #32
SonsofNorthWind
Date Joined: Mar 3, 2009
Posts: 399
I think you should be able to use your Flight to add another 7 vertical squares to the Dreamwalker Dimensional Scramble?

0. Start 1 square up, with Dream Form in play
1. Move action: fly 6 straight up, move Dream Form next to enemy
2. Set area for Dimensional Scramble 10 squares diagonally up and away from you.
3. Enemy has 45% chance of falling 19 squares for 4d10+25 damage + prone. 
4. You fall 6 squares back to altitude 1.
Quick Reply
Cancel
1 year ago  ::  Jan 05, 2012 - 3:51PM #33
rjsilverthorn
Date Joined: Feb 19, 2006
Posts: 1,473

Jan 5, 2012 -- 3:45PM, furious_kender wrote:

Jan 5, 2012 -- 3:38PM, mellored wrote:



Jan 5, 2012 -- 2:06PM, furious_kender wrote:

I don't know if you mentioned this, but you're immune to bursts from an enemy if you're in their square.  This is significant, especially if you can block their shifting too. 


You still are.  Added it to the rules.




You're right.  I didn't notice that the RC changed the rules for close bursts.  In the PHB version it states that "A close burst does not affect the origin square, and thus, the character using the power is unaffected."  There was clearly a hole in the burst, which is why you didn't get hit by unfriendly bursts.  With that said, it should be mentioned in the guide, as I'm sure I'm not the only one who didn't notice the change in the RC. 




Interestingly, the diagram for a close burst in the RC still excludes the origin square.

Quick Reply
Cancel
1 year ago  ::  Jan 05, 2012 - 3:51PM #34
IxidorRS
Date Joined: Sep 3, 2011
Posts: 2,168

Jan 5, 2012 -- 3:48PM, SonsofNorthWind wrote:

I think you should be able to use your Flight to add another 7 vertical squares to the Dreamwalker Dimensional Scramble?

0. Start 1 square up, with Dream Form in play
1. Move action: fly 6 straight up, move Dream Form next to enemy
2. Set area for Dimensional Scramble 10 squares diagonally up and away from you.
3. Enemy has 45% chance of falling 19 squares for 4d10+25 damage + prone. 
4. You fall 6 squares back to altitude 1.




You actually fall all the way to the ground square, you just won't take any damage from that last five.

Quick Reply
Cancel
1 year ago  ::  Jan 05, 2012 - 4:09PM #35
WEContact
Date Joined: Jun 10, 2008
Posts: 1,950
Bombardier.
Quick Reply
Cancel
1 year ago  ::  Jan 05, 2012 - 4:10PM #36
rczarnec
Date Joined: Jan 30, 2009
Posts: 323

Jan 5, 2012 -- 2:28PM, IxidorRS wrote:

Jan 5, 2012 -- 2:06PM, furious_kender wrote:

Jan 5, 2012 -- 1:48PM, Keithric wrote:

Lances are worth a mention, as a weapon option.

Hybrid Fury Blackguards can give you some of the pictsie barbarian flavor without needing to be Strength-based. 




Pikes are also ok weapons, as you should be able to afford surprising charge and they have reach.   

I don't know if you mentioned this, but you're immune to bursts from an enemy if you're in their square.  This is significant, especially if you can block their shifting too. 

Pixies make great hybrids, and can wreck artillery even if they're not a defender.
Some special pixiness on hybrids:
Battlemind- It's like an aura defender but good.  Just need an MBA.
Blackguard-charging with CA and lots of Oa opportunities from level 1-also Power of Arcana+White Lotus Hinderance can blocks all enemy shifting if you're in or above the enemy's square (unless the enemy is large or larger, where your party should be able to help with that). 
Binder- Invisibility from level 1, dominate from level 7, and teleport from level 10. An MBA is recommended from the other half of the hybrid. 
Warlock- Same as Binder with more damage.  Also gives a MBA charisma option and white lotus hinderance options. 




I'd actually say Warlock | Cavalier (take Chaladin powers) could be pretty fun to play, surprisingly. You have two excellent powers to use on charges.





My Killswitch variant is working out well so far as both Artificer and Lazylord are great hybrids for the Pixie.

Quick Reply
Cancel
1 year ago  ::  Jan 05, 2012 - 4:56PM #37
zelink551
Date Joined: Feb 26, 2011
Posts: 3,402
Additionally, Barbarian|Cleric works out nicely to easily allow a 18 starting strength. 
The Elemental Man (or Woman): A Genasi Handbook

The Warlord, Or How to Wield a Barbarian One-Handed

The Bookish Barbarian

Fardiz: RAI is fairly clear, but RAZ is different

That's right. Rules According to Zelink!

Self Reference Links Show

http://community.wizards.com/go/thread/view/75882/28317541/Barfcheeze_help?pg=1

Quick Reply
Cancel
1 year ago  ::  Jan 05, 2012 - 5:18PM #38
Mad_Jack
Date Joined: Aug 19, 2007
Posts: 6,224

    It might be worth a brief mention that since pixies can fly, they're capable of making a completely vertical charge. You can avoid quite a few OAs from people other than your target by jumping up and down on your target's head.

 On a related note, although it's obviously much more of an out-of-combat RP thing, pixie druids don't lose their flight while wildshaped, so they can accurately portay a flying/gliding animal like a bird or flying squirrel without being limited to hopping along on the ground at a speed of 4...
 (My pixie preda-charger druid is refluffed as a shapechanging fey crow-spirit who spends most of his time in crow form, pretending to be someone's familiar)

Spoiler: Show

                           I am the Magic Man.
   (Pay no attention to the man behind the curtain.)

                      I am the Lawnmower Man.
                            (I AM GOD HERE!)

                           I am the Skull God.
                           (Koo Koo Ka Choo)

                 There are reasons they call me Mad...

Quick Reply
Cancel
1 year ago  ::  Jan 05, 2012 - 5:21PM #39
MikeN
Date Joined: Jun 21, 2002
Posts: 643
Please at the least use spellcheck...

I think the word you're going for is "bombardier".

Your / you're.

"...stepped on..."
______

As for builds, probably a format with how they work as a base class would do OK with maybe some tips based on how to use what you have vs. what a medium-sized critter would.  For instance, tips to play as a bard, chaladin, warlock, wizard, swordmage, etc.
Quick Reply
Cancel
1 year ago  ::  Jan 05, 2012 - 6:28PM #40
Jay_Ibero_911
Date Joined: Feb 26, 2006
Posts: 5,258
It's incredibly feat intensive, but I had an idea for a Pixie Range|Fighter/Huntmaster, with hybrid talent for raptor companion, using a lance, with runepriest MC for rune of astral winds to slide your mount (and therefore you) back out to charge range as an at-will move action. With Marauder's Rush you can even get your quarry damage on your charge, and effectively defend since the PP keeps your quarry marked AND gives you an attack bonus.

Spoiler: Show
====== Created Using Wizards of the Coast D&D Character Builder ======
level 11
Pixie, Ranger|Fighter, Huntmaster
Hybrid Ranger: Hybrid Ranger Reflex
Hybrid Talent: Ranger Fighting Style
Ranger Fighting Style: Beast Mastery (Hybrid)
Beast Companion Type: Raptor
Background: Auspicious Birth (Auspicious Birth Benefit)

FINAL ABILITY SCORES
Str 20, Con 12, Dex 20, Int 9, Wis 12, Cha 14.

STARTING ABILITY SCORES
Str 17, Con 11, Dex 15, Int 8, Wis 11, Cha 11.


AC: 26 Fort: 24 Reflex: 23 Will: 19
HP: 83 Surges: 8 Surge Value: 21

TRAINED SKILLS
Religion +9

UNTRAINED SKILLS
Acrobatics +9, Arcana +4, Bluff +7, Diplomacy +7, Dungeoneering +6, Endurance +5, Heal +6, History +4, Insight +6, Intimidate +7, Nature +8, Perception +6, Stealth +11, Streetwise +7, Thievery +9, Athletics +11

FEATS
Level 1: Hybrid Talent
Level 2: Spear Expertise
Level 4: Surprising Charge
Level 6: Student of Divine Runes
Level 8: Hunting Spear Student
Level 10: Acolyte Power
Level 11: Streak of Light

POWERS
Hybrid at-will 1: Threatening Rush
Hybrid at-will 1: Marauder's Rush
Hybrid utility 2: Battle Fury Stance
Hybrid utility 6: Healing Lore
Hybrid utility 10: Another Day (retrained to Rune of the Astral Winds at Acolyte Power)

ITEMS
Unbroken Lance Lance +3, Summoned Earthhide Armor +3, Amulet of Vigor +2
====== Copy to Clipboard and Press the Import Button on the Summary Tab ======


Quick Reply
Cancel
Page 4 of 15  •  Prev 1 2 3 4 5 6 ... 15 Next
Jump Menu:
 
    Viewing this thread :: 0 registered and 2 guests
    No registered users viewing