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1 year ago ::
Jan 05, 2012 - 3:45PM
#31
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Date Joined:
Oct 25, 2007
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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.
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1 year ago ::
Jan 05, 2012 - 3:48PM
#32
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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.
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1 year ago ::
Jan 05, 2012 - 3:51PM
#33
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Date Joined:
Feb 19, 2006
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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.
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1 year ago ::
Jan 05, 2012 - 3:51PM
#34
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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.
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1 year ago ::
Jan 05, 2012 - 4:09PM
#35
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Date Joined:
Jun 10, 2008
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Bombardier.
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1 year ago ::
Jan 05, 2012 - 4:10PM
#36
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Date Joined:
Jan 30, 2009
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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.
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1 year ago ::
Jan 05, 2012 - 4:56PM
#37
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Date Joined:
Feb 26, 2011
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Additionally, Barbarian|Cleric works out nicely to easily allow a 18 starting strength.
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1 year ago ::
Jan 05, 2012 - 5:18PM
#38
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Date Joined:
Aug 19, 2007
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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...
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1 year ago ::
Jan 05, 2012 - 5:21PM
#39
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Date Joined:
Jun 21, 2002
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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.
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1 year ago ::
Jan 05, 2012 - 6:28PM
#40
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Date Joined:
Feb 26, 2006
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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 ======
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