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13 months ago ::
Jun 05, 2012 - 5:42AM
#121
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Date Joined:
Apr 14, 2010
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I gotta ask, why does the description of Antipathy Gloves refer to increased stickiness? They only make adjacent squares difficult terrain, so enemies have no problem shifting away from you. Skyblue seems a bit much in that regard.
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13 months ago ::
Jun 05, 2012 - 6:31AM
#122
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Date Joined:
Jun 30, 2008
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Architect's staffs also boost the size of zone implement attacks, not just walls. The increase is zone size is the big bonus for most PCs.
my handbooks & builds
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13 months ago ::
Jun 05, 2012 - 9:46AM
#123
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Date Joined:
Apr 14, 2010
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Found another nice item that gives necrotic resistance:
Tenebrous Shroud (Neck, Level 13+, Dragon Magazine 380): Major resistance to the most common damage type on a neck slot item, for when you want to save your armor and head slot (Skull Mask) for something else. The daily power lets you become invisible as a reaction when you get hit. Daily, Resistance
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13 months ago ::
Jun 05, 2012 - 10:56AM
#124
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Date Joined:
Sep 17, 2007
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I gotta ask, why does the description of Antipathy Gloves refer to increased stickiness? They only make adjacent squares difficult terrain, so enemies have no problem shifting away from you. Skyblue seems a bit much in that regard.
Because they impede movement forward. Enemies can normally shift past you at little cost, but not if you're using Antipathy Gloves without losing tons of movement. Similarly, they can shift out of the melee, but lose movement anyways. Keep your party behind you and your opponent will have to choose between losing movement squares one way or another. This can be really effective for lockdown if properly used.
Mountain Cleave Rule: You can have any sort of fun, including broken, silly fun, so long as I get to have that fun too (e. g., if you can warp reality with your spells, I can cleave mountains with my blade).
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13 months ago ::
Jun 05, 2012 - 11:45AM
#125
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I gotta ask, why does the description of Antipathy Gloves refer to increased stickiness? They only make adjacent squares difficult terrain, so enemies have no problem shifting away from you. Skyblue seems a bit much in that regard.
Because they impede movement forward. Enemies can normally shift past you at little cost, but not if you're using Antipathy Gloves without losing tons of movement. Similarly, they can shift out of the melee, but lose movement anyways. Keep your party behind you and your opponent will have to choose between losing movement squares one way or another. This can be really effective for lockdown if properly used.
Also, pixies.
guides
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my builds
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F-111 Interdictor Long (200+ squares) distance ally teleporter. With some warlord stuff. Broken in a plot way, not a power way. Thought Switch Higher level build that grants upto 14 attacks on turn 1. If your allies play along, it's broken. Elven Critters Crit op with crit generation. 5 of these will end anything. Broken. King Fisher Does an excellent job at keeping an enemy disabled in a few ways. Strong. Boominator Fun catch-22 booming blade build with either strong or completely broken damage depending on your reading. Very Distracting Warlock Lot's of dazing and major penalties to hit. Overpowered. Pocket Protector Pixie Stealth Knight. Maximizing the defender's aura by being in an ally's/enemy's square. Yakuza NinjIntimiAdin: Perma-stealth Striker that offers a little protection for ally's, and can intimidate bloodied enemies. Very Strong. Chargeburgler with cheese Ranged attacks at the end of a charge along with perma-stealth. Solid, could be overpowered if tweaked. Void Defender Defends giving a penalty to hit anyone but him, then removing himself from play. Can get somewhat broken in epic. Scry and Die Attacking from around corners, while staying hidden. Moderate to broken, depending on the situation. Skimisher Fly in, attack, and fly away. Also prevents enemies from coming close. Moderate to Broken depending on the enemy, but shouldn't make the game un-fun, as the rest of your team is at risk, and you have enough weaknesses. Indestructible Simply won't die, even if you sleep though combat. Sir Robin (Bravely Charge Away) He automatically slows and pushes an enemy (5 squares), while charging away. Hard to rate it's power level, since it's terrain dependent. Death's Gatekeeper A fun twist on a healic, making your party "unkillable". Overpowered to Broken, but shouldn't actually make the game un-fun, just TPK proof. Death's Gatekeeper mk2, (Stealth Edition) Make your party "unkillable", and you hidden, while doing solid damage. Stronger then the above, but also easier for a DM to shut down. Broken, until your DM get's enough of it. Domination and Death Dominate everything then kill them quickly. Only works @ 30, but is broken multiple ways. Battlemind Mc Prone-Daze Protecting your allies by keeping enemies away. Quite powerful. The Retaliator Getting hit deals more damage to the enemy then you receive yourself, and you can take plenty of hits. Heavy item dependency, Broken. Dead Kobold Transit Teleports 98 squares a turn, and can bring someone along for the ride. Not fully built, so i can't judge the power Psilent Guardian Protect your allies, while being invisible. Overpowered, possibly broken Unnamed Avenger|Runepriest/Hammer of Vengance Do lot's of damage while boosting your teams. Strong to slightly overpowered. Charedent BarrageA charging ardent. Fine in a normal team, overpowered if there are 2 together, and easily broken in teams of 5. Super Knight A tough, sticky, high damage knight. Strong. Super Duper Knight Basically the same as super knight, only far more broken. Mora, the unkillable avenger Solid damage, while being neigh indestuctable. Overpowered, but not broken. Swordburst Maximus At-Will Close Burst 3 that slide and prones. Protects allies with off actions. Strong, possibly over powered with the right party.
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13 months ago ::
Jun 05, 2012 - 12:59PM
#126
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Also, Gladiator Champion PP. At which point they just can't shift, period.
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13 months ago ::
Jun 05, 2012 - 1:43PM
#127
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Date Joined:
Sep 17, 2007
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Added the Hands slot and some items that I had missed before. Also changed the Sblock tags to include slot names at MWaO's suggestion. Progress!
Mountain Cleave Rule: You can have any sort of fun, including broken, silly fun, so long as I get to have that fun too (e. g., if you can warp reality with your spells, I can cleave mountains with my blade).
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13 months ago ::
Jun 05, 2012 - 2:01PM
#128
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Date Joined:
Apr 25, 2002
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Added the Hands slot and some items that I had missed before. Also changed the Sblock tags to include slot names at MWaO's suggestion. Progress!
Works exactly right! Thanks!
NETH4-1 Containing Shadow (co-author) Handbooks
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Builds
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13 months ago ::
Jun 05, 2012 - 2:26PM
#129
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Date Joined:
Jun 14, 2009
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I've added some wonderous items below, mostly musical instruments. The cool things about these musical instruments is A) anyone can use them, but bards just get an extra kicker, B) they take no item slot, and C) they take no action during combat. Just pop them during a short rest and good to go. The opportunity cost is only however you're acquiring magic items - gold, bundles, DM wish list, etc.
Fey Flute (Wondrous, Dragon 383) Waste of money unless you are frequently fighting charming and fearing foes. MacFuirmidh Cittern (Wondrous, Players Handbook 2) Terrible effect, but if you’ve got cash to burn, there’s no combat action required for this bonus. Bard Canaith Mandolin (Wondrous, Players Handbook 2) Slightly better effect than the Cittern, but much more expensive. Cli Lyre (Wondrous, Players Handbook 2) Useful if the DM lets the group take a short rest when they know a social skill challenge is coming up. Bard, Skill (Bluff, Diplomacy, Intimidate) Fochlucan Bandore (Wondrous, Players Handbook 2) Inexpensive and who doesn’t like a damage bonus, but power bonuses are pretty easily overlapped. Bard Sitar of Restfulness (Wondrous, Dragon 383) By the time you can afford this, 6 temps for everyone in your whole party isn’t going to make much of a dent. Doesn’t hurt though. Bard Vistani Violin (Wondrous, Dragon 380) Give everyone a free power bonus to defenses and attacks for a round. Power bonuses tend to get overlapped though. Bard Tempest Fan (Wondrous, Dragon 380) Daily teleport and minion popping within close burst 3. Check with your DM - this is significantly more valuable if he lets you use the daily while it’s stowed in your pack, like many DM’s will treat most wondrous items. Not as good if you have to wield it as an implement. Vistani Buzuq (Wondrous, Dragon 380) You get to use Comrades Succor, without having a ritual castor, paying the component cost, or spending any time other than the short rest. Doss Lute (Wondrous, Players Handbook 2) Unlike the Sitar of Restfulness, a +1 bonus to saving throws is only going to get better as you level up…you’ll receive more save ends conditions, and they will be increasingly debilitating. Too bad it only affects one target. Bard Rhythmic War Drums (Wondrous, Dragon 383) Unlike other musical instruments, power bonuses to speed are hard to come by. The ability to enhance or decrease forced movement is strong, especially if you have the ability to slide your allies (bards, psions, etc.) Bard Anstruth Harp (Wondrous, Players Handbook 2) Potential to preserve two to three surges, and give one back if you’re the right class. Not as good if gold is tight, but you're epic when this is available. Also loses luster if you tend to have short workdays that don't stretch your available surges. Bard, Healing
Edit: formatting. Also, note that artificers can hand most of these items to an ally, and give them temps for the next fight for using them.
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13 months ago ::
Jun 06, 2012 - 2:14AM
#130
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Date Joined:
Feb 10, 2011
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Mordenkainen's Magical Emporium added a head slot item. I can't recall it's name or level at the moment, and can't pull up the Character Builder on my phone, so I'll have to get them later. However, the item has a Property that gives a +1 bonus (pretty sure it's an Item Bonus) to all untrained skills. On it's own, this is a rather poor item, and should receive a low ranking. However, a Bard who uses this item and takes the Bard of all Trades feat is basically trained in every skill, making it a valid (though not amazing choice for skill monkeys.
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