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  • File : 1263177234.jpg-(244 KB, 1024x768, inspector_gadget_by_rubendevela.jpg)
    244 KB Anonymous 01/10/10(Sun)21:33 No.7530631  
    I've been asked to join a game of 4e that my friends have started up, and one of the promises that they made me is that because 4e is generally more forgiving than 3.5 one can use unusual or suboptimal combinations and still be useful to the team.

    The character concept I have in mind is a mad inventor who despises proper magic users, so I've already chosen to be an artificer. The question I have is this though: how viable is an artificer based around consumables and other gadgets (like a tech based character in Arcanum)?

    Pic vaguely related.
    >> Anonymous 01/10/10(Sun)21:38 No.7530691
    >>7530631
    Forgot to add, we're starting at level 11 is that makes a massive difference. The rest of the party consists of a hammer and shield warden, an invoker and a bow wielding ranger.
    >> Anonymous 01/10/10(Sun)21:39 No.7530704
    Its true that you won't be useless no matter what you do.
    >> Anonymous 01/10/10(Sun)21:42 No.7530765
    You're going in at a slight disadvantage. I've read up on a few of the 4e books to see what all the hullabaloo is about and it looks like another system built more or less around magic and magic items or abilities.

    On the upside, 4E is exceptionally easy to play all things considered(unless I am reading it wrong). You may have to talk to your DM about home brewing some gadgets up though if you still want to continue with this..
    >> Anonymous 01/10/10(Sun)21:43 No.7530785
    >>7530631

    Artificers suck my friend; if you wish to play an intelligent leader character then choose a tactical warlord.
    >> Anonymous 01/10/10(Sun)21:48 No.7530866
    >>7530765

    Most stuff I'm happy to hand wave as alchemy, as long as I can keep real alchemy as a focal point. As long as the magic isn't coming from the character himself I'll let it slide, having a charged rod for every occassion seems pretty cool actually.
    >> Anonymous 01/10/10(Sun)21:49 No.7530878
    >>7530785
    He doesn't want to play an intelligent leader; he wants to play a goddamn mad scientist.

    fooking misinterpreters
    >> Anonymous 01/10/10(Sun)21:50 No.7530895
    >>7530878
    Play the intelligent leader class and fluff it as a mad scientist.

    That's the best thing about 4e.
    >> Anonymous 01/10/10(Sun)21:54 No.7530982
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    >>7530631

    >The question I have is this though: how viable is an artificer based around consumables and other gadgets (like a tech based character in Arcanum)?
    Consumable items are generally cost-efficient, and "gadgets" are lumped in with other magic items, as can be seen from Gadgeteer's Garb and Tinkerer's Inventions item sets. Sufficiently advanced technology is indistinguishable from magic and vice versa, after all. Magic items are a necessity in the system (the system for inherent bonuses in the Dungeon Master's Guide 2 is far from fully fleshed-out), and you shall either have to accept this fact and garb your character in them or reflavor your panoply of magical equipment to suit your tastes.

    >>7530785

    The Intelligence/Wisdom artificer makes for a competent defensive leader thanks to the release of the Warrior Forge artificer article in Dragon Magazine #381, especially thanks to its immediate action encounter attack powers. The Intelligence/Constitution artificer is a top-class offensive leader, with its high hit points and healing surges and its daily attack powers that greatly boost the damage output of an ally. The former build shines with its encounter powers and the latter through its daily powers, so they even out. Either build can support the party in battle efficiently through Magic Weapon, which certainly outclasses most other leader at-wills (and is on the same level of effectiveness as, say, Righteous Brand); outside of battle, their healing surge redistribution (something that *no other leader* can achieve, mind you) and item daily power recharging are great assets to any party, as are five trained skills and ritual casting that comes with Enchant Magic Item and Disenchant Magic Item free of charge.

    An artificer can certainly hold her own against a Tactical Presence warlord.
    >> Shas'o R'myr !!TZikiEEr0tg 01/10/10(Sun)21:55 No.7530996
         File1263178556.jpg-(10 KB, 418x209, Rocket Punch 2.jpg)
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    ARTIFICER

    SELF FORGED

    ROCKET PUNCH
    >> Anonymous 01/10/10(Sun)22:01 No.7531089
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    > a hammer and shield warden, an invoker and a bow wielding ranger
    sounds like your party could use an intelligent leader to dish out healing and attack buffs

    i'd say play tactical warlord and take Alchemy feat . the alchemical formulas usually key off arcana so you should try to choose a background that adds that to your skill pool.

    pic not related
    >> Anonymous 01/10/10(Sun)22:06 No.7531162
    >>7531089
    also take Ritual Caster feat if you want to Enchant/Disenchant items.

    by going warlord, you can't be tempted to dish out magical attacks and any whizzybang you deliver will come only from your alchemical creations. adhering to your "mad scientist" backstory is bonus.
    >> Anonymous 01/10/10(Sun)22:09 No.7531218
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    I've got a converted version of this model already lying around to use as a model.

    >>7530785
    Doesn't really cover the magic-tech theme I'm going for. Having a device in my bag for every occassion is the ideal, a flashbang for when we're surrounded, a rod of strengthened gravity for when we're being chased by fliers. So maybe a little more like Batman than Frankenstein.

    >>7530982

    Thanks, I'm not really up to speed yet with what works in this edition, so it's good to know that I won't just be wasting all of my gold that I spend on grenades.

    How hurt would you say the artificer is by the relative lack of support? Considering that arcane characters have already had their splatbook isn't it quite likely that they won't receive anymore support?

    >>7531089
    How about taking multiclass Artificer to get Arcana and then maybe choosing one of the prestiege classes available to Artificers?
    >> Anonymous 01/10/10(Sun)22:16 No.7531334
    > taking multiclass Artificer to get Arcana
    that too. if you went the tactical warlord route, the artificer multiclass would get you arcana an extra healing daily, which actually is a great enhancement for a non-inspiring warlord.

    fuck OP, consider this character idea stolen.
    >> Anonymous 01/10/10(Sun)22:17 No.7531347
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    >>7531218
    >more like Batman than Frankenstein.
    >Picture of a lame mechanic

    Why are you not using this guy instead then?
    >> Anonymous 01/10/10(Sun)22:19 No.7531379
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    >>7530982

    Addendum: Intelligence/Constitution-based artificers have access to the Enhanced Resistive Formula paragon feat at level 11, which effectively doubles the amount of allies that receive the temporary hit points from your Healing Infusion: Resistive Formula class feature. For comparison, the other leader classes receive similar feats (Supreme Inspiration for the warlord, Supreme Healer for the cleric, and Supreme Majesty for the bard), but only as epic feats, that is, available an entire ten levels later.

    >>7531162

    >i'd say play tactical warlord and take Alchemy feat .
    A Tactical Presence warlord would only be able to grant melee basic attacks to the warden. On the other hand, a crossbow-wielding artificer could remain in the back row with the invoker and the ranger and provide both of them with offensive bonuses from Magic Weapon. Additionally, an Intelligence/Constitution-based artificer's daily attack powers are twice as effective when used upon a character who regularly uses multiattacks with a single weapon, such as, say, an archer ranger.
    >> Anonymous 01/10/10(Sun)22:22 No.7531404
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    >>7531162

    The Alchemist feat is a poor investment. All of the consumable items worth using (potions, whetstones, and immurements) are created not through that feat, but through Enchant Magic Item. Using alchemical items in combat not only drains your wealth by level at a rapid pace, but also prevents you from using your class powers that shall invariably be of greater and more cost-effective utility.

    >>7531218

    >How hurt would you say the artificer is by the relative lack of support?
    Artificers can cope with the options that they have available to them; they have relatively less chaff options compared to the other classes. You should look into the following resources if you intend on playing an artificer:
    • Artificer Class Entry, Eberron Player's Guide, pages 44-57
    • Warrior Forge Artificer, Dragon Magazine #381, pages 55-64
    • Artificer Handbook: http://community.wizards.com/go/thread/view/75882/19648970

    It bears repeating that with an archery ranger in your party, your daily attack powers shall are twice as effective. Also, would you happen to have a race in mind? Devas make the most optimal Intelligence/Wisdom artificers, and githyanki are the prime Intelligence/Constitution artificer race. A human would be the second best option for either type of artificer.
    >> Anonymous 01/10/10(Sun)22:31 No.7531537
    >>7531404
    I'm probably going to play as a human, somebody nice and ordinary to fit in with the rest of the theme ("Fuck you I don't need to be able to naturally teleport").

    >The Alchemist feat is a poor investment. All of the consumable items worth using (potions, whetstones, and immurements) are created not through that feat, but through Enchant Magic Item.

    Wait, so the stuff like alchemists fire and tanglefoot grenades (who else played RT here?) isn't worth using? Damn.
    >> Anonymous 01/10/10(Sun)22:39 No.7531676
    >>7530631
    >tech based character in Arcanum

    Fuck you OP. Brb, reinstalling.

    Also:
    http://www.youtube.com/watch?v=BI1fbY5uCL0
    >> Anonymous 01/10/10(Sun)22:40 No.7531685
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    >>7531537

    Your third at-will power from your human racial features shall be wasted, but what can you do. My suggestion to you, then, would be to play a human Intelligence/Constitution artificer with the following ability score array:
    Level 1: Strength 8, Constitution 15, Dexterity 10, Intelligence 17+2, Wisdom 13, Charisma 10
    Level 4: Strength 8, Constitution 16, Dexterity 10, Intelligence 17+2, Wisdom 13, Charisma 10
    Level 8: Strength 8, Constitution 17, Dexterity 10, Intelligence 19+2, Wisdom 13, Charisma 10
    Level 11: Strength 9, Constitution 18, Dexterity 11, Intelligence 20+2, Wisdom 14, Charisma 11

    Pick the Mark of Storm heroic feat from page 91 of the Eberron Player's Guide and then enter the Lyrandar Wind-Rider paragon path from page 72 of the same supplement. Wind Burst is going to be useless for you, so take the Reserve Maneuver paragon feat from page 191 of the Player's Handbook 2 to swap it out for a level 7 artificer encounter power of your choice. As a level 11 character, you begin play with one level 12 item, one level 11 item, one level 10 item, and 5,000 gp. Pick out a Lightning Superior Crossbow +2 from page 235 as your level 10 item and use its at-will power on every one of your attacks, granting all of them the Lightning keyword as per page 226 of the Player's Handbook.

    [Continued in the next post.]
    >> Anonymous 01/10/10(Sun)22:42 No.7531711
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    >>7531685

    The Lyrandar Wind-Rider paragon path grants you a +1 bonus to all attack rolls with powers that have the Lightning or Thunder keyword (that is, all of your powers), and you also gain your Constitution bonus (+4) as extra damage with them as well. The Mark of Storm heroic feat allows you to, upon hitting with a power that has the Lightning or Thunder keyword (again, all of your powers), slide the target 1 square, allowing you to drag your opponents to where you wish for them to be positioned. This is especially useful on your Shocking Feedback level 3 encounter power, as a slide 1 on an enemy as an immediate interrupt can cause a melee attack to lose range and thus automatically miss. You now have yourself a supremely potent lightning-rifle-cum-tractor-beam.
    >> Anonymous 01/10/10(Sun)22:44 No.7531738
    >>7531685
    > Lightning Superior Crossbow +2 from page 235 as your level 10 item and use its at-will power on every one of your attacks, granting all of them the Lightning keyword as per page 226 of the Player's Handbook.
    DON'T TASE ME, BRO!
    >> Anonymous 01/10/10(Sun)23:01 No.7531987
    >>7531685
    >>7531711
    Hey, if you don't mind TF, quick question;
    So that's a nice way to shoot dudes with lightning, and I know the Student of Caiphon (sp?) is the big path to radiant awesomness, so what'd be the best way to go ALL FIRE ALL THE TIME, FIRE? DID SOMEONE JUST SAY FIRE? Flaming weapon, sure, but what's the best overall way to ignore resistances, add rider effects, etc. to a medieval flamethrower?
    >> Anonymous 01/10/10(Sun)23:05 No.7532039
    > a crossbow-wielding artificer could remain in the back row with the invoker and the ranger and provide both of them with offensive bonuses from Magic Weapon
    the question becomes whether a character that "despises proper magic users" wants to cast a Magic Weapon spell in the first place

    > Using alchemical items in combat [...] drains your wealth by level at a rapid pace
    best point. 4e is tilted in favor of class powers over magic items. creating magic items costs the same gold as purchasing them (prohibitive) and DMs are encouraged to drop magic items somewhat conservatively, as well as limit the resale value of said items at 20% list price.
    >> Anonymous 01/10/10(Sun)23:15 No.7532189
    >>7531711
    That is awesome and you are awesome for thinking of it.

    So for feats it does it go:
    - Mark of the Storm
    - Weapon proficiency (Superior crossbow)
    - Weapon expertise
    - Speed Loader
    - Potent Resotrables
    - Master crafter
    - Reserve Maneuver
    - Enhanced resistive forumula
    >> Anonymous 01/10/10(Sun)23:17 No.7532227
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    >>7531987

    Fire damage is nowhere near as supported as radiant, lightning, and thunder damage are. (Mind you, the Ring of the Radiant Storm level 16 item from page 115 of the Adventurer's Vault 2 allows you to roll twice for the damage rolls of lightning and radiant attacks and take the higher result.) Tieflings and revenant tieflings can take the Hellfire Blood heroic feat from page 195 of the Player's Handbook for a +1 bonus to attack rolls with fear and fire powers, and dwarves and revenant dwarves can take the Forgeborn Heritage heroic feat and enter the Fireforged Champion paragon path to ignore fire resistance altogether, but otherwise, fire is an unsupported damage type. It is the third most commonly resisted damage type in the system, right below necrotic and poison damage, the Surging Flame heroic feat from page 189 of the Player's Handbook 2 does not actually help against fire-resistant monsters, and the Irresistible Flame epic feat only reduces fire resistance by 20 at level 21 and above.

    Should you wish to play a pyromancer anyway, avoid a Flaming Weapon-user and play it safe with a dragonborn Dragon Magic sorcerer.

    >>7532039

    >the question becomes whether a character that "despises proper magic users" wants to cast a Magic Weapon spell in the first place
    Artificer powers are undoubtedly magical due to having the Arcane keyword, hence why reflavoring is required.
    >> Anonymous 01/10/10(Sun)23:23 No.7532313
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    >>7532227
    >Fire damage is nowhere near as supported as...
    ... BULLSHIT!
    >> Anonymous 01/10/10(Sun)23:29 No.7532417
    >(Mind you, the Ring of the Radiant Storm level 16 item from page 115 of the Adventurer's Vault 2 allows you to roll twice for the damage rolls of lightning and radiant attacks and take the higher result.)

    I don't understand how is that relevant to fire damage? Am I just being dense?
    >> Anonymous 01/10/10(Sun)23:32 No.7532471
    >>7532417
    I think what he's saying is, there are a few fire-related goodies, but just look at this beautiful motherfucker here; that's why fire, cold, etc. blows, they don't get awesome goodies like this.
    >> Anonymous 01/10/10(Sun)23:34 No.7532497
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    >>7532189

    Each of those feats save for Master Crafter should suffice for you. That feat is a trap and should never have been published altogether, as magic items several levels above your own would be far too costly for you to enchant. I would recommend taking Weapon Focus (Crossbows) in its stead; a +2 bonus on all of your damage rolls, particularly when your immediate action powers are taken into consideration, is of great value.

    >>7532227

    >the Ring of the Radiant Storm level 16 item
    My mistake; it is a level 17 item.

    >>7532417

    The point is that WotC shows so much favoritism towards radiant damage and the two storm-themed damage types that the Ring of the Radiant Storm was published.
    >> Anonymous 01/10/10(Sun)23:36 No.7532538
    >>7532471
    Thanks anon, I was expecting to have my head taken off for asking a question like that.
    >> Anonymous 01/10/10(Sun)23:43 No.7532634
    >>7532227
    > Ring of the Radiant Storm level 16 item from page 115 of the Adventurer's Vault 2 allows you to roll twice for the damage rolls of lightning and radiant attacks and take the higher result.
    Huh, I've been thinking recently of making a half-elf storm sorcerer... that item would fit perfectly, except for the radiant damage, though I haven't had a chance to check how many sorcerer spells are radiant in nature. Storm Power affects arcane powers, this carries over to the half-elf's dilettante ability, correct? Are there any good arcane at-wills that do radiant damage? Dire Radiance is Con-based, so bah.
    >> Anonymous 01/10/10(Sun)23:50 No.7532722
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    >>7532189

    Looking over your available powers, you may wish to swap out Potent Restorables in favor of Toughness. Your only two healing powers are going to be your Vampiric Weapons level 7 encounter power and your Healer's Momentum level 9 daily power (while Radiant Sigil is all well and dandy, the sheer, one-shot, mass-healing of Healer's Momentum ultimately trumps it), and even then, you may wish to opt for Icy Weapons in place of Vampiric Weapons. Curative Admixture is of little use to you, whereas (Enhanced) Resistive Formula, which is not a healing power, is your trump card. On the other hand, Toughness is a guaranteed +10 hit points for you each and every encounter.

    >>7532497

    Addendum: Consider the following:

    Builds themed after fire damage:
    • Infernal Pact warlock

    Builds themed after lightning/thunder damage:
    • Storm Magic sorcerer
    • Thunderborn Wrath barbarian
    • Stormheart warden
    • Every Mark of Storm build in existence

    >>7532634

    The Ring of the Radiant Storm affects both radiant powers and lightning powers; a power need not be both radiant and lightning for it to benefit from the property of the item. Therefore, you could select Blazing Starfall and Lightning Strike, both from page 28 of Arcane Power, as your two at-will powers. For more information on building a sorcerer, please refer to the following:
    • Sorcerer Class Entry, Player's Handbook 2, pages 136-151
    • Sorcerer Options, Arcane Power, pages 24-47
    • Sorcerer Essentials, Dragon Magazine #381, pages 34-44
    • Sorcerer Handbook: http://community.wizards.com/go/thread/view/75882/19649162
    • Sorcerer (Storm) Handbook: http://community.wizards.com/go/thread/view/75882/19647638
    >> Anonymous 01/11/10(Mon)00:05 No.7532905
    >>7532722
    > The Ring of the Radiant Storm affects both radiant powers and lightning powers; a power need not be both radiant and lightning for it to benefit from the property of the item.
    I know that, I just figured that having an item that gives a bonus to two things, and then never using one of those things, would be quite wasteful.
    > Blazing Starfall
    Herp Durp, looked right past that since it's branded as "Cosmic Magic". Then again, the secondary effect is fire rather than radiant, so hmm.
    >> Anonymous 01/11/10(Mon)00:25 No.7533128
    >>7531711
    >Shocking Feedback level 3 encounter power, as a slide 1 on an enemy as an immediate interrupt can cause a melee attack to lose range and thus automatically miss.

    Really, because shocking feedback's trigger is "An enemy hits and deals damage to one of your allies
    with an attack". Surely the damage has already been done and so sliding them won't cause them to miss?
    >> Anonymous 01/11/10(Mon)00:25 No.7533131
    since the 4e brains are hanging in this thread, a quick question?

    im DM with PC who is playing a bleak disciple assassin (fyi who gets temp hp from hitting unbloodied monsters). I'm looking to create a NPC to defeat PC as a dramatic plot point -- a hero gets knocked down, gets back up, they meet later, type of thing -- how can I have my NPC be "bloodied" the entire time, to prevent PC from accumulating temp hps?

    is there a spell or magic item? ive looked at bloodcrazed and bloodfury weapons but that only lasts a until-end-of-next-turn, which might do. any ideas?
    >> Anonymous 01/11/10(Mon)00:29 No.7533183
    >>7533131
    You're the DM have him come in from some random fight.
    >> Anonymous 01/11/10(Mon)00:30 No.7533210
    >>7533131

    Fanatical death cultist who has abilities that trigger on being bloodied, and therefore bloodies himself before every fight.
    >> Anonymous 01/11/10(Mon)00:31 No.7533222
    >>7533128
    immediate interrupt
    >> Anonymous 01/11/10(Mon)00:33 No.7533241
    >>7533222
    My bad, sorry.
    >> SMAP 01/11/10(Mon)00:35 No.7533255
    >>7533131
    Give him a retal effect that does damage whenever someone hits him. Have it be slightly more damaging than the PC's healing effect.

    Alternately, give him an ability that reduces/negates healing or temp HP in the area; perhaps an aura that does something like "all enemies within XX spaces lose all temp HP at the beginning of his (the monster's) turn and take an equivlent amount of damage."
    >> Anonymous 01/11/10(Mon)00:35 No.7533261
    >>7533210
    >>7533183
    I considered self-bloodied but -- ah, self-bloodied then self-buffed with temp hps could work. what is a quick cheap way to gain 20-30 temp hps?
    >> Anonymous 01/11/10(Mon)00:36 No.7533263
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    Level: 11
    Race: Human, Player's Handbook, pages 46-47
    Class: Artificer, Eberron Player's Guide, pages 44-47
    Paragon Path: Lyrandar Wind-Rider, Eberron Player's Guide, page 72

    Ability Scores:
    Level 1: Strength 8, Constitution 15, Dexterity 10, Intelligence 17+2, Wisdom 13, Charisma 10
    Level 4: Strength 8, Constitution 16, Dexterity 10, Intelligence 17+2, Wisdom 13, Charisma 10
    Level 8: Strength 8, Constitution 17, Dexterity 10, Intelligence 19+2, Wisdom 13, Charisma 10
    Level 11: Strength 9, Constitution 18, Dexterity 11, Intelligence 20+2, Wisdom 14, Charisma 11

    Feats:
    Human: Weapon Proficiency (Superior Crossbow), Player's Handbook, page 201
    Level 1: Speed Loader, Player's Handbook 2, page 189
    Level 2: Weapon Expertise (Crossbows), Player's Handbook, page 190
    Level 4: Mark of Storm, Eberron Player's Guide, page 91
    Level 6: Weapon Focus (Crossbows), Player's Handbook, page 201
    Level 8: Toughness, Player's Handbook, page 201
    Level 10: Durable, Player's Handbook, page 194
    Level 11: Enhanced Resistive Formula, Eberron Player's Guide, page 93
    Level 11 (replaces Durable): Reserve Maneuver, Player's Handbook 2, page 191

    At-Will Attack Powers:
    Level 1: Aggravating Force, Eberron Player's Guide, page 47
    Level 1: Magic Weapon, Eberron Player's Guide, page 47

    Encounter Attack Powers:
    Level 1: Burning Weapons, Eberron Player's Guide, page 47
    Level 3: Shocking Feedback, Dragon Magazine #381, page 57
    Level 7: Debilitating Intercession, Dragon Magazine #381, page 58
    Level 11: Repulsion Strike, Eberron Player's Guide, page 49

    Daily Attack Powers:
    Level 1: Punishing Eye, Dragon Magazine #374, page 21
    Level 5: Icebound Sigil, Eberron Player's Guide, page 48
    Level 9: Healer's Momentum, Dragon Magazine #381, page 58
    >> Anonymous 01/11/10(Mon)00:37 No.7533272
    >>7533255
    ah right, something like white lotus riposte
    >> Anonymous 01/11/10(Mon)00:37 No.7533278
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    Daily Attack Powers:
    Level 1: Punishing Eye, Dragon Magazine #374, page 21
    Level 5: Icebound Sigil, Eberron Player's Guide, page 48
    Level 9: Healer's Momentum, Dragon Magazine #381, page 58

    Utility Powers:
    Level 2: Swift Mender, Eberron Player's Guide, page 49
    Level 6: Energy Conversion, Eberron Player's Guide, page 58
    Level 10: Slick Concoction, Eberron Player's Guide, page 52

    Equipment:
    Main Hand: Lightning Superior Crossbow +2 (Level 10, Free), Player's Handbook, page 235
    Main Shard: Eberron Shard of Lightning +3 (Level 12, Free), Eberron Player's Guide, page 112
    Armor: Gambler's Drowmesh +3 (Level 11, Free), Adventurer's Vault 2, page 8
    Neck: Amulet of Protection +2 (Level 6, 1,800 gp), Player's Handbook, page 249
    Arms: Bracers of Archery +2 (Level 6, 1,800 gp), Adventurer's Vault, page 115
    Hands: Gauntlets of Blood +2 (Level 4, 840 gp), Adventurer's Vault 2, page 58
    Feet: Acrobat Boots (Level 2, 520 gp), Player's Handbook, page 246
    Loose Change: 40 gp

    Initiative: +5 (5 half level + 0 Dexterity modifier)
    Size: Medium
    Speed: 6 squares
    Vision: Normal
    Passive Insight: 19 (10 base + 5 half level + 2 Wisdom modifier)
    Passive Perception: 24 (10 base + 5 half level + 2 Wisdom modifier + 5 training)
    Trained Skills: Arcana, Dungeoneering, Heal, History, Perception, Thievery
    Languages: Common, choice of one other

    Hit Points: 90 (62 artificer + 18 Constitution score + 10 Toughness)
    Bloodied: 45
    Healing Surge Value: 22
    Healing Surges per Day: 10 (6 artificer + 4 Constitution modifier)
    >> Anonymous 01/11/10(Mon)00:39 No.7533302
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    AC: 26 (10 base + 5 half level + 3 enhancement + 6 Intelligence modifier + 2 drowmesh)
    Fortitude: 23 (10 base + 5 half level + 2 enhancement + 4 Constitution modifier + 1 racial + 1 class)
    Reflex: 25 (10 base + 5 half level + 2 enhancement + 6 Intelligence modifier + 1 racial + 1 drowmesh)
    Will: 21 (10 base + 5 half level + 2 enhancement + 2 Wisdom modifier + 1 racial + 1 class)
    Special (Acrobat Boots): You can stand from prone as a minor action.
    Special (Gambler's Drowmesh +2): When you make at least two saving throws, you can choose to gain a +2 bonus to the first saving throw and take a -2 penalty to the second.

    Attack Bonus (Weapon): +18 (5 half level + 2 enhancement + 6 Intelligence modifier + 1 Weapon Expertise + 1 Storm Adept + 3 proficiency)
    Damage Bonus (Weapon): +19 (2 enhancement + 6 Intelligence modifier + 2 Weapon Focus + 4 Constitution modifier [Storm Adept] + 3 Eberron Shard of Lightning + 2 Bracers of Archery)
    Special (Gauntlets of Blood +2): You gain a +2 bonus to damage rolls against bloodied enemies.

    This should work nicely. Feel free to refluff your items as you see fit; your Gauntlets of Blood +2, for example, could be magnetic devices that lock on to the iron particles exposed by spilled blood, thereby allowing your Mjolnir cannon to inflict greater harm upon injured foes.
    >> Anonymous 01/11/10(Mon)00:54 No.7533468
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    >>7533131

    You are going about this scheme in the wrong direction. The classic Hopeless Boss Fight trope (http://tvtropes.org/pmwiki/pmwiki.php/Main/HopelessBossFight) instills the lesson of "Despite all of the skills and strength you have accumulated during your journey, they are not sufficient in bringing down this foe." Having the enemy defeat the player character even with the latter benefitting from whatever she can bring to bear is that much more momentous than the PC losing simply due to her trump cards being arbitrarily taken away. The former approach also grants the player character hope in fairly defeating the adversary at a later point in time.

    Why not simply pit the player character in a duel against an elite monster of level X + 1 or a standard monster of level X + 5, wherein X is the level of the PC? It is not as though a Bleak Disciple is that durable, even with the temporary hit points gained by hitting an unbloodied enemy, considering the class's wizard-level hit points.
    >> Anonymous 01/11/10(Mon)01:16 No.7533700
    >>7533468
    I agree with this completely. Also, you're the DM so you don't need to find a rule somewhere that says what you can and cannot do as long as you're consistent. I still advise against debuffing the PCs though, it makes them feel like they've been cheated. Just overwhelm them with regular force.
    >> Anonymous 01/11/10(Mon)01:17 No.7533719
    >>7533468
    fair enough (and thanks for input)

    the PC assassin ditched an assassin-like rogue he started the campaign with once the assassin rules were released. (I let him since they were roughly the same flavor). the drama I am seeking to inject is that the NPC foe is that same discarded rogue. so arguably they should be the same level. as DM the PC will never "defeat" the NPC initially -- I was just looking for some mechanical kryptonite to make the guy think a bit.
    >> Anonymous 01/11/10(Mon)01:36 No.7533923
    >>7533302
    Thankyou very much for that. People say you don't care about fluff and whatnot but you've paid a lot of attention to it in that build and picked out some very appropriate kit for quite a tough concept. I really like the idea of bolting on power crystals to my lightning gun to increase the rate of energy transfer via elemental agitation or some technobabble like that.
    >> Anonymous 01/11/10(Mon)01:38 No.7533942
    >>7533719
    >arguably they should be the same level.

    DAMN YOU GARY OAK! YOU HAD TO GO AND PICK SQUIRTLE!
    >> Anonymous 01/11/10(Mon)02:01 No.7534141
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    >>7533923

    The Mjolnir Cannon (Lightning Superior Crossbow +2) is a rifle-shaped apparatus that ionizes the air, creating a channel of extremely conductive plasma in the direction towards which it is aimed. The device then sends an electrical charge into this channel, and the ionized air carries the charge to its target and delivers a long-range, high-impact shock. This weapon can also be adjusted on-site to deliver an electrically "neutral" charge to deal with creatures possessing of resistance against electricity, though the Mjolnir Cannon operates at reduced efficiency while doing so. The instrument is powered by the piezoelectric properties of quartz crystals inserted into a chamber near its rear end; specimens of quartz that are notably lacking in ferric impurities and that can generate greater amounts of electric potential upon the application of mechanical stress are classified as Odin Crystals (Eberron Shard of Lightning +3), which enhance the strength of the charge delivered by the weapon.

    Though the Mjolnir Cannon can be aimed in a manner similar to a conventional crossbow, its advanced Gungnir Multi-Function Targeting System uses a combination of thermal imaging, Kirlian photography, and motion detection to allow its user to follow the displayed targeting output data such that an accurate shot can be performed through analysis of this data rather than manual dexterity. An optional R.F.I.D. chip can be installed in its intended user; this chip channels the natural electricity produced by the wielder's bodily electrolytes into the plasma channel generated by the weapon, increasing its efficiency (Storm Adept) and generating a tractor beam effect (Mark of Storm) that can drag those struck by the lightning.
    >> Anonymous 01/11/10(Mon)02:16 No.7534311
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    >>7534141

    Although the weapon is mostly recoilless, thereby allowing it to be used by those lacking in physical might, upon striking its target and delivering its charge for the prescribed time of approximately 1.5 seconds, the slight recoil that the Mjolnir Cannon does produce can cause the beam of electricity to veer a few inches off-target, thereby reducing its destructive potential. Fortunately, the optional Huginn and Munnin Peripheral Bracers (Bracers of Archery +2) can detect these alterations in the course of the channel and apply a commensurate counterforce upon the user's arms, thereby maintaining the shot. Another optional accessory, the Hel Ferric Detection Gloves (Gauntlets of Blood +2), lock on to the iron particles exposed by shed blood, increasing the conductivity of the electricity against severely injured targets.
    >> Anonymous 01/11/10(Mon)02:40 No.7534524
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    >>7534311

    The Heimdall Ablative Kevlar Armor (Gambler's Drowmesh +3) and the Svalinn Portable Ablation Disk (Amulet of Protection +2) ward the user from harm by forming an encapsulating field of force that counteracts the velocity of incoming attacks not by outright deflecting them, but by eroding their momentum before they strike, similar to how a meteoroid that enters the planet's atmosphere often disintegrates before impact. In response to an attack that connects nevertheless, the former piece of equipment can expend a powerful charge that manipulates the velocity of the blow in an attempt to reduce it to zero, though due to this process being an imperfectly-developed one, the strike may instead gain velocity in some cases. The latter object also projects high-frequency audio waves into the user's cochlea that, while inaudible, stimulate the brain into producing increases amounts of seratonin in order to bolster morale (Will defense).
    >> Anonymous 01/11/10(Mon)02:48 No.7534612
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    >>7534524

    Lastly, the Tyr Posture Correction Footwear (Acrobat Boots) uses an accelerometer to detect the axis along which the user's positioning is parallel to. Should the user be found in a prone position, whether deliberately or involuntarily, the boots can exert a gentle yet swift burst of force onto her, thereby aiding the user in performing a "kip-up" into an upright position.

    I believe that should be enough pseudo-scientific technobabble for the moment.
    >> Anonymous 01/11/10(Mon)04:06 No.7535585
    >>7534141
    Is this... Task Force: VALKYRIE 4e?
    >> Anonymous 01/11/10(Mon)04:10 No.7535645
    >>7530785
    >Artificers suck

    You're right! Despite being literally better than every other Leader out there bar Taclords and even then only because of the Taclords giving out huge attack bonuses, they suck!
    >> Anonymous 01/11/10(Mon)04:39 No.7535967
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    >>7535585

    Much of the reflavoring was inspired by the Advanced Armory, yes.
    >> Anonymous 01/11/10(Mon)08:40 No.7538306
    >>7535645
    I don't think artificers have enough material for them to be good. They've only got the EPG and one issue of Dragon going for them.
    >> Anonymous 01/11/10(Mon)10:56 No.7539536
    >>7534141
    >>7534311
    >>7534524
    >>7534612
    How come they say you don't care about fluff? This is all awesome stuff.
    >> Anonymous 01/11/10(Mon)11:24 No.7539781
    >>7534612
    I come back from college and I find this. Thankyou for keeping the spirit of /tg/ alive, even if in a form unexpected.

    Sage to avoid an unwarranted bump and nothing more, because that is what it's fucking there for.
    >> Anonymous 01/11/10(Mon)13:08 No.7540812
    >>7539781
    Sage nowadays is used for, well, disapproval. Even though that's what it's not originally meant to do, it still carries that weight. Nothing wrong with bumping something you're thankful for.
    >> Anonymous 01/11/10(Mon)13:11 No.7540840
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    >4e

    Lyrical Tokarev, kill them all!
    >> Anonymous 01/11/10(Mon)13:19 No.7540908
    >>7540840
    Alice Margatroid?
    >> Anonymous 01/11/10(Mon)14:07 No.7541322
    >>7540908
    Read the filename.
    >> Anonymous 01/11/10(Mon)15:02 No.7541926
    >>7538306

    Two books is good enough for me when they have a great base.
    >> Anonymous 01/11/10(Mon)17:03 No.7543956
    bump
    >> Anonymous 01/11/10(Mon)19:06 No.7545925
    >>7540840
    Lyrical Nanoha?



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