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New Incentive Up, todays script with extra tidbits you would never know without seeing it! See it by voting on Buzz!
3/4/2008 - Arthur Learns how to track
Main Storyline Updated: Monday-Fridays, Revamp Comics: Wednesdays, Random Comics: Whenever!
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Saturday, March 01, 2008
artmonkey
Non-combat stuff!
This has got me worked up even further! From a D&D XP goer:
"We also did a 'chase scene' using skill challenges that included hurled carts, money flung into a crowd to start a small riot, bluffed guards, ducking into the slums to lose their trail and ended when we discovered some old sewers out of town using the History skill and lost the final guard with an Athletics-flung obstacle. I liked how they rewarded interesting ideas, let the whole group do their own thing without waiting on each other or screwing each other up, and let you pick how much of a risk vs reward you wanted on your action."
"...for every challenge, you get to pick the difficulty. You get easy, average, and hard. If you mess up an easy one, you end up screwing up bad. If you succeed on a hard one, you get more to your victories."
Also, a guard stat block and some magic items:
Human Guard Level 1 Solider Medium natural Humanoid xp 100 Initiative +4 Senses Perception +5 HP 31 Bloodied 15 AC 16 Fortitude 14 Reflex 13 Will 12 Speed 5 m Halberd (standard at will) * Weapon Reach 2: +8 vs AC 1d10+2 damage and the target is markes until the end of the human guards next turn. M Powerful Strike (standard recharge 5,6) * Weapon Requires halberd: reach 2; +8 vs AC; 1d10+6 Damage and the target is knocked prone. R Crossbow (standard at will) * Weapon Range 15/30; +7 vs AC; 1d8+1 damage Alignment Any Languages Common Skills Streetwise +6 Str 15 (+2) Dex 14 (+2) Wis 11 (+0) Con 15 (+2) Int 10 (+0) Cha 12 (+1) Equipment chainmail, halberd, crossbow with 20 bolts.
+1 Frost Warhammer (Level 3 Item) - +1 to Attack and Damage with weapon, on Criticals +1d6 cold, 1/encounter add 1d10 cold and slow 1 round to a hit. +1 Staff of the War Mage (Level 3 Item) - +1 to Attack and Damage with Implement, +1d8 damage on crits, 1/day increase a burst/blast spell size by 1.
Yay!
Friday, February 29, 2008
artmonkey
Man, that Kobold is BUFF!Hey, it's a stat block for a Kobold Skirmisher! NASTY! Keep in mind that there are a bunch of these things, and they're shifting around flanking you like crazy for an extra d6 damage, and probably at a +4 or so to hit thanks to "Mob Attack". Also, reports of other kinds of kobolds: Slinger (lvl 1artillery), Wyrmpriest (lvl 3 artillery), Dragonshield (lvl 2 soldier) and Minions (lvl 1 minion). Can't wait until June! (Well, May really since that's when the first module comes out)
artmonkey
Badass Black Dragon!Now some stats for the Black Dragon! Young Black Dragon -- Level 4 Solo Lurker Large natural magical beast (aquatic, dragon) -- XP: 875
Initiative +11 Senses Perception +9; darkvision HP 280; Bloodied 140; see also bloodied breathAC 24; Fortitude 19, Reflex 21, Will 18 Resist 15 acid Saving Throws +5 Speed 7, fly 7 (clumsy), overland flight 10, swim 7 Action Points 2 m Bite (standard; at-will) * AcidReach 2; +10 vs. AC; 1d6 + 3 damage, and ongoing 5 acid damage (save ends). m Claw (standard; at-will) Reach 2; +8 vs. AC; 1d4 + 3 damage. M Double Attack (standard; at-will) The dragon makes two claw attacks. M Tail Slash (immediate reaction, when a melee attack misses the dragon; at-will) The dragon uses its tail to attack the enemy that missed it; reach 2; +8 vs. AC; 1d6 + 4 damage, and the target is pushed 1 square. C Breath Weapon (standard; recharge 5 6) * AcidClose blast 5; +7 vs. Reflex; 1d12 + 3 damage, and the target takes ongoing 5 acid damage and takes a -4 penalty to AC (save ends both). C Bloodied Breath (immediate reaction, when first bloodied; encounter) * AcidThe dragon's breath weapon recharges automatically, and the dragon uses it immediately. C Cloud of Darkness (standard; sustain minor; recharge 3 4 5 6) * ZoneClose burst 2; this power creates a zone of darkness that remains in place until the end of the dragon's next turn. The zone blocks line of sight for all creatures except the dragon. Any creature entirely within the area (except the dragon) is blinded. C Frightful Presence (standard; encounter) * FearClose burst 5; targets enemies; +5 vs. Will; the target is stunned until the end of the dragon's next turn. Aftereffect: The target takes a -2 penalty to attack rolls (save ends). Alignment Evil Languages Draconic Skills Nature +9, Stealth +17 Str 16 (+5), Dex 20 (+7), Wis 15 (+4) Con 16 (+5), Int 12 (+3), Cha 10 (+2)
Thursday, February 28, 2008
artmonkey
Closeup of PHB2So, an enterprising fan too a photo of the new PHB. Not the best picture, but at least it's bigger than the last one. :) I continue to be excited.
Wednesday, February 27, 2008
artmonkey
Ooh! Something new!
In response to the trepidation of foreign distributors at the thought of trying to push a new Player's Handbook with "demon-looking" things on the cover (Tieflings), Wizards of the Coast commissioned a new image, and here it is...
Anyway, it looks pretty cool. Seems to be a Dragonborn Fighter(?) and a Human Wizard. Can't wait!
Saturday, February 23, 2008
artmonkey
Sneak Attack!
Hey, look! The Rogue class entry (or a good chunk of it). The original is
HERE
, but the link was broken last I checked.
Rogue
"You look surprised to see me. If you’d been paying attention, you might still be alive."
CLASS TRAITS
Role: Striker. You dart in to attack, do massive damage, and then retreat to safety. You do best when teamed with a defender to flank enemies. PowerSource: Martial. Your talents depend on extensive training and constant practice, innate skill, and natural coordination. KeyAbilities: Dexterity, Strength, Charisma
ArmorTraining: Leather WeaponProficiencies: Dagger, hand crossbow, shuriken, sling, short sword Bonus to Defense: +2 Reflex
Hit Points at 1st Level: 12 + Constitution score Hit Points per Level Gained: 5 Healing Surges: 6 + Constitution modifier
Trained Skills: Stealth and Thievery plus four others. From the class skills list below, choose four more trained skills at 1st level. Class Skills: Acrobatics (Dexterity), Athletics (Str), Bluff (Cha), Dungeoneering (Wis), Insight (Wis), Intimidate (Cha), Perception (Wis), Stealth (Dexterity), Streetwise (Cha), Thievery (Dexterity)
Build Options: Brawny rogue, trickster rogue Class Features: First Strike, Rogue Tactics, Rogue Weapon Talent, Sneak Attack
Rogues are cunning and elusive adversaries. Rogues slip into and out of shadows on a whim, pass anywhere across the field of battle without fear of reprisal, and appear suddenly only to drive home a lethal blade.
As a rogue, you might face others’ preconceptions regarding your motivations, but your nature is your own to mold. You could be an agent fresh from the deposed king’s shattered intelligence network, an accused criminal on the lam seeking to clear your name, a wiry performer whose goals transcend the theatrical stage, a kid trying to turn around your hard-luck story, or a daredevil thrill-seeker who can’t get enough of the adrenaline rush of conflict. Or perhaps you are merely in it for the gold, after all.
With a blade up your sleeve and a concealing cloak across your shoulders, you stride forth, eyes alight with anticipation. What worldly wonders and rewards are yours for the taking?
ROGUE OVERVIEW
Characteristics: Combat advantage provides the full benefit of your powers, and a combination of skills and powers helps you gain and keep that advantage over your foes. You are a master of skills, from Stealth and Thievery to Bluff and Acrobatics.
Religion: Rogues prefer deities of the night, luck, freedom, and adventure, such as Sehanine and Avandra. Evil and chaotic evil rogues often favor Lolth or Zehir.
Races: Those with a love for secrets exchanged in shadows and change for its own sake make ideal rogues, including elves, tieflings, and halflings. Creating a Rogue
The trickster rogue and the brawny rogue are the two rogue builds, one relying on bluffs and feints, the other on brute strength. Dexterity, Charisma, and Strength are the rogue’s most important ability scores.
Brawny Rogue You like powers that deal plenty of damage, aided by your Strength, and also stun, immobilize, knock down, or push your foes. Your attacks use Dexterity, so keep that your highest ability score. Strength should be a close second—it increases your damage directly, and it can determine other effects of your attacks. Charisma is a good third ability score, particularly if you want to dabble in powers from the other rogue build. Select the brutal scoundrel rogue tactic, and look for powers that pack a lot of damage into every punch.
Suggested Feat: Weapon Focus (Human feat: Toughness) Suggested Skills: Athletics, Dungeoneering, Intimidate, Stealth, Streetwise, Thievery Suggested At-Will Powers: Piercing Strike, Riposte Strike Suggested Encounter Power: Torturous Strike Suggested Daily Power: Easy Target
Trickster Rogue You like powers that deceive and misdirect your foes. You dart in and out of the fray in combat, dodging your enemies’ attacks or redirecting them to other foes. Most of your attack powers rely on Dexterity, so that should be your best ability score. Charisma is important for a few attacks, for Charisma-based skills you sometimes use in place of attacks, and for other effects that depend on successful attacks, so make Charisma your second-best score. Strength is useful if you want to choose powers intended for the other rogue build. Select the artful dodger rogue tactic. Look for powers that take advantage of your high Charisma score, as well as those that add to your trickster nature.
Suggested Feat: Backstabber (Human feat: Human Perseverance) Suggested Skills: Acrobatics, Bluff, Insight, Perception, Stealth, Thievery Suggested At-Will Powers: Deft Strike, Sly Flourish Suggested Encounter Power: Positioning Strike Suggested Daily Power: Trick Strike
Rogue Class Features
All rogues share these class features.
First Strike At the start of an encounter, you have combat advantage against any creatures that have not yet acted in that encounter.
Rogue Tactics Rogues operate in a variety of ways. Some rogues use their natural charm and cunning trickery to deceive foes. Others rely on brute strength to overcome their enemies.
Choose one of the following options.
Artful Dodger: You gain a bonus to AC equal to your Charisma modifier against opportunity attacks. Brutal Scoundrel: You gain a bonus to Sneak Attack damage equal to your Strength modifier.
The choice you make also provides bonuses to certain rogue powers. Individual powers detail the effects (if any) your Rogue Tactics selection has on them.
Rogue Weapon Talent When you wield a shuriken, your weapon damage die increases by one size. When you wield a dagger, you gain a +1 bonus to attack rolls.
Sneak Attack Once per round, when you have combat advantage against an enemy and are using a light blade, a crossbow, or a sling, your attacks against that enemy deal extra damage. As you advance in level, your extra damage increases. Level Sneak Attack Damage 1st–10th +2d6 11th–20th +3d6 21st–30th +5d6 Rogue Powers
Your powers are daring exploits that draw on your personal cunning, agility, and expertise. Some powers reward a high Charisma and are well suited for the trickster rogue, and others reward a high Strength and appeal to the brawny rogue, but you are free to choose any power you like.
Deft Strike
Rogue Attack 1 A final lunge brings you into an advantageous position.
At-Will ? Martial, Weapon Standard Action Melee or Ranged weapon Requirement: You must be wielding a crossbow, a light blade, or a sling. Target: One creature Special: You can move 2 squares before the attack. Attack: Dexterity vs. AC
Hit: 1[W] + Dexterity modifier damage. Increase damage to 2[W] + Dexterity modifier at 21st level.
Piercing Strike Rogue Attack 1 A needle-sharp point slips past armor and into tender flesh.
At-Will ? Martial, Weapon Standard Action Melee weapon Requirement: You must be wielding a light blade. Target: One creature Attack: Dexterity vs. Reflex
Hit: 1[W] + Dexterity modifier damage. Increase damage to 2[W] + Dexterity modifier at 21st level.
Positioning Strike Rogue Attack 1 A false stumble and a shove place the enemy exactly where you want him.
Encounter ? Martial, Weapon Standard Action Melee weapon Requirement: You must be wielding a light blade. Target: One creature Attack: Dexterity vs. Will
Hit: 1[W] + Dexterity modifier damage, and you slide the target 1 square. Artful Dodger: You slide the target a number of squares equal to your Charisma modifier.
Torturous Strike Rogue Attack 1 If you twist the blade in the wound just so, you can make your enemy howl in pain.
Encounter ? Martial, Weapon Standard Action Melee weapon Requirement: You must be wielding a light blade. Target: One creature Attack: Dexterity vs. AC
Hit: 2[W] + Dexterity modifier damage. Brutal Scoundrel: You gain a bonus to the damage roll equal to your Strength modifier.
Tumble Rogue Utility 2 You tumble out of harm’s way, dodging the opportunistic attacks of your enemies.
Encounter ? Martial Move Action Personal Prerequisite: You must be trained in Acrobatics.
Effect: You can shift a number of squares equal to one-half your speed.
Crimson Edge Rogue Attack 9 You deal your enemy a vicious wound that continues to bleed, and like a shark, you circle in for the kill.
Daily ? Martial, Weapon Standard Action Melee weapon Requirement: You must be wielding a light blade. Target: One creature Attack: Dexterity vs. Fortitude
Hit: 2[W] + Dexterity modifier damage, and the target takes ongoing damage equal to 5 + your Strength modifier and grants combat advantage to you (save ends both). Miss: Half damage, and no ongoing damage.
WOOOOOOOOOO! :)
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