The Totally NEW Team Corwin Thread

Guest passes exist, and I'm seeing one for Ravenloft so they exist at the least for older expansions. I'm also 90% sure we drug Corwin through the Vecna Unleashed expansion at least once, after running it yesterday. I don't know if he owns it or we got a guest pass though.
 
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Another thing of note for the newer players, there are some stuff you can unlock for free with favor in game. So to save some money, you shouldn't buy them. These are generally only unlocked per server; unlocking Warforged on Khyber won't have the race available on Wayfinder.

The Warforged Race is unlocked at 400 total favor.
Vistani Knife Fighter tree is unlocked with Keeper of the Feather favor.
Harper tree is unlocked with Harper favor.
The Artificer class is unlocked with House Cannith favor.
Horizon Walker tree is unlocked with Gatekeepers favor.
Falconry tree is unlocked with Free Agent favor.
Inquisitive tree is unlocked with Sharn City council favor.
Feydark Illusionist is unlocked with Summer Court favor.
Veteran status (start new characters at level 4) is unlocked at 1000 total favor.
one +2 stat tome and 32 stat point character are unlocked at 1750 favor.
Favored Soul class is unlocked at 2500 total favor.
Veteran II (level 7 new characters) is unlocked at 3000 total favor.
You get one +5 stat tome at 5000 total favor.
You get one +8 stat tome at 7500 total favor.

Total, there's 8,094 favor currently in game. So you're only able to skip very little, mostly Legendary level raids, if you want to farm +8 tomes. Of course, we're getting a new expansion sooner or later, and more content coming, so that number will go up, making it easier to reach those insane numbers for those free tomes. Eventually, there'll be a 10,000 favor reward.
 
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So been reading up on the latest and greatest. Lots and lots of new stuff since I last played. The biggest are probably the enhancements and then multiple lives thing.

I am messing around with a ranger (arcane archer ranged damage) and a paladin (knight of the chalice two-hand fighting). TBD if I can play this Fri. I know I can play the following Friday (6/21). In which case I would try to solo my characters to whatever level is necessary at that point. I am open to buying content too.
 
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Toon names so far:
Gionbo - rogue 1 / ranger 3, mostly AA
Brohskee - pali 2, mostly KotC
 
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Here is my Paladin KoTC build:

It's a max charisma build so STR and DEX can be lowered in the build if fewer build points.

The trick is to get the feat Magical Training and invest 7 points into Feydark Illusionist.
That will allow you to use the charisma bonus to hit and also damage.

By focusing everything on charisma and constitution as secondary skill it's much easier to get appropriate gear. Otherwise you need to focus on both charisma and strength.

Very high charisma gives great saves, area buffs and also lay on hands. You sacrifice one feat to do this since you need Magical Training to open up the Feydark Illusionist tree.

With focus on UMD as skill and high charisma you can cast almost any scroll there is. Even greater teleport, greater restoration, resurrection and heal
The build puts 41 skill points in Knight of the Chalice, 31 points into Sacred defender and 7 points into Feydark Illusionist. The rest can go into your racial tree.
This is a dragonborn build, but any race works.

Diehard or Bulwark of Defense can be an alternative to Empower Healing at level 24. For Bulwark of Defense to work you need to turn off Power Attack and keep Sacred Defender turned on.


Code:
Character name: KarlPeter Aspenstein
Classes: 20 Paladin, 10 Epic, 2 Legendary
Race: Dragonborn· · · · · ·Alignment: Lawful Good

· · ·Start Tome Final · · ·Incorp:· · 10% · · ·Displacement:· ·25%
Str:· · 16· · 8 · ·41 · · ·HP:· · · ·2298 · · ·AC:· ·137
Dex:· · 10· · 8 · ·21 · · ·PRR: · · · 161
Con:· · 16· · 8 · ·43 · · ·MRR: · · · ·66 · · ·+Healing Amp:· ·174
Int:· · ·8· · 8 · ·19 · · ·Dodge: · 10/25 · · ·-Healing Amp: 4294967251
Wis:· · ·8· · 8 · ·19 · · ·Fort:· · ·152% · · ·Repair Amp:· · · 15
Cha:· · 20· · 8 · ·54 · · ·SR:· · · · · 0 · · ·BAB: · · · · · · 25
DR: 30\-
Immunities: Natural Disease, Magical Disease, Super-Natural Disease, Fear, Energy Drain, Weapon Durability Damage, Petrification, Fear, Magical Controls and Compulsion, Death effect, Level drain, Falling damage, Charm, Domination

Heroic Past Lives
------------------------------------------------------------------------------------------
Past Life: Fighter
Past Life: Paladin(2)

Racial Past Lives
------------------------------------------------------------------------------------------
Past Life: Dragonborn
Past Life: Dwarf(3)
Past Life: Warforged(3)

Epic Past Lives
------------------------------------------------------------------------------------------
Past Life: Arcane Sphere: Enchant Weapon(3)
Past Life: Divine Sphere: Ancient Blessings(3)
Past Life: Divine Sphere: Brace(3)
Past Life: Martial Sphere: Doublestrike(3)
Past Life: Martial Sphere: Skill Mastery(3)
Past Life: Primal Sphere: Ancient Power(3)
Past Life: Primal Sphere: Colors of the Queen(3)
Past Life: Primal Sphere: Fast Healing(3)


Special Feats
------------------------------------------------------------------------------------------
Divine Crusader
Falconry Tree
Feydark Illusionist Tree
Harper Agent Tree
Inherent Fate Point(3)
Inherent Magical Resistance(2)
Inherent Melee Power(2)
Inherent Physical Resistance(2)
Inherent Racial Action Point
Inherent Universal Action Point(2)
Inquisitive Tree
Legendary Dreadnought
Tome of Destiny(3)
Unyielding Sentinel
Vistani Knife Fighter Tree


Saves:
------------------------------------------------------------------------------------------
Fortitude:· · · · ·92*
· vs Poison:· · · ·92*
· vs Disease: · · ·92*
Will: · · · · · · ·84
· vs Enchantment: ·90
· vs Illusion:· · ·84
· vs Fear:· · · · ·90
· vs Curse: · · · ·84
Reflex: · · · · · ·69*
· vs Traps: · · · ·69*
· vs Spell: · · · ·69*
· vs Magic: · · · ·69*
Marked with a * is no fail on a 1 if required DC met

Energy· · · ·Resistance and Absorbance
------------------------------------------------------------------------------------------
Acid: · · · · · · · ·30 · · · · · · 3%
Chaos:· · · · · · · · 0 · · · · · · 0%
Cold: · · · · · · · ·30 · · · · · · 3%
Electric: · · · · · ·30 · · · · · · 3%
Evil: · · · · · · · · 0 · · · · · ·10%
Fire: · · · · · · · ·60 · · · · · ·38%
Force:· · · · · · · · 0 · · · · · · 0%
Good: · · · · · · · · 0 · · · · · · 0%
Lawful: · · · · · · · 0 · · · · · · 0%
Light:· · · · · · · · 0 · · · · · · 0%
Negative: · · · · · · 0 · · · · · · 0%
Poison: · · · · · · · 0 · · · · · · 0%
Sonic:· · · · · · · ·30 · · · · · · 0%

Class and Feat Selection
------------------------------------------------------------------------------------------
Level Class · · · · · ·Feats
1 · · Paladin(1)· · · ·Standard: Power Attack
· · · · · · · · · · · ·Dragonborn Racial: Draconic Ancestry: Red
· · · · · · · · · · · ·Follower of Faith: Follower of the Sovereign Host
· · · · · · · · · · · ·Cross Class Skills: Use Magic Device(4)
2 · · Paladin(2)· · · ·
· · · · · · · · · · · ·Class Skills: Heal(1)
· · · · · · · · · · · ·Cross Class Skills: Use Magic Device(1)
3 · · Paladin(3)· · · ·Standard: Magical Training
· · · · · · · · · · · ·Class Skills: Heal(1)
· · · · · · · · · · · ·Cross Class Skills: Use Magic Device(1)
4 · · Paladin(4)· · · ·Charisma: +1 Level up
· · · · · · · · · · · ·Class Skills: Heal(1)
· · · · · · · · · · · ·Cross Class Skills: Use Magic Device(1)
5 · · Paladin(5)· · · ·
· · · · · · · · · · · ·Class Skills: Heal(1)
· · · · · · · · · · · ·Cross Class Skills: Use Magic Device(1)
6 · · Paladin(6)· · · ·Standard: Two Handed Fighting
· · · · · · · · · · · ·Deity: Unyielding Sovereignty
· · · · · · · · · · · ·Class Skills: Heal(1)
· · · · · · · · · · · ·Cross Class Skills: Use Magic Device(1)
7 · · Paladin(7)· · · ·
· · · · · · · · · · · ·Class Skills: Heal(2)
· · · · · · · · · · · ·Cross Class Skills: Use Magic Device(1)
8 · · Paladin(8)· · · ·Charisma: +1 Level up
· · · · · · · · · · · ·Class Skills: Heal(2)
· · · · · · · · · · · ·Cross Class Skills: Use Magic Device(1)
9 · · Paladin(9)· · · ·Standard: Improved Critical: Slashing Weapons
· · · · · · · · · · · ·Class Skills: Heal(2)
· · · · · · · · · · · ·Cross Class Skills: Use Magic Device(1)
10· · Paladin(10) · · ·
· · · · · · · · · · · ·Class Skills: Heal(2)
· · · · · · · · · · · ·Cross Class Skills: Use Magic Device(1)
11· · Paladin(11) · · ·
· · · · · · · · · · · ·Class Skills: Heal(1), Intimidate(1)
· · · · · · · · · · · ·Cross Class Skills: Use Magic Device(1)
12· · Paladin(12) · · ·Standard: Improved Two Handed Fighting
· · · · · · · · · · · ·Charisma: +1 Level up
· · · · · · · · · · · ·Class Skills: Heal(1), Intimidate(1)
· · · · · · · · · · · ·Cross Class Skills: Use Magic Device(1)
13· · Paladin(13) · · ·
· · · · · · · · · · · ·Class Skills: Heal(1), Intimidate(1)
· · · · · · · · · · · ·Cross Class Skills: Use Magic Device(1)
14· · Paladin(14) · · ·
· · · · · · · · · · · ·Class Skills: Heal(1), Intimidate(1)
· · · · · · · · · · · ·Cross Class Skills: Use Magic Device(1)
15· · Paladin(15) · · ·Standard: Greater Two Handed Fighting
· · · · · · · · · · · ·Class Skills: Heal(1), Intimidate(2)
· · · · · · · · · · · ·Cross Class Skills: Use Magic Device(1)
16· · Paladin(16) · · ·Charisma: +1 Level up
· · · · · · · · · · · ·Class Skills: Heal(1), Intimidate(2)
· · · · · · · · · · · ·Cross Class Skills: Use Magic Device(1)
17· · Paladin(17) · · ·
· · · · · · · · · · · ·Class Skills: Heal(1), Intimidate(2)
· · · · · · · · · · · ·Cross Class Skills: Use Magic Device(1)
18· · Paladin(18) · · ·Standard: Force of Personality
· · · · · · · · · · · ·Class Skills: Heal(1), Intimidate(2)
· · · · · · · · · · · ·Cross Class Skills: Use Magic Device(1)
19· · Paladin(19) · · ·
· · · · · · · · · · · ·Class Skills: Heal(1), Intimidate(2)
· · · · · · · · · · · ·Cross Class Skills: Use Magic Device(1)
20· · Paladin(20) · · ·Charisma: +1 Level up
· · · · · · · · · · · ·Class Skills: Heal(1), Intimidate(3)
21· · Epic(1) · · · · ·Epic Feat: Overwhelming Critical
22· · Epic(2) · · · · ·Epic Destiny Feat: Perfect Two Handed Fighting
23· · Epic(3) · · · · ·
24· · Epic(4) · · · · ·Epic Feat: Empower Healing Spell
· · · · · · · · · · · ·Charisma: +1 Level up
25· · Epic(5) · · · · ·Epic Destiny Feat: Doublestrike
26· · Epic(6) · · · · ·
27· · Epic(7) · · · · ·Epic Feat: Epic Reflexes
28· · Epic(8) · · · · ·Epic Destiny Feat: Holy Strike
· · · · · · · · · · · ·Charisma: +1 Level up
29· · Epic(9) · · · · ·
30· · Epic(10)· · · · ·Epic Feat: Epic Fortitude
· · · · · · · · · · · ·Legendary: Scion of Arborea
31· · Legendary(1)· · ·Epic Destiny Feat: Embodiment of Law
32· · Legendary(2)· · ·Charisma: +1 Level up

Class and Feat Selection
------------------------------------------------------------------------------------------
Level Class · · · · · ·Feats
1 · · Paladin(1)· · · ·Standard: Power Attack
· · · · · · · · · · · ·Dragonborn Racial: Draconic Ancestry: Red
· · · · · · · · · · · ·Follower of Faith: Follower of the Sovereign Host
2 · · Paladin(2)· · · ·
3 · · Paladin(3)· · · ·Standard: Magical Training
4 · · Paladin(4)· · · ·Charisma: +1 Level up
5 · · Paladin(5)· · · ·
6 · · Paladin(6)· · · ·Standard: Two Handed Fighting
· · · · · · · · · · · ·Deity: Unyielding Sovereignty
7 · · Paladin(7)· · · ·
8 · · Paladin(8)· · · ·Charisma: +1 Level up
9 · · Paladin(9)· · · ·Standard: Improved Critical: Slashing Weapons
10· · Paladin(10) · · ·
11· · Paladin(11) · · ·
12· · Paladin(12) · · ·Standard: Improved Two Handed Fighting
· · · · · · · · · · · ·Charisma: +1 Level up
13· · Paladin(13) · · ·
14· · Paladin(14) · · ·
15· · Paladin(15) · · ·Standard: Greater Two Handed Fighting
16· · Paladin(16) · · ·Charisma: +1 Level up
17· · Paladin(17) · · ·
18· · Paladin(18) · · ·Standard: Force of Personality
19· · Paladin(19) · · ·
20· · Paladin(20) · · ·Charisma: +1 Level up
21· · Epic(1) · · · · ·Epic Feat: Overwhelming Critical
22· · Epic(2) · · · · ·Epic Destiny Feat: Perfect Two Handed Fighting
23· · Epic(3) · · · · ·
24· · Epic(4) · · · · ·Epic Feat: Empower Healing Spell
· · · · · · · · · · · ·Charisma: +1 Level up
25· · Epic(5) · · · · ·Epic Destiny Feat: Doublestrike
26· · Epic(6) · · · · ·
27· · Epic(7) · · · · ·Epic Feat: Epic Reflexes
28· · Epic(8) · · · · ·Epic Destiny Feat: Holy Strike
· · · · · · · · · · · ·Charisma: +1 Level up
29· · Epic(9) · · · · ·
30· · Epic(10)· · · · ·Epic Feat: Epic Fortitude
· · · · · · · · · · · ·Legendary: Scion of Arborea
31· · Legendary(1)· · ·Epic Destiny Feat: Embodiment of Law
32· · Legendary(2)· · ·Charisma: +1 Level up

Granted Feats
------------------------------------------------------------------------------------------
Diehard
Embodiment of Law
Improved Sunder
Knight's Training
Shot on the Run
Smite Evil
------------------------------------------------------------------------------------------

Automatic Feats
------------------------------------------------------------------------------------------
Level Class · · · · · ·Feats
· 1 · Paladin(1)· · · ·Attack
· · · · · · · · · · · ·Aura of Good
· · · · · · · · · · · ·Defensive Fighting
· · · · · · · · · · · ·Heavy Armor Proficiency
· · · · · · · · · · · ·Heroic Durability
· · · · · · · · · · · ·Light Armor Proficiency
· · · · · · · · · · · ·Martial Weapon Proficiency: Battle Axe
· · · · · · · · · · · ·Martial Weapon Proficiency: Falchion
· · · · · · · · · · · ·Martial Weapon Proficiency: Great Axe
· · · · · · · · · · · ·Martial Weapon Proficiency: Great Club
· · · · · · · · · · · ·Martial Weapon Proficiency: Great Sword
· · · · · · · · · · · ·Martial Weapon Proficiency: Hand Axe
· · · · · · · · · · · ·Martial Weapon Proficiency: Heavy Pick
· · · · · · · · · · · ·Martial Weapon Proficiency: Kukri
· · · · · · · · · · · ·Martial Weapon Proficiency: Light Hammer
· · · · · · · · · · · ·Martial Weapon Proficiency: Light Pick
· · · · · · · · · · · ·Martial Weapon Proficiency: Longbow
· · · · · · · · · · · ·Martial Weapon Proficiency: Longsword
· · · · · · · · · · · ·Martial Weapon Proficiency: Maul
· · · · · · · · · · · ·Martial Weapon Proficiency: Rapier
· · · · · · · · · · · ·Martial Weapon Proficiency: Scimitar
· · · · · · · · · · · ·Martial Weapon Proficiency: Shortbow
· · · · · · · · · · · ·Martial Weapon Proficiency: Shortsword
· · · · · · · · · · · ·Martial Weapon Proficiency: Throwing Axe
· · · · · · · · · · · ·Martial Weapon Proficiency: Throwing Hammer
· · · · · · · · · · · ·Martial Weapon Proficiency: Warhammer
· · · · · · · · · · · ·Medium Armor Proficiency
· · · · · · · · · · · ·Religious Lore
· · · · · · · · · · · ·Shield Proficiency (General)
· · · · · · · · · · · ·Simple Weapon Proficiency: Club
· · · · · · · · · · · ·Simple Weapon Proficiency: Dagger
· · · · · · · · · · · ·Simple Weapon Proficiency: Dart
· · · · · · · · · · · ·Simple Weapon Proficiency: Heavy Crossbow
· · · · · · · · · · · ·Simple Weapon Proficiency: Heavy Mace
· · · · · · · · · · · ·Simple Weapon Proficiency: Light Crossbow
· · · · · · · · · · · ·Simple Weapon Proficiency: Light Mace
· · · · · · · · · · · ·Simple Weapon Proficiency: Morningstar
· · · · · · · · · · · ·Simple Weapon Proficiency: Quarterstaff
· · · · · · · · · · · ·Simple Weapon Proficiency: Sickle
· · · · · · · · · · · ·Simple Weapon Proficiency: Throwing Dagger
· · · · · · · · · · · ·Simple Weapon Proficiency: Unarmed
· · · · · · · · · · · ·Smite Evil
· · · · · · · · · · · ·Smite Evil (Ranged)
· · · · · · · · · · · ·Sneak
· · · · · · · · · · · ·Sunder
· · · · · · · · · · · ·Trip
· 2 · Paladin(2)· · · ·Divine Grace
· · · · · · · · · · · ·Lay on Hands
· · · · · · · · · · · ·Religious Lore
· 3 · Paladin(3)· · · ·Aura of Courage
· · · · · · · · · · · ·Divine Health
· · · · · · · · · · · ·Fear Immunity
· · · · · · · · · · · ·Religious Lore
· 4 · Paladin(4)· · · ·Religious Lore
· · · · · · · · · · · ·Turn Undead
· 5 · Paladin(5)· · · ·Improved Heroic Durability
· · · · · · · · · · · ·Religious Lore
· · · · · · · · · · · ·Smite Evil
· · · · · · · · · · · ·Smite Evil (Ranged)
· 6 · Paladin(6)· · · ·Religious Lore
· · · · · · · · · · · ·Remove Disease
· 7 · Paladin(7)· · · ·Religious Lore
· 8 · Paladin(8)· · · ·Religious Lore
· 9 · Paladin(9)· · · ·Religious Lore
 10 · Paladin(10) · · ·Improved Heroic Durability
· · · · · · · · · · · ·Religious Lore
· · · · · · · · · · · ·Smite Evil
· · · · · · · · · · · ·Smite Evil (Ranged)
 11 · Paladin(11) · · ·Religious Lore
 12 · Paladin(12) · · ·Religious Lore
 13 · Paladin(13) · · ·Religious Lore
 14 · Paladin(14) · · ·Religious Lore
 15 · Paladin(15) · · ·Improved Heroic Durability
· · · · · · · · · · · ·Religious Lore
· · · · · · · · · · · ·Smite Evil
· · · · · · · · · · · ·Smite Evil (Ranged)
 16 · Paladin(16) · · ·Religious Lore
 17 · Paladin(17) · · ·Religious Lore
 18 · Paladin(18) · · ·Religious Lore
 19 · Paladin(19) · · ·Religious Lore
 20 · Paladin(20) · · ·Religious Lore
· · · · · · · · · · · ·Smite Evil
· · · · · · · · · · · ·Smite Evil (Ranged)
 21 · Epic(1) · · · · ·Epic Power
· · · · · · · · · · · ·Epic Skills
 22 · Epic(2) · · · · ·Epic Knowledge
· · · · · · · · · · · ·Epic Power
· · · · · · · · · · · ·Epic Saves
· · · · · · · · · · · ·Epic Skills
 23 · Epic(3) · · · · ·Epic Power
· · · · · · · · · · · ·Epic Skills
 24 · Epic(4) · · · · ·Epic Knowledge
· · · · · · · · · · · ·Epic Power
· · · · · · · · · · · ·Epic Saves
· · · · · · · · · · · ·Epic Skills
 25 · Epic(5) · · · · ·Epic Power
· · · · · · · · · · · ·Epic Skills
 26 · Epic(6) · · · · ·Epic Knowledge
· · · · · · · · · · · ·Epic Power
· · · · · · · · · · · ·Epic Saves
· · · · · · · · · · · ·Epic Skills
 27 · Epic(7) · · · · ·Epic Power
· · · · · · · · · · · ·Epic Skills
 28 · Epic(8) · · · · ·Epic Knowledge
· · · · · · · · · · · ·Epic Power
· · · · · · · · · · · ·Epic Saves
· · · · · · · · · · · ·Epic Skills
· · · · · · · · · · · ·Fate Point
 29 · Epic(9) · · · · ·Epic Power
· · · · · · · · · · · ·Epic Skills
· · · · · · · · · · · ·Fate Point
 30 · Epic(10)· · · · ·Epic Knowledge
· · · · · · · · · · · ·Epic Power
· · · · · · · · · · · ·Epic Saves
· · · · · · · · · · · ·Epic Skills
· · · · · · · · · · · ·Fate Point
 31 · Legendary(1)· · ·Legendary Power
 32 · Legendary(2)· · ·Legendary Knowledge
· · · · · · · · · · · ·Legendary Power

Class and Feat Selection (Consolidated)
------------------------------------------------------------------------------------------
Level Class · · · · · ·Feats
1 · · Paladin(1)· · · ·Standard: Power Attack
· · · · · · · · · · · ·Dragonborn Racial: Draconic Ancestry: Red
· · · · · · · · · · · ·Follower of Faith: Follower of the Sovereign Host
· · · · · · · · · · · ·Automatic: Attack
· · · · · · · · · · · ·Automatic: Aura of Good
· · · · · · · · · · · ·Automatic: Defensive Fighting
· · · · · · · · · · · ·Automatic: Heavy Armor Proficiency
· · · · · · · · · · · ·Automatic: Heroic Durability
· · · · · · · · · · · ·Automatic: Light Armor Proficiency
· · · · · · · · · · · ·Automatic: Martial Weapon Proficiency: Battle Axe
· · · · · · · · · · · ·Automatic: Martial Weapon Proficiency: Falchion
· · · · · · · · · · · ·Automatic: Martial Weapon Proficiency: Great Axe
· · · · · · · · · · · ·Automatic: Martial Weapon Proficiency: Great Club
· · · · · · · · · · · ·Automatic: Martial Weapon Proficiency: Great Sword
· · · · · · · · · · · ·Automatic: Martial Weapon Proficiency: Hand Axe
· · · · · · · · · · · ·Automatic: Martial Weapon Proficiency: Heavy Pick
· · · · · · · · · · · ·Automatic: Martial Weapon Proficiency: Kukri
· · · · · · · · · · · ·Automatic: Martial Weapon Proficiency: Light Hammer
· · · · · · · · · · · ·Automatic: Martial Weapon Proficiency: Light Pick
· · · · · · · · · · · ·Automatic: Martial Weapon Proficiency: Longbow
· · · · · · · · · · · ·Automatic: Martial Weapon Proficiency: Longsword
· · · · · · · · · · · ·Automatic: Martial Weapon Proficiency: Maul
· · · · · · · · · · · ·Automatic: Martial Weapon Proficiency: Rapier
· · · · · · · · · · · ·Automatic: Martial Weapon Proficiency: Scimitar
· · · · · · · · · · · ·Automatic: Martial Weapon Proficiency: Shortbow
· · · · · · · · · · · ·Automatic: Martial Weapon Proficiency: Shortsword
· · · · · · · · · · · ·Automatic: Martial Weapon Proficiency: Throwing Axe
· · · · · · · · · · · ·Automatic: Martial Weapon Proficiency: Throwing Hammer
· · · · · · · · · · · ·Automatic: Martial Weapon Proficiency: Warhammer
· · · · · · · · · · · ·Automatic: Medium Armor Proficiency
· · · · · · · · · · · ·Automatic: Religious Lore
· · · · · · · · · · · ·Automatic: Shield Proficiency (General)
· · · · · · · · · · · ·Automatic: Simple Weapon Proficiency: Club
· · · · · · · · · · · ·Automatic: Simple Weapon Proficiency: Dagger
· · · · · · · · · · · ·Automatic: Simple Weapon Proficiency: Dart
· · · · · · · · · · · ·Automatic: Simple Weapon Proficiency: Heavy Crossbow
· · · · · · · · · · · ·Automatic: Simple Weapon Proficiency: Heavy Mace
· · · · · · · · · · · ·Automatic: Simple Weapon Proficiency: Light Crossbow
· · · · · · · · · · · ·Automatic: Simple Weapon Proficiency: Light Mace
· · · · · · · · · · · ·Automatic: Simple Weapon Proficiency: Morningstar
· · · · · · · · · · · ·Automatic: Simple Weapon Proficiency: Quarterstaff
· · · · · · · · · · · ·Automatic: Simple Weapon Proficiency: Sickle
· · · · · · · · · · · ·Automatic: Simple Weapon Proficiency: Throwing Dagger
· · · · · · · · · · · ·Automatic: Simple Weapon Proficiency: Unarmed
· · · · · · · · · · · ·Automatic: Smite Evil
· · · · · · · · · · · ·Automatic: Smite Evil (Ranged)
· · · · · · · · · · · ·Automatic: Sneak
· · · · · · · · · · · ·Automatic: Sunder
· · · · · · · · · · · ·Automatic: Trip

2 · · Paladin(2)· · · ·Automatic: Divine Grace
· · · · · · · · · · · ·Automatic: Lay on Hands
· · · · · · · · · · · ·Automatic: Religious Lore

3 · · Paladin(3)· · · ·Standard: Magical Training
· · · · · · · · · · · ·Automatic: Aura of Courage
· · · · · · · · · · · ·Automatic: Divine Health
· · · · · · · · · · · ·Automatic: Fear Immunity
· · · · · · · · · · · ·Automatic: Religious Lore

4 · · Paladin(4)· · · ·Charisma: +1 Level up
· · · · · · · · · · · ·Automatic: Religious Lore
· · · · · · · · · · · ·Automatic: Turn Undead

5 · · Paladin(5)· · · ·Automatic: Improved Heroic Durability
· · · · · · · · · · · ·Automatic: Religious Lore
· · · · · · · · · · · ·Automatic: Smite Evil
· · · · · · · · · · · ·Automatic: Smite Evil (Ranged)

6 · · Paladin(6)· · · ·Standard: Two Handed Fighting
· · · · · · · · · · · ·Deity: Unyielding Sovereignty
· · · · · · · · · · · ·Automatic: Religious Lore
· · · · · · · · · · · ·Automatic: Remove Disease

7 · · Paladin(7)· · · ·Automatic: Religious Lore

8 · · Paladin(8)· · · ·Charisma: +1 Level up
· · · · · · · · · · · ·Automatic: Religious Lore

9 · · Paladin(9)· · · ·Standard: Improved Critical: Slashing Weapons
· · · · · · · · · · · ·Automatic: Religious Lore

10· · Paladin(10) · · ·Automatic: Improved Heroic Durability
· · · · · · · · · · · ·Automatic: Religious Lore
· · · · · · · · · · · ·Automatic: Smite Evil
· · · · · · · · · · · ·Automatic: Smite Evil (Ranged)

11· · Paladin(11) · · ·Automatic: Religious Lore

12· · Paladin(12) · · ·Standard: Improved Two Handed Fighting
· · · · · · · · · · · ·Charisma: +1 Level up
· · · · · · · · · · · ·Automatic: Religious Lore

13· · Paladin(13) · · ·Automatic: Religious Lore

14· · Paladin(14) · · ·Automatic: Religious Lore

15· · Paladin(15) · · ·Standard: Greater Two Handed Fighting
· · · · · · · · · · · ·Automatic: Improved Heroic Durability
· · · · · · · · · · · ·Automatic: Religious Lore
· · · · · · · · · · · ·Automatic: Smite Evil
· · · · · · · · · · · ·Automatic: Smite Evil (Ranged)

16· · Paladin(16) · · ·Charisma: +1 Level up
· · · · · · · · · · · ·Automatic: Religious Lore

17· · Paladin(17) · · ·Automatic: Religious Lore

18· · Paladin(18) · · ·Standard: Force of Personality
· · · · · · · · · · · ·Automatic: Religious Lore

19· · Paladin(19) · · ·Automatic: Religious Lore

20· · Paladin(20) · · ·Charisma: +1 Level up
· · · · · · · · · · · ·Automatic: Religious Lore
· · · · · · · · · · · ·Automatic: Smite Evil
· · · · · · · · · · · ·Automatic: Smite Evil (Ranged)

21· · Epic(1) · · · · ·Epic Feat: Overwhelming Critical
· · · · · · · · · · · ·Automatic: Epic Power
· · · · · · · · · · · ·Automatic: Epic Skills

22· · Epic(2) · · · · ·Epic Destiny Feat: Perfect Two Handed Fighting
· · · · · · · · · · · ·Automatic: Epic Knowledge
· · · · · · · · · · · ·Automatic: Epic Power
· · · · · · · · · · · ·Automatic: Epic Saves
· · · · · · · · · · · ·Automatic: Epic Skills

23· · Epic(3) · · · · ·Automatic: Epic Power
· · · · · · · · · · · ·Automatic: Epic Skills

24· · Epic(4) · · · · ·Epic Feat: Empower Healing Spell
· · · · · · · · · · · ·Charisma: +1 Level up
· · · · · · · · · · · ·Automatic: Epic Knowledge
· · · · · · · · · · · ·Automatic: Epic Power
· · · · · · · · · · · ·Automatic: Epic Saves
· · · · · · · · · · · ·Automatic: Epic Skills

25· · Epic(5) · · · · ·Epic Destiny Feat: Doublestrike
· · · · · · · · · · · ·Automatic: Epic Power
· · · · · · · · · · · ·Automatic: Epic Skills

26· · Epic(6) · · · · ·Automatic: Epic Knowledge
· · · · · · · · · · · ·Automatic: Epic Power
· · · · · · · · · · · ·Automatic: Epic Saves
· · · · · · · · · · · ·Automatic: Epic Skills

27· · Epic(7) · · · · ·Epic Feat: Epic Reflexes
· · · · · · · · · · · ·Automatic: Epic Power
· · · · · · · · · · · ·Automatic: Epic Skills

28· · Epic(8) · · · · ·Epic Destiny Feat: Holy Strike
· · · · · · · · · · · ·Charisma: +1 Level up
· · · · · · · · · · · ·Automatic: Epic Knowledge
· · · · · · · · · · · ·Automatic: Epic Power
· · · · · · · · · · · ·Automatic: Epic Saves
· · · · · · · · · · · ·Automatic: Epic Skills
· · · · · · · · · · · ·Automatic: Fate Point

29· · Epic(9) · · · · ·Automatic: Epic Power
· · · · · · · · · · · ·Automatic: Epic Skills
· · · · · · · · · · · ·Automatic: Fate Point

30· · Epic(10)· · · · ·Epic Feat: Epic Fortitude
· · · · · · · · · · · ·Legendary: Scion of Arborea
· · · · · · · · · · · ·Automatic: Epic Knowledge
· · · · · · · · · · · ·Automatic: Epic Power
· · · · · · · · · · · ·Automatic: Epic Saves
· · · · · · · · · · · ·Automatic: Epic Skills
· · · · · · · · · · · ·Automatic: Fate Point

31· · Legendary(1)· · ·Epic Destiny Feat: Embodiment of Law
· · · · · · · · · · · ·Automatic: Legendary Power

32· · Legendary(2)· · ·Charisma: +1 Level up
· · · · · · · · · · · ·Automatic: Legendary Knowledge
· · · · · · · · · · · ·Automatic: Legendary Power


Skills
------------------------------------------------------------------------------------------
Skill Points· · · 4 ·2· 2 ·2· 2 ·2· 3 ·3· 3 ·3· 3 ·3· 3 ·3· 4 ·4· 4 ·4· 4 ·4
Skill Name· · · ·01 02 03 04 05 06 07 08 09 10 11 12 13 14 15 16 17 18 19 20· Total Buffed
------------------------------------------------------------------------------------------
Balance · · · · · · · · · · · · · · · · · · · · · · · · · · · · · · · · · · · · 0.0 · 24.0
Bluff · · · · · · · · · · · · · · · · · · · · · · · · · · · · · · · · · · · · · 0.0 · 37.0
Concentration · · · · · · · · · · · · · · · · · · · · · · · · · · · · · · · · · 0.0 · 31.0
Diplomacy · · · · · · · · · · · · · · · · · · · · · · · · · · · · · · · · · · · 0.0 · 37.0
Disable Device· · · · · · · · · · · · · · · · · · · · · · · · · · · · · · · · · 0.0 · 19.0
Haggle· · · · · · · · · · · · · · · · · · · · · · · · · · · · · · · · · · · · · 0.0 · 37.0
Heal· · · · · · · · ·1· 1 ·1· 1 ·1· 2 ·2· 2 ·2· 1 ·1· 1 ·1· 1 ·1· 1 ·1· 1 ·1· ·23.0 · 42.0
Hide· · · · · · · · · · · · · · · · · · · · · · · · · · · · · · · · · · · · · · 0.0 · 20.0
Intimidate· · · · · · · · · · · · · · · · · · · 1 ·1· 1 ·1· 2 ·2· 2 ·2· 2 ·3· ·17.0 · 58.0
Jump· · · · · · · · · · · · · · · · · · · · · · · · · · · · · · · · · · · · · · 0.0 · 35.0
Listen· · · · · · · · · · · · · · · · · · · · · · · · · · · · · · · · · · · · · 0.0 · 19.0
Move Silently · · · · · · · · · · · · · · · · · · · · · · · · · · · · · · · · · 0.0 · 20.0
Open Lock · · · · · · · · · · · · · · · · · · · · · · · · · · · · · · · · · · · 0.0 · 20.0
Perform · · · · · · · · · · · · · · · · · · · · · · · · · · · · · · · · · · · · 0.0 · 57.0
Repair· · · · · · · · · · · · · · · · · · · · · · · · · · · · · · · · · · · · · 0.0 · 20.0
Search· · · · · · · · · · · · · · · · · · · · · · · · · · · · · · · · · · · · · 0.0 · 19.0
Spell Craft · · · · · · · · · · · · · · · · · · · · · · · · · · · · · · · · · · 0.0 · 20.0
Spot· · · · · · · · · · · · · · · · · · · · · · · · · · · · · · · · · · · · · · 0.0 · 19.0
Swim· · · · · · · · · · · · · · · · · · · · · · · · · · · · · · · · · · · · · · 0.0 · 34.0
Tumble· · · · · · · · · · · · · · · · · · · · · · · · · · · · · · · · · · · · · 0.0 · 20.0
Use Magic Device· 2 ·Ѕ· Ѕ ·Ѕ· Ѕ ·Ѕ· Ѕ ·Ѕ· Ѕ ·Ѕ· Ѕ ·Ѕ· Ѕ ·Ѕ· Ѕ ·Ѕ· Ѕ ·Ѕ· Ѕ · · ·11.0 · 53.0
------------------------------------------------------------------------------------------
Available Points· 0 ·0· 0 ·0· 0 ·0· 0 ·0· 0 ·0· 0 ·0· 0 ·0· 0 ·0· 0 ·0· 0 ·0
------------------------------------------------------------------------------------------

Self and Party Buffs
------------------------------------------------------------------------------------------


Active Auto Controlled Stances
------------------------------------------------------------------------------------------
Two Handed Fighting
Empty Offhand
Great Sword
Dragonborn
Heavy Armor
Good
Lawful
Aura of Good
Aura of Courage
------------------------------------------------------------------------------------------

Enhancements: 80 APs, Racial 3, Universal 2
------------------------------------------------------------------------------------------
Dragonborn - Points spent: 4
Core1 Hardy I
Core2 Ability I: +1 Charisma
Core3 Hardy II
------------------------------------------------------------------------------------------
Knight of the Chalice - Points spent: 41
Core1 Slayer of Evil I
Tier1 Holy Combatant I
Tier1 Extra Smite - 3 Ranks
Core2 Courage of Heaven
Tier2 Divine Might - 3 Ranks
Tier2 Exalted Attack: Exalted Cleave
Tier3 Holy Combatant II
Core3 Slayer of Evil II
Tier3 Ability I: +1 Charisma
Tier3 Exalted Smite: Exalted Smite - 3 Ranks
Core4 Improved Courage of Heaven
Tier4 Knight's Training
Tier4 Ability II: +1 Charisma
Tier4 Censure Demons
Tier4 Vigor of Life I
Core5 Slayer of Evil III
Tier5 Holy Retribution: Holy Retribution
Tier5 Vigor of Life II
Tier5 Censure Outsiders
Tier5 Ascendancy
Tier5 Avenging Attack: Avenging Cleave
Core6 Champion of Good
------------------------------------------------------------------------------------------
Sacred Defender - Points spent: 31
Core1 Holy Bastion
Tier1 Extra Lay on Hands - 3 Ranks
Tier1 Improved Sacred Defense I: Durable Defense - 3 Ranks
Core2 Sacred Defence
Tier2 Bulwark Aura - 3 Ranks
Core3 Divine Righteousness
Tier3 Ability I: +1 Charisma
Tier3 Greater Sacred Defense I: Tenacious Defense - 3 Ranks
Tier3 Resistance Aura - 3 Ranks
Core4 Redemption
Tier4 Greater Sacred Defense II: Hardy Defense - 3 Ranks
Tier4 Ability II: +1 Charisma
Tier4 Reinforced Defense I: Reinforced Armor - 3 Ranks
Tier4 Swift Defense
Core5 Glorious Stand
------------------------------------------------------------------------------------------
Feydark Illusionist - Points spent: 7
Core1 Find Familiar: Pseudodragon
Tier1 Familiar's Flourish I
Tier1 Study the Arcane - 2 Ranks
Tier2 Familiar's Flourish II
------------------------------------------------------------------------------------------
Epic Destinies: 40 APs + 11 permanent Destiny Points
------------------------------------------------------------------------------------------
Divine Crusader - Points spent: 39
Core1 Just Cause
Tier1 Divine Smite
Tier1 Consecration - 3 Ranks
Core2 Confront any Foe
Tier2 Endless Smiting - 3 Ranks
Tier2 Holy Mantle
Core3 Weather any Blow
Tier3 Strike with Poise - 3 Ranks
Tier3 Crusade
Tier3 How Dare You Strike Me - 3 Ranks
Tier4 Purge the Wicked - 3 Ranks
Tier4 Heavenly Presence
Tier4 Cower Before Me
Tier4 Rend Armor
Tier4 Blessed Strikes - 3 Ranks
Core4 Sunder Evil
Tier5 Mighty Crusade
Tier5 Law of the Divine
Tier5 Blessed Blades
Tier5 Beckon Divinity
------------------------------------------------------------------------------------------
Unyielding Sentinel - Points spent: 7
Core1 Unyielding
Tier1 Epic Strike: Celestial Mandate
Tier1 Divine Energy Resistance
Core2 Ward Against Darkness
Tier2 Renewal
------------------------------------------------------------------------------------------
Legendary Dreadnought - Points spent: 2
Core1 Fearless
Tier1 Dire Attack: Dire Charge
------------------------------------------------------------------------------------------
Dread Adversary - Points spent: 9
Core1 Reaper's Offense I
Tier1 Reaper's Blade I - 3 Ranks
Tier1 Reaper's Strike - 3 Ranks
Core2 Reaper's Offense II
Tier2 Reaper's Blade II - 3 Ranks
------------------------------------------------------------------------------------------

Dire Thaumaturge - Points spent: 2
Core1 Reaper's Arcanum I
Tier1 Reapers's Ability I: +1 Charisma
------------------------------------------------------------------------------------------

Grim Barricade - Points spent: 21
Core1 Reaper's Defense I
Tier1 Reaper's Constitution I
Tier1 Reaper's Reflex/Fortitude/Will I: Will Save - 3 Ranks
Tier1 Reaper's Bulwark/Shroud I: MRR - 3 Ranks
Tier1 Reaper's Luck - 3 Ranks
Core2 Reaper's Defense II
Tier2 Reaper's Constitution II
Tier2 Reaper's Reflex/Fortitude/Will II: Will Save - 3 Ranks
Tier2 Reaper's Bullwark/Shroud II: MRR - 3 Ranks
Core3 Reaper's Defense III
Tier3 Reaper's Constitution III
Tier3 Reaper's Reflex/Fortitude/Will III: Will Save - 3 Ranks
Tier3 Reaper's Bulwark/Shroud III: MRR - 3 Ranks
Core4 Reaper's Defense IV
------------------------------------------------------------------------------------------

Spell Power · · · · · · ·Base · ·Critical Chance· · Critical Multiplier.
------------------------------------------------------------------------------------------
Acid· · · · · · · · · · · 117 · · · 5%· · · · · · · · ·0
Light/Alignment · · · · · 117 · · · 5%· · · · · · · · ·0
Cold· · · · · · · · · · · 117 · · · 5%· · · · · · · · ·0
Electric· · · · · · · · · 117 · · · 5%· · · · · · · · ·0
Evil· · · · · · · · · · · 117 · · · 5%· · · · · · · · ·0
Fire· · · · · · · · · · · 117 · · · 5%· · · · · · · · ·0
Force/Untyped · · · · · · 142 · · · 5%· · · · · · · · ·0
Negative· · · · · · · · · 139 · · · 5%· · · · · · · · ·0
Physical· · · · · · · · · 117 · · · 5%· · · · · · · · ·0
Poison· · · · · · · · · · 117 · · · 5%· · · · · · · · ·0
Positive· · · · · · · · · 170 · · · 5%· · · · · · · · ·0
Repair· · · · · · · · · · 117 · · · 5%· · · · · · · · ·0
Rust· · · · · · · · · · · 117 · · · 5%· · · · · · · · ·0
Sonic · · · · · · · · · · 154 · · · 5%· · · · · · · · ·0
------------------------------------------------------------------------------------------

Spells· · · · · · · · · · · · · · · · · · · School· · · · ·DC
------------------------------------------------------------------------------------------
Paladin Spells
L1: Cure Light Wounds · · · · · · · · · · · Conjuration · · 14
L1: Divine Favor· · · · · · · · · · · · · · Evocation · · · 14
L1: Lesser Restoration· · · · · · · · · · · Conjuration · · 14
L1: Protection from Evil· · · · · · · · · · Abjuration· · · 14
L2: Angelskin · · · · · · · · · · · · · · · Abjuration· · · 15
L2: Remove Paralysis· · · · · · · · · · · · Conjuration · · 15
L2: Resist Energy · · · · · · · · · · · · · Abjuration· · · 15
L2: Righteous Command · · · · · · · · · · · Enchantment · · 15
L3: Cure Moderate Wounds· · · · · · · · · · Conjuration · · 16
L3: Magic Circle Against Evil · · · · · · · Abjuration· · · 16
L3: Prayer· · · · · · · · · · · · · · · · · Enchantment · · 16
L3: Remove Curse· · · · · · · · · · · · · · Abjuration· · · 16
L4: Cure Serious Wounds · · · · · · · · · · Conjuration · · 17
L4: Death Ward· · · · · · · · · · · · · · · Transmutation · 17
L4: Holy Sword· · · · · · · · · · · · · · · Evocation · · · 17
L4: Zeal· · · · · · · · · · · · · · · · · · Transmutation · 17
------------------------------------------------------------------------------------------

Spell Like / Special Abilities
------------------------------------------------------------------------------------------
Lay on Hands· · · · · · · · · · · · · · · ·
Remove Disease· · · · · · · · · · · · · · ·
Unyielding Sovereignty· · · · · · · · · · ·
Divine Energy Resistance· · · · · · · · · ·
Renewal · · · · · · · · · · · · · · · · · ·
------------------------------------------------------------------------------------------

Weapon Damage
------------------------------------------------------------------------------------------
Melee Power:· 201.0
Doublestrike: 60%
Strikethrough: 170%
Mainhand damage ability multiplier: 2
Offhand damage ability multiplier: 0
Off-Hand attack Chance: 20%
Fortification Bypass: 65%
Dodge Bypass: 0%
Helpless Damage bonus: 65%
Ranged Power: 153.0
Doubleshot Chance: 16%

Sneak Attack Attack bonus: 5
Sneak Attack Damage: 0d6+8

Main Hand: Legendary Echo of Blackrazor
On Hit· · · · ·6.00[2D6+4]+107· + 6D6 Untyped
Critical 16-18 (6.00[2D6+4]+100) * 3· + 6D6 Untyped
Critical 19-20 (6.00[2D6+4]+100) * 5· + 6D6 Untyped
DR Bypass: Adamantine, Cold Iron, Crystal, Good, Magic, Slash
You bypass Incorporeality miss chance with this weapon
You bypass Concealment miss chance with this weapon

Tactical DCs
------------------------------------------------------------------------------------------
Intimidate· · · · · · · · · · · · ·10+HD+Wis Mod vs d20 + 58 : d20 + Intimidate(58)
Diplomacy · · · · · · · · · · · · ·CR+Quest Level vs d20 + 37 : d20 + Diplomacy(37)
Bluff · · · · · · · · · · · · · · ·CR+Quest Level vs d20 + 37 : d20 + Bluff(37)
Sunder· · · · · · · · · · · · · · ·Fortitude vs 26 : 10 + Str Mod(15) + Sunder(1)
Trip· · · · · · · · · · · · · · · ·Balance vs 41 : 10 + Str Mod(15) + Trip(16)
Turn Undead · · · · · · · · · · · ·Creature HD vs d20 + 22 : d20 + Cha Mod(22)
Cower Before Me · · · · · · · · · ·Fortitude vs 43 : 20 + Max Mod(Str(15), Dex(5), Int(4), Wis(4), Con(16), Cha(22)) + Sunder(1)
Improved Sunder · · · · · · · · · ·Fortitude vs 26 : 10 + Str Mod(15) + Sunder(1)
Dire Charge · · · · · · · · · · · ·Fortitude vs 58 : 20 + Max Mod(Str(15), Dex(5), Con(16), Int(4), Wis(4), Cha(22)) + Stun(16)
------------------------------------------------------------------------------------------

Equipped Gear Set: Standard
------------------------------------------------------------------------------------------
Armor · · · · Legendary Enforcer's Plate· ·Drops in: Quest: The Wraithcallers
· · · · · · · +15 Enhancement Bonus
· · · · · · · Fortification +142%
· · · · · · · Physical Sheltering +33
· · · · · · · Healing Amplification +53
· · · · · · · False Life +50
· · · · · · · Green: Golem's Heart
· · · · · · · Legendary Part of the Family
Belt· · · · · Legendary Vistani Fighter's Sash· ·Drops in: Quest: Into the Mists
· · · · · · · Stunning +15
· · · · · · · Vertigo +15
· · · · · · · Vitality +44
· · · · · · · Deadly +10
· · · · · · · Yellow: Globe of True Imperial Blood
· · · · · · · Adherent of the Mists Set (Legendary)
Boots · · · · Legendary Softsole Slippers · Drops in: Quest: Wrath of the Earth
· · · · · · · Ghostly
· · · · · · · Perform +20
· · · · · · · Insightful Charisma +6
· · · · · · · Green: Topaz of Feather Fall
· · · · · · · Anthem Melody
· · · · · · · Adherent of the Mists Set (Legendary)
Bracers · · · Brand of Kalok Shash· ·Drops in: Raid: Too Hot to Handle, Masterminds of Sharn Saga reward
· · · · · · · Strength +14
· · · · · · · Quality Accuracy +5
· · · · · · · Quality Deadly +3
· · · · · · · Fire Absorption +37%
· · · · · · · Green: Empty augment slot
· · · · · · · Yellow: Empty augment slot
· · · · · · · Blue: Empty augment slot
Cloak · · · · Legendary Mantle of Fury· ·Drops in: Quest: Into the Mists
· · · · · · · Constitution +13
· · · · · · · Raging Resilience
· · · · · · · Doublestrike +15%
· · · · · · · Dodge Bonus +13%
· · · · · · · Green: Globe of True Imperial Blood
· · · · · · · Reaper: Reaper MRR
· · · · · · · Adherent of the Mists Set (Legendary)
Gloves· · · · Legendary Hammerfist· ·Drops in: Quest: Blown Deadline
· · · · · · · Insightful Doublestrike +6%
· · · · · · · Cannith Combat Infusion
· · · · · · · Seeker +13
· · · · · · · Insightful Deadly +4
· · · · · · · Blue: Sapphire of Good Luck
· · · · · · · Legendary Part of the Family
Goggles · · · Legendary Collective Sight· ·Drops in: Quest: Blown Deadline
· · · · · · · Quality Resistance +2
· · · · · · · Temperance of Belief
· · · · · · · Nearly Finished (SDCIWC): Empty augment slot
· · · · · · · Nearly Finished (Ins SDCIWC): Empty augment slot
· · · · · · · Blue: +8 Sapphire of Resistance
Helmet· · · · Legendary Umber Brim· ·Drops in: Quest: No Refunds
· · · · · · · Improved Quelling Strikes
· · · · · · · Insightful Accuracy +9
· · · · · · · Insightful Deception +5
· · · · · · · Profane Well Rounded
· · · · · · · Green: Empty augment slot
Necklace· · · Legendary Family Recruit Sigil· ·Drops in: Quest: House of Pain
· · · · · · · True Seeing
· · · · · · · Armor-Piercing +20
· · · · · · · Deadly +10
· · · · · · · Relentless Fury
· · · · · · · Yellow: Empty augment slot
· · · · · · · Legendary Part of the Family
Quiver· · · · Quiver of Alacrity· ·Drops in: Raid: Ascension Chamber
· · · · · · · Ranged Alacrity 10%
· · · · · · · Striding +30%
Ring1 · · · · Legendary Celestial Topaz Ring· ·Drops in: Quest: Just Business
· · · · · · · Wizardry +269
· · · · · · · Parrying +6
· · · · · · · Lesser Displacement
· · · · · · · Nearly Finished (IWC): Empty augment slot
· · · · · · · Yellow: Draconic Soul Gem
Ring2 · · · · Legendary Five Rings· ·Drops in: Quest: Against the Slavelords
· · · · · · · Legendary Slavelords Prefix: Empty augment slot
· · · · · · · Legendary Slavelords Suffix: Empty augment slot
· · · · · · · Legendary Slavelords Extra: Empty augment slot
· · · · · · · Legendary Slavelords Bonus: Empty augment slot
· · · · · · · Legendary Slavelords Set Bonus: Empty augment slot
Trinket · · · Bloodrage Chrism· ·Drops in: Raid: Old Baba's Hut
· · · · · · · Healing Amplification +54
· · · · · · · Calamitous Blows
· · · · · · · Bloodrage Defense
· · · · · · · Rune-fuelled Warding
· · · · · · · Unnatural
· · · · · · · Blue: Empty augment slot
· · · · · · · Green: Empty augment slot
· · · · · · · Crypt Raider Set (Legendary)
Weapon1 · · · Legendary Echo of Blackrazor· ·Drops in: Quest: White Plum Mountain
· · · · · · · Damage and Type 5[2d6+4] + 15 Slash, Magic, Crystal
· · · · · · · Critical Threat Range 19-20 x2
· · · · · · · +15 Enhancement Bonus
· · · · · · · Legendary Stealer of Souls
· · · · · · · Keen V
· · · · · · · Entropic 6
· · · · · · · Psychic Ward
· · · · · · · Orange: Ruby of Cold Iron DR Bypass
· · · · · · · Red: Ruby of Adamantine DR Bypass
Weapon2 · · · Restricted by another item in this gear set
Trinket2· · · Restricted by another item in this gear set
Trinket3· · · Restricted by another item in this gear set

------------------------------------------------------------------------------------------

Equipped Gear Set: Standard
------------------------------------------------------------------------------------------
Armor · · · · Legendary Enforcer's Plate· ·Drops in: Quest: The Wraithcallers
· · · · · · · Green: Golem's Heart
· · · · · · · Legendary Part of the Family
Belt· · · · · Legendary Vistani Fighter's Sash· ·Drops in: Quest: Into the Mists
· · · · · · · Yellow: Globe of True Imperial Blood
· · · · · · · Adherent of the Mists Set (Legendary)
Boots · · · · Legendary Softsole Slippers · Drops in: Quest: Wrath of the Earth
· · · · · · · Green: Topaz of Feather Fall
· · · · · · · Anthem Melody
· · · · · · · Adherent of the Mists Set (Legendary)
Bracers · · · Brand of Kalok Shash· ·Drops in: Raid: Too Hot to Handle, Masterminds of Sharn Saga reward
· · · · · · · Green: Empty augment slot
· · · · · · · Yellow: Empty augment slot
· · · · · · · Blue: Empty augment slot
Cloak · · · · Legendary Mantle of Fury· ·Drops in: Quest: Into the Mists
· · · · · · · Green: Globe of True Imperial Blood
· · · · · · · Reaper: Reaper MRR
· · · · · · · Adherent of the Mists Set (Legendary)
Gloves· · · · Legendary Hammerfist· ·Drops in: Quest: Blown Deadline
· · · · · · · Blue: Sapphire of Good Luck
· · · · · · · Legendary Part of the Family
Goggles · · · Legendary Collective Sight· ·Drops in: Quest: Blown Deadline
· · · · · · · Nearly Finished (SDCIWC): Empty augment slot
· · · · · · · Nearly Finished (Ins SDCIWC): Empty augment slot
· · · · · · · Blue: +8 Sapphire of Resistance
Helmet· · · · Legendary Umber Brim· ·Drops in: Quest: No Refunds
· · · · · · · Green: Empty augment slot
Necklace· · · Legendary Family Recruit Sigil· ·Drops in: Quest: House of Pain
· · · · · · · Yellow: Empty augment slot
· · · · · · · Legendary Part of the Family
Quiver· · · · Quiver of Alacrity· ·Drops in: Raid: Ascension Chamber
Ring1 · · · · Legendary Celestial Topaz Ring· ·Drops in: Quest: Just Business
· · · · · · · Nearly Finished (IWC): Empty augment slot
· · · · · · · Yellow: Draconic Soul Gem
Ring2 · · · · Legendary Five Rings· ·Drops in: Quest: Against the Slavelords
· · · · · · · Legendary Slavelords Prefix: Empty augment slot
· · · · · · · Legendary Slavelords Suffix: Empty augment slot
· · · · · · · Legendary Slavelords Extra: Empty augment slot
· · · · · · · Legendary Slavelords Bonus: Empty augment slot
· · · · · · · Legendary Slavelords Set Bonus: Empty augment slot
Trinket · · · Bloodrage Chrism· ·Drops in: Raid: Old Baba's Hut
· · · · · · · Blue: Empty augment slot
· · · · · · · Green: Empty augment slot
· · · · · · · Crypt Raider Set (Legendary)
Weapon1 · · · Legendary Echo of Blackrazor· ·Drops in: Quest: White Plum Mountain
· · · · · · · Orange: Ruby of Cold Iron DR Bypass
· · · · · · · Red: Ruby of Adamantine DR Bypass
Weapon2 · · · Restricted by another item in this gear set
Trinket2· · · Restricted by another item in this gear set
Trinket3· · · Restricted by another item in this gear set

------------------------------------------------------------------------------------------
 
Last edited:
Joined
Oct 18, 2006
Messages
1,186
Location
Oslo, Norway
Toon names so far:
Gionbo - rogue 1 / ranger 3, mostly AA
Brohskee - pali 2, mostly KotC

Paladin is a good class; very sturdy, and can self heal while being solid on damage (or defense, depending on how you build it).

Rangers are solid as well, not as good HP or Armor, but they have Freedom of Movement, and they have the extra skill points to keep up disable device and open lock on a Rogue splash build. Dark Hunter just straight gives you trapping skills, a wolf dog to die repeatedly for you, and medium armor, though you lose the Evasion. And the cure wounds gets switched to the curative admixtures, which honestly is kinda better for a group. AOE healing.

I'm sent you guild invites from Mirys, the Half Ogre Fighter.
 
Joined
Jun 28, 2007
Messages
2,814
Location
In the Middle of Nowhere
Just a side note; once you're in the Guild you can quickly see if any of us are online so you can send us a 'Tell' and we can likely give you some help. We've guided quite a few 'newbies' over the years. :)
 
Joined
Aug 31, 2006
Messages
12,879
Location
Australia
Update 68 is out. Plan accordingly.

The expansion pre-order is also here. Level 13 just got a huge bump, which is good; might end up running into 13 below level to offset the weaker 11-12 range. GH should be doable even there.

Code:
[HEADING=2]The Pre-Purchase for Magic of Myth Drannor begins Wednesday![/HEADING]

Venture into the heart of the Forgotten Realms and brave the perilous ruins of Myth Drannor. Harness the power of chaotic Wild Magic, navigate mysteries of the Forgotten Realms, and thwart the sinister Red Wizards of Thay in their quest for dark secrets. Join the adventure to restore the Elves' ancient capital—will you rise to the challenge? Dive into Magic of Myth Drannor and shape the future of the legendary Elven city!


Read more about the next expansion for Dungeons & Dragons Online on DDO.com!


[LIST]
[*]Myth Drannor's quests are level 13 on Heroic difficulty and level 35 on Legendary difficulty.
[*]Play as a member of the Eladrin, elemental masters of the Feywild, adept in versatile combat and specialized seasonal magic. Eladrin are free to VIPs!
[*]Discover the Eladrin Chaosmancer Iconic Hero, where seasonal affinities transform elemental spellcasting into a spectacular display of unique, powerful magic. They start with one class level in the Wild Mage Archetype.
[*]Access the new Wild Mage Archetype for the Sorcerer and unlock a new class Enhancement tree! Wild Mages are free to VIPs!
[*]Some of the most renowned villains in Dungeons & Dragons lore have come to Myth Drannor! Followers of the lich Szass Tam, the Red Wizards of Thay, have come to the ancient Elven ruins. What secrets do they seek?
[*]Venture through the lands of Myth Drannor with 13 new quests, an exciting new wilderness area, and raid (the raid content will be released after the release of the expansion in a subsequent game update).
[*]The game's level cap will increase to 34 with the release of Myth Drannor.
[/LIST]



      YouTube is disabled.


[HEADING=1]News and Notes:[/HEADING]

[HEADING=2]Wild Magic:[/HEADING]

[LIST]
[*]Wild Magic is a chaotic force that can be harnessed by some spell casters, or appears as an environmental effect that can be found where an extremely powerful magical event occurred. The casting of spells as a Wild Mage or in a Wild Magic Zone has a random chance to cause a Wild Magic Surge.
[*]Wild Magic Surges are random magical effects that occur on or around the caster at the moment they cast a spell. The frequency of surges and chance of good or bad results can be manipulated by things in the Wild Mage Enhancement tree.
[*]Wild Surges do not interact with snapshotting for persistent spell effects like Death Aura, Lantern Archon, or Wall of Fire. The only exception is the Enlightened Spirit's Aura. Because this aura is a Warlock blast shape toggle, each tick of the aura is considered a "cast" for the purposes of determining Wild Surges. This will only happen if the aura hits a target and the Warlock is in combat.
[*]All Warlock Eldritch Blasts and spells can cause Surges, but free Warlock abilities like blasts will only cause a Surge when in active combat.
[*]Wild Surge Luck has been added to the +Stats panel in your character's UI. This stat indicates you have a bonus on the table that is rolled to determine if you get good or bad surges. High rolls are better. Note that this bonus represents a random range so it will never make it impossible to get very bad surges, just less likely. The Rapid Surge and Action Boost enhancements in the Wild Mage tree feature this bonus as does the Iconic Eladrin Racial Tree.
[*]Surges are divided into five categories:
[LIST]
[*]Very Good (chance is very rare)
[*]Good
[*]Neutral
[*]Bad
[*]Very Bad (chance is very rare)
[/LIST]
[*]Wild Magic Surge Rules: 
[*]The spell you are casting when you surge always resolves normally (the surge is an ADDITIONAL effect.)
[*]Wild Magic Surges can only occur in dungeons.
[*]Bad or Very Bad negative effects ONLY affect the caster but Good/Very Good effects will sometimes apply to allies/party members
[*]Bad effects may debuff you but will not Crowd Control you.
[*]Very Bad effects may Crowd Control you, making them very dangerous.
[*]You will get a VFX/Sound warning a few seconds before you character becomes "hot" with a wild surge on your next cast, that will indicate if it is good or bad surge. Red means bad.
[*]Monsters/Henchmen use this system as well but certain surges will not occur for them or will be different.
[/LIST]

[HEADING=2]New Race: Eladrin:[/HEADING]

[LIST]
[*]The Eladrin is a Feywild denizen attuned to Seasonal magic. They are fey creatures in the form of elves. Mechanically, they are an elemental generalist, great at most forms of combat, with the ability to specialize into their seasonal abilities to further customize their combat prowess. The Iconic is a Wild Mage Sorcerer, whose seasonal affinity lends a unique bend to their elemental spell casting.
[*]Racial Traits:
[LIST]
[*]+2 Dexterity
[*]Fey Ancestry: You have Immunity to Sleep spells and effects, gain a +2 Saving Throw bonus against Enchantment spells or effects, and have a +2 racial bonus to Listen, Search, and Spot.
[*]Seasonal Affinity: At level 1, gain access to 4 Seasonal feats. You may switch Seasonal affinity once every 12 seconds.
[LIST]
[*]Spring Affinity: You gain +1 Charisma. 
[*]Summer Affinity: You gain +1 Strength. 
[*]Autumn Affinity: You gain +1 Wisdom. 
[*]Winter Affinity: You gain +1 Intelligence. 
[/LIST]
[/LIST]
[*]Racial Past Lives:
[LIST]
[*]+1 Listen
[*]+1 Dexterity
[*]+1 Racial Action Point
[/LIST]
[*]Eladrin Enhancement Tree
[LIST]
[*]Cores
[LIST]
[*]Elven Accuracy I: You gain +2% to hit with all attacks. Your Point Blank Shot and Ranged Sneak Attack range is increased by 2 meters for each Core Ability you possess from this tree.
[*]Multiselector: Gain +1 to Dexterity, Intelligence, or Charisma.
[*]Elven Accuracy II: You gain +2% to hit with all attacks.
[*]Multiselector: Gain +1 to Dexterity, Intelligence, or Charisma.
[*]Elven Accuracy III: You gain +2% to hit with all attacks.
[/LIST]
[*]Tier 1
[LIST]
[*]Nothing Is Hidden: Your senses are so acute that you no longer need to spend time searching for the obvious. You will automatically perform a Search check to locate traps and secret doors when you are in range to Spot them, although this Search check occurs at a -12/-8/-4 penalty. From Elf. Requires Keen Senses as a Prerequisite.
[*]Keen Senses: +1/2/3 Search, Spot, and Listen.
[*]Fey Step: Disappear and reappear some distance ahead. You start with 2 charges per Rest. Cooldown: 10 seconds. Based on your season, this has an additional effect:
[LIST]
[*]Spring: You gain a temporary +20% bonus to dodge, +1% per 2 character levels, for 10 seconds. 
[*]Summer: You gain a +3 bonus to weapon damage, +1 per 5 character levels, for 10 seconds.
[*]Autumn: You gain a +3 bonus to Sneak Attack Dice, +1 per 5 character levels, for 10 seconds.
[*]Winter: You gain a +3 bonus to Tactics DCs, +1 per 5 character levels, for 10 seconds.
[/LIST]
[*]Step Through The Fade: +1/2/3 charges of Fey Step. Requires Fey Step as a Prerequisite.
[*]Arcane Fluidity: -5/10/15% Arcane Spell Failure
[/LIST]
[*]Tier 2
[LIST]
[*]Minor Spring Attunement: +1/2/3% Dodge chance. Your Spring Attunement grants you an additional +1/2/3 Reflex Saving Throws.
[*]Minor Summer Attunement: +1/2/3 critical hit confirmation. Your Summer Attunement grants you an additional +1/2/3 Fortitude Saving Throws.
[*]Arcanum: +25/50/100 Spell Points and +1/2/3 Spell Penetration.
[*]Minor Autumn Attunement: +1/2/3 to hit with Sneak Attacks. Your Autumn Attunement grants you an additional +1/2/3 Will Saving Throws.
[*]Minor Winter Attunement: +1/2/3 to hit. Your Winter Attunement grants you an additional +1/2/3 Physical and Magical Resistance Rating.
[/LIST]
[*]Tier 3
[LIST]
[*]Major Spring Attunement: +1/2/3% Doublestrike and Doubleshot. Your Spring Affinity grants an additional +1 Charisma.
[*]Major Summer Attunement: +1/2/3 to weapon damage. Your Summer Affinity grants an additional +1 Strength.
[*]Fey Sight: While you have more than 100 Spell Points, you can see things as they truly are. You are able to see invisible creatures and pierce illusions. Requires Arcanum as a prerequisite.
[*]Major Autumn Attunement: +1/2/3 Sneak Attack damage. Your Autumn Affinity grants an additional +1 Wisdom.
[*]Major Winter Attunement: +1/2/3 Fortitude saves. Your Winter Affinity grants an additional +1 Intelligence.
[/LIST]
[*]Tier 4
[LIST]
[*]Spring Spell: SLA: Vigor (Spell Point cost: 5, Cooldown: 6 seconds)
[*]Summer Spell: SLA: Fire Shield Hot (Spell Point cost: 3, Cooldown: 3 seconds)
[*]Skill: +3% Doublestrike, +3% Doubleshot, +3% dodge, and bypass 3% of enemy Dodge.
[*]Autumn Spell: SLA: Night Shield  (Spell Point cost: 3, Cooldown: 10 seconds)
[*]Winter Spell: SLA: Displacement (Spell Point cost: 15, cooldown: 10 seconds)
[/LIST]
[/LIST]
[/LIST]

[HEADING=2]Iconic Hero: Eladrin Chaosmancer[/HEADING]

[LIST]
[*]Iconic Traits:
[LIST]
[*]1st level in Wild Mage Sorcerer
[*]+2 Charisma
[/LIST]
[*]Fey Ancestry: You have Immunity to Sleep spells and effects, gain a +2 Saving Throw bonus against Enchantment spells or effects, and have a +2 racial bonus to Listen, Search, and Spot.
[*]Wild Magic: Being an Eladrin who is exceptionally attuned to the chaos of the Feywild, your spells always have Wild Magic active. When you cast spells, you have a small chance to have additional strange effects occur around you. These effects very greatly from helpful, dangerous to just silly. Grants a +5% chance of gaining a Wild Surge every time you cast a spell. Wild Surges will also manifest over time passively. Wild Surges do not occur in public spaces.
[*]Seasonal Affinity: At level 1, gain access to 4 Seasonal feats. You may switch Seasonal affinity once every 10 minutes.
[LIST]
[*]Spring Affinity: You gain +1 Charisma. 
[*]Summer Affinity: You gain +1 Strength. 
[*]Autumn Affinity: You gain +1 Wisdom. 
[*]Winter Affinity: You gain +1 Intelligence. 
[/LIST]
[*]Iconic Past Life Active: Fey Step: Disappear and reappear several feet in front of you. You have maximum charges equal to your number of Eladrin Wild Mage past lives. These charges stack with other sources of Fey Step.
[*]Iconic Eladrin Chaosmancer Racial Enhancement Tree:
[LIST]
[*]Cores
[LIST]
[*]Core 1: Wild Magic I: You gain a +2 bonus to Wild Magic Luck that increases your odds of a positive result when you surge.
[*]Core 2: +1 Intelligence, Wisdom, or Charisma
[*]Core 3: Wild Magic II: Your Wild Magic Luck bonus increases to 3.
[*]Core 4: +1 Intelligence, Wisdom, or Charisma
[*]Core 5: Wild Magic III: Your Wild Magic Luck bonus increases to 6.
[/LIST]
[*]Tier 1
[LIST]
[*]Nothing Is Hidden: Your senses are so acute that you no longer need to spend time searching for the obvious. You will automatically perform a Search check to locate traps and secret doors when you are in range to Spot them, although this Search check occurs at a -12/-8/-4 penalty. Requires Keen Senses as a Prerequisite.
[*]Keen Senses: +1/2/3 Search, Spot, and Listen
[*]Fey Step: Disappear and reappear some distance ahead. You start with 2 charges per Rest. Cooldown: 10 seconds. You start with 2 charges per Rest. Based on your season, this has an additional effect:
[LIST]
[*]Spring: You gain a +3 bonus to Universal Spell Power per Character Level for 10 seconds.
[*]Summer: You gain a +20% bonus to Spell Cost Reduction for 10 seconds.
[*]Autumn: You gain +5 bonus to Magical Resistance Rating and Magical Resistance Rating Cap, +1 per Character Levels for 10 seconds.
[*]Winter: You gain a +2 bonus to Spell Penetration, with an additional +1 per 5 Character Levels, for 10 seconds.
[/LIST]
[*]Chaos Control I:  Antireq with Wild Mage version. Very Bad surges become bad surges instead.
[*]Step Through The Fade: +1/2/3 charges of Fey Step. Requires Fey Step as a prerequisite.
[/LIST]
[*]Tier 2
[LIST]
[*]Minor Spring Attunement: +3/5/10 Electric and Sonic Spell Power. Your Spring Affinity grants you an additional +3/5/10 Electric and Sonic Spell Power.
[*]Minor Summer Attunement: +3/5/10 Fire and Light Spell Power. Your Summer Affinity grants you an additional +3/5/10 Fire and Light Spell Power.
[*]Arcanum: +25/50/100 Spell Points and +1/2/3 Spell Penetration.
[*]Minor Autumn Attunement: +3/5/10 Acid and Poison Spell Power. Your Autumn Affinity grants you an additional +3/5/10 Acid and Poison Spell Power.
[*]Minor Winter Attunement: +3/5/10 Cold and Negative Spell Power. Your Winter Affinity grants you an additional +3/5/10 Cold and Negative Spell Power.
[/LIST]
[*]Tier 3
[LIST]
[*]Major Spring Attunement: The Quicken Metamagic costs 1 Spell Point less. Your Spring Affinity grants an additional +1 Charisma.
[*]Major Summer Attunement: The Maximize Metamagic costs 1 Spell Point less. Your Summer Affinity grants an additional +1 Strength.
[*]Fey Sight: While you have more than 100 Spell Points, you can see things as they truly are. You are able to see invisible creatures and pierce illusions. Requires Arcanum as a prerequisite.
[*]Major Autumn Attunement: The Empower Metamagic costs 1 Spell Point less. Your Autumn Affinity grants an additional +1 Wisdom.
[*]Major Winter Attunement: The Heighten Metamagic costs 1 Spell Point less. Your Winter Affinity grants an additional +1 Intelligence.
[/LIST]
[*]Tier 4
[LIST]
[*]Spring Storm: A Spell-Like Ability that creates a dark storm cloud over the target which blasts it and nearby enemies with lightning for 1 to 6 +2 Electric damage for every caster level. If targets are immune to Electric damage they become vulnerable to it for 15 seconds. Max caster level 20. Evocation DC 15 using the highest of Intelligence, Charisma or Wisdom. Can only be used if you have Spring Affinity Active.
[*]Scorching Summer - A Spell-Like Ability that sends out a blast of fire from the caster striking nearby enemies for 1 to 6 +2 Fire damage for every caster level. If targets are immune to Fire damage they become vulnerable to it for 15 seconds. Max caster level 20. Evocation DC 15 using the highest of Intelligence, Charisma or Wisdom. Can only be used if you have Summer Affinity Active.
[*]Chaos Control II: If you would get a Very Bad or Bad Wild Magic Surge, you get a Neutral Surge instead. Antirequisite with the Wild Mage version.
[*]Autumn Decay:  A Spell-Like Ability that sends out a wind of acidic decay from the caster striking nearby enemies for 1 to 6 +2 Acid damage for every caster level. If targets are immune to Acid damage they become vulnerable to it for 15 seconds. Max caster level 20. Evocation DC 15 using the highest of Intelligence, Charisma or Wisdom. Can only be used if you have Autumn Affinity Active.
[*]Winter Hail:  A Spell-Like Ability that pounds a location with hail causing 1 to 6 +2 Cold damage for every caster level. If targets are immune to Cold damage they become vulnerable to it for 15 seconds. Max caster level 20. Evocation DC 15 using the highest of Intelligence, Charisma or Wisdom. Can only be used if you have Winter Affinity Active.
[/LIST]
[/LIST]
[/LIST]

[HEADING=2]Sorcerer Archetype: Wild Mage:[/HEADING]

[LIST]
[*]A new sorcerer Archetype is now available called the Wild Mage! The Wild Mage is included in your pre-purchase of Magic of Myth Drannor and is FREE to VIPs. 
[*]The Wild Mage has a new Enhancement tree in addition to the Sorcerer trees of Fire Savant, Water Savant, Air Savant, and Earth Savant. 
[*]Changes vs. Base Sorcerer:
[LIST]
[*]Wild Mages gain the Wild Mage Feat at level 1.
[*]The sorcerer's Eldritch Knight Enhancement tree is replaced with the Wild Mage Enhancement tree.
[*]The Spell List differs as follows:
[LIST]
[*]Wild Mages have access to Chaos Bolt (new) as a level 1 Sorcerer Spell.
[*]Wild Mages have access to Chaos Ball (new) as a level 3 Sorcerer Spell.
[*]Wild Mages have access to Chaos Hammer as a level 4 Sorcerer Spell.
[*]Wild Mages have access to Greater Color Spray as a level 5 Sorcerer Spell.
[/LIST]
[*]New Feat: Wild Mage:
[LIST]
[*]Automatically granted at Wild Mage class level 1: When you cast spells, you have a small chance to have additional strange effects occur around you. These effects very greatly from helpful, dangerous to just silly. Grants a +5% chance of gaining a Wild Surge every time you cast a spell. Wild Surges will also manifest over time passively. Wild Surges do not occur in public spaces.
[/LIST]
[*]Unless specifically listed, assume the class is otherwise identical to Sorcerer.
[/LIST]
[*]Wild Mage Enhancement Tree:
[LIST]
[*]Cores
[LIST]
[*]Core 1: Determination
[LIST]
[*]+1 Will Saving Throw
[*]+10 Chaos Spell Power. (Chaos Spell Power is part of Alignment Spell Power).
[/LIST]
[*]Core 2: Boldness
[LIST]
[*]+1 Caster Level with Chaos Spells
[*]+10 Chaos Spell Power
[*]+10 Universal Spell Power
[/LIST]
[*]Core 3: Riches of Randomness:
[LIST]
[*]Once per Rest, target an unopened chest and twist fate for a chance at better rewards for the entire party. Chests can only be improved in this way one time, and there is a chance of failure based on your Charisma. (There is no special drawback on failure.) Some chests cannot be improved in this manner. This effect does not stack with Treasure Finding from the Greater Dragonmark of Finding.
[*]+10 Chaos Spell Power
[/LIST]
[*]Core 4: Entropic Energy
[LIST]
[*]You gain +1 Caster Level and Max Caster Level when casting any spell.
[*]+10 Chaos Spell Power, +10 Universal Spell Power, +1% chance of incurring a Wild Magic Surge when casting a spell, +1% Spell Critical Damage with all spells. You may use Riches of Randomness one additional time per Rest.
[/LIST]
[*]Core 5: Reject Limits
[LIST]
[*]+1 Caster Level and Max Caster Level with all Spells. +10 Chaos Spell Power, +10 Universal Spell Power.
[/LIST]
[*]Core 6: Channel Entropy
[LIST]
[*]SLA: A field of chaotic energy strikes the target and nearby enemies, dealing 19 to 24 Chaos damage per caster level (max 380 to 480). A successful Will save reduces the damage by half.
[*]+4 CHA, +10 Chaos Spell Power, +10 Universal Spell Power, +1% chance of incurring a Wild Magic Surge when casting a spell,+1% Spell Critical Damage with all spells. You may use Riches of Randomness one additional time per Rest.
[/LIST]
[/LIST]
[*]Tier 1
[LIST]
[*]SLA: Chaos Bolt: Fires a small orb of Chaos at a target, doing 1d6+2 Chaos Damage per caster level (max 10d6+20 at caster level 10). 
[*]Chaos Control I: If you would get a Very Bad Wild Magic Surge, you get a Bad Surge instead. 
[*]Student of Chaos I: +1/2/3% chance of incurring a Wild Magic Surge when casting a spell and +1/2/3% Spell Critical Damage with all spells.
[*]Tides of Chaos I: Once per minute, you gain a +1/2/3 bonus to one of Reflex, Fortitude, or Will Saving Throws for one minute.
[*]Skills: +1/2/3 Spellcraft, Concentration, and Bluff.
[/LIST]
[*]Tier 2
[LIST]
[*]Action Boost: Wild Magic: For the next 20 seconds, your chances of getting a Wild Magic Surge are improved by 5/10/15%. This also grants a +5/10/15 Wild Surge Luck Bonus increasing the chances of a positive surge result.
[*]Chaos Control II: If you would get a Very Bad or Bad Wild Magic Surge, you get a Neutral one instead. (requires Chaos Control I). 
[*]Student of Chaos II: +1/2/3% chance of incurring a Wild Magic Surge when casting a spell and +1/2/3% Spell Critical Damage with all spells.
[*]Tides of Chaos II: Once per minute, when you incur a Wild Magic Surge, you gain a defensive buff that scales with Wild Mage level. 
[*]Lucky Dodge: +1/2/3 Dodge while wearing no armor. Rank 3: While wearing no armor, you gain +1d6 Dodge Cap. The die is rerolled once per minute.
[/LIST]
[*]Tier 3
[LIST]
[*]SLA: Chaos Sphere: Launch a chaotic orb that explodes on impact, dealing 1d6+3 Chaos Damage per caster level (up to a max of 10d6+30 Chaos Damage at caster level 10) to targets in the area. A successful Will save reduces the damage by half.
[*]Power in Chaos: Toggle: You gain +2 Caster Level and Max Caster Level with all spells, but are able to receive Very Bad and Bad Wild Surges.
[*]Student of Chaos III: +1/2/3% chance of incurring a Wild Magic Surge when casting a spell and +1/2/3% Spell Critical Damage with all spells.
[*]Prismatic Mind:
[LIST]
[*]Rank 1: Color Spray now deals 1d6 Chaos Damage per Caster Level in addition to its other effects. A successful Will save reduces this damage by half.
[*]Rank 1: Color Spray, Greater Color Spray, and Prismatic Ray now deal 1d6 Chaos Damage per Caster Level in addition to their other effects. A successful Will save reduces this damage by half.
[*]Rank 1: Color Spray, Greater Color Spray, Prismatic Ray, Prismatic Strike, and Prismatic Spray now deal 1d6 Chaos Damage per Caster Level in addition to their other effects. A successful Will save reduces this damage by half.
[/LIST]
[*]Ability Score: Multiselector:
[LIST]
[*]Intelligence
[*]Wisdom
[*]Charisma
[/LIST]
[/LIST]
[*]Tier 4
[LIST]
[*]Unpredictable Consequences: Your Chaos Bolt, Chaos Sphere, Chaos Hammer, and Channel Entropy spells and SLAs now add additional damage, debuff, or crowd control effects when cast. If the target saves for half damage on Chaos Sphere, the additional effects are negated.
[*]Multiselector:
[LIST]
[*]Unstable Sorcery: While wearing no armor, you gain 2% Spell Critical Damage.
[*]Mixed Magics: Your Caster Level with spells is now equal to your Character Level instead of individual class levels (max 20). This does not change the caster level of Rune Arms, Wands, Scrolls, or other Items.
[/LIST]
[*]Student of Chaos IV: +1/2/3% chance of incurring a Wild Magic Surge when casting a spell and +1/2/3% Spell Critical Damage with all spells. Once per minute, when you incur a Wild Magic Surge, gain (one from a list of buffs).
[*]Tides of Chaos III: +2/4/6% Chaos Spell Crit Chance. 
[*]Ability Score: Multiselector:
[LIST]
[*]Intelligence
[*]Wisdom
[*]Charisma
[/LIST]
[/LIST]
[*]Tier 5
[LIST]
[*]SLA: Wildstrike: Surround target adversary with rainbows, dealing dealing 1d6+10 Chaos Damage per caster level (Maximum damage 10d6+100). They take a random (but powerful) effect, and every 2 seconds, they take another random effect. 
[*]Bend Luck: You gain Bend Luck: Whenever you fail a Saving Throw, you reroll that Saving Throw and take the second result. This stacks with Slippery Mind, but does not stack with other sources of Bend Luck.
[*]Rapid Surge: Active: Trigger a short session where you get a lot of surges very quickly. This also grants a +15 Wild Surge Luck Bonus increasing the chances of a positive surge result.
[*]Random Deflector: While wearing no armor, you gain +1d100 Magical Resistance Rating Cap. This die is rerolled once per minute.
[*]Tides of Chaos IV: -2 to all Spell DCs. Whenever you cast a spell with a DC, you gain +1d6 to the DC of that spell.
[/LIST]
[/LIST]
[*]Past Life: Wild Mage: +3 Universal Spell Power per stack of this Past Life.
[*]Supporting Changes for Wild Mage:
[LIST]
[*]The spell power tool tip in the character sheet has been updated to reveal new spell powers (Chaos, Evil, Lawful).
[*]The book spells Prismatic Spray and Prismatic Ray have had their random damage effects boosted to 1d6+7 per caster level.
[*]Maximize, Empower, and Intensify now apply to Color Spray and Greater Color Spray.
[*]The Destiny feat "Epic Spell Power: Light" has been renamed "Epic Spell Power; Light and Alignment" and now reads "+20 Light and Alignment Spell Power, +10% Light and Alignment Spell Crit Damage, +5% Universal Spell Crit Damage". Please note that it already had this updated functionality, the only change is to the text to make it reflect the existing functionality.
[/LIST]
[/LIST]

[HEADING=2]Bug Fixes:[/HEADING]

[LIST]
[*]Stormsinger Core 18 and 20 should now have the correct maximum caster level.
[*]Quest: Fred's First Date - It should be easier for Hirelings to move around ropes and plants during your date.
[*]A string table error has been fixed in the 2nd Water Savant Enhancement tree Core and in Earth Savant's Melf's Acid Arrow spell description.
[*]Blightcaster's Everything Decays buff no longer displays an icon on the player's buff bar since it is a permanent passive ability.
[*]Tabaxi Females will no longer fall through their Mount when feather falling.
[*]Efficient Metamagic: Embolden II and Efficient Metamagic: Intensify II when appearing on loot now properly reduce the Spell Point cost of Emboldened or Intensified spells.
[*]An issue has been corrected when filtering by double-digit numbers in the Adventure Compendium.
[*]Trip and Improved Trip are now a Reflex Saving Throw with a recurring Fortitude Saving Throw to get back up. This is a significant increase in these feat's effective DCs. To compensate, the duration of these effects now match Stunning Blow, which is a reduction in duration. So, enemies will Trip more easily, but stay down for a shorter period of time.
[*]The spell Web now has a line of sight check to prevent it from being cast at targets behind doors.
[*]Violet Peregrine the VIP NPC vendor in the Eberron Hall of Heroes now has a map icon.
[*]Some voice over nodes in Temple of Elemental Evil now play properly.
[*]The Clearwater Diamond Augment now heals at its proper rate and value of one Hit Point per minute.
[*]Corrected an issue where some quest panel tooltips improperly report Legendary quests as Epic.
[/LIST]

[HEADING=2]Engineering Changes:[/HEADING]

[LIST]
[*]Fixed an issue where the game client would fail to initialize/disappear after the player entered their login information.
[*]Decreased frame rate drops when mousing over targets.
[/LIST]

[HEADING=1]Known Issues:[/HEADING]

[LIST]
[*]Wild Mage's Wildstrike tool tip says it does 1d6+6 damage when it is actually 1d6+10 damage.
[*]Eladrin Chaosmancer Iconic Hero: Iconic Eladrin's Stat pickers should be Wis/Int/Cha not Dex/Int/Cha.
[*]Voice Chat is not functioning for some users. We are continuing to work on a resolution for the next game update.
[/LIST]
 
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If I can get the pre-order I plan to. Not sure what level I want. I am mulling it over. Corwin it might be a good time to hit up your son for a present for your Birthday. lol Biz we are starting our level 4 group tonight at 6 central. Any last minute changes to that plan will be posted here.
 
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If I can get the pre-order I plan to. Not sure what level I want. I am mulling it over. Corwin it might be a good time to hit up your son for a present for your Birthday. lol Biz we are starting our level 4 group tonight at 6 central. Any last minute changes to that plan will be posted here.

Got it. I have my lvl 4 toon ready and I got the guild invite. I will try to join today, but pls don't make any special plans for me. If I can make it I will buy whatever extra content I need. Maybe just post here, so I can buy from DDO store prior. I suppose I can get discord service info in-game. Hope to make it. Thx.
 
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Got it. I have my lvl 4 toon ready and I got the guild invite. I will try to join today, but pls don't make any special plans for me. If I can make it I will buy whatever extra content I need. Maybe just post here, so I can buy from DDO store prior. I suppose I can get discord service info in-game. Hope to make it. Thx.
Tonight will be mostly Harbor/Marketplace Level 2's, free to play. Maybe F2P Harbor/Market L3's like Kobold Assault, or the ones out in the Cerulean Hills and Waterworks. The main content that you'd have to buy first would be Catacombs, The Lost Gatekeepers, and The Seal of Shan-To-Kor. The first two being Level 3, and STK ranging from 3 to 5. But probably won't quite reach that point this week. There is tons of Level 2 and 3 free content to cover this week and into next, even as fast as we can run some of it despite Corwin being lost. After that, Three Barrel Cove, Necropolis 1 (grab Necro 2 as well, hopefully not 3 or we'll have to have a long talk with the keeper of the book) and the Fables of the Feywild expansion (great pack). Note that if you can't get anything, let us know and one of us can get you a guest pass as needed; most of us are VIPs and have all the expansions. I even bought the Myth Drannor one already, and splurged to get the new class archetype and iconic. Then bought more AD&D source books, because I just really needed an original Fiend Folio to complete the shelf that has already collapsed once on me.
 
Joined
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In contrary to Grimmaramma v1.0, who was ahead of the rest of the group in terms of xp, v2.0 is trailing behind a bit (no wonder witzh a 2nd life), means that I couldnj't make it into level 4 yet. I just didn't have the time for it this week. There were a few personal issues in my private life. She is level 3 now, as I write here, merely rank 11.
 
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Don't worry CM, I have already spoken to my son about buying me the new expansion for my BD and he has agreed!! :)
 
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In contrary to Grimmaramma v1.0, who was ahead of the rest of the group in terms of xp, v2.0 is trailing behind a bit (no wonder witzh a 2nd life), means that I couldnj't make it into level 4 yet. I just didn't have the time for it this week. There were a few personal issues in my private life. She is level 3 now, as I write here, merely rank 11.
It's not a problem; you're still a Second Life character, so you'll advance much quicker than the rest of us Thousand-Life characters. At most, you'll be behind us through tonight; maybe still a bit by early next session.
 
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The whole session was fun. Only every now and then "enlightened" by a minor thunderstorm through the window.
THe last thing I remember having dreamt about afterwards was East Frisia (Ostfriesland). Where German comedian Otto Waalkes comes from. I even remember a map view of a single farm. I have no idea what made me dream like that.
Anyway. thanks for that belt from Borderlands. Afterwards I remember trying to farm it a lot for my toon named Anrilkana, but I never got it. Thanks to you, I have it now. Thank you.
 
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Nice run, Bizorker. Your toon held up well. Hope you were able to enjoy it. Hellrazor, not too late to get in next week if you'd still like to join us. We've taken level5 but we could help you along if your toon wasn't there yet.

Based on our progress, we'll probably skip Gatekeepers. Won't need that XP. So next session we'll give Archbishop Dryden a good kick in the shins and then roll into STK. Peter and Alrik shouldn't need the XP from STK so they can bail after Catacombs if they so desire. Session after that, we'll start WW, take lvl6 (which we'll want to have been holding for a while), finish WW and do Syndicate for Coin Lords favor.
 
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Z man if you log in game, feel free to send a tell to anyone you see is on. Any of us are glad to help in any way we can.
 
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