D&D players I need your help making a class and naming it

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Naheal

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Gildan Bladeborn said:
HellsingerAngel said:
Then we get to the less than awesome mechanic: the dice damage. 1d8 + 1d4 = 2-12 + strength damage at level one with a basic attack. Overpowered. There is no weapon in this book that does that kind of damage as a one handed weapon.
No, but there is one that does 1-12 + strength damage at level one with a basic attack: The Waraxe, d12 damage, a one-handed weapon with the versatile property. It's a superior implement, so you have to take a feat to be proficient with it, but if you're say... a dwarf, the racial feat that gives you proficiency with axes and a +2 damage bonus grants you proficiency with all axes. A level 1 dwarven fighter using one of those with that feat, with a strength score of 18, would therefore do 7-18 points of damage per swing, and with another hand free to use a heavy shield or additional weapon or what have you.
Barbarians can regularly put out that kind of damage at lower levels. Equip one with a Full Blade (Adventurer's Vault. +3 Prof bonus, 1d12 damage, superior weapon) and they're hitting even harder.
 

Altorin

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99% of character concepts can be made using the classes and options provided. the rest shouldn't be made anyway.

There are 3 players handbooks now, 2 martial powers, an arcane power, I think there's a divine power book as well, there's going to be the Heroes of Shadow book coming out soon

So many options in this game, in my games, I actually have to almost arbitrarily restrict options.. I like my games to have a certain classic high fantasy vibe to them, so a thing like that Shardmind character race from the PHB3 just does not cut it in my games.
 

Naheal

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Altorin said:
99% of character concepts can be made using the classes and options provided. the rest shouldn't be made anyway.

There are 3 players handbooks now, 2 martial powers, an arcane power, I think there's a divine power book as well, there's going to be the Heroes of Shadow book coming out soon

So many options in this game, in my games, I actually have to almost arbitrarily restrict options.. I like my games to have a certain classic high fantasy vibe to them, so a thing like that Shardmind character race from the PHB3 just does not cut it in my games.
Distribution:

Power Sources:

Arcane

Swordmage
Warlock
Wizard
Sorcerer
Bard

Divine

Invoker
Cleric
Paladin
Avenger
Runepriest

Primal

Barbarian
Spirit Shaman
Warden
Seeker
Druid

Martial

Fighter
Rogue
Ranger
Warlord

Psionic

Ardent
Battlemind
Monk
Psion

Shadow

Assassin

Roles:

Defender:

Swordmage
Fighter
Paladin
Warden
Battlemind

Leader:

Bard
Cleric
Runepriest
Spirit Shaman
Warlord
Ardent

Striker:

Sorcerer
Warlock
Rogue
Ranger
Avenger
Barbarian
Assassin
Monk

Controller:

Wizard
Seeker
Druid
Invoker
Psion
 

Gildan Bladeborn

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Naheal said:
Gildan Bladeborn said:
HellsingerAngel said:
Then we get to the less than awesome mechanic: the dice damage. 1d8 + 1d4 = 2-12 + strength damage at level one with a basic attack. Overpowered. There is no weapon in this book that does that kind of damage as a one handed weapon.
No, but there is one that does 1-12 + strength damage at level one with a basic attack: The Waraxe, d12 damage, a one-handed weapon with the versatile property. It's a superior implement, so you have to take a feat to be proficient with it, but if you're say... a dwarf, the racial feat that gives you proficiency with axes and a +2 damage bonus grants you proficiency with all axes. A level 1 dwarven fighter using one of those with that feat, with a strength score of 18, would therefore do 7-18 points of damage per swing, and with another hand free to use a heavy shield or additional weapon or what have you.
Barbarians can regularly put out that kind of damage at lower levels. Equip one with a Full Blade (Adventurer's Vault. +3 Prof bonus, 1d12 damage, superior weapon) and they're hitting even harder.
Doesn't have to be a Barbarian necessarily (I have a Githzerai Avenger with one of those for instance courtesy of their racial blade mastery feat), and that wasn't really the point - Full Blades, Mauls, Greatswords, etc - those are all two-handed weapons. It makes sense that a character wielding a massive two-handed weapon is going to have a higher damage output at the expense of not having a hand free to equip/use other items.

My point was that there is a one-handed weapon that can provide that sort of damage output, albeit only 1-12 + strength/feat/item bonuses, rather than 2-12. Full Blades are pretty awesome though.

Altorin said:
99% of character concepts can be made using the classes and options provided. the rest shouldn't be made anyway.
I quite agree with that sentiment.
There are 3 players handbooks now, 2 martial powers, an arcane power, I think there's a divine power book as well
There is, along with Primal Power and Psionic Power now too.
 

Naheal

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Gildan Bladeborn said:
Naheal said:
Gildan Bladeborn said:
HellsingerAngel said:
Then we get to the less than awesome mechanic: the dice damage. 1d8 + 1d4 = 2-12 + strength damage at level one with a basic attack. Overpowered. There is no weapon in this book that does that kind of damage as a one handed weapon.
No, but there is one that does 1-12 + strength damage at level one with a basic attack: The Waraxe, d12 damage, a one-handed weapon with the versatile property. It's a superior implement, so you have to take a feat to be proficient with it, but if you're say... a dwarf, the racial feat that gives you proficiency with axes and a +2 damage bonus grants you proficiency with all axes. A level 1 dwarven fighter using one of those with that feat, with a strength score of 18, would therefore do 7-18 points of damage per swing, and with another hand free to use a heavy shield or additional weapon or what have you.
Barbarians can regularly put out that kind of damage at lower levels. Equip one with a Full Blade (Adventurer's Vault. +3 Prof bonus, 1d12 damage, superior weapon) and they're hitting even harder.
Doesn't have to be a Barbarian necessarily (I have a Githzerai Avenger with one of those for instance courtesy of their racial blade mastery feat), and that wasn't really the point - Full Blades, Mauls, Greatswords, etc - those are all two-handed weapons. It makes sense that a character wielding a massive two-handed weapon is going to have a higher damage output at the expense of not having a hand free to equip/use other items.

My point was that there is a one-handed weapon that can provide that sort of damage output, albeit only 1-12 + strength/feat/item bonuses, rather than 2-12. Full Blades are pretty awesome though.
Actually, I could put out that kind of damage as a Rogue or Sorc as well, one using a one handed weapon, the other not using any weapon (magic).
 

nuba km

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HellsingerAngel said:
nuba km said:
Well, it's good to know you take my critisism as constructive rather than deconstructive. Makes for an easier process. I suppose I can be acused for getting a little defensive myself. In my seventeen years of playing this game (long time, ya, I know) I've seen this happen all too often. New guy gets really excited and into D&D and thinks he can take on the challenge of creating his own material. New guy ultimately makes either something that already exists through a direct class/advanced class, multi-class hybrid, is too overpowered or is too underpowered (this one is very rare) to be considered a healthy addition around the table. Veterans scoff at the new guy's eagerness and shun him for being so blind to a hobby they've known for years. New guy gets turned off of the game and the community doesn't grow because of it.

This mentality springs forth from most veterans when they see newer players start to shoot off a thousand ideas. The issue here isn't just the problem of veterans (though I don't want to let them off the hook) but the newer players are at fault, too. As stated before, content they bring to the table tends to be overlaps of things already implemented and if they just learned the game instead of sticking their head into some pet project then they'd be able to connect some of the dots and get what they want from the tools already given. No better example than my suggestion to multi-class from Sorcerer to Monk or Fighter to get the same results you wanted out of a character. Heck why not use the Player's Handbook III rules for hybrid characters and use that instead? There are plenty of things you can do instead of just assuming you need to make stuff up.

I'm not saying you shouldn't create new content for the table, by all means that's awesome. You need experience, however, and knowledge of the system. I didn't even try to DM a campaign until having around five years experience as a player because I knew I needed to grasp everything the game had to offer. That and I just really like being the adventurer. In any case, my custom content didn't start leeking in until about year ten and I really knew what each edition needed and didn't. I can look at 4.0 and really not come up with too much on the character class side that needs to be done at this point. I'd really have to dig through all the PHBs to find some sort of niche role combination that isn't already in there. The fatc is, the PHBs are petty friggin complete, as far as I know. That being said, there are still those niche roles that need to be filled and that's where you should be putting your focus.

However, more to the point, at least you're starting to narrow your idea down. Controller with secondary Striker and Defender. Sounds neat. I'd lower the armour proficieny to leather, myself, then have the hide armour upgrade on your tanky Paragon. Then give one of the traits as eliminating armour penalties caused by hide armours due to training in that heavier armour. Something to think about, at least. You also need to consider that each heroic class has four Paragon paths in their debut book, not three. Maybe have one focus on boosting controller, one boosting striker, one boosting defender and one boosting overall utility. In that "boost utility" Paragon you could fit the expansion of the six elements to the full ten, as well as some minor boosts to all three areas of the class (Controller, Striker and Defender).

For that matter, what are the class's starting six elements? I don't think you ever said.
acid, cold, fire, force, lightning, and radiant. I only have the first players handbook and all the classes have only three paragon paths so that's why I made one path for each area.
Then give one of the traits as eliminating armour penalties caused by hide armours due to training in that heavier armour. Something to think about
ya don't quite under stand that sentence could you word it differently. if I had the other players handbooks I would have properly ended up making a monk/sorcerer multi-class but I don't think it would have been quite what I was looking for and just meant I would be making the class later because I know what I wan't from this class and I don't think a monk/sorcerer multi-class would satisfy.
 

Gildan Bladeborn

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Naheal said:
Actually, I could put out that kind of damage as a Rogue or Sorc as well, one using a one handed weapon, the other not using any weapon (magic).
With your basic attack though, not counting any modifiers or conditional abilities like Sneak Attacks that rely on having combat advantage or surprise?

nuba km said:
Then give one of the traits as eliminating armour penalties caused by hide armours due to training in that heavier armour. Something to think about
ya don't quite under stand that sentence could you word it differently. if I had the other players handbooks I would have properly ended up making a monk/sorcerer multi-class but I don't think it would have been quite what I was looking for and just meant I would be making the class later because I know what I wan't from this class and I don't think a monk/sorcerer multi-class would satisfy.
That was a suggestion to have one of your paragon paths, as a trait that it provides, grant the elimination of the -1 armor check penalty you incur for wearing Hide armor.

Multi-classing in 4th edition basically amounts to taking a feat that grants you certain class features and powers of another class, albeit at a less effective level than the original class would be, and you can later take additional feats to swap out existing powers with those of the class you took as your multi-class - if you don't take those additional feats though, a multi-class Cleric/Warlord will just be a cleric who can use the Warlord healing encounter power 1/day. The Hybrid class rules from the PH3 sounds like more what you'd want to use, as those essentially combine two classes together and you select powers from both as you build your character.
 

HellsingerAngel

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Gildan Bladeborn said:
No, but there is one that does 1-12 + strength damage at level one with a basic attack: The Waraxe, d12 damage, a one-handed weapon with the versatile property. It's a superior implement, so you have to take a feat to be proficient with it, but if you're say... a dwarf, the racial feat that gives you proficiency with axes and a +2 damage bonus grants you proficiency with all axes. A level 1 dwarven fighter using one of those with that feat, with a strength score of 18, would therefore do 7-18 points of damage per swing, and with another hand free to use a heavy shield or additional weapon or what have you. Anyone else who took proficiency with waraxes as their 1st level feat (or one of them if they're playing a human) with those same stats would still be doing 5-16 per swing, with a one-handed weapon.
First off, nice to see people that like 4.0. Secondly, I am aware of this combination. However, these combinations limit your character overall. Either you choose to be a dwarf and get that +2 damage to gain proficiency, or you choose the proficiency feat to gain the ability to use the axe. Either way, you loose a feat, and possibly the freedom of choosing another race. This is acceptable for the trade-off of getting a robust weapon. The problem with giving a class 2-12 + strength with two-thirds being elemental damage at level one is that this is not restricted by anything but the need to use your unarmed attack. The reason why I compared it to the Monk is because he doesn't even get that sweet a deal. The dwarf fighter player has to give up the versatility of choice to gain power. Then again, that's what D&D is all about, sometimes. Again, my issue isn't so much the damage, it's the damage coupled with the option of still being completely versitile in race/feat/skill choice.

Gildan Bladeborn said:
Yes and no - the monk unarmed attack is essentially treated just like a longsword when a monk makes a basic attack while unarmed (all monk powers tend to be implement powers so you're never actually using the unarmed attack as a weapon when executing them, thus the +3 proficiency only ever kicks in while making basic attacks), so it's like they gave you a non-magical longsword that you always have - unless of course you take the feat to increase your unarmed damage dice to a d10, in which case you're wielding a bastard sword analogue instead, but either way your fists don't become magical.

Your Ki Focus on the other hand can be magical, and you can apply the bonus and effects of any Ki Focus you're holding/wearing to your unarmed attacks; your fists might never become +2/+2 but your Ki Focus can, and thus your unarmed basic attacks can effectively gain magical bonuses and effects as well (and of course monk powers add all sorts of interesting effects).
Now this is probably where you'll kick my ass in knowledge, but my understanding is that there are still creatures that have reducable or defeatable advantages through having a magical property weapon. My understanding by the text in the PHB3 is that the implament only gives the enhancement bonus and doesn't make the attacks the Monk deals counted as "magical". Correct me, please, if I'm wrong. If I am, so be it. If I'm not, well, just another issue to the list with this class.

Also, I'd just like to quickly correct you on the use of an implement. An implement enhances the bonus towards a class power. Because the monk can use items such as prayer beads and tombs of knowledge, a Monk can add his unarmed +3 proficiency bonus to any of his powers. However, disgrestion would warrent that, like most classes, you limit it to attacks with [W] in them. If I'm incorrect with this, I would appreciate a sitation so I can read the rule over. Thanks.

Gildan Bladeborn said:
Knowledge is power!
Guard it well!

EDIT:

nuba km said:
acid, cold, fire, force, lightning, and radiation.
O.O

Sorry, I couldn't help myself... I believe you mean radiant.
 

nuba km

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HellsingerAngel said:
EDIT:

nuba km said:
acid, cold, fire, force, lightning, and radiation.
O.O

Sorry, I couldn't help myself... I believe you mean radiant.
no you use radio activity to give monsters tumours. seriously though ya I mean radiant I'm going to change that.
 

Gildan Bladeborn

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HellsingerAngel said:
First off, nice to see people that like 4.0. Secondly, I am aware of this combination. However, these combinations limit your character overall. Either you choose to be a dwarf and get that +2 damage to gain proficiency, or you choose the proficiency feat to gain the ability to use the axe. Either way, you loose a feat, and possibly the freedom of choosing another race. This is acceptable for the trade-off of getting a robust weapon. The problem with giving a class 2-12 + strength with two-thirds being elemental damage at level one is that this is not restricted by anything but the need to use your unarmed attack. The reason why I compared it to the Monk is because he doesn't even get that sweet a deal. The dwarf fighter player has to give up the versatility of choice to gain power. Then again, that's what D&D is all about, sometimes. Again, my issue isn't so much the damage, it's the damage coupled with the option of still being completely versitile in race/feat/skill choice.
And I agree - not having to trade anything to get that sort of damage output is definitely overpowered, no arguments there.

HellsingerAngel said:
Now this is probably where you'll kick my ass in knowledge, but my understanding is that there are still creatures that have reducable or defeatable advantages through having a magical property weapon. My understanding by the text in the PHB3 is that the implament only gives the enhancement bonus and doesn't make the attacks the Monk deals counted as "magical". Correct me, please, if I'm wrong. If I am, so be it. If I'm not, well, just another issue to the list with this class.
I haven't exhaustively pored over the Monster Manuals for 4th Edition, but in my experience I've yet to encounter damage reduction that requires specific magical enhancement levels to overcome it and I haven't seen anything like that described - couldn't say if those are in there or not with my current knowledge.

However, whether or not the PH3 actually makes it clear or not, both the bonus to attack rolls and the damage bonus from a magical ki focus apply when you choose to focus your Monk Unarmed Strike through your ki focus, so says the official Wizards of the Coasts Character Creator (love that thing). I would guess this is how they balance out the bit where 4Ed Monks don't gain natural enhancements to their unarmed strikes anymore.


HellsingerAngel said:
Also, I'd just like to quickly correct you on the use of an implement. An implement enhances the bonus towards a class power. Because the monk can use items such as prayer beads and tombs of knowledge, a Monk can add his unarmed +3 proficiency bonus to any of his powers. However, disgrestion would warrent that, like most classes, you limit it to attacks with [W] in them. If I'm incorrect with this, I would appreciate a sitation so I can read the rule over. Thanks.
Weapons lose their proficiency bonus when you're using them as an implement; if they have a magical value you would still add that, but you lose any +2, +3 or what have you for being proficient with it when you're employing it as an implement (wizards wouldn't add the proficiency bonus of their quarterstaves if they choose to trigger magic missile through that for instance).

And pretty much every Monk attack power is classified as an Implement power, so while you are completely allowed to use your Monk Unarmed Strike class feature as your implement, the +3 weapon proficiency you get for making weapon attacks will not apply. And since your fists will never become inherently magical, the only way to increase your attack bonus with monk powers, besides a feat like Versatile or Weapon Expertise that increase your attack rolls with certain weapons/focuses[footnote]Why you'd use something other than Versatile is beyond me though, it's like Weapon Expertise only you pick two weapons/focuses.[/footnote] or simply raising your Dexterity, is to trigger your monk powers through a Magic Ki Focus item of some variety (this will also add damage), or use another magical weapon you have a proficiency with[footnote]You won't get the proficiency bonus of course, but you can use anything you're proficient with as an implement and if its magical and your fists aren't, it's an obvious choice[/footnote].

What that boils down to is any monk attack power you possess is going to have a lower attack bonus than your standard Monk Unarmed Strike will because it's missing the +3 proficiency bonus. The previous sentence is actually not true - Monk abilities all use Dexterity as the primary, while the Monk Unarmed Strike as a basic attack uses Strength[footnote]Unless you specifically change that via a feat to alter your basic attack attribute, but straight out of the box unarmed strike is keyed to strength.[/footnote], so in practice your attack values for a basic unarmed attack vs an attack power will be roughly equal or a bit lower depending on how you've built your character, and you'll probably do more damage with the power than the base attack as well (that depends, since monk attacks generally specify the damage rather than using [W], but your Dex Mod is still going to be higher than your Str Mod unless you're building a very... odd monk).

Take my 5th level Githzerai Monk for instance - he has a Strength of 16, and a Magic Ki Focus +1, and has taken Versatile Expertise and selected Unarmed as one of the two weapons. His Magic Ki-focused Monk Unarmed Strike therefore has an attack value of 10 [small](5 (mod +1/2 level), +3 proficiency, +1 Versatile Expertise, +1 Magic Ki Focus)[/small]. His monk powers, which all have the Implement keyword and use his Dexterity score of 20, have an attack bonus of 9 [small](7 (mod +1/2 level), +1 Versatile Expertise, +1 Magic Ki Focus)[/small].

Essentially that +3 proficiency bonus with the Unarmed Strike is balancing out the bit where monks tend to have lower strength than they do Dexterity - but that's all it's used for, as none of their powers are classified as Weapon powers (and since they technically don't require you to use your fists as the focus, my Githzerai actually uses his bastard sword for all his monk powers since he has a racial feat that adds +2 damage when using blades).

HellsingerAngel said:
Gildan Bladeborn said:
Knowledge is power!
Guard it well!
Indeed!
 

Naheal

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Gildan Bladeborn said:
Naheal said:
Actually, I could put out that kind of damage as a Rogue or Sorc as well, one using a one handed weapon, the other not using any weapon (magic).
With your basic attack though, not counting any modifiers or conditional abilities like Sneak Attacks that rely on having combat advantage or surprise?
Combat advantage is one of the easiest things for a rogue to obtain. Flanking will generally give it to you, but other abilities (darkfire for a drow), indirect attacks (salt or sand in the eyes) and skill powers (insight and bluff) can grant combat advantage temporarily. Also, keep in mind that abilities such as sly flourish deal damage based off of dex and cha. Compound that with the backstabber feat (d8s for sneak attack) and a rapier (d8 base damage, light blade, superior weapon) and you can put out some pretty nasty damage that'll kill most targets in a couple rounds.

With a Sorc, every single attack that you have deals it's base damage plus cha and either dex or str, depending on what you took as your class feature. Since your second damage stat will always apply to your AC, it's a given that it'll be your 2nd highest stat. At first level, if your stats are stacked well enough, Acid Bolt (your basic ranged attack) can do 7-16 damage at first level (Dragonborn Sorcerer, dragon magic class feature, 14s put in Strength and Cha).
 

Davey Woo

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Don't know why but I think the idea of a "caste warrior" (note NOT caster)
Warriors who attune themselves with the elements to make them stronger.
Fire Caste, Wind Caste, etc

By the way, I don't play D&D so I have no idea if these names are similar to anything in it already.
 

Gildan Bladeborn

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Naheal said:
Gildan Bladeborn said:
Naheal said:
Actually, I could put out that kind of damage as a Rogue or Sorc as well, one using a one handed weapon, the other not using any weapon (magic).
With your basic attack though, not counting any modifiers or conditional abilities like Sneak Attacks that rely on having combat advantage or surprise?
Combat advantage is one of the easiest things for a rogue to obtain. Flanking will generally give it to you, but other abilities (darkfire for a drow), indirect attacks (salt or sand in the eyes) and skill powers (insight and bluff) can grant combat advantage temporarily. Also, keep in mind that abilities such as sly flourish deal damage based off of dex and cha. Compound that with the backstabber feat (d8s for sneak attack) and a rapier (d8 base damage, light blade, superior weapon) and you can put out some pretty nasty damage that'll kill most targets in a couple rounds.

With a Sorc, every single attack that you have deals it's base damage plus cha and either dex or str, depending on what you took as your class feature. Since your second damage stat will always apply to your AC, it's a given that it'll be your 2nd highest stat. At first level, if your stats are stacked well enough, Acid Bolt (your basic ranged attack) can do 7-16 damage at first level (Dragonborn Sorcerer, dragon magic class feature, 14s put in Strength and Cha).
You do realize what I'm talking about is just the weapon damage right, not the bonuses from your attributes/class features or the interplay of any skills or abilities, so I'm talking about attacks that do 1-12 points of damage before you add anything else to it.

If we're factoring in ability and skill bonuses then the fighter I was using as my example, as a level one character using a waraxe, would do 9-20 points of damage, or 11-22 damage whenever he has temporary hitpoints from Battlerager Vigor (which will be most of the time).[footnote]He does 12-23 (or 14-25 with temporary hitpoints) these days with that same at-will ability.[/footnote]

But that's irrelevant, because the entire reason I was discussing these ranges was to illustrate a point about weapon damage numbers, not the actual effective values in any given characters hands - things are always going to be higher with feats, conditions, teamwork, skill-use, class features, or what have you being applied. The hypothetical Rogue you brought up has a d8 rapier they had to take a feat to wield and not a d12 weapon they automatically have proficiency for precisely because that would be ridiculously overpowered once you add in all the other bonuses.
 

Naheal

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Gildan Bladeborn said:
Naheal said:
Gildan Bladeborn said:
Naheal said:
Actually, I could put out that kind of damage as a Rogue or Sorc as well, one using a one handed weapon, the other not using any weapon (magic).
With your basic attack though, not counting any modifiers or conditional abilities like Sneak Attacks that rely on having combat advantage or surprise?
Combat advantage is one of the easiest things for a rogue to obtain. Flanking will generally give it to you, but other abilities (darkfire for a drow), indirect attacks (salt or sand in the eyes) and skill powers (insight and bluff) can grant combat advantage temporarily. Also, keep in mind that abilities such as sly flourish deal damage based off of dex and cha. Compound that with the backstabber feat (d8s for sneak attack) and a rapier (d8 base damage, light blade, superior weapon) and you can put out some pretty nasty damage that'll kill most targets in a couple rounds.

With a Sorc, every single attack that you have deals it's base damage plus cha and either dex or str, depending on what you took as your class feature. Since your second damage stat will always apply to your AC, it's a given that it'll be your 2nd highest stat. At first level, if your stats are stacked well enough, Acid Bolt (your basic ranged attack) can do 7-16 damage at first level (Dragonborn Sorcerer, dragon magic class feature, 14s put in Strength and Cha).
You do realize what I'm talking about is just the weapon damage right, not the bonuses from your attributes/class features or the interplay of any skills or abilities, so I'm talking about attacks that do 1-12 points of damage before you add anything else to it.

If we're factoring in ability and skill bonuses then he fighter I was using as my example, as a level one character using a waraxe, would do 9-20 points of damage, or 11-22 damage whenever he has temporary hitpoints from Battlerager Vigor (which will be most of the time).[footnote]He does 12-23 (or 14-25 with temporary hitpoints) these days with that same at-will ability.[/footnote]

But that's irrelevant, because the entire reason I was discussing these ranges was to illustrate a point about weapon damage numbers, not the actual effective values in any given characters hands - things are always going to be higher with feats, conditions, teamwork, skill-use, class features, or what have you being applied.

To whit: Imagine that Rogues could equip, as a light blade that used their Dexterity score and allowed them to apply their sneak attack class ability, a weapon that did d12 damage. Obviously that would be very overpowered.
Class balance isn't that simple, though. In the case of a magic user, weapon damage is utterly worthless (In the above example, Acid Bolt does 1d10 damage with a range of 20 against Reflex. This is far more effective than a Greatbow, a superior weapon).

Let's take the Assassin class for a moment. They're fully capable of using a Full Blade for all attacks. Each round they may place a shroud upon a target (max of 4, single target only). At any time, they may unleash said shrouds to deal 1d6 points of additional damage per shroud. If the attack misses, you still deal 1d6 points of damage per shroud minus one (so, if you had 4 shrouds on a target, you will still deal 3d6 damage). Base damage before any modifiers is 5-36 damage once every four rounds. Bear in mind that shrouds work regardless of circumstances.

In the case of the above examples of the rogue, you can deal 3-24 base damage with any sneak attack. I have yet to see any target that can survive more than four of those at 5th level.
 

HellsingerAngel

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Gildan Bladeborn said:
Nice, thanks for the info. There is one thing you neglected though and I would still like it if you could help direct me towards it.

Gildan Bladeborn said:
Weapons lose their proficiency bonus when you're using them as an implement; if they have a magical value you would still add that, but you lose any +2, +3 or what have you for being proficient with it when you're employing it as an implement (wizards wouldn't add the proficiency bonus of their quarterstaves if they choose to trigger magic missile through that for instance).
Could you get me a citation for that? Even a book title and page number would do, simply because I'm not sure where to find that rule. I've been pouring over the PHB with every spare moment of my time (which hasn't been much today) and have yet to find it. I'd really appreciate the assistance.

Gildan Bladeborn said:
HellsingerAngel said:
Gildan Bladeborn said:
Knowledge is power!
Guard it well!
Indeed!
Lawl, so nerdy. =P
 

HellsingerAngel

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Naheal said:
Class balance isn't that simple, though. In the case of a magic user, weapon damage is utterly worthless (In the above example, Acid Bolt does 1d10 damage with a range of 20 against Reflex. This is far more effective than a Greatbow, a superior weapon).

Let's take the Assassin class for a moment. They're fully capable of using a Full Blade for all attacks. Each round they may place a shroud upon a target (max of 4, single target only). At any time, they may unleash said shrouds to deal 1d6 points of additional damage per shroud. If the attack misses, you still deal 1d6 points of damage per shroud minus one (so, if you had 4 shrouds on a target, you will still deal 3d6 damage). Base damage before any modifiers is 5-36 damage once every four rounds. Bear in mind that shrouds work regardless of circumstances.

In the case of the above examples of the rogue, you can deal 3-24 base damage with any sneak attack. I have yet to see any target that can survive more than four of those at 5th level.
Well, you could just get something akin to a Bugbear Strangler and...

Yeah, rogues aren't going to be able to do that without having someone with them. They need combat advantage which they cannot consistantly get without someone to distract the opponent for them. Then you get into a 2v2 scenario and there are monster combinations that could easily just focus the Rogue first. All in all, your point is moot when you say "I can achieve X damage, but it's dependant upon a conditional set-up."
 

Naheal

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HellsingerAngel said:
Naheal said:
Class balance isn't that simple, though. In the case of a magic user, weapon damage is utterly worthless (In the above example, Acid Bolt does 1d10 damage with a range of 20 against Reflex. This is far more effective than a Greatbow, a superior weapon).

Let's take the Assassin class for a moment. They're fully capable of using a Full Blade for all attacks. Each round they may place a shroud upon a target (max of 4, single target only). At any time, they may unleash said shrouds to deal 1d6 points of additional damage per shroud. If the attack misses, you still deal 1d6 points of damage per shroud minus one (so, if you had 4 shrouds on a target, you will still deal 3d6 damage). Base damage before any modifiers is 5-36 damage once every four rounds. Bear in mind that shrouds work regardless of circumstances.

In the case of the above examples of the rogue, you can deal 3-24 base damage with any sneak attack. I have yet to see any target that can survive more than four of those at 5th level.
Well, you could just get something akin to a Bugbear Strangler and...

Yeah, rogues aren't going to be able to do that without having someone with them. They need combat advantage which they cannot consistantly get without someone to distract the opponent for them. Then you get into a 2v2 scenario and there are monster combinations that could easily just focus the Rogue first. All in all, your point is moot when you say "I can achieve X damage, but it's dependant upon a conditional set-up."
It's hardly inconsequential, as combat advantage doesn't require that much of a setup for a rogue, nor does it require a second party member (though the second party member does help).

Example combat:

Surprise round (if the rogue doesn't have surprise, they screwed up somewhere along the lines): Sneak attack.
1st round: Darkfire (if drow) or feint (bluff check vs insight). Sneak attack.
2nd round: feint (if drow) or anticipate maneuver (insight vs bluff check. Insight power). Sneak attack.
3rd round: Anticipate maneuver (if drow) or throw salt in the eyes (Will generally require a standard action). If drow, sneak attack.
4th round: If drow, throw salt in the eyes. If not, sneak attack from previous round.
5th round: If drow, sneak attack from previous round. If not, enter normal combat.
 

HellsingerAngel

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Naheal said:
It's hardly inconsequential, as combat advantage doesn't require that much of a setup for a rogue, nor does it require a second party member (though the second party member does help).

Example combat:

Surprise round (if the rogue doesn't have surprise, they screwed up somewhere along the lines): Sneak attack.
1st round: Darkfire (if drow) or feint (bluff check vs insight). Sneak attack.
2nd round: feint (if drow) or anticipate maneuver (insight vs bluff check. Insight power). Sneak attack.
3rd round: Anticipate maneuver (if drow) or throw salt in the eyes (Will generally require a standard action). If drow, sneak attack.
4th round: If drow, throw salt in the eyes. If not, sneak attack from previous round.
5th round: If drow, sneak attack from previous round. If not, enter normal combat.
Do you mind citing your build and where you got each part? As much as I'd love to go through book after book searching for every miniscule feat and skill, considering that you're the one trying to argue your point you should be giving solid references so I can reference them and read the rules more easily.

On that note, feinting takes a standard action. Again, another reason why you need citation.
 

Gildan Bladeborn

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Naheal said:
Gildan Bladeborn said:
Weapons lose their proficiency bonus when you're using them as an implement; if they have a magical value you would still add that, but you lose any +2, +3 or what have you for being proficient with it when you're employing it as an implement (wizards wouldn't add the proficiency bonus of their quarterstaves if they choose to trigger magic missile through that for instance).
Could you get me a citation for that? Even a book title and page number would do, simply because I'm not sure where to find that rule. I've been pouring over the PHB with every spare moment of my time (which hasn't been much today) and have yet to find it. I'd really appreciate the assistance.
That will be difficult, as I don't personally own any of the 4th D&D sourcebooks, I'm just familiar with a lot of their content courtesy the Character Creator. Plus I explained it wrong/inaccurately just now - you don't need an implement to use powers with the Implement keyword, so if you're casting/using them with any other weapon then the stats of that item are irrelevant to the power - you only ever add a bonus if you have an implement and it's magical. Mages casting magic missile through a quarterstaff might as well be mages casting magic missile unarmed, there's no bonus or penalty either way - unless an item is on the list of valid implements your character is simply considered to be casting their implement powers without one.

But to answer somewhat helpfully - I would look in the initial class section under implement types. I don't think think there's an overarching rule about how those work so much as each class that can use implements has its own rule, depending on what qualifies as an implement - most classes with implement powers don't have weapons on their implement list, so there is no question of whether proficiency bonuses apply and no need for rules about how to deal with it; essentially its a system of governance by exception, and those exceptions should be listed under the individual class features' discussion of Implements. For instance, the Sorcerer's rules for implements state that while any Dagger can be used as an implement, you don't gain the dagger's proficiency bonus when you use it in this way.

The full text for monk implement use that appears in the class description in the character creater[footnote]Which, from what I've seen of the Players Handbooks, seems to be a direct lift from those texts so that is probably where you'd find this rule in the PH3.[/footnote] is as follows (skipping the initial part explaining what a Ki Focus is in the first place):

When you wear or hold your ki focus, you can add its enhancement bonus to the attack rolls and damage rolls of monk powers and monk paragon path powers that have the implement keyword. You can also add its enhancement bonus to the attack rolls and the damage rolls of weapon attacks you make with a weapon with which you are proficient.

You can also use a weapon with which you're proficient as an implement. When wielding the weapon as an implement, the weapon's characteristics - proficiency bonus, damage die, and weapon properties like defensive or high crit - are irrelevant to your implement powers.

If you have both a magic ki focus and a magic weapon, you can choose before you use an attack power whether to draw on the magic of the ki focus or the weapon. Your choice determines which enhancement bonus, critical hit effects, and magic item properties and powers you can apply to that power. You can't, for example, use the enhancement bonus of your ki focus and the critical hit effect of your magic weapon with the same attack.
Basically you can use your fists or anything else you can wield as your implement for monk powers, but there's no particular benefit from doing so unless you have feats that increase the damage you deal or the attack rolls you make with that weapon type, or if that weapon has a specific magical property you'd like to employ (which your monk unarmed strike never will, as it can't be a magic item).
 

Naheal

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HellsingerAngel said:
Naheal said:
It's hardly inconsequential, as combat advantage doesn't require that much of a setup for a rogue, nor does it require a second party member (though the second party member does help).

Example combat:

Surprise round (if the rogue doesn't have surprise, they screwed up somewhere along the lines): Sneak attack.
1st round: Darkfire (if drow) or feint (bluff check vs insight). Sneak attack.
2nd round: feint (if drow) or anticipate maneuver (insight vs bluff check. Insight power). Sneak attack.
3rd round: Anticipate maneuver (if drow) or throw salt in the eyes (Will generally require a standard action). If drow, sneak attack.
4th round: If drow, throw salt in the eyes. If not, sneak attack from previous round.
5th round: If drow, sneak attack from previous round. If not, enter normal combat.
Do you mind citing your build and where you got each part? As much as I'd love to go through book after book searching for every miniscule feat and skill, considering that you're the one trying to argue your point you should be giving solid references so I can reference them and read the rules more easily.

On that note, feinting takes a standard action. Again, another reason why you need citation.
I'll get what I can up.

Anticipate Maneuver (PHB3, 171) is a skill power that takes the place of a utility power. Action required is minor. Battle Feint (PHB3, 166) does something similar with the bluff skill. Typical feint will be a standard action that would be separate from the Battle Feint power.

Drow (FRPG, 8) gain the Lolthtouched racial power, which allows the use of Cloud of Darkness or Darkfire. Darkfire is int, cha, or wis +4 vs Reflex which grants combat advantage to all attackers against the victim. Also, the victim loses benefit of invisibility or concealment until the end of your next turn. Action is minor.

Salt in the eyes would fall under the category of a basic attack with an improvised weapon. Salt, as it does no real damage to the target, would only temporarily blind a target, thus creating combat advantage.

Class Rogue
Race Drow
Level 2

S 10
D 18
C 11
I 14
W 13
CH 14
AC 17
Fort 11
Ref 17
Will 14

Weapons

Rapier (PHB, 218), +3 Prof, d8 damage, Light Blade
Hand Crossbow (PHB, 219) +2 Prof, d6 damage, 10/20 range, Crossbow

Armor

Leather Armor

Skills

Stealth, Thievery, Perception, Insight, Bluff, Acrobatics

Feats

Weapon Proficiency (Rapier), Skill Power (PHB 3, 183)

Class Features: Cunning Sneak Rogue Talent (Martial Power 2, 56), Sharpshooter Talent (Martial Power 2, 56)

At will

Gloaming Cut (Martial Power 2, 57). +8 to hit AC. 5-12 damage. Effect: You can shift a number of squares equal to your intelligence modifier and make a stealth check to become hidden.

Sly Flourish (Player?s Handbook, 118). +8 to hit AC. 7-14 damage (1[w]+dex+cha)

Encounter

Shadow Strike (Martial Power 2, 59). +9 to hit AC. Melee or Ranged. 5-12 melee, 5-10 ranged (1[w]+dex). If you were hidden when you made this attack, you can make a stealth check to remain hidden.

Daily

Checking Jab (Martial Power, 74). +8 to hit AC. Melee only. 5-12 melee and the target is slowed (save ends). You have combat advantage while the target is slowed. Miss half damage and the target isn?t slowed.

Utility

Battle Feint (PHB3, 166)
Anticipate Maneuver (PHB3, 171)