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Вы здесь » Гильдия Doomdancers » Флудильня » Update 14: Menace of the Underdark


Update 14: Menace of the Underdark

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ну это считай 10 секунд 0%, 10 секунд 6%

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знаете, я сейчас посмотрел повнимательнее фэйтсингера
а что, по моему весьма неплохо

даются автоматически:
Fatesinger's Repertoire (required 0): (Active - toggle) Gain 2 songs and 1 effective caster level. If you didn't have inspire courage or fascinate, you have those feats know. Count as a bard for using magical items. Each level of fatesinger adds +1 Caster level. You may also activate this toggle ability at the cost of a song, you no longer require material components to cast spells
Glitter of fame (required 4): (Passive) Gain 2 songs. When your HP >10%, you gain +1 to all ability scores
Harmonic resonance (required 8): (Passive) Gain 2 songs. Your melee and missile attacks have 10% chance to build stacking resonance in enemies. Each stack increases vulnerability to enemy by 10%. 5 stacks max
Intoxicationg presence (required 12): (Passive) Gain 2 songs. Enemies who strike you have a 10% chance of becoming fascinated for 12 seconds. Affects any creature you can fascinate, including those for which you have Music of... enhancement.
Grandeur (required 16): (Passive) Gain 2 songs. When HP > 10%, gain immunity to fear and Aura of grandeur. Aura of grandeur imbues allies with +1 to all saves, +2 to cha based skills, +4 damage bonus
Majesty (required 20): (Passive) Gain 2 songs. Enemies that strike you have a 5% chance to become blinded. You also gain +1 effective level to enchantement/charm spells, 10% damage to light spells, and +1 to hit

весьма

из того что можно взять, на мой вкус хороши:
Allure (required 0 - No prereq) (3 ranks - 1 AP): (Passive) [+2/+4/+6] to haggle, perform and Umd
Echoes of the Ancients: Arcane (required 4 - No prereq) (1 ranks - 2 AP - 1 song): (Passive) Stance: Grants you +1 UMD, a +2 Spell Penetration, a +2 DC of offensive wands and 20SP
Tailwind (required 4 - Prereq : O Fortuna) (3 ranks - 1 AP): (Passive) Inspire courage grants +2 damage to all missile weapons
Echoes of the ancient: Martial (required 12 - No prereq) (1 ranks - 2 AP - 1 song): (Passive) Stance, 1 song to activate: +1 to the DC of all combat feats, 2/- DR bonus to blocking with shield, +2 AC to blocking, +10 HP, +1 attack bonus, +1 strength
Echoes of the ancient: Primal (required 12 - No prereq) (1 ranks - 2 AP - 1 song): (Passive) Stance, 1 song to activate: * +20 HP and +1 Constitution. If you have Rage, your Rage grants you an additional +1 Strength and +1 Constituion while raging. +2% chance to trigger weapon effects on glancing blows.
Fragment of the song: Clarity (required 18 - No prereq) (3 ranks - 1 AP): (Passive) Inspire courage reduces party spell points cost by [4%/8%/12%]. Duration one minute +2 seconds per level
Fragment of the song: Valor (required 18 - No prereq) (3 ranks - 1 AP): (Passive) Inspire courage increase melee and ranged attack speed by [4%/8%/12%]. Duration one minute +2 seconds per level
Turn of the tide (required 20 - Prereq: Fragment of the song: Valor 1) (3 ranks - 1 AP): (Active Cooldown: 1min 30secs) An action boost that instead costs 1 song to activate. Grants +5 to hit, +[20%/40%/60%] damage, DR [12/15/18]/-, stacking Spell resistance [15/20/25] and deals 5d20+[100/150/200] sonic damage. Sonic damage doesn't work on bosses.

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improved martial arts - requires monk lvl 18
+1(base damage) with unarmed
+0.5(base damage) with other ki weapons
Can be picked multiple times

правда? какой следующий шаг после 2d14?))

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3d10?

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целиком статейка

What are destinies?

Introduction
Destinies are the main character development feature past level 20.
Destinies are independant of the character level.

Destinies are organized in 4 different spheres: arcane, divine, martial and primal. We'll see after what is the role of these spheres.

Here is a chart summarizing all spheres and destinies, and giving path between destinies:

http://uploads.ru/i/x/t/H/xtHYT.png

Choosing a destiny
All level 20+ characters can pick a destiny.
Destinies need to be purchased (all the current ones are included with the expansion)

The first time a character choose a destiny, he can pick any destiny from the sphere matching his character class:
[LIST]
[*] Artificers, Bards, Sorcerers and Wizards can pick any destiny from the arcane sphere (Magister, Draconic incarnation or Fatesinger)
[*] Clerics, FvS and Paladins can pick any destiny from the divine sphere (Exalted angel or Undying sentinel)
[*] Fighters, Rogues and Monks can pick any destiny from the martial sphere (Legendary dreadnought, Grandmaster of Flower or Shadowdancer)
[*] Barbarians, Druids and Rangers can pick any destiny from the primal sphere (Fury of the wild or Shiradi champion)
[/LIST]

This choice happens only once for a character. To change destiny afterward, you'll need to unlock other destinies (see later).

If you are multiclassed, you can pick a starting destinies in sphere for which you have a character class higher than level 6. For example a Rog6/Wiz6/FvS8 could unlock any destiny from the Arcane, divine or martial sphere.

Leveling a destiny
Destinies level up like the character level: you gain experience for completing quests and from adventure areas.
Destinies are supposed to be faster to level up than epic level (currently on the beta it takes 40k xp to gain ranks for level 1 destiny ; and 100k xp to gain rank for a character level 20).

Each destiny has 5 level. each level is composed of 5 ranks (just like character level).
At each rank, you gain 1 AP that you can spend on the destiny tree, up to a maximum of 24 AP.

Each tree contains enhancements costing from 1 or 2 AP. Just like heroic enhancements, some enhancements have only 1 rank ; some up to 5 ranks.
Enhancements inside the tree are divided in tiers, each tier require a total amount of AP spent into the tree, by increments of 4: Tier 1 requires 0AP spent, Tier 2 4AP, Tier 3 8AP... up until Tier 6 that require 20AP.

Additionally each tree have "autogrants": abilities that are granted for free when enough AP have been spent inside the tree.
autogrants unlocking match the prerequisites of the tiers: each time you spend 4 AP, you gain a new autogrant (the last one, the capstone, is unlocked when you spent 20AP).

Some enhancements are said to require a minimum character level, but we don't have any further information on this.
Some enhancements require a feat.

Unlocking destinies
As explained earlier, each character have a one initial time choice of destiny. After this choice, changing destiny require to unlock new destinies.
Destinies all have a place on the destiny map. Each destiny have at least one adjacent destiny from the same sphere.
Some destinies are also adjacent to destiny in another sphere.

To unlock a destiny, you'll need to level up an adjacent destiny to a sufficient level. This "sufficient level" depend if the adjacent destiny is in the same sphere or not:
[LIST]
[*] Unlocking an adjacent destiny in the same sphere require you to level up your destiny up to level 3
[*] Unlocking an adjacent destiny in another sphere require you to level up your destiny up to level 4
[/LIST]

So for example if you are currently in the exalted angel tree and want to unlock Legendary Dreadnough you'll need:
[LIST]
[*] To level up exalted angel to 3 to unlock Unyielding sentinel (they are in the same sphere)
[*] To level up Unyielding sentinel to 4 to unlock Grandmaster of flowers (they are in different spheres)
[*] To level up Grandmaster of flowers to 3 to unlock legendary dreadnought
[/LIST]

Once a destiny is unlocked, you can switch destiny at the Fatespinner.

Destinies and reincarnation
Destinies are not affected by reincarnation (of any kind).
That means if you are currently a FvS 25 with level 5 exalted angel, and you TR into a fighter, you'll still be a level 5 exalted angel.

You'll keep all you have acquired from destinies when you TR: destiny level, unlocked destinies, twist of fates (and maybe more).

This means if you TR and want to use a destiny that match your new class, you'll need to unlock this new destiny by moving through the map.

Twist of fates
Twists of fate are special slots that can be used to equip destiny enhancements from other trees than the currently active tree.
For example if you are an Exalted angel, you could equip enhancement from fatesinger (or any other unlocked destiny) in the slots.

Each character can have up to 3 twist of fate slots. Characters start with zero slot and can unlock them (explained below).
Each twist of fate slot also have a "level". This level indicates the maximum tier of destiny enhancement that can be placed in it. At slot level 1, you can only put tier 1 or 2 enhancement into the slot. (reminder: enhancement tier depend on the number of AP required to unlock it).
[LIST]
[*] Level 1: Tier 1 or 2
[*] Level 1: Tier 1, 2 or 3
[*] Level 1: Tier 1, 2, 3 or 4
[/LIST]
You can never put tier 5 or 6 enhancement into a slot.

If the enhancement you put into a twist of fate has many level, the level of the enhancement will be the level when you equip it into the twist of fate. Therefore it is advised to always level up an enhancement to the maximum possible before puting it into a twist of fate slot. Note that enhancement level has nothing to do with tier ; and putting a tier 1 level 5 enhancement into a twist of fate doesn't require you to upgrade the slot.

Every time 3 destiny levels are gained, a new Fate point is acquired by the character. Destiny levels are counted globally for all destiny. This means level 1 in a destiny and level 5 in another is 6 levels, or 2 fate points.
Fate points can be used to unlock or upgrade twist of fate slots. Here are the current known prices (subject to change) :
[LIST]
[*] Twist of fate slot 1: Unlock 1 Fate point. First upgrade 2 Fate points. Second upgrade 3 fate points.
[*] Twist of fate slot 2: Unlock 2 Fate point. First upgrade 3 Fate points. Second upgrade 4 fate points.
[*] Twist of fate slot 3: Unlock 3 Fate point. First upgrade 4 Fate points. Second upgrade 5 fate points.
[/LIST]

There are currently 9 destinies, each one with 5 levels, therefore you can gain up to 15 fate points.
With the current prices, unlocking and upgrading everything would cost 27 fate points. Therefore you have to make a choice: more slots, or higher level slots?
An example of what you can do with 15 points is: Slot 1 up to level 3 [6 points], slot 2 up to level 2 [5 points], slot 3 unlocked and level 1 [4 points]. Reminder: costs are subject to change.

If you put an enhancement from your currently active destiny in a twist of fate it will have no effect.

Notes:
- Twist of fates don't require prerequisites: you can put an enhancement with a prerequisite inside the slot without having the prerequisite.
- If you put an enhancement boosting another enhancement (such as fey spring boosting healing spring) but not the "boosted" enhancement, it will have no effect.
- You cannot put autogrants into twist of fate slot
- You can easily swap twist of fates in any public area
- There will be a way to reset spent Fate Points, so you can change how you've upgraded your Twists
- Each twist you select can be picked from different destinies tree. So you could pick one from Legendary dreadnought, one from Fatesinger and one from magister.

Отредактировано velom (20.05.2012 16:04:10)

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а где клер и друль?

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velom написал(а):

[*] Artificers, Bards, Sorcerers and Wizards can pick any destiny from the arcane sphere (Magister, Draconic incarnation or Fatesinger)
[*] Clerics, FvS and Paladins can pick any destiny from the divine sphere (Exalted angel or Undying sentinel)
[*] Fighters, Rogues and Monks can pick any destiny from the martial sphere (Legendary dreadnought, Grandmaster of Flower or Shadowdancer)
[*] Barbarians, Druids and Rangers can pick any destiny from the primal sphere (Fury of the wild or Shiradi champion)

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грядут изменения в плане АЦ и ту хита

Monsters hitting you:

(Monster Attack Bonus +D20 average roll of 10.5 / Target Player’s AC) /2 = X% chance to hitting. We then roll against that number.

Auto-hits on 20s and auto-misses on 1s still apply.

Note: Players will now see an “average” defense chance from a level appropriate monster on normal now displayed on their character sheet under the AC tool tip using this formula.

EXAMPLES:

Mid Level: Gianthold, level 13- Monster with a +28 attack bonus, against a player with:

25 armor class = 76% to be hit Formula: (28+10/25 = 1.52 /2 = 0.76 = 76% to be hit.) - An improvement over 95%

40 armor class = 47% to be hit Formula: (28+10/40 = 0.98/2 = 0.475 = 47% to be hit) -Close to before, when you’re still in the d20 range

60 AC = 31% to be hit Formula: ( 28+10/60 = 0.63/2 = 0.31 = 31% to be hit (Armor matters, but you hit diminish returns. This is important because of the addition of physical resistance & dodge changes. See below!)

Let’s look at another case: high-end epic monsters:

An Epic boss with a +100 to hit, against a player with:
60 AC = 91% chance to be hit, a slight improvement over being auto-hit(100+10/60 = 1.833 = 0.91 = 91% chance to be hit)

80 AC = 68% chance to be hit, big improvement over 95%. (anyone sick of me posting the formula yet? I’ll chance it. )
120 AC: 45%. No real change.)

180 AC: 30%. Diminishing returns happening here, by design . See physical resistance & dodge as your new options to make up the difference.

The Player’s roll the same way with two exceptions, we add a “proficiency bonus”, and we round to the d20:

(Player Attack Bonus + Ave d20 roll 10. 5 / Target’s AC) /2 = X% +25%. Extra Bonus only applies IF you’re using a proficient weapon. We then round to the nearest 5% in order to simulate the d20 roll you see on the UI.

Some important points:
+5/+10 Attack Bonuses you get from your Basic attack bonus progression on your later swings still function.

Players now graze on anything but a 2.

Because we round to the nearest 5%, we essentially still roll a d20, we’re just changing how the range of success is created.

Examples:

Low Level:
Player, level 1, with a +5 attack bonus, against monsters with:

AC 15 = 75% chance to hit. An improvement over before, which would have been 50%. Causing hitting is fun! Formula: ( 5 + 10/15 = 1/2 = 0.5 = 50% + player bonus 25% = 75% chance to hit.)
AC 20 = 60% A big, big improvement here. It would have been 25% Formula: ( 5+ 10/20 = 0.75 / 2 = 0.375 = 37% + player bonus 25% = 62% round down, 60%)
AC 25: 55%. Remember those skeleton knights with the shields in the catacombs? Real pain, right? Well now they’re still noticeably tough, but not super annoying.

Medium Level:
Player, level 13 melee type, let’s say +30 attack bonus, against monsters with:

AC 29 & below (95% hit rate, only miss on a 1 as before)

AC 30 = 90% hit chance. Slight issue here. Only creeps up when your neck-to-neck with the target, when previously you would hit 95% of the time.

AC 35 = 80% hit chance. The harder to hit monsters in Gianthold

AC 40 = 75% hit chance. It’s a bit of a bump from hitting half the time. Technically you’re fighting over level here. No monsters on Elite in Gianthold have 40 AC typically

High Level:
Level 20 melee type, let’s say a +40 attack bonus, against monsters with the harder epic ACs:

AC 50 = 75% chance.
AC 60 =60% chance… very few monsters have armor class this high at this point, like some epic Orthon bosses.

Alright, enough of that. Take a deep breath.

т.е. с тухитом ~55 по 60 АС теперь вместо 5ки будем попадать: (55 +  10. 5) / 60 /2 = 54%+25%= 75%, т.е. с 6ки
а банальные 59 тухита VS 60AC, которые раньше гарантировали попадание с 2ки нынче дают попадание ток с 5ки
чтобы попадать по 60ас с 2ки теперь надо будет иметь +74 ту хита лол
по 50 - +60 ту хит

такие пироги

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Так, оказывается у меня в почте тоже валяется ключ в бетатестирование. Есть еще желающие ?

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Past Life: Druid
You were a druid in a past life. You occasionally find yourself gazing at the stars and get sentimental around mistletoe. Each time you acquire this feat your summoned creatures, charmed minions, and hirelings gain +1 to all ability scores. This feat can be stacked up to three times.
It’s Augment Summoning-lite, but it stacks with Augment Summoning.

Past Life: Harbinger of Nature's Wrath
You recall more about your past life as a druid. You have +2 to all elemental resistances and can cast the flame blade spell three times per rest, which summons a scimitar of fire that does fire damage instead of slashing damage, and uses the wielder's Wisdom instead of Strength for determining attack and damage bonuses. You can choose to summon one or two scimitars, and the swords are automatically equipped when created. At caster level 1, it has a +1 enhancement bonus and the flaming effect. Every five caster levels the summoned swords improve.

Half-Elf Dilettante: Druid
You have watched some of the secret rituals of the druids. You are able to use wands and scrolls as if you were a level one druid, and for item use purposes you count as a level one druid in addition to any other classes you possess. This feat is not recommended for characters with actual druid levels.
Standard dilettante for full caster classes.

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velom написал(а):

Past Life: Druid

что-то не впечатляет

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velom написал(а):

Past Life: Druid

да уж, на радость петоводам.

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Я правильно понимаю что 3 ПЛ друида будут очень и очень круты в собаке? + еще родерик ванд в руку и элитные собаки порвут мамку в раунд?)

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Ushat написал(а):

Я правильно понимаю что 3 ПЛ друида будут очень и очень круты в собаке? + еще родерик ванд в руку и элитные собаки порвут мамку в раунд?)

ты будешь для этого качать 3 жизни друида ?:)

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Я в шабаку ваще не хожу, но извгащенцы всякие бывают %)

Кстать наверное 3 ПЛ друида хороши для артифишерской собакаки, нет?)

Отредактировано Ushat (21.05.2012 11:11:47)

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Ushat написал(а):

Кстать наверное 3 ПЛ друида хороши для артифишерской собакаки, нет?)

с её ИИ ей даже фит комплециониста не поможет ;)

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Это смотря как собаку назвать. Вон Зоя говорит что ее Хымпф вполне себе ок.

+1

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ахххахахахахахахахахахахахахах))))))))))))))))))
черт)))
я знааааааааааал)))

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velom написал(а):

Past Life: Harbinger of Nature's Wrath

это с монкчером никак не компилируется?

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про судьбу варвара

* Penalties on Tunnel Vision reduced.
* Gird Against Demons grants your weapons Lesser Evil Outsider Bane.

постоянный колд айрон + лессер бейн

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List of new Spell Power listed on items/clickies

Multiple Elements:
Epic Ring of Elemental Essence is +90 Acid, Electric, Cold and Fire SP

Ice/Water Elements:
Festival Superior Glaciation VIII item is +114 Cold SP
Bracers/Gloves/Armor Set is 108 Cold SP
Bracers/Gloves of Glacier Set is 104 Cold SP
Epic Frozen Tunic has +90 Cold SP
Belashyrra's Scepter: +84 Cold SP

Air/Electric Elements:
The Epic Bracers of the Wind: Superior Magnetism IX is +90 Electric SP
Darkstorm Helm: +84 Magnetism (Electric) SP

Fire Elements:
Belashyyra's sceptre: +84 Combustion SP
Noxious Ember: +78 Fire SP

Acid Elements:
Epic Rock Boots: has +90 Acid SP
*Epic Boots of Corrosion: +72 Negative Energy spell power, +72 Acid spell power

Healing:
Epic Mask of Comedy: +78 to Healing power, +52 universal spell Power.

Light:
Belashyrra's Scepter: +84 Radiance SP

Negative:
Epic Robe of the Shadow: +90 Negative Energy spell power
Epic Twisted Talisman: +84 Negative Energy spell power
*Epic Boots of Corrosion: +72 Negative Energy spell power, +72 Acid spell power
Twisted talisman: +54 Negative Energy spell power

Clickies (TOD, etc):
Superior Erosion/Freeze etc. VI now equivalent to improved (+15 alchemical SP bonus)
Superior Erosion/Freeze etc. VIII now equivalent to greater (+20 alchemical SP bonus)
Superior Efficacy VIII (e.g. Rakhir's Sash) is only +12 boost to USP.

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по моему так просто охуенно. своему фвсу вижу маску если в мили/соло (+78 спеллповер на все включая массхил) и алхимическую фигню (ожидается +90 по аналогии с браслетами) в руке если исключительно хилим. реально нравится.

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да, девелоперы подтвердили, что ВИПам доступна бета

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Смешно вот что:
теперь нужно таскать И потенси шмотку И кликалку.
Но ещё более смешно то, что алхимическое кастре оружие соснуло неподецке походу. Я так понял там +90 и кликалка. Это просто БРЕДБЛЯДЬ при условии:

velom написал(а):

Epic Ring of Elemental Essence is +90 Acid, Electric, Cold and Fire SP

которое собирается за пару дней и влияет НА ВСЁ. А не тока на 2 элемента.
не дай бог на алхимии 3его тира будет меньше 108.

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An alchemical scepter can have all of the following:
+90 Spell Power to a spell damage type.
+90 Spell Power to another spell damage type.
Superior Lore to one spell damage type.
Superior Lore to another spell damage type.
An Efficient Metamagic II
A Greater Focus to a spell school
Arcane Augmentation IX

A level 20 random lootgen scepter can have:
90 Spell Power to one spell damage type.
Greater Lore to one spell damage type.

http://forums.ddo.com/showthread.php?&a … ost4475977
May 23rd - Server Open with Beta Phase 3
May 24th - Beta Phase 3 Continues, Developer activities tentatively slated for thursday afternoon & again in the evening.
May 25th - Beta Phase 3 Continues
May 26th - Server Closed
налетай

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пишу шадоудансера

автоматом за уровни:
1. +1 сник атак дайс
2. +1 сник атак дайс, на все оружие декса на попадание, если она выше силы
3. +1 сник атак дайс
4. +1 сник атак дайс, на все оружие декса на ДАМАГУ, если она выше
5. +1 сник атак дайс
6. +1 сник атак дайс, эвэйжн

итого, 6d6 сники, декса на ту хит а дамагу и халявный эвейжн

паладина тоже дали

не, я задолбаюсь это писать, подожду копипаста с оффорума

Отредактировано velom (24.05.2012 02:52:48)

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shadow dancer
innate:
-shadow dancing 1 - +1 sneak attack die
-shadow dancing 2 - +1 sneak attack die, all weapons you fight with use dex to hit if higher then strength
-shadow dancing 3 - +1 sneak attack die
-shadow dancing 4 - +1 sneak attack die, all weapons you fight with use dex to damage if higher then strength (I can hear dex rogues squealing with glee from here)
-shadow dancing 5 - +1 sneak attack die
-dark elusion - +1 sneak attack die (+6 total), you now have evasion

tier 1:
-stealthy - 3 ranks; +2 hide/move silently
-shadow lance - 3 ranks, 30 second cooldown; throw 3 shadow spear doing 6d6 unholy damage each, and chance to blind on hit (dc: 14 + character level/2 + int mod save negates) if you have dark shrouding charges.
-acrobatic - 3 ranks; +2 balance/jump/tmuble and +3 circumstance bonus to reflex save.
-technician - 3 ranks; +2 search/spot/DD/OL
- +1 dex/+1?

tier 2
-escape notice - 2 ap cost, cooldown 1 minute; you blend in so well that enemies can no longer target you. triggers a diplomacy effect based on hide skill.
-lithe - 3 ranks; +2 reflex save/ac/light armor dex bonus
-skill mastery - requires technician; +1 to all skills
- +1dex/+1?

tier 3
-cloak of shadows - requires dark shrouding, 2 ap cost, 2 minute cooldown; spend shadow charge to cloak yourself in darkness, immunity to light damage for 5 minutes or till 120 points are absorbed.
-dark shrouding - 3 ranks, 15 second cooldown; perform attack with +1(W) damage, on hit, mark the target. if target dies within 6 seconds, +1 shadow charge. at first rank, can retain 3 charges at a time.
-meld into darkness - 3 ranks, 2 minute cooldown; activate to gain 100% enhancement bonus to dodge for 6 seconds.
-grim precision - 3 ranks; 5% fort bypass and 1% enemy dodge rating
- +1dex/+1?

tier 4

-improved invisibility - requires dark shrouding, 3 ranks, 4 minutes cooldown; activate for 10 second invisibility. attacking does not break effect. keep some concealment for some time after it wears off.
-pierce the gloom - requires grim precision, 2 ap cost, 2 minute cooldown; activate to clear all blindness effect and +100% attack bonus for 30 seconds.
- +1 dex/+1?

tier 5

-shadow manipulation - requires cloak of shadows, 2 ap cost, 2 minute cooldown; control targets shadow on fail will save for 1 minute (dominate effect on target), DC: 14 + character level + int mod, after which target dies if fails for save DC: 14 + character level + int mod.
-untouchable - requires improved invisibility; for every shadow charge you hold, +1 dodge (passive effect)
-executioners strike - 3 ranks, cooldown 30 seconds; tactical melee feat: perform attack with +1(W), +1 critical threat range and +1 critical damage multiplier. on hit, has chance of killing target if you have shadow charges on a failed fort save DC 14 + character level + dex mod. on save, does additional 75 damage. higher chance of effect occuring the more shadow charges you have.
-sealed soul - 2 ap cost; immunity to energy drain
- +1dex/+1?

tier 6

-consume - requires shadow manipulation, 2 ap, 2 minute cooldown; spend shadow charge to create 10 second field around you. 1 corporeal target in aura is swallowed by it's own shadow every 2 seconds on failed fort save, or does 80-120 damage on a save. you are free to perform other actions while field is up.
-shadow form - requires untouchable, 2 ap cost, 1 minute cooldown; spend a shadow charge to shroud yourself in darkness and gain shadow traits. 25% incorp, ghost touch effect, bonus to hide/move silently, float as if you had featherfall, deal str damage on melee or ranged crits, take x2 light damage when in form.
-oncoming darkness - requires shadow form, 2 ap cost, 4 minute cooldown; every time you kill an enemy marked by dark shrouding, gain 1 shadow charge. when you have 20 charges, spend them all to summon a powerful shadow creatures that deals cold damage to enemies in an aura around it. explodes after 1 minutes, dealing negative energy damage and blinding all in radius.
- +1dex/+?

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http://uploads.ru/i/k/F/5/kF5DQ.gif

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смешные

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Unyielding sentinel

Require Exalted angel 3 or Grandmaster of flower 4

autogrants
Vigor of battle (required 0): (Active Cooldown: 7secs) sentinel stance; 10% heal amp +20 hp. whenever you kill an enemy, you gain 1d20 hp.
Unbreakable (required 4): (Active Cooldown: 7secs) sentinel stance; you gain DR 10/epic and diehard feat
Stand against the tide (required 8): (Active Cooldown: 7secs)sentinel stance; +1 melee damage, 20% threat generation, 20% fort, +1 fort/reflex/will. bonus increases while standing still, up to 4 times.
Stalwart guardian (required 12): (Passive) +20 hp. +20 additional hp while in vigor of battle stance.
Heed no pain (required 16): (Passive) +10 physical resistance. +20 additional physical resistance while in unbreakable stance.
Steadfast (required 20): (Passive) +1 bonus to reflex/fort/will save. Can't be knocked down in stand against the tide stance.

Destinies
Tier 1 (0 points required)
Bane of undeath (required 0 - No prereq) (1 ranks - 2 AP): (Passive) You gain the turn undead feat. While enjoying vigor of battle, weapons you equip gain less undead bane (+1 to hit and +1d6 damage against undeads)
Endless turning (required 0 - Prereq: Bane of undeath) (3 ranks - 1 AP): (Passive) +1 turn undead per rest. Turn undead regenerates every 2 minutes, or 10% faster if it already regenerates
Brace for impact (required 0 - No prereq) (2 ranks - 2 AP): (Passive) +20% fortification. +1 fortitude, reflex and will saves
Shield prowess (required 0 - No prereq) (3 ranks - 1 AP): (Passive) Shield AC contribution increased by 30%
Constitution/Charisma (required 0 - No prereq) (1 rank - 2 AP): (Passive) +1 Constitution/Charisma

Tier 2 (4 points required)
Confront any foe (required 4 - Prereq: Bane of undeath) (1 ranks - 2 AP): (Active Cooldown: 7secs) Melee attack: expand 1 turn undead: deal 2d20 extra light damage
Fanaticism (required 4 - No prereq) (1 ranks - 2 AP): (Passive) Gain the smite evil feat. While you are unbreakable, weapons you equip gain true law if you are lawful, and true chaos if you are chaotic (deals 1d6 damage of that alignement to enemies of different alighements).
Endless striking (required 4 - Prereq: Fanaticism) (3 ranks - 1 AP): (Passive) +1 smite evil use per rest. Smite eveil uses regenerate 10% faster.
Legendary shield mastery (required 4 - Prereq: Shield prowess) (3 ranks - 1 AP): (Passive) While wearing a shield, +10 Physical resistance.
Constitution/Charisma (required 4 - No prereq) (1 rank - 2 AP): (Passive) +1 Constitution/Charisma

Tier 3 (8 points required)
Block energy (required 8 - No prereq) (3 ranks - 1 AP): (Passive) While blocking, absorb 10% acid, cold, electric, fire, force, light and sonic damage
Intolerant blow (required 8 - Prereq: Fanaticism) (1 ranks - 2 AP): (Active Cooldown: 7secs) Melee attack: expand one smite evil: Deals +3[W] damage and nearby enemues hate you as if you hit them for 1000 damage each.
Healing hands (required 8 - No prereq) (1 ranks - 2 AP): (Passive) You gain the lay on hand feat. You gain +20 positive spellpower.
Endeless lay on hands (required 8 - Prereq: Healing hands) (3 ranks - 1 AP): (Passive) +1 lay on hands use per rest. Lay on hands regenerate one use every 3 minutes.
Constitution/Charisma (required 8 - No prereq) (1 rank - 2 AP): (Passive) +1 Constitution/Charisma

Tier 4 (12 points required)
??? (required 12 - No prereq) (0 ranks Bugged - 1 AP): (Passive) ???
Light the dark(required 12 - Prereq: Healing hands) (1 ranks - 2 AP): (Active Cooldown: 7secs) Expand 1 lay on hands: heals 150HP to allies around you and deals that much damage to nearby undead enemies.
Purify weapon (required 12 - No prereq) (1 ranks - 2 AP): (Passive) Weapons you equip gain pure good, dealing 1d6 damage vs. non good targets.
Constitution/Charisma (required 12 - No prereq) (1 rank - 2 AP): (Passive) +1 Constitution/Charisma

Tier 5 (16 points required)
Hardened (required 16 - No prereq) (3 ranks - 1 AP): (Passive) +3 AC
Ward against evil (required 16 - No prereq) (3 ranks - 1 AP): (Passive) You have 20% chance to deal 3d6 good damage to evil attackers
Annoint weapon (required 16 - Prereq: Purify weapon && Ward against evil) (1 ranks - 2 AP): (Passive) Weapon you equip gain holy dealing 2d6 extra damage vs. evil targets.
Constitution/Charisma (required 16 - No prereq) (1 rank - 2 AP): (Passive) +1 Constitution/Charisma

Tier 6 (02 points required)
Undying vanguard (required 20 - No prereq) (1 ranks - 2 AP): (Active Cooldown: 7secs) Heal yourself for 1000HP. For 20 seconds you gain 10000 temporary HP. requires 1000 stacks of unyielding resolve and expands all stacks. You gain one stack of unyielding resolve whenever you are attacked.
Constitution/Charisma (required 20 - No prereq) (1 rank - 2 AP): (Passive) +1 Constitution/Charisma

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