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The Butterfly Box and Dragon Magazine Approval Thread

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Butterfly Box
  • Badge of the Beserker

  • Cunning Sneak Rogue Build


Approved Dragon Material
  • Draeven Marauder Paragon Path (General Approval)

  • Chieftain's Weapon (Fyodor Approved)

  • Figurine of Wondrous Power: Bronze Griffon (RX-93 Approved)

  • Avalanche Boots (General Approval)

  • Fluttering Leaf Style(Arena Fighting)(Deft Strike Variant Approved)- Must fulfill Arena story element.

  • Hunting Wolf Style(Deft Strike Variant Approved)

  • Githyanki Silver Weapon- Approved for Gith characters

  • Killing Curse(General Approval)

  • Hellsworn Blessing (Approved for Hell-locks)

  • Crown of Stars (Approved for Star-locks)

  • Called Shot(General Approval)

  • Prime Punisher (General Approval)

  • Mul race [Rufus Approved]

  • Evermeet Warlock [Approved for Eladrin from Ulthuan/Mala'chi Approved]

  • Carver’s Raging Glory(General Approval)

  • Whisper’s Blades Rage(General Approval)

  • Brutal Curse(General Approval)

  • Beseech Patron(General Approval)

  • Renewed by Blood (General Approval)

  • Water Gives Way(General Approval)

  • Master of the Fist(General Approval)

  • Wicked Strike (General Approval)

  • Crossbow caster(General Approval)

  • Energy Conversion(General Approval)

  • Healer's Momentum(General Approval)

  • Recuperative Enchantment(General Approval)

  • Cast Afar the Spirit (General Approval)

  • Quick Familiar (General Approval)

  • Active Familiar (General Approval)

  • Dragonmark Reflection (Approved as Paragon Feat)

  • Savage Axe (General Approval)

  • Fighter Weapon Specialization (General Approval)

  • Resourceful Magician Paragon Path(General Approval)

  • Temblor Weapon Level (General Approval)

  • Bracers of Brachiation (General Approval)

  • Shielding Whirlwind Style (General Approval)

  • Slashing Kama Style (General Approval)

  • Flurry Resounding (General Approval)

  • Torrent of Falling Knives (General Approval)

  • Mammon's Theft of Health (Must have Mammon as a patron)

  • Versatile Duelist (Only for Swashbuckler or Military background types)

  • Iron Body Ki Focus (General Approval)

  • Kord's Force (Must Worship Kord)



Last edited by Belisarius Punchee on Wed Apr 25, 2012 2:47 am; edited 25 times in total

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2 Upgraded Robot on Tue Jan 17, 2012 11:24 am

Figurine of Wondrous Power: Bronze Griffon (Level 19; Dragon 384)

Paragon-tier upgrade to Ebony Fly; it's harder to shoot down and a melee beast.

HP: 24 AC: 30 Fort: 30 Ref: 29 Will: 28
Perception +18 Speed: 6 Fly Speed: 10
Special Attacks: Bunch of melee and charge-related stuff I'll probably never use
Special Qualities: Blood Frenzy (when Griffon or its rider is bloodied, it gains +2 to attack rolls, speed, and fly speed.)

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3 Need new boots. on Tue Jan 17, 2012 6:59 pm

Hey Raihan,

Just wondering if the following boots from dragon would be approved.

Level 10 - Avalanche Boots

Property - Whenever you hit with an attack that pushes a target, you push the target 1 extra square.
Property - After charging, you can shift 1 square before your turn ends.

Level 10 - Boots of the Mighty Charge

Property - When charging you get a + 2 item to speed
Power (Daily) Free Action. Trigger: Use this power when you charge. Effect: You can use at-wll or encounter melee or close weapon attack power at the end of the charge as long as it is an attack that includes the enemy you are charging.

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4 More Requests on Wed Jan 18, 2012 10:15 pm

Superior Implement Category - Dagger (Dragon 385)

A category of superior implements which can be picked up with a feat (Superior Implement Training). I want to pick up the Accurate Dagger if it's allowed, so that I can use my Ruby Scabbards to quick-draw/ quick-stow with a more accurate implement. If not, it's okay too - I can think of another way to spend my feat.

New spells from Heroes of the Fallen Lands

I'll like to request access to 2 wizard lightning-based attack spells from HoFL; I understand you may not want to open the Pandora's box of Essentials, so I'm fine if you don't allow that as well.

Arc Lightning (At-will/ Implement/ Int vs Reflex/ Range 10/ up to 2 targets/ 1d6 + Int mod lightning damage)

Twisted Lightning (Encounter/ Implement/ Int vs Reflex/ Range 10/ Wall 6/ 3d6+Int mod lightning damage)

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I don't really need any Dragon stuff but I'll suggest some useful ones for approval here.

Unfailing Courage
Tier: Paragon
Prerequisites: 11th level
Source: Dragon mag 377
When you spend an Action Point, you can also spend a healing surge.

Courageous Example
Tier: Heroic
Prerequisites: none
Source: Dragon mag 377
Whenever you succeed on a saving throw to end an effect, the next ally to make a saving throw within 5 squares of you before the start of your next turn gains a +4 bonus to that saving throw.

Nusemnee's Atonement
Tier: Heroic
Prerequisites: none
Source: Dragon mag 390
You gain a +2 feat bonis to saving throws against charm effects.
Whenever an attack you make would damage an ally, you can choose to take the damage instead. You have resist 5 against damage taken this way. You can choose to take the damage even when you are dominated. The resistance increases to 10 at 11th level and 15 at 21st level.


Then again I'm tempted to get one of these Cool

Black Arrow Style
Tier: Heroic
Prerequisites: Any martial class, trained in stealth
Source: Dragon mag 373
Deft Strike (Rogue): If you move to an obscured space or gain cover before making a ranged attack with this exploit, you can make a stealth check against your target's passive perception as a free action to gain combat advantage against your target until the start of your next turn.

Hunting Wolf Style
Tier: Heroic
Prerequisites: Any martial class
Source: Dragon mag 373
Deft Strike (Rogue): If you chose not to move before the attack while using this exploit, you can move after the attack.

Fluttering Leaf Style(Arena Fighting)
Tier: Heroic
Prerequisites: Wis 13 or Elf race, any martial class
Source: Dragon mag annual 2009
Deft Strike (Rogue): You can move 3 squares before the attack instead of 2.

That's all for now. bounce

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Eladrin Ring of Passage
Level 14 Ring
Source: King of the Trollhaunt Warrens adventure module
Property: Increases teleport distance by 1, 2 if eladrin.
Daily Power: Move Action, teleport 6 squares, if reach milestone don't need line of sight.

Ethereal Sidestep
Warlock Level 10 Utility Power
Source: PH Heroes: series 1
Move Action: Teleport 1 square

Crown of Stars
Warlock Level 1 Daily Power
Source: Dragon Mag 366
Standard Action. Range 10. Arcane, Implement, Radiant.
Attack Charisma vs Reflex, Hit 2d12+Cha Radiant damage, if target if bloodied it is blinded until the end of your next turn.
Sustain Minor: Attack Charisma vs Will, Hit Charisma Radiant damage.

Hellsworn Blessing
Warlock Level 5 Daily Power
Source: Dragon Mag 382
Standard Action: An Ally assumes the form of a Hellsworn for the encounter or minor action dismiss. Gives +2 power bonus to attack rolls, 2d8 fire damage with melee attacks, darkvision.

Protective Hex
Paragon Tier Feat
Source: Dragon Mag 384
When you hit an enemy you have cursed with an attack, that enemy takes a -2 penalty to attack rolls with close and melee attacks against your allies until the end of your next turn.

Prime Punisher
Paragon Tier Feat
Source: Dragon Mag 373
When no other ally is adjacent to an enemy you're adjacent to, you get prime shot bonus.

Called Shot
Paragon Tier Feat
Source: Dragon Mag 368
When you get prime shot bonus, deal extra 5 damage.

Killing Curse
Heroic Tier Feat
Source: Dragon Mag 384
Curse dice becomes d8s.



Last edited by darthcow on Mon Feb 06, 2012 12:39 am; edited 2 times in total

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7 RAGEEEEEEE on Mon Feb 06, 2012 2:01 pm

REQUESTS OF RAAAAAGGGGGGEEEEEEEE!!!! (all from Dragon 380)

Carver’s Raging Glory/ Barbarian Attack 9
Your axe rises in time with the ocean’s pounding waves. Your
axe falls with power borrowed from each crashing death.
Daily ✦ Primal, Rage, Weapon
Standard Action Melee weapon
Target: One creature
Attack: Strength vs. AC
Hit: 3[W] + Strength modifier damage.
Miss: Half damage.
Effect: You enter the rage of Carver’s glory. Until the rage ends,
whenever you reduce any enemy to 0 hit points, your next
attack deals 5 extra damage.

Stoneroot Rage/ Barbarian Attack 9
The power wells up from deep within the unassailable earth.
Daily ✦ Primal, Rage, Weapon
Standard Action Melee weapon
Target: One creature
Attack: Strength vs. AC
Hit: 3[W] + Strength modifier damage, and target is slowed
(save ends).
Miss: Half damage.
Effect: You enter the rage of Stoneroot. Until the rage ends,
you gain resist 5 to all damage.

Whisper’s Blades Rage/ Barbarian Attack 15
A shifting aura of moons and stars outlines your form. As
blood drips from your blade and from the enemy who never
saw your cut coming, you can hear the wicked laughter of the
trickster spirit.
Daily ✦ Primal, Rage, Weapon
Standard Action Melee weapon
Target: One creature
Attack: Strength vs. AC
Hit: 2[W] + Strength modifier damage, and deal the same
amount of damage to a different enemy within 5 squares.
Miss: Half damage.
Effect: You enter the rage of Whisper’s blades. Until the rage
ends, once per round when you hit with a melee attack on
your turn, you can choose to reduce the damage of that attack
by 10 and deal 10 damage to another creature within
5 squares of you.

Rager’s Belt/ Level 2
This double-thick leather and scale belt might literally be the
only thing holding your guts together.
Item Slot: Waist 520 gp
Property: When you drop to 0 hit points or fewer while raging,
you gain a +4 bonus to your first death saving throw.

Belt of Raging Endurance/ Level 9+
The amber glow spreading from this behemoth-hide belt swirls
into the spirit aura of your rage, shielding you until the glow
flares red.
Lvl 9 4,200 gp Lvl 29 2,625,000 gp
Lvl 19 105,000 gp
Property: You gain 1 healing surge.
Power (Encounter): Immediate Interrupt. Trigger: An enemy
hits you and causes damage. Effect: You gain resist 15
against that attack, but you also take 10 damage at the end
of your next turn.
Level 19: Resist 25 damage; take 15 damage.
Level 29: Resist 40 damage, take 20 damage.

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Twofold Pact
Source: Dragon Mag 366
Tier: Paragon
You gain a second Eldritch Pact. Gain the at-will and pact boon of second pact, but can only use 1 pact boon benefit at a time.

Cursed Shot
Source: Dragon Mag 384
Tier: Heroic
When determining bonus for Prime Shot, ignore all adjacent allies and allies who are helpless, stunned, petrified, unconscious or dominated.

Brutal Curse
Source: Dragon Mag 384
Tier: Heroic
Cursed dice become brutal 1.

Beseech Patron
Source: Dragon Mag 381
Tier: Paragon
When you spend an action point and use an arcane power, you gain your pact boon benefit as if an enemy under you warlock's curse has dropped to 0hp or fewer.

Bloodied Boon
Source: Dragon Mag 384
Tier: Heroic
You can choose to gain your pact boon when an enemy you cursed is first bloodied. If you do so, remove the curse from that enemy.

Renewed by Blood
Source: Dragon Mag 390
Tier: Heroic
Prerequisite: Eladrin, Warlock
Once per encounter, when a nonminion enemy under your warlock's curse is reduced to 0hp or lower, you can regain the use of your fey step racial power instead of pact boon.



Last edited by darthcow on Wed Feb 15, 2012 12:43 pm; edited 1 time in total

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9 Epic Destiny Request (Heroes of Shadow) on Mon Feb 20, 2012 8:50 am


In light of the evil elves going around cannibalizing the cosmos, what do you think of this Epic Destiny, which is pretty much about opposing the gods of death and returning the cosmos into spiritual balance and rebirth?

Keeper of the Everflow

You draw on the power of the Spirit Wheel, fundamentally changing your physical and spiritual nature to adapt to any challenge you face.

A constant stream of spirits passes through the Shadowfell — part of a grand procession of life, death, and rebirth known to a few ascetics as the everflow. Those who believe in the everflow also believe that it was once intended to return souls back to the world for a new lease on life.

According to legend, the dread god Nerull usurped the everflow by hoarding the spirits of the dead. His successor, the Raven Queen, only partly undid the damage done by the fallen god, cutting the everflow short and passing judgment on mortal souls as she sees fit.

The select few who have glimpsed this truth have chosen to correct the course of the everflow. To do this, the Keepers of the Everflow must find a mighty construct hidden deep in the darklands of the Shadowfell — the great Spirit Wheel, set in motion by the actions of the first Keepers. If they complete their work, the everflow will trickle away from the Raven Queen’s domain as the procession of souls is redirected from the road to Letherna back into the world.

The existence of the Keepers of the Everflow is an affront to the god of death, and she will stop at nothing until the faithful of this upstart order are all held in her wintry grasp.

Level 21: Enlightened Rebirth
You have touched the enlightenment promised by the Spirit Wheel, letting you improve your innate abilities as the life force of all creatures flows through you.

Benefit: You increase one ability score of your choice by 2.

In addition, you can change your origin at the end of a short rest or an extended rest. You gain a benefit based on the origin you choose, even if that origin is your native origin.

Aberrant: Gain psychic resistance 5 + half level. Anybody who hits or misses you with attack against your Will takes psychic damage equal to your Intelligence, Charisma, or Wisdom modifier.

Elemental: Gain resist 10 acid, cold, fire, and lightning. Your attacks ignore any resistance to acid, cold, fire, or lightning.

Fey: Gain +1 to Reflex and Will, and immunity to charm effects.

Immortal: While bloodied, gain regeneration 5. Your at-will attacks that deal untyped damage can now deal radiant damage instead.

Natural: Gain resist 5 to all damage, and +2 to all saving throws.

Shadow: Gain resist 10 necrotic. Any creature that hits or misses you with an attack that targets your will takes necrotic damage equal to your Intelligence, Wisdom, or Charisma Modifier.

Level 24: Life Overflow
Akan Datang!

Level 26: Lore of the Wheel
Coming Soon!

Level 30: Turn the Wheel
Kuai Yao Dao Le!

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10 MAD MONKEY KUNG FU on Tue Feb 21, 2012 8:31 pm

Monk stuff for approval from Dragon 404

Master of the Fist (Heroic Tier feat; Monk Multiclass)
Prereqs: Str 13 or Dex 13
Benefit: Gain training in either Acrobatics or Athletics. You also gain the Monk's Unarmed Combatant class feature, and gain proficiency with Ki Focuses.

Water Gives Way (Monk Daily Attack 5)
Like a stone passing harmlessly through water, so do your enemies' attacks pass by you.
Daily ✦ Implement, Psionic
Immediate Interrupt Melee 1
Trigger: An adjacent enemy hits you with a melee attack.
Target: The triggering enemy
Attack: Dexterity vs. Fortitude. If the triggering attack is a charge, you gain a +2 bonus to the attack roll and deal
1d10 extra damage if you hit.
Hit: 3d10 + Dexterity modifier damage, and you slide the target up to 2 squares and knock it prone.
Miss: You regain the use of this power but cannot use it again during this encounter.

Stone Warrior Training (Monk Daily Attack 9)
In a peaceful moment, you give your ally a brief lesson in the ways of your style so that he or she can draw upon your
strength by imitating your actions.

Daily ✦ Psionic
Standard Action Melee 1
Requirement: You must have just ended a short or an extended rest.
Target: One ally who can see or hear you
Effect: Until the start of your next rest, whenever you hit an enemy with an attack, the target’s next attack against that enemy gains a power bonus to the damage roll equal to your Strength modifier.

Please say yes to Stone Warrior Training! It allows me to have a training montage sequence! :D

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Updated. Thread has been trimmed to remove discussions.

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12 Level 1 Fighter At-Will on Wed Feb 22, 2012 9:49 pm

From Dragon 379

Wicked Strike
At Will, Martial, Weapon
Standard Action , Melee Weapon
Target : One creature marked by you
Attack : Strength -2 vs AC
Requirement : You must be wielding a two-handed weapon
Hit : 1[W] + Strength + Constitution Modifier
Special : You can use the power in place of a melee basic attack.

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Crossbow caster
Source: Dragon Mag 381
Tier: Heroic
Prerequisites: Artificer
You can use crossbows as an artificer implement for artificer powers.

Rapid Infusion
Source: Dragon Mag 381
Tier: Paragon
Prerequisites: 11th level Artificer, at least 1 healing infusion power
You can use your healing infusion powers as a free action instead of a minor action on your turn.

Swift Familiar
Source: Dragon Mag 382
Tier: Heroic
Prerequisites: Arcane Familiar Feat
You can switch your familiar between passive and avtice mode as a free action on your turn once per turn.

Cast Afar the Spirit
Source: Dragon Mag 382
Tier: Heroic
Prerequisites: Arcane Familiar Feat
When you switch your familiar into active mode, you can teleport it up to 5 squares.

Active Familiar
Source: Dragon Mag 382
Tier: Heroic
Prerequisites: Arcane Familiar Feat
When you take a move action, you can also move your familiar its speed or shift it 1 square.

Quick Familiar
Source: Dragon Mag 374
Tier: Heroic
Prerequisites: Arcane Familiar Feat
Once per turn, you can move your familiar with a minor action instead of a move action.

Warweaver's Tether
Artificer level 5 Daily Power
Source: Dragon Mag 381
Daily * Arcane, Force, Weapon
Standard Action, Ranged Weapon
Target: 1 Creature
Attack: INT vs AC
Special: Choose 1 ally within 5, that ally's square is the origin for this power's attack.
Hit: 3W+INT force dmg, push target 1+WIS.
Miss: Half, push 2.
Effect: Until the end of the encounter, you can use the Warweaver's Tether Teleport once per round.

Warweaver's Tether Teleport
At-Will * Arcane, Force
Move Action, Personal
Requirement: Warweaver's Tether power must be active to use.
Effect: You teleport to a square adjacent to the ally you chose for the Warweaver's Tether, that ally must be within 10 squares.

Energy Conversion
Artificer level 6 Utility Power
Source: Dragon Mag 381
Encounter * Arcane
Immediate Interrupt, Range 10
Target: Triggering Ally
Trigger: Ally takes damage from an attack
Effect: Ally gains resist all equal to 5+WIS and gains temp HP equal to 5+WIS after attack is resolved.

Healer's Momentum
Artificer level 9 Daily Power
Source: Dragon Mag 381
Daily * Arcane, Healing, Weapon
Immediate Reaction, Ranged Weapon
Target: Triggering enemy
Attack: INT vs AC
Trigger: Enemy deals damage to ally within 5 squares of you.
Hit: 2W+INT.
Miss: Half.
Effect: Ally hit by triggering attack can spend a healing surge, 2 other allies within 5 of the target gains temp HP equal to their healing surge value.

Recuperative Enchantment
Artificer level 10 Utility Power
Source: Dragon Mag 381
Encounter * Arcane
Free Action, Close Burst 10
Target: Triggering Ally
Trigger: Ally in range spend a healing surge
Effect: Target gains additional HP equal to surge value.

that's it for now Cool

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What is an arcane familiar and what does it do? What is the statistical difference between active mode and passive mode?

No free action heals outside daily powers. (Until I see similar tech from approved core books. I am not familiar with capabilities of high paragon characters approaching epic.)

Regards,

Raihan


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Familiar rules can be found in arcane power. (wall of text warning)

Spoiler:

GAINING A FAMILIAR
• You gain a familiar when you take the Arcane Familiar feat.

CHANGING YOUR FAMILIAR
• You gain a different familiar by retraining the Arcane Familiar feat and replacing your former companion with a different kind of familiar.

FAMILIAR ATTRIBUTES
• Attacks: A familiar can't attack.
• Defenses: A familiar uses your defenses.
• Skills and Checks: A familiar uses your bonuses for all skill checks and ability checks.
• Hit Points: A familiar has 1 hit pOint, but a missed attack never damages it.
• Destruction of a Familiar: If your familiar is reduced to 0 hit points or fewer, it is destroyed. After your next short rest or extended rest, it reappears in passive mode in your space.
• Death of a Familiar: Your familiar dies when you die, and it is restored to life when you are restored to life. After you are restored to life, your familiar reappears in passive mode in your space.
• Immunity: A familiar can't be hit by its master's attacks. You, as the master, can choose to ignore this benefit.
• Senses: Some familiars have special senses, such as blindsight or low·light vision. These apply to your familiar, not you.
• Communication: You and your familiar can speak to one another in a special arcane language. Other creatures hear only gibberish from you, and grunts and squeaks from your familiar. Your familiar doesn't understand other languages, but can parrot back what it hears, allOWing you to understand anything it repeats back to you in a language you know.
• Size: Tiny.
• No Flanking: A familiar can't flank.
• Objects: Unless otherwise noted, a familiar cannot pick up or manipulate objects. This does
not mean it ignores solid objects. It cannot walk through walls.

FAMILIAR MODES
• Switching Modes: You can switch your familiar between passive mode and active mode by using a
minor action.
• Passive: A passive familiar is on your person, perching on your shoulder or hiding in your pocket. In this mode, it shares your space.
No Targeting: A passive familiar can't be targeted by any effect.
No Damage: A passive familiar cannot be damaged by any effect.
• Active: In its active mode, a familiar is not on your person, and you can move it around. It takes up the space of a Tiny creature.
Movement: A familiar has a speed and movement modes. By using a move action, you can move your
familiar its speed.
Range Limit: Unless otherwise noted, a familiar can't move more than 20 squares away from you.
If, at the end of your turn, your familiar is more than 20 squares away, it teleports into your square and enters passive mode.
Actions: A familiar can use skills and take actions as normal, but you must use the relevant action to order it to do so. Your familiar does not have its own set of actions to use.

The Dragon Mag Familiar i'm interested to have if approved is here.

Dragonmark Reflection
Speed: 2, Fly 5 (hover)
Constant benefits:
You can perform the Arcane Mark ritual as a standard action at no cost and other creation rituals require half the normal time for you.
You can create alchemical items of 1 level higher than you.
Active benefits:
Infuse mark: When you use healing infusion on an ally adjacent to your familiar, that ally regains an additional 2HP (curative formula), or 4 temp HP when he ends the AC bonus (resistive formula).
Level 11: 3HP or 6 temp HP.
Level 21: 4HP or 8 temp HP.

Additional stuff for approval:

Bond of Transference
Artificer level 13 Encounter Power
Source: Dragon Mag 381
Encounter * Arcane, Force, Implement
Standard Action, RAnged 10
Target: 1 creature
Attack: INT vs Fort
Hit: 2d8+INT force damage, choose 1 ally within 5 squares of the target. If that ally has any effects on him that a save can end, end one such effect on that ally and the target gains the same effect until the end of your next turn.




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Savage Axe (Feat)
Source: Dragon 378
Tier: Heroic
Prerequisites: Fighter
Benefit: When you hit with an opportunity attack with an axe, you deal extra damage equal to your Constitution modifier.

Fighter Weapon Specialization (Feat)
Source: Dragon 379
Tier: Heroic
Prerequisites: Fighter, Fighter Weapon Talent Class Feature
Benefit: Gain a +1 bonus to damage rolls when you hit with an attack using a weapon of the style you chose with your Fighter Weapon Talent class feature.

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Hey Raihan, this is a potential PP that I may be interested in if I decide to go bard.

Resourceful Magician
Spoiler:


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Hey Rai,

Feat that I would want if I go paladin

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The feat is too strong. Replacing infernal wrath with a burst 5 mass mark is crazy strong.

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Item request

Circlet of Arkhosia Level 14
Source: Player Handbook Races: Dragonborn
Item Slot: Head
Item Set: Silver Dragon Regalia
Property: When you are dazed or stunned, you can make a saving throw against one of those conditions at the start of your turn. If you save, you can act normally on your turn. If you fail, you can make another saving throw against the effect at the end of your turn.

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Not appropriate (Circlet of Arkhosia?) and too powerful

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Belisarius Punchee wrote:
The feat is too strong. Replacing infernal wrath with a burst 5 mass mark is crazy strong.

How about changing it to a burst 3 instead? Then it will match the other Paladin's mass mark ranges?

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23 ATATATATATATATTTAAAA!!! on Sat Mar 03, 2012 5:40 pm

Items
Spoiler:

Temblor Weapon Level 4+ (Dragon 378)
You send a shockwave of primal energy through the ground that shakes the firmament.
Lvl 4 +1 840 gp Lvl 19 +4 105,000 gp
Lvl 9 +2 4,200 gp Lvl 24 +5 525,000 gp
Lvl 14 +3 21,000 gp Lvl 29 +6 2,625,000 gp
Weapon: Any hammer or mace
Enhancement: Attack rolls and damage rolls
Critical: +1d6 damage per plus
Property: Add the proficiency bonus and enhancement bonus of this weapon to your attack roll when making a bull rush.
Power (Daily): Standard Action. Smash this weapon against the ground and make an attack: Close burst 2; Strength + the weapon’s enhancement bonus vs. Fortitude; on a hit, all creatures in the burst fall prone.
Level 14 or 19: Burst 3.
Level 24 or 29: Burst 5.

Bracers of Brachiation Level 5+ (Dragon 378)
You seamlessly negotiate through the forest canopy of the wilderness as if on foot.
Lvl 5 1,000 gp Lvl 25 125,000 gp
Lvl 15 25,000 gp
Item Slot: Arms
Property: You gain a climb speed equal to half your ground speed, and you can swing through the trees of a forest at your climb speed, during which time you do not leave any tracks.
Level 15: Your climb speed equals your ground speed.
Level 25: Your climb speed equals your ground speed + 4.
Feats
Spoiler:

Shielding Whirlwind Style (Dragon 404/ Heroic)
You spin your staff in a blur of motion, knocking incoming projectiles aside and keeping nearby enemies at bay.
Prerequisite: Monk, Flurry of Blows class feature
Benefit: When you use your flurry of blows power while you are wielding a quarterstaff, you gain partial cover from ranged attacks and area attacks until the end of your next turn. In addition, you do not grant combat advantage for being flanked until the end of your next turn.

Slashing Kama Style (Dragon 404/ Heroic)
The simple farming sickle, or kama, is a peasant’s tool to most. To you, it is a deadly weapon that cuts your enemies like grain during the harvesting season.
Prerequisite: Monk, Flurry of Blows class feature
Benefit: You gain proficiency with the sickle. When you use your flurry of blows power while you are wielding a sickle, choose one target of the power that is adjacent to you. The target instead takes ongoing damage equal to the damage that you would have dealt to it with the power.

Flurry Resounding (Dragon 404/ Heroic)
Each time you draw upon your inner reserves, you gain more energy to renew your barrage.
Prerequisite: Monk, Flurry of Blows class feature
Benefit: When you spend an action point to take an extra action and you have already used your flurry of blows power during this turn, you can use flurry of blows a second time during this turn.

Internalize the Basic Kata (Dragon 404/ Heroic)
You practiced the basic motions of your discipline until they became as natural as breathing.
Prerequisite: Monk, Flurry of Blows class feature,
Unarmed Combatant class feature
Benefit: You can use your Dexterity modifier instead of your Strength modifier for attack rolls and damage rolls when making a melee basic attack with your monk unarmed strike. In addition, your flurry of blows power can be triggered when you hit with an opportunity attack made with your monk unarmed strike.

Powers
Spoiler:

Wind Through the Willows Monk Attack 3 (Dragon 404)
You move like a furious wind through the line of your enemies, hobbling them.
Encounter ✦ Full Discipline, Implement, Psionic
Attack Technique
Standard Action Close blast 3
Target: Each creature in the blast
Attack: Dexterity vs. Reflex
Hit: 2d8 + Dexterity modifier damage, and the target is slowed and cannot charge until the end of your next turn.
Effect: You shift up to 3 squares to a square in the blast or adjacent to it.
Movement Technique
Move Action Melee 1
Target: One creature
Effect: You shift 1 square and slide the target 1 square, swapping places.

Torrent of Falling Knives Monk Attack 13 (Dragon 389)
Your fingertips pierce steel and flesh effortlessly but come away clean, as you dance among your foes.
Encounter, Full Discipline, Implement, Psionic
Attack Technique
Standard Action Melee 1
Effect: You shift your speed.
Target: One, two, or three enemies adjacent to you during your movement
Attack: Dexterity vs. Reflex
Hit: 2d8 + Dexterity modifier damage.
Movement Technique
Minor Action Personal
Effect: You shift 1 square or move 3 squares

Training Boons/ Rewards (Dragon 404)

Explanation: Grandmaster Training
Spoiler:

An adventurer who trains in one of the seven styles described here learns new battle techniques unlike any practiced outside Kara-Tur.

These techniques appear here as grandmaster training, a type of alternative reward that first appeared in Dungeon Master’s Guide 2. These techniques might be learned directly from a
school’s grandmaster or picked up from other experienced members of the school.

Typically, an alternative reward lasts for five levels of play and then fades. (This rule applies because characters normally sell or replace items as they gain levels. Alternative rewards occupy the same space in the game, so a similar process applies to them.)

If a character wants to retain the skills learned from a school after five levels of play, you can skip assigning a magic item of a higher level and instead increase the power of the alternative reward. A character can also seek out training to gain another alternative reward from the same school.

Training in more than one school is usually frowned upon in Shou Lung.

KUNG FU FIGHTING
I'm interested in these styles. Could you approve one of them for me? I'm most fond of the Southern Star and Five Star techniques: the former allows me to do Haoh-Sho-ko-Ken, and the latter lets me do Kyokugen No Ougi: Ora Ora Ora!

Spoiler:

Iron Hand Anvil Breaker (Level 2 Uncommon)
Move slowly to center the body. Find the weakness in your target that will cause it to crumble, and then strike.
Alternative Reward: Grandmaster training 1,800 gp
Utility Power ✦ Encounter (Move Action)
Effect: You move up to half your speed. The next melee attack you make this turn deals 1d6 extra damage.

Iron Hand Unbreakable Form (Level 12 Uncommon)
Be heavy as the iron bell, sturdy as the barred gate.
Alternative Reward: Grandmaster training 13,000 gp
Utility Power ✦ Encounter (Move Action)
Effect: You move up to half your speed. The next time you make a melee attack this turn, you gain 20 temporary hit points if you hit or 10 temporary hit points if you miss.

Southern Star Rings the Bell(Level 4 Uncommon)
Don’t deceive yourself into thinking your reach ends with
your fists. Strike further, from within.
Alternative Reward: Grandmaster training 840 gp
Utility Power ✦ Encounter (Move Action)
Effect: You move up to your speed or shift up to half your speed. Your reach increases by 1 for all melee attacks you make before the end of your next turn.

Southern Star Cleaves the Boulder Level (14 Uncommon)
You raise a fist and strike an enemy far from your reach.
Alternative Reward: Grandmaster training 21,000 gp
Utility Power ✦ Encounter (Move Action)
Effect: You move up to your speed or shift up to half your speed. All melee attacks you make until the end of your next turn can be made as ranged 10 attacks instead.

Mad Monkey Wobbles (Level 4 Uncommon)
Rule number one is to not get hit. Stop getting hit!
Alternative Reward: Grandmaster training 840 gp
Utility Power ✦ Encounter (Move Action)
Effect: You move up to your speed and gain a +4 power bonus to AC and Reflex during this movement. If the next melee attack you make this turn hits, you can use the attack result as your defense against the next attack made against your AC or Reflex before the end of your next turn.

Mad Monkey Falls Down (Level 14 Uncommon)
Rule number one is that you will fall down if you are struck.
So just fall down and skip being struck.
Alternative Reward: Grandmaster training 21,000 gp
Utility Power ✦ Encounter (Move Action)
Effect: You shift up to your speed and fall prone at the end
of that movement. If the next melee attack you make this
turn hits, you can push the target 1 square and knock it
prone.

Five Stars Arrow Deflection (Level 3 Uncommon)
Do not be fast. Do not be quick. Become the arrow before it
strikes your flesh.
Alternative Reward: Grandmaster training 680 gp
Utility Power ✦ Encounter (Move Action)
Effect: You move up to your speed. If you keep one hand free, you gain a +4 power bonus to all defenses against ranged weapon attacks until the end of your next turn. If such an attack misses you while you have this bonus, you can redirect it to another creature within 5 squares of you as an immediate reaction.

Five Stars Five Strikes (Level 13 Uncommon)
Do not stop moving simply because you have struck your target; let one strike blossom into five.
Alternative Reward: Grandmaster training 17,000 gp
Utility Power ✦ Encounter (Move Action)
Effect: You move up to your speed. If your next melee attack this turn hits, roll four extra attack rolls (using the same modifier as the initial attack roll) and deal 1d8 extra damage to the creature you hit for each of the extra attack rolls that hits.



Last edited by shao on Thu Mar 08, 2012 6:48 pm; edited 2 times in total

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Mammon's Theft of Health
Source: Tiefling's Races Book
Tier: Paragon
Prerequisites: 11th level, Tiefling
When you use your Second Wind, you can choose for an ally within 5 squares of you to lose a healing surge. If you do, regain extra HP equal to your healing surge value.

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25 Fancy Fencing Feat! on Mon Mar 12, 2012 4:14 am

Versatile Duelist (Dragon 381)
Heroic Tier
Prerequisite: Rogue
Benefit: You gain proficiency with all one-handed, military heavy blades. If a rogue power requires you to wield a light blade, you can use that power with a one-handed heavy blade and can also deal your Sneak Attack damage while using a one-handed heavy blade with that power.

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