The Totally NEW Team Corwin Thread

Since you get free TP, it shouldn't take long to get the remaining races and classes should you want them. Especially with the current deal; 3k TP can go a long way.

Humans really make outstanding caster-clerics, since they're one of two races with a racial Wisdom enhancement and get an extra feat to help a feat-starved class. So of course, the cleric I made to start was and Elf... :D ;)

One of the new Artificer spells is, essentially, a single target, 5-10 minute haste. That can't be dispelled by beholders and the like. Even the scroll should last around 3 mins; more than a cl20 Haste.
 
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If you're on Khyber server, you can join the Watch guild which gives a few additional perks. Just post your toon name/s here and one of us will send you a guild invite to your ingame mailbox.
 
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Might be about time to update our character lists.

Aerii - Human Sorcerer
Rachail - Human Paladin/Monk
Mirys - Half-Elven Favored Soul
Fireflash - Half-Elven Ranger Exploiter
Ijii - Half-Elven Bard Warchanter
Mr Pump XIX - Warforged Monk

I have a couple others serving as mules, but those are my mains. Mr Pump is in limbo pending Rachail's TR... I may push into Artificer instead of Monk, so he may stay around.
 
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Phuury Mcduggans - lvl20 human barbarian
Wouldii Wohnty - lvl17 human melee ranger
Botdu Hyl - lvl15 human healbot cleric
RhoGu Axingham- lvl15 dwarf melee rogue with fighter splash
Shadohe D'Ishtar - lvl13 human fighter

If I ever get Wouldii capped, I might TR Phuury into a hocus-pocus type just for pure craziness.
 
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I am heading to KY tonight so won't be in game. Not sure when I am coming back but will try to post here with a heads up.
 
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Hope it's not bad news with the family. We'll miss you-who is going to make sure I don't get lost if you're not there!! :)
 
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Well, Humans, Half-Elves, Barbarians, Favored Souls, and Rogues got a boost.

Damage Boost enhancements now give a percentage increase, up to 25% at tier IV, rather than up to +5 damage. It appears to work on SA damage as well as base damage, but not any additional damage types such as elemental/force/burst or Barbarian Frenzy.

Human/Half-Elf Versatility boosts can be activated at the same time as class boosts. So Fireflash can grab +25% damage on top of the haste boost.

Human/Helf Versatility Damage Boost does not stack with Barbarian/Rogue Damage Boost.
 
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So much for the Human Barbarian Wizard then!! :)
 
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They got Puppies! U11 news

Artificers:

Artificers are able to summon Iron Defender minions using a special ability. These minions are similar to hirelings, and enable a UI bar for players to control their pet's actions. The minions are treated as hirelings, but do not take up a party slot. The Iron Defender will level up with the number of Artificer levels of its owner, and gain two action points per Artificer level that can be spent on special Iron Defender enhancements.

The death of an Iron Defender is traumatic for the Artificer, causing the Artificer to take 10% of their maximum hit points in damage (but cannot bring the Artificer below 1 hit point), and 10% of an Artificer's maximum spell points.

Iron Defenders have Modules that can be equipped from their "inspect" screen. Docents and modules created in Device Workstations can be equipped in module slots.

Rapid Reload is now automatically granted to Artificers at level 1.

When a Rune Arm is equipped, the "Caps Lock" key is used to fire the Rune Arm. The key is pressed to begin charging the Rune Arm; hitting the key again will fire the weapon. Rune Arms can be charged only a limited amount while moving, but can be powered to become far more powerful when the Artificer is standing still. Charging a Rune Arm does not interrupt or prevent other actions, but may hinder some abilities or speed while a charge is held. A charge-up UI shows what tier of charging the Rune Arm has reached. Rune Arms have a cooldown that is tied to the level of the charge fired.

There are several different Rune Arm fire patterns. Many will fire projectiles at a selected hard target, or at the reticule if no target is hard selected, while others fire unguided shots at the reticule or fire blasts of energy in an area in front of the Artificer.

Rune Arms have imbue effects that apply to your equipped weapons. For example, Thought Spike, a Tier One Force Shot Rune Arm, adds 1 to 2 points of Force damage to all of the Artificer’s melee or ranged attacks.

Artificers can select bonus feats at levels 4, 8, 12, 16, and 20 from the following list: Augment Summoning, Construct Essence, Adamantine Body, Improved Fortification, Mithral Body, Mithral Fluidity, Improved Critical: Ranged, Power Critical: Ranged, Weapon Focus: Ranged, Point Blank Shot, Rapid Shot, Improved Precise Shot, Precise Shot, Shot on the Run, Any Dragonmark of Making, Any Skill Focus, Any Metamagic.


In other news:

Crafting xp required to level has been reduced, and drop rates of essences increases.

Point Blank Shot has been changed to, "You gain +1 bonus to hit with ranged attacks within 45 feet, and your ranged weapons deal deals +1(Base Weapon Damage). (A weapon that deals 1d6 damage per hit will deal 2d6 damage per hit instead, while a weapon that deals 2d8 damage per hit will deal 4d8 damage instead. This affects the base dice associated with a weapon any time they are rolled, including critical hits.)"

Improved Sunder now lowers fortification by 10% on a failed saving throw, in addition to the feat's prior reduction of a target's armor class by -5. The lowered fortification effect does not stack. Additionally, Improved Sunder will apply a -3 Fortitude Saving Throw penalty that lasts for 24 seconds on a successful hit. The saving throw penalty stacks up to five times.

Rogue Wrack Construct no longer possesses a Saving Throw, and has a ranged version as a sub-enhancement.
 
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New Artificer spells: They get many more already in game like the repair damage line. These are only the brand new spells.

Ablative Armor

School: Abjuration [Force]
Level: Art 1
Cost: 10 SP
Components:, V, S, M
Target: Friend, Self
Cooldown: 60 seconds.
Effect: Wards an ally against physical damage. Once this infusion has prevented a total of 5 points per caster level (max 50) it is discharged.

Curative Admixture: Cure Light Wounds

School: Conjuration [Healing]
Level: Art 1
Cost: 4 SP
Components: S, M
Target: Friend, Self, Directional
Cooldown: 6 seconds.
Effect: Infuses a Cure Light Wounds potion with magical energy, hurling it towards your target in an arc. The potion explodes in a small AOE that deals 1d8+1 positive energy damage to nearby living allies and enemy undead. Special material component: Potion of Cure Light Wounds. This infusion is affected by Artificer Knowledge: Potions.

Enchant Armor

School: Transmutation
Level: Art 1
SP Cost: 5
Components: V, S, M
Target: Friend, Self
Effect: Increases the Enhancement Bonus of your targets' currently equipped armor by 1. An item can have only one temporary item enchantment at a time.

Enchant Weapons

School: Transmutation
Level: Art 1
SP Cost: 5
Components: V, S, M
Target: Friend, Self
Effect: Increases the Enhancement Bonus of your target's currently equipped weapons or shields by 1. An item can have only one temporary item enchantment at a time.

Inflict Light Damage

School: Transmutation [Repair]
Level: Art 1
Cost: 6 SP
Components: V, S
Effect: Transmutes the structure of a construct enemy to deal 3 to 8 damage plus an additional 1 to 4 for every caster level up to caster level 5.

Byeshk Weapons

School: Transmutation
Level: Art 2
Cost: 15 SP
Components: V, S, M
Effect: Your target's currently equipped weapons gain the ability to bypass Byeshk damage reduction. An item can have only one temporary item enchantment at a time.

Curative Admixture: Cure Moderate Wounds

School: Conjuration [Healing]
Level: Art 2
Cost: 8 SP
Components: S, M
Target: Friend, Self, Directional
Cooldown: 8 seconds.
Effect: Infuses a Cure Moderate Wounds potion with magical energy, hurling it towards your target in an arc. The potion explodes in a small AOE that deals 2d8+3 positive energy damage to nearby living allies and enemy undead. Special material component: Potion of Cure Moderate Wounds. This infusion is affected by Artificer Knowledge: Potions.

Elemental Prod

School: Evocation
Level: Art 2
Cost: 4 SP
Components: V, S, M
Effect: Deals 4 to 6 damage per caster level (up to a max of 80 to 120 at caster level 20) to any elemental you touch. Half the damage is electric, the other half is force. The target of the spell is also dazed. A successful Will save halves the damage and negates the daze.

Elemental Weapons

School: Evocation
Level: Art 2
Description: Spell Selector for Corrosive Weapons, Frost Weapons, Shocking Weapons, and Flaming Weapons:
Corrosive Weapons
School: Evocation
Level: Art 2
Components: 15 SP, V, S, M
Effect: Your target's currently equipped weapons gain Hit Effect: 1 to 6 acid damage. An item can have only one temporary item enchantment at a time.
Frost Weapons
School: Evocation
Level: Art 2
Components: 15 SP, V, S, M
Effect: Your target's currently equipped weapons gain Hit Effect: 1 to 6 cold damage. An item can have only one temporary item enchantment at a time.
Shocking Weapons
School: Evocation
Level: Art 2
Components: 15 SP, V, S, M
Effect: Your target's currently equipped weapons gain Hit Effect: 1 to 6 electrical damage. An item can have only one temporary item enchantment at a time.
Flaming Weapons
School: Evocation
Level: Art 2
Components: 15 SP, V, S, M
Effect: Your target's currently equipped weapons gain Hit Effect: 1 to 6 fire damage. An item can have only one temporary item enchantment at a time.

Inflict Moderate Damage

School: Transmutation [Repair]
Level: Art 2
Cost: 8 SP
Components: V, S
Effect: Transmutes the structure of a construct enemy to deal 6 to 16 damage plus an additional 1 to 4 for every caster level up to caster level 10.

Insightful Strikes

School: Divination
Level: Art 2
Cost: 15 SP
Components: V, S, M
Target: Self
Effect: Enchants a crossbow or one handed melee weapon to permit the use of the equipper's Intelligence modifier for attack rolls instead of Strength or Dexterity, if it is the only weapon (other than a Rune Arm) equipped. An item can have only one temporary item enchantment at a time.

Lightning Sphere

School: Evocation
Level: Art 2
Cost: 10 SP
Components: V, S, M
Effect: Launches an electrical orb that explodes on impact, dealing 5 to 8 electrical damage per two caster levels (up to a max of 25 to 40 damage at caster level 10) to targets in the area. The targets of this spell will also be dazed for a short period of time or until they take damage. A successful Fortitude save reduces the damage by half and negates the daze. Unlike most other projectile spells, the caster can arc the orb if no target is selected.

Lucky Cape

School: Abjuration
Level: Art 2
Cost: 15 SP
Components: S, M
Effect: Your target's cloak grants a +1 Luck bonus to saving throws. An item can have only one temporary item enchantment at a time.

Reinforce Construct

School: Transmutation
Level: Art 2
Cost: 15 SP
Components: V, S, M
Effect: Reinforces the target ally construct or living construct, giving a bonus of 10 temporary hit points plus 1 additional one per caster level up to caster level 10.

Toughen Construct

School: Transmutation
Level: Art 2
Cost: 15 SP
Components: V, S, M
Effect: Toughens the skin of an ally construct, giving a +2 natural armor bonus to AC with an additional +1 bonus for every 3 caster levels above 3rd, to a maximum of +5 at caster level 12.

Adamantine Weapons

School: Transmutation
Level: Art 3
Cost: 20 SP
Components: V, S, M
Effect: Your target's currently equipped weapons gain the ability to bypass Adamantine damage reduction. An item can have only one temporary item enchantment at a time.

Blast Rod

School: Evocation
Level: Art 3
Cost: 15 SP
Components: V, S, M
Effect: A blast of electricity bursts from your outstretched hand, dealing 5 to 8 electrical damage per caster level (up to a max of 50 to 80 damage at caster level 10) to targets in its path. A successful Reflex save reduces the damage by half.

Curative Admixture: Cure Serious Wounds

School: Conjuration [Healing]
Level: Art 3
Cost: 12 SP
Components: S, M
Target: Friend, Self, Directional
Cooldown: 10 seconds.
Effect: Infuses a Cure Serious Wounds potion with magical energy, hurling it towards your target in an arc. The potion explodes in a small AOE that deals 3d8+5 positive energy damage to nearby living allies and enemy undead. Special material component: Potion of Cure Serious Wounds. This infusion is affected by Artificer Knowledge: Potions.

Curative Admixture: Remove Disease

School: Conjuration
Level: Art 3
Cost: 10 SP
Components: S, M
Target: Friend, Self, Directional
Cooldown: 10 seconds.
Effect: Infuses a Remove Disease potion with magical energy, hurling it towards your target in an arc. The potion explodes in a small AOE that removes diseases from nearby allies. Special material component: Potion of Remove Disease.

Flame Turret

School: Conjuration [Fire]
Level: Art 3
Cost: 20 SP
Components: V, S, M
Effect: Conjures a destroyable turret that fires jets of flame at nearby enemies. You can have only one summoned creature at a time.

Inflict Light Damage, Mass

School: Transmutation [Repair]
Level: Art 3
Cost: 25 SP
Components: V, S
Effect: Transmutes the structure of construct enemies to deal 3 to 8 damage plus an additional 1 to 4 for every caster level up to caster level 25.

Inflict Serious Damage

School: Transmutation [Repair]
Level: Art 3
Cost: 12 SP
Components: V, S
Effect: Transmutes the structure of a construct enemy to deal 9 to 24 damage plus an additional 1 to 4 for every caster level up to caster level 15.

Positive Energy Infusion

School: Transmutation
Level: Art 3
Cost: 15 SP
Components: V, S, M
Effect: You enhance an ally with some of your life force, giving them a 10% enhancement bonus to maximum hit points. You suffer a stacking maximum hit point penalty of 10% for each time this spell has been cast. The effect lasts for five minutes before expiring.

Armor of Speed

School: Transmutation
Level: Art 4
Cost: 25 SP
Components: V, S, M
Effect: Your target's currently equipped armor gains Equip Effect: Quickens the wearer, causing them to attack 15% faster than normal. In addition the recipient gains a +1 enhancement bonus to attack rolls and a +1 dodge bonus to AC and Reflex saves. An item can have only one temporary item enchantment at a time.

Cold Iron Weapons

School: Transmutation
Level: Art 4
Cost: 25 SP
Components: V, S, M
Effect: Your target's currently equipped weapons gain the ability to bypass Cold Iron damage reduction. An item can have only one temporary item enchantment at a time.

Curative Admixture: Remove Poison

School: Conjuration
Level: Art 4
Cost: 20 SP
Components: S, M
Target: Friend, Self, Directional
Cooldown: 12 seconds.
Effect: Infuses a potion of Poison Neutralization with magical energy, hurling it towards your target in an arc. The potion explodes in a small AOE that removes poisons from nearby allies. (It does not confer immunity to poisons.) Special material component: Potion of Poison Neutralization.

Inflict Critical Damage

School: Transmutation [Repair]
Level: Art 4
Cost: 16 SP
Components: V, S
Effect: Transmutes the structure of a construct enemy to deal 12 to 32 damage plus an additional 1 to 4 for every caster level up to caster level 20.

Inflict Moderate Damage, Mass

School: Transmutation [Repair]
Level: Art 4
Cost: 35 SP
Components: V, S
Effect: Transmutes the structure of construct enemies to deal 6 to 16 damage plus an additional 1 to 4 for every caster level up to caster level 30.

Thundering Armor

School: Evocation
Level: Art 4
Cost: 25 SP
Components: V, S, M
Effect: Your target's currently equipped armor gains Retributive Hit Effect: Attacker takes 1 to 6 sonic damage and has a 5% chance to take an additional 8 to 48 sonic damage (Fortitude DC: 25 save for half damage). An item can have only one temporary item enchantment at a time.

Curative Admixture: Remove Curse

School: Conjuration
Level: Art 5
Cost: 30 SP
Components: S, M
Target: Friend, Self, Directional
Cooldown: 14 seconds.
Effect: Infuses a Remove Curse potion with magical energy, hurling it towards your target in an arc. The potion explodes in a small AOE that removes curses from nearby allies. Special material component: Potion of Remove Curse.

Inflict Serious Damage, Mass

School: Transmutation [Repair]
Level: Art 5
Cost: 40 SP
Components: V, S
Effect: Transmutes the structure of construct enemies to deal 9 to 24 damage plus an additional 1 to 4 for every caster level up to caster level 35.

Planar Weapons

School: Transmutation
Level: Art 5
Description: Spell Selector for Good Weapons, Evil Weapons, Lawful Weapons, and Chaotic Weapons:
Good Weapons
School: Transmutation
Level: Art 5
Cost: 30 SP
Components: V, S, M
Effect: Your target's currently equipped weapons gain the ability to bypass Good damage reduction. An item can have only one temporary item enchantment at a time.
Evil Weapons
School: Transmutation
Level: Art 5
Cost: 30 SP
Components: V, S, M
Effect: Your target's currently equipped weapons gain the ability to bypass Evil damage reduction. An item can have only one temporary item enchantment at a time.
Lawful Weapons
School: Transmutation
Level: Art 5
Cost: 30 SP
Components: V, S, M
Effect: Your target's currently equipped weapons gain the ability to bypass Lawful damage reduction. An item can have only one temporary item enchantment at a time.
Chaotic Weapons
School: Transmutation
Level: Art 5
Cost: 30 SP
Components: V, S, M
Effect: Your target's currently equipped weapons gain the ability to bypass Chaotic damage reduction. An item can have only one temporary item enchantment at a time.

Radiant Forcefield

School: Abjuration [Force]
Level: Art 5
Cost: 30 SP
Components: V, S, M
Effect: Your target is surrounded in a sphere of magical force that reduces all damage they take by 25% for a short period of time.

Silver Weapons

School: Transmutation
Level: Art 5
Cost: 30 SP
Components: V, S, M
Effect: Your target's currently equipped weapons gain the ability to bypass Silver damage reduction. An item can have only one temporary item enchantment at a time.

Deconstruct

School: Transmutation
Level: Art 6
Cost: 35 SP
Components: V, S
Effect: Greatly damages an enemy construct, dealing 10 damage per caster level (max 150), slows their move and attack speed, reduces fortification by 25%, and inflicts a 25% penalty to Repair effects. Reconstruction will remove this penalty. A successful Will save halves this damage and prevents the debuff portion.

Inflict Critical Damage, Mass

School: Transmutation [Repair]
Level: Art 6
Cost: 45 SP
Components: V, S
Effect: Transmutes the structure of construct enemies to deal 12 to 32 damage plus an additional 1 to 4 for every caster level up to caster level 40.

Tactical Detonation

School: Transmutation
Level: Art 6
Cost: 40 SP
Components: V, S, M
Effect: Causes an unstable ball of plasma to streak towards your enemy. The ball explodes on impact, knocking enemies to the ground and dealing 4 to 6 fire damage per two caster levels (a successful Reflex save reduces the fire damage by half and negates the knockdown effect) and 3 to 4 force damage per caster level (no save) to targets in the area. Unlike most other projectile spells, the caster can arc this sphere if they have no target selected.
 
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Hey, did you notice some of those caster level specs? Level 35 and level 40? I think there are some enhancements to boost your casting level, but double? Would this be a sign of higher levels on the horizon?
 
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I see 2 problems with that. First you would need a great deal of new content/quests to support higher levels, and secondly you would need plenty of higher level new spells to make continuing development of casters worthwhile. Otherwise, we'd all turn into Barbarians!! :)
 
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"I love my cleric but my brother is too busy to play much, now I can't decide what to level when he's away gah "

You can always try to play with some of our lower level toons. Most of us have one or two scattered al low levels we rarely play.
 
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On the Games Com, I had a very interesting talk on DDO with a woman with an american accent (I think she WAS actually american ...)

I talked about my (still lingering) wish to connect myself to this group one day, and we talked about D&D in general (she didn't really like Atari as a D&D games publisher, if I understood her correctly) and abut D&D in general. Of course I tried to explain TDE to her a little at one point ... ;)

I had rarely had such a fine talk with someone on a games fair ! :)

In the end, she game me 2 cards with codes fopr 500 points each, and a special card with which I might be able to get a "pirate hat" one day ... ;)

I was really fun talking with her ! I think I might give her the adress of this forum ... :) And of this thread as well ... ;)
 
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Those cards would buy you at least 2 adventure packs, or perhaps one of the premium races/classes. Almost nobody would be caught dead wearing the hat!! :)
 
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Actually I've seen quite a few people running around with pirate hats on.

Corwin, one thing you may have missed about the Artificer is that they get pets. Druids also get pets... in all likelyhood the Artificer class is testing out what will become Druids' (and Rangers and Wizards) animal companions in the future. Leaving only the shapeshifting part to figure out.

They seem more like a Rogue-splashed Bard than a caster, with a few unique perks like the Mega busters. But they do come with Blade Barrier as well, meaning they have one of the best spells in game.

There are caster PrE's and items which boost caster level, but I don't think it even reaches to level 25 yet. However, in PnP, there are rules to take the levels on up to 40 if you wish to slaughter entire solar systems (post level 20 D&D3.x is slightly broken) in a round or two.

I doubt there's a level cap increase coming soon, since not only would that require a lot of new content to let players reach that level, but reworking the capstone enhancement (since 20 would no longer be cap), balance issues with potentially taking two PrE lines to tier 2 (TempestII/RSII anyone?), what to do with current Epic (add more Tarrasques).

Most likely, it's carryover from PnP rules, as there are many spells which scale to such levels. They just implemented them straight up.
 
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Hi all. I am still in KY and may be for a while. My sisters are trying to sort out a laptop and wireless connection for me but for now I will be mia. Game withdrawl sucks.... :( Oh well maybe next week I can get on a little. Have fun and don't pass me up too much. lol
 
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