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Most users ever online was 56 on Wed May 09, 2012 3:03 pm

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Calculating Bonuses during your turn

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1 Calculating Bonuses during your turn on Wed Nov 09, 2011 9:21 am

Ross

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A few of us DM's were talking about how to speed up the game, especially with campaigns in, or about to go into, Paragon. The amount of bonuses we have access to is quite plentiful, so everyone needs to try to be as organized as possible to efficiently run their turn when it comes up.

Something that's on the bottom of the power cards (at least on the cloud version. If your using the old downloadable one your character is drastically outdated and probably broken) is a summary of potential damage or to hit bonus information, however, it's not complete. I decided to take what they had and add the stuff they were missing, so it's all in one place.

The way it's set up I can just go down the list and add whatever bonuses apply. I even placed a section in for Criticals. I noticed that my stealth was a little low so I even added a line item to include that.

I recommend all players do this if you find yourself jumping around looking at your power cards, feats and books trying to calculate your bonuses. This works very effectively for healers as well. If for no other reason you should do it so you don't miss a few points of damage or healing. Now that I think about it I think I need to add my circumstantial defense bonuses too....

*********************************************
+2 Stealth - Camouflage Clothing

+6 to damage if the target is adjacent to none of your enemies. – Night Stalker
+5 feat bonus to damage rolls against targets within your cloud of darkness.
+5 bonus to the damage rolls against a bloodied enemy when it grants combat advantage to you.
+2 bonus to damage rolls against bloodied targets - Gauntlets of Blood
+6 If a 4 is rolled on any Falchion weapon damage dice.- Carnage Weapon
+1d6+3 damage per shroud. - Assassin's Shroud

Critical Damage (Maximized above Damage Plus)
+3d12 – Critical Carnage
+4d4 - High Crit
+Powers Maximized Damage


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2 Re: Calculating Bonuses during your turn on Thu Nov 08, 2012 7:44 am

I have too, but I included a lot more stuff and just made a one page doc. Having one place to look make things that much easier.

Also I have found some of the cards/char builder missing some bonuses. The bonus will be on one card and not another. Mostly this applies to my battlerager, but looking for others.

TEMP HITS - ANY HIT +5/INVIGORTNG MISS = +9(+2 TO NEXT ATTACK ROLL)/INVIGORTNG HIT = + 14

BONUS TO DAM +12 = +6(STR) + 2(ITEM ENHANCEMENT) +2 (IRON ARMBANDS) +2 (DWARVEN WEAPON TRAINING)
+ 2 WHEN YOU HAVE TEMP HIT(+1 IF NOT AXE, HAMMER, MACE OR PICK)(BR CLASS)
+ 2 AGAINST BLOODIED TARGETS(GAUNTLETS OF BLOOD)
+ 2 IF SAME TARGET AND HIT LAST TIME(HAMMER)

BONUS TO HIT + 18 = +6(STR) + 6(HALF MY LEVEL) + 2(PROFICIENCY) + 2 ENHANCEMENT + 2(MASTER AT ARMS)
CRIT + 2D6 + 1 CUMULATIVE IF MISSED SAME TARGET NEXT ATTACK (HAMMER UP TO +2)
5 DAM ON A MISS +2 IF PREVIOUS STRIKE MISSED W/ INVIGORATING ATTACK


SHEATH AND DRAW WEAPON AS A MINOR

+1D6 ON CHARGE ATTACKS(HORNED HELM)

USING AN ACTION POINT = + 1 TO ATTACK/+ 1 (W) DAMAGE UNTIL END OF NEXT TURN

NONENEMY CRITICAL ENEMY CRITICAL HIT THAT DEAL DAMAGE, +2 BONUS TO ATTACK UNTIL END OF ENC.(TATTOO)

FLANKING DOES NOT GRANT COMBAT ADVANTAGE

+ 1 TO MOVEMENT WHEN NOT BLOODIED(MERCURIAL MIND)
ENC – SHIFT 2 AFTER ATTACK IS RESOLVED

+1 AC/+1 REFLEX WHEN SHIFTING(DEFENSIVE STEP)
ENC – SHIFT 2

CAN USE SECOND WIND AS A MINOR(+ 2 SURGE + 1/ALLY WITHIN 10(MAX5)(ENDURING MOUNTAIN)

RESIST 5 RANGED AND AREA(SHIELD)
RESIST 7 FIRE(CALISHAM)
RESIST 5 NECROTIC, +1 ITEM BONUS TO INTIMIDATE
RESIST 5 POISON(+5 SVTH VS POISON DWARVEN )
ENC – SAVE VS ONGOING POISON = +2
RESIST 5 PSYCHIC +2 SAVE FEAR OR CHARM(MENTAL BLOCK)
DAILY – SAVE FEAR/CHARM= EFFECT ENDS
SVTH TO AVOID BEING KNOCKED PRONE, CAN MOVE 1 LESS WHEN FORCED TO MOVE

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