I played D&D only once in my life, but my friend, SoronTheBeast, will play with me. I really like to try. I and my friend would like to play brother and sister, eladrins.
I want to play a fighter, this is my first time playing 4th edition, and I might need some help.
My friend said she would like to play(she has only played one NIGHT before, 3rd ed). I hope its ok if we go as a brother and sister team (I promised her I would watch her back ;), and I hope there is room for the two of us.) As she said we will play Eladrins, I will still be a warlock.
For reference, here's who has expressed interest so far. Note that KK has yet to actually approve characters, he's just okay'd players.
Confirmed:
Joyd - Human Cleric (Spellcastery)
Probably in (KK hasn't confirmed, but should be allowed, since they aren't in another campaign):
Krashbot
Corona - Eladrin Fighter (Graceful)
Soron - Eladrin Warlock (Infernal)
Ether - Shadar-Kai Rogue
Myth Weavers is down at the moment; here's character vitals. (Reserve the right to change stuff.)
Note: For the bio, I fabricated a bunch of details about the Iounian faith. In the unlikely event that these contradict what you have planned, I’m happy to change them.
Note: As Airic is not advanced enough to use divination rituals, so his prophetic abilities do not, strictly speaking, have any official or binding mechanical effect. The DM is encouraged to give the character dreams, visions or signs as he sees fit.
Airic Augerveil (née Airic Clamhatch; his real family name lacks the gravitas he desires) is a prophet of Ioun. As his forecasts lean heavily toward bad news, he’s a wanderer; while his talents in both prophecy and healing are useful, most towns would rather not have a doomsayer around for too long. He’s currently laying low in Cirru after predicting defeat for the temperamental warlord who had been employing him and swiftly finding himself on the outs. While he’d ideally like to catch a boat out of the province, he’d be happy to simply remain undetected until the warlord’s hounds lose the scent.
While he has a flair for the dramatic – he grudgingly accepts that people take him more seriously if he throws a little theater into things – Airic tries to keep a low profile where he can. While he’s a reasonably adept warrior, his spear is disguised as a walking stick, and his mail is covered by plain brown robes. Similarly, while he’s relatively free with his healing and prophetic abilities, he keeps the various maledictions he’s capable of unleashing to himself when he doesn’t need to employ them in his defense.
Airic is of average height and build and is neither particularly attractive nor especially hideous. While he is only in his late twenties, too many nights spent in caves and horrible visions of dreadful possible futures have worn on him, and he could easily pass for a man of 40; his dark hair is already graying and lines show in his face. He’s reasonably adroit, but not particularly strong or tough.
Airic is generally a decent person – he supports himself as a healer – but he won’t put himself at special risk to help others in most situations. He would willingly lay down his life to deliver a sufficiently important prophecy, but recognizes his own value and is not at all eager to die. Airic is not a commanding person. He tends to follow the lead of other people and despite his great wisdom doesn’t typically insist on his own way or even offer his advice unless failing to do so would put him at risk. His patience is nearly interminable, and while he will generally not argue and will brush off insults, he steadfastly refuses to recant after having spoken. Like many who hold special insight into what the future holds, he is a very “big picture” person. Airic has a sense of humor, but it takes very sensitive instruments to detect it.
Like many followers of Ioun, Airic is devoted considerably more to the things that Ioun stands for than to the distant goddess directly. While his seniors may occasionally call in favors, the largely decentralized church of Ioun doesn’t typically exercise all that much control over Airic. While he’s ordained as a cleric of Ioun, he shows some level of devotion to The Raven Queen and to Pelor.
Well, haven't heard anything from KK for a couple of days so I'm just going to roll my stats and get everything else down. KK, if you see anything you have an issue with feel free to let me know and I'll be happy to change it.
Dice Roller4 D6s rolled
6
6
5
6
Dice Roller4 D6s rolled
4
5
6
4
Dice Roller4 D6s rolled
5
3
4
5
Dice Roller4 D6s rolled
1
2
6
5
Dice Roller4 D6s rolled
4
6
6
2
Dice Roller4 D6s rolled
5
3
5
2
I can deinitely work with that, although from the looks of it she could have inflated stats. I can nerf a couple, though.
EDIT: After racial modifiers this is her stat base:
STR: 10
CON: 16
DEX: 20
INT: 14
WIS: 14
CHA: 16
Her character sheet is totally finished save her biography (GOD I love how fast you can create a 4e character), so I'll post it once that's done.
I'm all graduated and visiting home for a few days. There's a chance I'll be completely out of commission until Monday evening, maybe Tuesday. It looks as if at the rate we're going that'll be when our start time is anyway, but just wanted to check in.
Choices:
Feats:
01st(Normal): Initiate of the Faith (Gain training in Religion. Healing Word as daily power.)
01st(Human): Improved Initiative (+4 Initiative.)
01st(Wizard): Ritual Caster (Can master and perform rituals.)
Racial Features:
+2 To one Ability Score of choice
Normal Vision
Extra At-Will power from class
Extra Feat at 1st level
Extra trained Skill at 1st level
+1 to Will, Fortidute and Reflex defenses
Languages:
Common
Elven
Class Features:
Implement Mastery – Orb of Imposition (1/Encounter, free action. Target creature affected by my spell takes penalty on saving throws against your spells equal to my Wisdom Modifier, or: Extend duration of power that would end at the end of my current turn to the end of my next turn.)
Cantrips (I can use Ghost Sound, Light, Mage Hand and Prestidigation as at-will powers.)
Ritual Casting (Gain Ritual Caster as bonus feat.)
Spellbook (I hold rituals, daily- and utility spells in here. Know 3 rituals automatically, gain 2 more at 11th, 15th, 21st and 25th levels. Also, i know automatically 2 daily/utility spells of each level, and whenever i rest i can choose which ones to prepare. 128 pages, spells take 1 page, rituals take pages equal to their level.)
Powers:
At-will:
Mage Hand (Move 20 pounds of material up to 5 feet. Sustainable as minor action, and i can move the item 5 feet more as move action.)
Light (I can make something shine light. Can have only one active at a time.)
Ghost Sound (I can create some nice sounds. Range of 10 squares.)
Prestidigation (Can perform minor tricks and household chores.)
Magic Missile (Strike – Int vs Reflex. Ranged 20. 2d4+Int Modifier damage if hits.)
Ray of Frost (Strike – Int vs Fortidute. 1d6+Int Modifier damage and target is slowed until end of my next turn.)
Thunderwave (Close Blast 3 – All Creatures. Int vs Fortidute. 1d6+Int damage, pushback equal to wisdom modifier.)
Encounter:
Icy Terrain (Blast 1 within 10 squares – All Creatures. Int vs Reflex. 1d6+Int damage and knocked prone. Area is difficult terrain until the end of my next turn.)
Orb of Imposition (Free action – Target creature affected by my spell takes penalty on saving throws against your spells equal to my Wisdom Modifier, or: Extend duration of power that would end at the end of my current turn to the end of my next turn.)
Daily: *=Prepared
* Sleep (Burst 2 within 20 squares – All Creatures. Int vs Will. Slowed (Save Ends.) if target fails first save, uncoscious (Save Ends.) Miss: Slowed (Save Ends.).)
Flaming Sphere (Unoccupied Square within 10 – Attacks enemy nearby: Int vs Reflex, 2d6+Int damage. As a standard action do another attack with the sphere, as move action move it for 6 squares. Sustain Minor, sustainable until end of encounter, Everyone who starts their turn adjacent to the sphere takes 1d4+int damage.)
* Healing Word (Minor Action, Close Burst 5 – Me or target ally gets to use healing surge and will heal +1d6 hp (+2d6 at 6th, +3d6 at 11th, +4d6 at 16th, +5d6 at 21st, +6d6 at 26th.).)
Utility: *=Prepared
Other Actions:
Rituals:
Silence (10 minutes. 24 hours. Single Room. Anyone attemptin perception to hear something happening in the room from outside takes -10 penalty. 30gp materials.)
Tenser's Floating Disc (10 minutes. 24 hours. Creates a disk that flies at my speed, following me unless i command otherwise. Carries depending on Arcana Check (0-9= 250 pounds, 10-24= 500 pounds, 25-39= 1,000 pounds. 40+= 2,000 pounds.). 10gp materials.)
Comprehend Language (Learn to comprehend a language that i have seen written or heard lately. If i beat DC 35 Arcana check, can also talk and write it.)
Items: 48gp
Ranged Weapon:
Melee Weapons: Staff (Pretty long staff, made of oak.)
Armor: Clothing (Somewhat ragged, weathered turquise robes and a long cloak.)
Neck:
Other:
Orb (Arcane Implement, Non-Magical.)
Belt Pouch (Holding my moneys in here.)
Belt Pouch (Holding Ritual Components in here.)
Waterskin (This holds.. wait for it.. WATER!)
Holy Symbol of Melora (Hanging by the neck, openly.)
Fishhook and some string (Hanging on my ear, fishhook as a piercing and the string around the earleaf.)
Bag (Carried around. Contains all kinds of stuff that I want to stuff in it.)
Train Rations for 10 days (These are to be eaten. Ateneded. Eatended. Tedneded?. Blah.)
Materials for Tenser's Floating Disk (For the ritual.)
Private Mod Note
():
Rollback Post to RevisionRollBack
The Sage is occupied with the unspoken
and acts without effort.
Teaching without verbosity,
producing without possessing,
creating without regard to result,
claiming nothing,
the Sage has nothing to lose.
Ok, well I'm back from my trip and ready to create a character. I'm not quite sure what we have already here, and if there's space I'd like to create a melee (two-weapon) ranger. If that's taken, I'll go for whatever's needed in wizard, warlock, or rouge. I suppose I'll play a cleric if desperately needed, but I'd rather not.
Also, here go some stat rolls:
Dice Roller4 D6s rolled
1
3
3
6
Dice Roller4 D6s rolled
6
1
3
1
Dice Roller4 D6s rolled
3
3
4
6
Dice Roller4 D6s rolled
1
2
4
5
Dice Roller4 D6s rolled
4
1
3
6
Dice Roller4 D6s rolled
2
5
4
4
13, 8, 8, 11, 12, 12 = one pile of crap. Check take 2
Dice Roller4 D6s rolled
1
5
4
6
Dice Roller4 D6s rolled
1
3
3
6
Dice Roller4 D6s rolled
5
1
5
5
Dice Roller4 D6s rolled
2
1
3
1
Dice Roller4 D6s rolled
3
4
5
1
Dice Roller4 D6s rolled
3
5
3
5
16, 12, 11, 12, 9, 13. That's likely workable. I'm definitely not in love with those stats (and hence would like a reroll), but if it's too high for that I completely understand. KK?
Yes, all people who asked may join. But sign-ups are closed now. Alacar and Halinn, I told myself when I started that I would not have more than 6 players, so you'll have to be back up in case someone drops out or I remove them for extremely poor posting habits.
Ether: I'm still saying no to all monster races that are not small.
Private Mod Note
():
Rollback Post to RevisionRollBack
I'll bet you wish you had a non-unglued/unhinged card that shared your first name.
KK, am I going to be able to reroll those stats or not? Off hand they look borderline high for allowing a reroll, but borderline low for me being willing to keep them without complaint.
Also, what types of characters do people have so far? From what I can clean so far this is what we have:
Halinn: Fighter (striker-style)
Joyd: Cleric (leader-style)
corona0: Fighter (can't tell what style)
Soron: Warlock
ethersphere: Rogue of some sort
Amadi: Wizard (control-style)
If that's correct I'm going to stick with my ranger choice, but I'm happy to change if necessary.
Edit: Here's a preliminary character sheet: Sheet
Everything (and I mean everything) on that sheet is subject to change at this point.
Actually, I'm thinking it'd be a good idea for me to put this on the back-burner for now and join another game somewhere down the line. I really want to play a 4e game on MTGS but between running/playing our own here and converting Complex to 4e I probably won't have the time or attention to devote to it. So for now I think I'm gonna bow out.
Actually, I'm thinking it'd be a good idea for me to put this on the back-burner for now and join another game somewhere down the line. I really want to play a 4e game on MTGS but between running/playing our own here and converting Complex to 4e I probably won't have the time or attention to devote to it. So for now I think I'm gonna bow out.
In that case, I think I'll go with a rogue skill monkey for the party. It looks rather fun (like rangers), but far, far easier to make functional in heavy RP campaigns (like everything KK runs).
My character sheet will soon be changed to reflect this (same link as last post).
Edit: Actually, I'll keep the old sheet just in case and mock up a new one. Link will be posted once I have a reasonable amount of it finished.
I'd hate to welch like this, but my work schedule for the summer (which I just got today) really doesn't support participating in something like this very well. I'm also left with much more limited internet access than I anticipated. (I have a ton of tiny breaks rather than fewer longer ones.) While I could still -concievably- participate, since there's eager and able backups, I think I'll bow out.
So here's a link to the rogue sheet. After look at that, it's not even that great of a skill monkey, I'm sure we have other people in the party who are great at talking, and all the combat prowess just flies out the window. As such, I think I'm going to stay with the Dragonborn Ranger which will likely grab the Fighter Multiclass feat (and pick up Intimidate) next level.
@KoolKoal: I don't know if you're willing to tell us this, but is this campaign likely to be more dungeons or forests? I know you said it would be mainly RP, but do we know beforehand (in-game) whether something like Dungeoneering or Nature will be more useful?
Name Alexander Marelon Race Half-Elf Class Paladin 1 Gender Male
Age 18 Eyes Blue Hair Blonde Skintone Fair Height 5' 7" Weight 170 lbs. Alignment Neutral Good (Good) Deity Ilmater (Avandra) Affiliations
STR 14 (+2) CON 15 (+2) (10 base +2 racial) DEX 13 (+1) INT 10 (+0) WIS 14 (+2) CHA 17 (+3) (15 base +2 racial)
HP 28 Bloodied 14 Surge 7 Surges/Day 11 Action Points 1 Initiative +1 (+1 Dex) AC 20 (10+8 armor+1 shield+1 Dex) Fort 3 (2 Str+1 class) Ref 2 (1 Dex+1 class) Will 4 (3 Cha+1 class) Speed 30' Size Medium Vision low-light
[W] is the base die of the weapon damage (1d10) Attack Bastard Sword (basic attack)
Bonus +5 vs AC
Damage 1d10+2
Attack Bolstering Strike
Bonus +6 vs AC
Damage 1[W]+3 damage
Special On hit, gain temporary HP = to Wisdom modifier.
Attack Enfeebling Strike
Bonus +6 vs AC
Damage 1[W]+3 damage
Special On hit, if target is marked by Challenge, it gets -2 to attack rolls until end of next turn.
Attack Sacred Flame
Bonus +2 vs Reflex
Damage 1d6+2
Special On hit, one ally I can see gains +3 temporary HP or make a saving throw.
Attack Shielding Smite
Bonus +6 vs AC
Damage 2[W]+3
Special On hit, one ally within 15' gets a +2 power bonus to AC until end of next turn.
Attack Radiant Delirium
Bonus +6 vs Reflex
Damage 3d8+3 radiant damage
Special On hit, the target is dazed until the end of next turn, and gets -2 penalty to AC. On miss, half damage, and the target is dazed until the end of next turn.
Weapon Proficiencies: Simple and military melee, simple ranged
Implement: Holy Symbol
Deity: Ilmater (Avandra)
Channel Divinity: May use powers that require this feature.
Divine Challenge Power
Lay on Hands
At Will/Encounter/Daily/Utility 4/4/1/0 At Will Divine Challenge (Paladin) - Minor action; Close Burst 5, one creature is 'marked' until another is marked or I fail to engage the target. Target gets -2 to attacks that don't include you; any attacks not made to you before start of next turn result in 6 divine damage. Engaging means I must attack the mark or end my turn next to it.
Lay on Hands (Paladin)
Bolstering Strike
Enfeebling Strike Encounter Channel Divinity: Divine Mettle (Paladin) - Minor action; Close Burst 10, one creature makes a saving throw with a +3 bonus.
Channel Divinity: Divine Strength (Paladin) - Minor action; Apply Str modifier as extra damage on next attack this turn.
Sacred Flame (Dilettante)
Shielding Smite Daily Radiant Delirium Utility Rituals
Standard Adventurer's Kit 15gp:
Backpack
Bedroll
Flint and steel
Belt pouch
Trail Rations (10 days)
50' hempen rope
2 Sunrods
Waterskin
Plate Mail 50gp
Bastard Sword 30gp
Light Shield 10gp
Alexander Marelon was born and raised as a slave, a servant of a powerful black wizard Mordack. Abused, mistreated, and constantly berated by the dark wizard, Alexander feared there was no chance of his escaping such a hard life. He was fooled into thinking that the old wizard loved him, and that he should obey him. But upon reaching the age of 16, the boy, while on errand going into town, he saw the most beautiful sight his eyes had ever beheld; a human woman in full armor, on a horse of white. He was captivated, but too afraid to speak to her, since talking to strangers was forbidden by his master. She saw him and approached him, asking his name. Alexander quickly ran away, and the woman followed him.
Fleeing home, Alexander found Mordack there, angry that he had taken so long, and forgotten his errand. Just as the wizard was about to turn the boy into a cat, the paladin came in and stopped him, killing the evil wizard.
It was then that Alexander learned that he was a true slave, and that she offered him salvation in a temple of Ilmater, the god of beginnings and the dawn. Alexander, renewed by this, devoted himself to saving others from evil.
Alexander is bright and cheerful usually, but soft spoken. He is still fresh to the world, and optimistic.
Krash: that's a tough question, I'm not really sure. I'm inclined to say forest, but don't hold me to that if I'm wrong.
In that case I'll just stick with what I have now (both) just to be safe.
@Alacar: You know you want to make either a skill monkey or a hardcore defender, right?
I don't know what we have in the way of people skills in this party (I know I can't do much if I go in the ranger direction, though I'll probably grab Intimidate by multiclassing into fighter next level), and I think we're completely devoid of a real skill monkey.
I want to play a fighter, this is my first time playing 4th edition, and I might need some help.
http://www.myth-weavers.com/sheets/view.php?id=58481
Here is my sheet, if everything is cool.
Which reminds me, what would you say to a Shadar-Kir character? If you're not okay with that it's fine, but still =)
Confirmed:
Joyd - Human Cleric (Spellcastery)
Probably in (KK hasn't confirmed, but should be allowed, since they aren't in another campaign):
Krashbot
Corona - Eladrin Fighter (Graceful)
Soron - Eladrin Warlock (Infernal)
Ether - Shadar-Kai Rogue
Reserves:
Amadi - Wizard (Cleric Minor)
Alacar
Halinn - Human Fighter (Beater)
We're looking at a pretty teleporty party, I think.
http://www.myth-weavers.com/sheets/view.php?id=58480
Since I have never used 4ed before, there could be some errors.
Note: As Airic is not advanced enough to use divination rituals, so his prophetic abilities do not, strictly speaking, have any official or binding mechanical effect. The DM is encouraged to give the character dreams, visions or signs as he sees fit.
Airic Augerveil (née Airic Clamhatch; his real family name lacks the gravitas he desires) is a prophet of Ioun. As his forecasts lean heavily toward bad news, he’s a wanderer; while his talents in both prophecy and healing are useful, most towns would rather not have a doomsayer around for too long. He’s currently laying low in Cirru after predicting defeat for the temperamental warlord who had been employing him and swiftly finding himself on the outs. While he’d ideally like to catch a boat out of the province, he’d be happy to simply remain undetected until the warlord’s hounds lose the scent.
While he has a flair for the dramatic – he grudgingly accepts that people take him more seriously if he throws a little theater into things – Airic tries to keep a low profile where he can. While he’s a reasonably adept warrior, his spear is disguised as a walking stick, and his mail is covered by plain brown robes. Similarly, while he’s relatively free with his healing and prophetic abilities, he keeps the various maledictions he’s capable of unleashing to himself when he doesn’t need to employ them in his defense.
Airic is of average height and build and is neither particularly attractive nor especially hideous. While he is only in his late twenties, too many nights spent in caves and horrible visions of dreadful possible futures have worn on him, and he could easily pass for a man of 40; his dark hair is already graying and lines show in his face. He’s reasonably adroit, but not particularly strong or tough.
Airic is generally a decent person – he supports himself as a healer – but he won’t put himself at special risk to help others in most situations. He would willingly lay down his life to deliver a sufficiently important prophecy, but recognizes his own value and is not at all eager to die. Airic is not a commanding person. He tends to follow the lead of other people and despite his great wisdom doesn’t typically insist on his own way or even offer his advice unless failing to do so would put him at risk. His patience is nearly interminable, and while he will generally not argue and will brush off insults, he steadfastly refuses to recant after having spoken. Like many who hold special insight into what the future holds, he is a very “big picture” person. Airic has a sense of humor, but it takes very sensitive instruments to detect it.
Like many followers of Ioun, Airic is devoted considerably more to the things that Ioun stands for than to the distant goddess directly. While his seniors may occasionally call in favors, the largely decentralized church of Ioun doesn’t typically exercise all that much control over Airic. While he’s ordained as a cleric of Ioun, he shows some level of devotion to The Raven Queen and to Pelor.
http://www.myth-weavers.com/sheets/view.php?id=58481
I can deinitely work with that, although from the looks of it she could have inflated stats. I can nerf a couple, though.
EDIT: After racial modifiers this is her stat base:
STR: 10
CON: 16
DEX: 20
INT: 14
WIS: 14
CHA: 16
Her character sheet is totally finished save her biography (GOD I love how fast you can create a 4e character), so I'll post it once that's done.
STR: 7
CON: 14
DEX: 18
INT: 13
WIS: 12
CHA: 14
She still looks good to me. With that in mind, are we allowed to reallocate points to any small degree?
Name:
Race: Human
Gender: Male
Class: Wizard
Level: 1
Deity: Melora
Alignment: Unaligned
Str: 11(Base) = 11 (+0)
Dex: 15(Base) = 15 (+2)
Con: 15(Base) = 15 (+2)
Int: 16(Base)+2(Racial) = 18 (+4)
Wis: 16(Base) = 16 (+3)
Cha: 13(Base) = 13 (+1)
Combat Info:
Hit Points: 25
Healing Surges/day: 8
Healing Value/surge: 6
Movement: 6
Initiative: +6
Armor Class: 10(Base)+4(Intelligence) = 14
Will Defense: 10(Base)+3(Wisdom)+2(Class)+1(Human) = 16
Fortidute Defense: 10(Base)+2(Constitution)+1(Human) = 13
Reflex Defense: 10(Base)+4(Intelligence)+1(Human) = 17
Choices:
Feats:
01st(Normal): Initiate of the Faith (Gain training in Religion. Healing Word as daily power.)
01st(Human): Improved Initiative (+4 Initiative.)
01st(Wizard): Ritual Caster (Can master and perform rituals.)
Skills: * = trained
Athletics (Str): +0 = +0
Endurance (Con): +2 = +2
Acrobatics (Dex): +2 = +2
Stealth (Dex): +2 = +2
Thievery (Dex): +2 = +2
* Arcana (Int): +5+4 = +9
* Religion (Int): +5+4 = +9
* History (Int): +5+4 = +9
* Nature (Int): +5+4 = +9
Perception (Wis): +3 = +3
Dungeoneering (Wis): +3 = +3
Heal (Wis): +3 = +3
* Insight (Wis): +5+3 = +8
Bluff (Cha): +1 = +1
* Diplomacy (Cha): +5+1 = +6
Intimidate (Cha): +1 = +1
Streetwise (Cha): +1 = +1
Racial Features:
+2 To one Ability Score of choice
Normal Vision
Extra At-Will power from class
Extra Feat at 1st level
Extra trained Skill at 1st level
+1 to Will, Fortidute and Reflex defenses
Languages:
Common
Elven
Class Features:
Implement Mastery – Orb of Imposition (1/Encounter, free action. Target creature affected by my spell takes penalty on saving throws against your spells equal to my Wisdom Modifier, or: Extend duration of power that would end at the end of my current turn to the end of my next turn.)
Cantrips (I can use Ghost Sound, Light, Mage Hand and Prestidigation as at-will powers.)
Ritual Casting (Gain Ritual Caster as bonus feat.)
Spellbook (I hold rituals, daily- and utility spells in here. Know 3 rituals automatically, gain 2 more at 11th, 15th, 21st and 25th levels. Also, i know automatically 2 daily/utility spells of each level, and whenever i rest i can choose which ones to prepare. 128 pages, spells take 1 page, rituals take pages equal to their level.)
Powers:
At-will:
Mage Hand (Move 20 pounds of material up to 5 feet. Sustainable as minor action, and i can move the item 5 feet more as move action.)
Light (I can make something shine light. Can have only one active at a time.)
Ghost Sound (I can create some nice sounds. Range of 10 squares.)
Prestidigation (Can perform minor tricks and household chores.)
Magic Missile (Strike – Int vs Reflex. Ranged 20. 2d4+Int Modifier damage if hits.)
Ray of Frost (Strike – Int vs Fortidute. 1d6+Int Modifier damage and target is slowed until end of my next turn.)
Thunderwave (Close Blast 3 – All Creatures. Int vs Fortidute. 1d6+Int damage, pushback equal to wisdom modifier.)
Encounter:
Icy Terrain (Blast 1 within 10 squares – All Creatures. Int vs Reflex. 1d6+Int damage and knocked prone. Area is difficult terrain until the end of my next turn.)
Orb of Imposition (Free action – Target creature affected by my spell takes penalty on saving throws against your spells equal to my Wisdom Modifier, or: Extend duration of power that would end at the end of my current turn to the end of my next turn.)
Daily: *=Prepared
* Sleep (Burst 2 within 20 squares – All Creatures. Int vs Will. Slowed (Save Ends.) if target fails first save, uncoscious (Save Ends.) Miss: Slowed (Save Ends.).)
Flaming Sphere (Unoccupied Square within 10 – Attacks enemy nearby: Int vs Reflex, 2d6+Int damage. As a standard action do another attack with the sphere, as move action move it for 6 squares. Sustain Minor, sustainable until end of encounter, Everyone who starts their turn adjacent to the sphere takes 1d4+int damage.)
* Healing Word (Minor Action, Close Burst 5 – Me or target ally gets to use healing surge and will heal +1d6 hp (+2d6 at 6th, +3d6 at 11th, +4d6 at 16th, +5d6 at 21st, +6d6 at 26th.).)
Utility: *=Prepared
Other Actions:
Rituals:
Silence (10 minutes. 24 hours. Single Room. Anyone attemptin perception to hear something happening in the room from outside takes -10 penalty. 30gp materials.)
Tenser's Floating Disc (10 minutes. 24 hours. Creates a disk that flies at my speed, following me unless i command otherwise. Carries depending on Arcana Check (0-9= 250 pounds, 10-24= 500 pounds, 25-39= 1,000 pounds. 40+= 2,000 pounds.). 10gp materials.)
Comprehend Language (Learn to comprehend a language that i have seen written or heard lately. If i beat DC 35 Arcana check, can also talk and write it.)
Items: 48gp
Ranged Weapon:
Melee Weapons: Staff (Pretty long staff, made of oak.)
Armor: Clothing (Somewhat ragged, weathered turquise robes and a long cloak.)
Neck:
Other:
Orb (Arcane Implement, Non-Magical.)
Belt Pouch (Holding my moneys in here.)
Belt Pouch (Holding Ritual Components in here.)
Waterskin (This holds.. wait for it.. WATER!)
Holy Symbol of Melora (Hanging by the neck, openly.)
Fishhook and some string (Hanging on my ear, fishhook as a piercing and the string around the earleaf.)
Bag (Carried around. Contains all kinds of stuff that I want to stuff in it.)
Train Rations for 10 days (These are to be eaten. Ateneded. Eatended. Tedneded?. Blah.)
Materials for Tenser's Floating Disk (For the ritual.)
and acts without effort.
Teaching without verbosity,
producing without possessing,
creating without regard to result,
claiming nothing,
the Sage has nothing to lose.
Also, here go some stat rolls:
13, 8, 8, 11, 12, 12 = one pile of crap. Check take 2
16, 12, 11, 12, 9, 13. That's likely workable. I'm definitely not in love with those stats (and hence would like a reroll), but if it's too high for that I completely understand. KK?
Winner of the Weekly Signature & Avatar Contest Weeks 51, 59, 78, & 118.
I don't care if I was framed for murder if I only got a warning I would let it go.
Ether: I'm still saying no to all monster races that are not small.
Like freeform roleplaying? Try Darkness Befalls Us
Ryttare Kelasin Luna Orelinalei
Also, what types of characters do people have so far? From what I can clean so far this is what we have:
Halinn: Fighter (striker-style)
Joyd: Cleric (leader-style)
corona0: Fighter (can't tell what style)
Soron: Warlock
ethersphere: Rogue of some sort
Amadi: Wizard (control-style)
If that's correct I'm going to stick with my ranger choice, but I'm happy to change if necessary.
Edit: Here's a preliminary character sheet: Sheet
Everything (and I mean everything) on that sheet is subject to change at this point.
Winner of the Weekly Signature & Avatar Contest Weeks 51, 59, 78, & 118.
I don't care if I was framed for murder if I only got a warning I would let it go.
In that case, I think I'll go with a rogue skill monkey for the party. It looks rather fun (like rangers), but far, far easier to make functional in heavy RP campaigns (like everything KK runs).
My character sheet will soon be changed to reflect this (same link as last post).Edit: Actually, I'll keep the old sheet just in case and mock up a new one. Link will be posted once I have a reasonable amount of it finished.
Winner of the Weekly Signature & Avatar Contest Weeks 51, 59, 78, & 118.
I don't care if I was framed for murder if I only got a warning I would let it go.
@KoolKoal: I don't know if you're willing to tell us this, but is this campaign likely to be more dungeons or forests? I know you said it would be mainly RP, but do we know beforehand (in-game) whether something like Dungeoneering or Nature will be more useful?
Winner of the Weekly Signature & Avatar Contest Weeks 51, 59, 78, & 118.
I don't care if I was framed for murder if I only got a warning I would let it go.
Alright, if Joyd is out that means Alacar can take his place.
Race Half-Elf
Class Paladin 1
Gender Male
Age 18
Eyes Blue
Hair Blonde
Skintone Fair
Height 5' 7"
Weight 170 lbs.
Alignment Neutral Good (Good)
Deity Ilmater (Avandra)
Affiliations
CON 15 (+2) (10 base +2 racial)
DEX 13 (+1)
INT 10 (+0)
WIS 14 (+2)
CHA 17 (+3) (15 base +2 racial)
Bloodied 14
Surge 7
Surges/Day 11
Action Points 1
Initiative +1 (+1 Dex)
AC 20 (10+8 armor+1 shield+1 Dex)
Fort 3 (2 Str+1 class)
Ref 2 (1 Dex+1 class)
Will 4 (3 Cha+1 class)
Speed 30'
Size Medium
Vision low-light
[W] is the base die of the weapon damage (1d10)
Attack Bastard Sword (basic attack)
Bonus +5 vs AC
Damage 1d10+2
Attack Bolstering Strike
Bonus +6 vs AC
Damage 1[W]+3 damage
Special On hit, gain temporary HP = to Wisdom modifier.
Attack Enfeebling Strike
Bonus +6 vs AC
Damage 1[W]+3 damage
Special On hit, if target is marked by Challenge, it gets -2 to attack rolls until end of next turn.
Attack Sacred Flame
Bonus +2 vs Reflex
Damage 1d6+2
Special On hit, one ally I can see gains +3 temporary HP or make a saving throw.
Attack Shielding Smite
Bonus +6 vs AC
Damage 2[W]+3
Special On hit, one ally within 15' gets a +2 power bonus to AC until end of next turn.
Attack Radiant Delirium
Bonus +6 vs Reflex
Damage 3d8+3 radiant damage
Special On hit, the target is dazed until the end of next turn, and gets -2 penalty to AC. On miss, half damage, and the target is dazed until the end of next turn.
Passive Insight 19
Passive Perception 12
Acrobatics 1
Arcana 0
Athletics 1
Bluff 3
Diplomacy 10 (5 trained+3 Cha+2 racial)
Dungeoneering 0
Endurance 1
Heal 7 (5 trained+2 Wis)
History 0
Insight 9 (5 trained+2 Wis+2 racial)
Intimidate 3
Nature 0
Perception 2
Religion 5 (5 trained)
Stealth 1
Streetwise 3
Thievery 1
At Will
Divine Challenge (Paladin) - Minor action; Close Burst 5, one creature is 'marked' until another is marked or I fail to engage the target. Target gets -2 to attacks that don't include you; any attacks not made to you before start of next turn result in 6 divine damage. Engaging means I must attack the mark or end my turn next to it.
Lay on Hands (Paladin)
Bolstering Strike
Enfeebling Strike
Encounter
Channel Divinity: Divine Mettle (Paladin) - Minor action; Close Burst 10, one creature makes a saving throw with a +3 bonus.
Channel Divinity: Divine Strength (Paladin) - Minor action; Apply Str modifier as extra damage on next attack this turn.
Sacred Flame (Dilettante)
Shielding Smite
Daily
Radiant Delirium
Utility
Rituals
Bastard Sword 30gp
Light Shield 10gp
Armor: Plate Mail
Shield: Light Shield
Arms:
Feet:
Hands:
Head:
Neck:
Ring:
Ring:
Waist:
Others
Elven
Draconic
Fleeing home, Alexander found Mordack there, angry that he had taken so long, and forgotten his errand. Just as the wizard was about to turn the boy into a cat, the paladin came in and stopped him, killing the evil wizard.
It was then that Alexander learned that he was a true slave, and that she offered him salvation in a temple of Ilmater, the god of beginnings and the dawn. Alexander, renewed by this, devoted himself to saving others from evil.
Alexander is bright and cheerful usually, but soft spoken. He is still fresh to the world, and optimistic.
Like freeform roleplaying? Try Darkness Befalls Us
Ryttare Kelasin Luna Orelinalei
In that case I'll just stick with what I have now (both) just to be safe.
@Alacar: You know you want to make either a skill monkey or a hardcore defender, right?
I don't know what we have in the way of people skills in this party (I know I can't do much if I go in the ranger direction, though I'll probably grab Intimidate by multiclassing into fighter next level), and I think we're completely devoid of a real skill monkey.
Winner of the Weekly Signature & Avatar Contest Weeks 51, 59, 78, & 118.
I don't care if I was framed for murder if I only got a warning I would let it go.
As for my class, it's probably gonna be a Paladin.
Like freeform roleplaying? Try Darkness Befalls Us
Ryttare Kelasin Luna Orelinalei