crimson_vampr's blog listings. Feed Zend_Feed_Writer 1.10.8 (http://framework.zend.com) http://community.wizards.com/crimson_vampr Random Backgrounds from Dragon 422
The first background was: Table 1 (3)-Executioner; 2 (12)-Bastard younger brother; 3 (13)-Press-Ganged; 34 (20)-Befriend captain & turn to trading; 6 (11+4=15)-Respected & settle merchant disputes; 28 (13+6=19)-Considered honored guest and start adventuring life. This one worked out well because of good rolls and successive training in diplomacy. The background benefits would be Diplomacy training with +2 bonus (from tables 34, 6, & 28), Insight training (from table 28), and +10 starting gp (from table 28).
I'd imagine this one as my mother being the executioner and my father being put to death for crimes (Real, or framed?) then my mother became involved with another male and ended up bearing his child. After she had executed my father and now seemed to be starting a new family, Vol-Ka'Eth felt like his place was no longer in that home, so he chose to leave. Being rather young, he was easily tricked into joining a sailing crew where he learned his unique fighting style. His naivete and youth helped ingratiate him with the captain where he eventually helped him open a trade company. Through his many experiences he was able to learn much about different cultures that helped him succeed in the sales. Having earned some respect, and being an outsider (Thri-Kreen?) he made an easy choice to arbitrate a dispute between two rival merchant houses. Which it seems he managed to do successfully as well. This one sounded pretty interesting to me, but to tie it in with the Sohei theme, I'd have to have him spend some time with a temple somewhere in there. Perhaps among a culture that he found fascinating? It was odd since neither diplomacy nor insight were originally skill choices for me, and with diplomacy being in my dump stat I was amazed the background turned out as well as it did.

The last one I did was far more interesting and convoluted. It went like this: Table 1 (12)-Lawyer; 2 (17)-Identical twin & younger brother; 3 (20)-Explore world; 8 (4)-Mountain dwarves; 25 (3+1=4)-Wander in darkness; 31 (14-5=9)-Pull through; 25 (9+1=10)Steal gem & get chased by goblins; 7 (10)-Eyes weep black ooze; 10 (8)-Interrupt ritual & send wizard teleported to random location; 11 (10-1=9)Stumble upon a villain; 5 (5)-Wizard; 19 (14+1=15)-Pursuers on my tail. (Sounds a bit odd since I abbreviated what the rolls were, I know) This one only gave me training in Diplomacy and Perception and +50 gp to start.
Lawyers among the Thri-Kreen? What a strange picture that paints in my head. Nothing jumps at me for the home life, seems this time around he just had wanderlust and left home to see the world. He ended up among the dwarves, where I imagine he spent time as a temple defender, learning the Sohei Theme. An edict came down to rid the complex of a raiding goblin tribe, and Vol-Ka'Eth joined right up for the chance to go exploring. However, the campaign took much longer than expected, draining the resources of the dwarven army. They managed to defeat a goblin band and while looting the town the goblins had been protecting, Vol-Ka'Eth pried out a large gem from the eye socket of an idol. Turns out the gem was cursed. Of course, goblin reinforcements came along about this time and sent the remaining dwarves running. With a curse that made his eyes ooze black liquid, he went to seek out magical cures, eventually finding a wizard who agreed to cure him, but forcing him into labor to pay the debt. Vol-Ka'Eth interrupted a ritual the mage was casting and caused it to expel the mage into a random plane. Vol-Ka'Eth began to research how to find and return the mage, but ended up coming across information that showed the wizard was up to highly illegal activities. Of course the wizard returns before Vol-Ka'Eth can report to any sort of authority and now he's on the run trying to escape from an evil wizard.

My other two were a bit more plain, being only 4 rolls apiece. A caravan guard and a spy (family business) who wasn't very good at his job. But, all in all, I recommend trying it out to anyone who has Insider access.
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Fri, 12 Apr 2013 19:55:17 -0500 http://community.wizards.com/crimson_vampr/blog/2013/04/12/random_backgrounds_from_dragon_422 http://community.wizards.com/crimson_vampr/blog/2013/04/12/random_backgrounds_from_dragon_422
The first background was: Table 1 (3)-Executioner; 2 (12)-Bastard younger brother; 3 (13)-Press-Ganged; 34 (20)-Befriend captain & turn to trading; 6 (11+4=15)-Respected & settle merchant disputes; 28 (13+6=19)-Considered honored guest and start adventuring life. This one worked out well because of good rolls and successive training in diplomacy. The background benefits would be Diplomacy training with +2 bonus (from tables 34, 6, & 28), Insight training (from table 28), and +10 starting gp (from table 28).
I'd imagine this one as my mother being the executioner and my father being put to death for crimes (Real, or framed?) then my mother became involved with another male and ended up bearing his child. After she had executed my father and now seemed to be starting a new family, Vol-Ka'Eth felt like his place was no longer in that home, so he chose to leave. Being rather young, he was easily tricked into joining a sailing crew where he learned his unique fighting style. His naivete and youth helped ingratiate him with the captain where he eventually helped him open a trade company. Through his many experiences he was able to learn much about different cultures that helped him succeed in the sales. Having earned some respect, and being an outsider (Thri-Kreen?) he made an easy choice to arbitrate a dispute between two rival merchant houses. Which it seems he managed to do successfully as well. This one sounded pretty interesting to me, but to tie it in with the Sohei theme, I'd have to have him spend some time with a temple somewhere in there. Perhaps among a culture that he found fascinating? It was odd since neither diplomacy nor insight were originally skill choices for me, and with diplomacy being in my dump stat I was amazed the background turned out as well as it did.

The last one I did was far more interesting and convoluted. It went like this: Table 1 (12)-Lawyer; 2 (17)-Identical twin & younger brother; 3 (20)-Explore world; 8 (4)-Mountain dwarves; 25 (3+1=4)-Wander in darkness; 31 (14-5=9)-Pull through; 25 (9+1=10)Steal gem & get chased by goblins; 7 (10)-Eyes weep black ooze; 10 (8)-Interrupt ritual & send wizard teleported to random location; 11 (10-1=9)Stumble upon a villain; 5 (5)-Wizard; 19 (14+1=15)-Pursuers on my tail. (Sounds a bit odd since I abbreviated what the rolls were, I know) This one only gave me training in Diplomacy and Perception and +50 gp to start.
Lawyers among the Thri-Kreen? What a strange picture that paints in my head. Nothing jumps at me for the home life, seems this time around he just had wanderlust and left home to see the world. He ended up among the dwarves, where I imagine he spent time as a temple defender, learning the Sohei Theme. An edict came down to rid the complex of a raiding goblin tribe, and Vol-Ka'Eth joined right up for the chance to go exploring. However, the campaign took much longer than expected, draining the resources of the dwarven army. They managed to defeat a goblin band and while looting the town the goblins had been protecting, Vol-Ka'Eth pried out a large gem from the eye socket of an idol. Turns out the gem was cursed. Of course, goblin reinforcements came along about this time and sent the remaining dwarves running. With a curse that made his eyes ooze black liquid, he went to seek out magical cures, eventually finding a wizard who agreed to cure him, but forcing him into labor to pay the debt. Vol-Ka'Eth interrupted a ritual the mage was casting and caused it to expel the mage into a random plane. Vol-Ka'Eth began to research how to find and return the mage, but ended up coming across information that showed the wizard was up to highly illegal activities. Of course the wizard returns before Vol-Ka'Eth can report to any sort of authority and now he's on the run trying to escape from an evil wizard.

My other two were a bit more plain, being only 4 rolls apiece. A caravan guard and a spy (family business) who wasn't very good at his job. But, all in all, I recommend trying it out to anyone who has Insider access.
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Feywild Character concept IV Satyr Witch. It was by far the most difficult for me to put together. So difficult in fact, that I had to build 2 characters to see how they would work side by side. Since I built two, I might as well give them both to you.

The two builds are based on the separate covens. Full Moon Coven was the easier one to build since the Satyr has neither Int nor Wisdom as its boosted stats, but I truly enjoyed the Dark Moon Coven more. The build ideas came from the skill bonuses that each coven grants. Full Moon grants Heal and later also gives you a bonus to Diplomacy. Heal is a Wis skill (your secondary stat anyway) and Satyrs get a bonus to Cha which helps the Diplomacy. Dark Moon gives you Intimidate which is Cha and boosted by your race, but later gives you a Stealth boost.

Full Moon will be listed first in each entry and will be based on healing and a more social interaction skill set. Dark Moon will be listed afterwards and will focus on a more roguish skill set.

For Stats I had to go with the 18 - 14 split since none of my racial boosts lined up with the class. Strength is dumped on both builds, which isn't to atypical of a wizard any way. Full Moon gets the racial choice in Con to help keep him up longer in the battle, but the 11 goes into Cha so that he can be more suave in the social skills department. Dark Moon puts the racial in Dex and sticks the 11 there as well, to help facilitate the rogue feeling of skills.
Str 8/Con 12(race)/Dex 10/Int 18/Wis 14/Cha 13(race)
Str 8/Con 10/Dex 13(race)/Int 18/Wis 14/Cha 12(race)

Skill were pretty tricky for me, though not terribly bad. Arcana is a given for both Covens, then a second one is added based on the Coven. Full Moon gets Heal and Dark Moon gets Intimidate. I decided to make use of the Satyr's Sly Words feature as Bluff is both a social skill and a roguish skill. Insight is keyed off Wis and is a good compliment to bluff, so both builds got that as well. For Full Moon, my last choice was fairly obvious: Diplomacy since it is a social skill and it will get a bonus at 5th level. For the Dark Moon, it was a little less obvious. I chose Nature as the book is based on the Feywild, though if I were to put the build in a more urban setting, I would likely have gone with Dungeoneering instead. Both are Wisdom skills and seem more likely to be used by a rogue than the other options available.
Arcana, Heal, Diplomacy, Bluff, Insight
Arcana, Intimidate, Bluff, Insight, Nature/Dungeoneering

Feats were more important to my build than the powers were, so I'll go over them first. Feats are particularly tricky for the Witch who has more close up powers than typical wizards. It's tempting to go with something like Unarmored Defense, but that didn't help me fulfill my concepts very well. Arcane Familiar is your free feat, so it's best to pick out which familiar you want first. The Toad is my choice for Full Moon as it augments an ally's healing and your own surge value, giving some better staying power and keeping in the healing theme for the build. It's major down side is having a speed of 3, so I would augment that with the Cast Afar the Spirit familiar feat that allows you to teleport it 5 squares when you switch it to active mode. For the Dark Moon build was more difficult as I really want to give him better skills like a rogue. Rat was my familiar choice, a boost to stealth, and the ability to make thievery checks with a +2 bonus for you. Ritual Caster almost made my choice for access to rituals like Knock and Find Traps, but in the end I decided to multiclass into rogue (good thing I put my Dex up to a 13). I went with Twilight Adept, as I'm unlikely to see much use for sneak attack with out a weapon, and Stealth is going to be my buffed skill at level 5.
Arcane Familiar: Toad, Cast Afar the Spirit
Arcane Familiar: Rat, Twilight Adept

All Witches get the Augury power. My next step in power selection is the 3 cantrips that each of them get. There's only one option for this in the Feywild book, so most of them will have to come from elsewhere. For Full Moon Coven, I chose Light, Ghost Sound and Whispering Wind. Light is always handy for anyone who can't see in the dark. My other two choices are more in line with communications as to the social aspect of this build. For Dark Moon, I chose Ghost Sound, Mage Hand, and Disrupt Undead. I considered Chameleon Mask here, but since I'm wanting to train Stealth anyway, and I haven't counted in backgrounds, it likely wouldn't be as necessary. Ghost Sound and Mage Hand are more for distractions, or getting small things that may be out of reach. They both seemed like good candidates for a sneaky build. Disrupt Undead was picked mainly so that your encounter power has a bit more punch when you're facing undead hoards that resist necrotic. There aren't any other first level powers that deal necrotic damage, but there are some later, so it helps keep open that option as well.
Augury, Light, Ghost Sound, Whispering Wind
Augury, Ghost Sound, Mage Hand, Disrupt Undead

For the regular powers, you only need to pick two at-wills and one daily, since your Coven determines your Encounter. Full Moon starts with Glorious Presence for the Encounter (temp hp, fits the heal theme too) For at-will powers, Breath of Night will help to keep enemies from getting too cozy with you, and Winged Horde will give you a bit of Controller area effect power. I went with Bewitching Charm for the daily, as a diplomatic healer is served very well by incapacitating their enemies instead of outright killing them. Hitting multiple targets with action denial and causing them to grant CA for your allies is a pretty big boon by itself anyway. For Dark Moon Coven, I basically took all the powers I didn't choose for Full Moon. You get Dread Presence for your encounter (slowing enemies, creating a zone of damage) and I took Beast Switch for my up close at-will (knocking enemies prone and a slide seems pretty slick) and Witch Bolt as my ranged choice (better damage, though only a single target, but you can sustain it. So, you won't have to worry about missing with that next attack.) Charm of Forbiddance has some decent damage and a pretty sweet rider, particularly if the enemy likes to target multiple allies in their attacks.
Glorious Presence, Breath of Night, Winged Horde, Bewitching Charm
Dread Presence, Beast Switch, Witch Bolt, Charm of Forbiddance

At this point, equipment is likely to be the same for both builds. And it would follow the suggestions outlined in the book. All you really need is an implement, and that isn't even truly necessary since they add nothing to your attacks unless they are magical. If you plan on taking an expertise feat for one of them, it's a good idea to pick up the corresponding implement. Orb would be a good choice for Full Moon to increase your push distance since you have two powers that can push already. I would pick Wand for Dark Moon improving accuracy when your enemies begin trying to take cover from you. I would also recommend picking up a dagger for the Dark Moon build at least, just so you can make use of Sneak Attack if you take Sneak of Shadows feat to get Thievery training. Otherwise, you've got free reign with a decent amount of cash. Likely you'll have more left over to spend than any other member of your group.
Cloth Armor (1gp), Dagger (1gp), Orb (15gp) Adventurer's Kit (15gp) 68gp left
Cloth Armor (1gp), Dagger (1gp), Wand (7gp) Adventurer's Kit (15gp) 76gp left (eventually, I'd want Thieves' Tools for this build, which is another 20gp, and that would still leave you with over 50gp!)

As for leveling up, I'd really need to play with this character to tell what is most needed. As mentioned earlier, Unarmored Combat might be a necessity for such a close combat caster. Orb/Wand Expertise would give a decent boon to the build as well. Though to stick with my themes, I might pick up another familiar feat such as Swift Familiar for the Full Moon Coven. Making it even easier for you to place your Toad near an ally and giving it a bump to it's defenses. For the Dark Moon, I would definitely be looking at Sneak of Shadows to get him closer to feeling like a rogue. For powers, Herbal Healing is great for the Full Moon, but I'd take Simple Animation for Dark Moon. I can imagine a thief who can make his targeted items simply walk over to him by themselves!
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Tue, 12 Mar 2013 14:41:01 -0500 http://community.wizards.com/crimson_vampr/blog/2013/03/12/feywild_character_concept_iv http://community.wizards.com/crimson_vampr/blog/2013/03/12/feywild_character_concept_iv Satyr Witch. It was by far the most difficult for me to put together. So difficult in fact, that I had to build 2 characters to see how they would work side by side. Since I built two, I might as well give them both to you.

The two builds are based on the separate covens. Full Moon Coven was the easier one to build since the Satyr has neither Int nor Wisdom as its boosted stats, but I truly enjoyed the Dark Moon Coven more. The build ideas came from the skill bonuses that each coven grants. Full Moon grants Heal and later also gives you a bonus to Diplomacy. Heal is a Wis skill (your secondary stat anyway) and Satyrs get a bonus to Cha which helps the Diplomacy. Dark Moon gives you Intimidate which is Cha and boosted by your race, but later gives you a Stealth boost.

Full Moon will be listed first in each entry and will be based on healing and a more social interaction skill set. Dark Moon will be listed afterwards and will focus on a more roguish skill set.

For Stats I had to go with the 18 - 14 split since none of my racial boosts lined up with the class. Strength is dumped on both builds, which isn't to atypical of a wizard any way. Full Moon gets the racial choice in Con to help keep him up longer in the battle, but the 11 goes into Cha so that he can be more suave in the social skills department. Dark Moon puts the racial in Dex and sticks the 11 there as well, to help facilitate the rogue feeling of skills.
Str 8/Con 12(race)/Dex 10/Int 18/Wis 14/Cha 13(race)
Str 8/Con 10/Dex 13(race)/Int 18/Wis 14/Cha 12(race)

Skill were pretty tricky for me, though not terribly bad. Arcana is a given for both Covens, then a second one is added based on the Coven. Full Moon gets Heal and Dark Moon gets Intimidate. I decided to make use of the Satyr's Sly Words feature as Bluff is both a social skill and a roguish skill. Insight is keyed off Wis and is a good compliment to bluff, so both builds got that as well. For Full Moon, my last choice was fairly obvious: Diplomacy since it is a social skill and it will get a bonus at 5th level. For the Dark Moon, it was a little less obvious. I chose Nature as the book is based on the Feywild, though if I were to put the build in a more urban setting, I would likely have gone with Dungeoneering instead. Both are Wisdom skills and seem more likely to be used by a rogue than the other options available.
Arcana, Heal, Diplomacy, Bluff, Insight
Arcana, Intimidate, Bluff, Insight, Nature/Dungeoneering

Feats were more important to my build than the powers were, so I'll go over them first. Feats are particularly tricky for the Witch who has more close up powers than typical wizards. It's tempting to go with something like Unarmored Defense, but that didn't help me fulfill my concepts very well. Arcane Familiar is your free feat, so it's best to pick out which familiar you want first. The Toad is my choice for Full Moon as it augments an ally's healing and your own surge value, giving some better staying power and keeping in the healing theme for the build. It's major down side is having a speed of 3, so I would augment that with the Cast Afar the Spirit familiar feat that allows you to teleport it 5 squares when you switch it to active mode. For the Dark Moon build was more difficult as I really want to give him better skills like a rogue. Rat was my familiar choice, a boost to stealth, and the ability to make thievery checks with a +2 bonus for you. Ritual Caster almost made my choice for access to rituals like Knock and Find Traps, but in the end I decided to multiclass into rogue (good thing I put my Dex up to a 13). I went with Twilight Adept, as I'm unlikely to see much use for sneak attack with out a weapon, and Stealth is going to be my buffed skill at level 5.
Arcane Familiar: Toad, Cast Afar the Spirit
Arcane Familiar: Rat, Twilight Adept

All Witches get the Augury power. My next step in power selection is the 3 cantrips that each of them get. There's only one option for this in the Feywild book, so most of them will have to come from elsewhere. For Full Moon Coven, I chose Light, Ghost Sound and Whispering Wind. Light is always handy for anyone who can't see in the dark. My other two choices are more in line with communications as to the social aspect of this build. For Dark Moon, I chose Ghost Sound, Mage Hand, and Disrupt Undead. I considered Chameleon Mask here, but since I'm wanting to train Stealth anyway, and I haven't counted in backgrounds, it likely wouldn't be as necessary. Ghost Sound and Mage Hand are more for distractions, or getting small things that may be out of reach. They both seemed like good candidates for a sneaky build. Disrupt Undead was picked mainly so that your encounter power has a bit more punch when you're facing undead hoards that resist necrotic. There aren't any other first level powers that deal necrotic damage, but there are some later, so it helps keep open that option as well.
Augury, Light, Ghost Sound, Whispering Wind
Augury, Ghost Sound, Mage Hand, Disrupt Undead

For the regular powers, you only need to pick two at-wills and one daily, since your Coven determines your Encounter. Full Moon starts with Glorious Presence for the Encounter (temp hp, fits the heal theme too) For at-will powers, Breath of Night will help to keep enemies from getting too cozy with you, and Winged Horde will give you a bit of Controller area effect power. I went with Bewitching Charm for the daily, as a diplomatic healer is served very well by incapacitating their enemies instead of outright killing them. Hitting multiple targets with action denial and causing them to grant CA for your allies is a pretty big boon by itself anyway. For Dark Moon Coven, I basically took all the powers I didn't choose for Full Moon. You get Dread Presence for your encounter (slowing enemies, creating a zone of damage) and I took Beast Switch for my up close at-will (knocking enemies prone and a slide seems pretty slick) and Witch Bolt as my ranged choice (better damage, though only a single target, but you can sustain it. So, you won't have to worry about missing with that next attack.) Charm of Forbiddance has some decent damage and a pretty sweet rider, particularly if the enemy likes to target multiple allies in their attacks.
Glorious Presence, Breath of Night, Winged Horde, Bewitching Charm
Dread Presence, Beast Switch, Witch Bolt, Charm of Forbiddance

At this point, equipment is likely to be the same for both builds. And it would follow the suggestions outlined in the book. All you really need is an implement, and that isn't even truly necessary since they add nothing to your attacks unless they are magical. If you plan on taking an expertise feat for one of them, it's a good idea to pick up the corresponding implement. Orb would be a good choice for Full Moon to increase your push distance since you have two powers that can push already. I would pick Wand for Dark Moon improving accuracy when your enemies begin trying to take cover from you. I would also recommend picking up a dagger for the Dark Moon build at least, just so you can make use of Sneak Attack if you take Sneak of Shadows feat to get Thievery training. Otherwise, you've got free reign with a decent amount of cash. Likely you'll have more left over to spend than any other member of your group.
Cloth Armor (1gp), Dagger (1gp), Orb (15gp) Adventurer's Kit (15gp) 68gp left
Cloth Armor (1gp), Dagger (1gp), Wand (7gp) Adventurer's Kit (15gp) 76gp left (eventually, I'd want Thieves' Tools for this build, which is another 20gp, and that would still leave you with over 50gp!)

As for leveling up, I'd really need to play with this character to tell what is most needed. As mentioned earlier, Unarmored Combat might be a necessity for such a close combat caster. Orb/Wand Expertise would give a decent boon to the build as well. Though to stick with my themes, I might pick up another familiar feat such as Swift Familiar for the Full Moon Coven. Making it even easier for you to place your Toad near an ally and giving it a bump to it's defenses. For the Dark Moon, I would definitely be looking at Sneak of Shadows to get him closer to feeling like a rogue. For powers, Herbal Healing is great for the Full Moon, but I'd take Simple Animation for Dark Moon. I can imagine a thief who can make his targeted items simply walk over to him by themselves!
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Heshamoketh, Worldbuilding
The setting for my world is called: Heshamoketh.
Heshamoketh
has a similar beginning to the core setting in the D&D rulebooks. The world was created by Primordials who shifted the dark parts to one side (creating the Shadowfell) and the bright parts to another (creating the Feywild). The Gods residing in the Astral Plane decided to end the chaos the Primordials inflicted upon the world and the war began to rage. In the end, the Primordials lost, and the chaos was washed away to form the Elemental Chaos plane. The Gods shaped and created the new world to their liking, and things were normal for many centuries.

Eventually, however, the Plague arrived and everything changed. Stories differ on where the Plague originated from(Zehir and the Yaunti, Tharizdun the Chained One, a Primordeal such as Murgremir- The Rotting Hill or Bwimb- Baron of Ooze), who the first carrier(s) was/were. But what is known for sure is that there was no cure and it spread fast. It was only a matter of weeks before it became an epidemic and people began to panic. Prayers went unanswered, rituals failed, herbs and medicines had no power. The storys say that Pelor himself came down to stop the spread of the Plague. Even he could not cure it and eventually, the toll of working in the mortal world among those contaminated with the vile Plague corrupted even him. Somehow, a God had caught the Plague, and was destroyed by it. Anyone found to be tainted from the Plague was cast out of the cities. However, it was not long before the wilds were consumed with the disease. Animals could no longer be hunted for fear they were carrying the disease, farmlands became unsafe to work as crazed animals or monsters that carried Plague would rampage through the cities. Supplies ran low and it became apparent there was only one option: a mass exodus of the survivors. Mages and clerics used their powers to open gateways and the people fled to the mirror planes that surrounded Heshamoketh.

Many centuries have passed, and the peoples have settled into the mirror planes (Feywild, Shadowfell, Elemental Chaos) making their homes. Trade and travel are common between the planes, though the journey can be dangerous or expensive depending on the method of travel. Though they live in peace, most of the races cannot forget the lands of Heshamoketh and once every five years an expedition is gathered and sent to determine the state of the lands. Only the bravest volunteer, as the survival rate is extremely low. The tales that do make it back speak of a world of terror. Somethings have adapted to live in the poisonous air, mostly those immune to poison or disease, and now they rule the wilds that have overrun almost every trace of civilization.

Races

Feywild
  • Eladrin
  • Elves & Half-elves
  • Humans (Winterkin Feat)
  • Shifters
  • Halflings
  • Gnomes
  • Other Fey (Wilden, Pixies, Hamadryad, Satyrs, etc?)
Shadowfell
  • Humans (DuskElf Feat)
  • Tieflings
  • Dwarves
  • Drow
  • Shifters
  • Other Shadow (Shadarkai, Shade, Vryloka, etc)
Elemental Chaos
  • Dragonborn
  • Genasi
  • Humans (Forgeborn Feat)
  • Tieflings
  • Goliath

I have given humans access to certain heritage feats based on what region they are located in. Humans are vastly adaptable and have carved out kingdoms for themselves in each of the planes.

The image at the top of the page is a heraldric symbol of sorts that I created to represent the world. It is likely recognizable as a bio-hazard symbol, which is self-explanatory by reading the background. Each of the surrounding symbols represents the mirror planes (Feywild at the top, Shadowfell at bottom left, and Elemental Chaos at bottom right) with the center dot representing the plagued prime material plane left behind.

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Sat, 22 Sep 2012 20:18:53 -0500 http://community.wizards.com/crimson_vampr/blog/2012/09/22/heshamoketh,_worldbuilding http://community.wizards.com/crimson_vampr/blog/2012/09/22/heshamoketh,_worldbuilding
The setting for my world is called: Heshamoketh.
Heshamoketh
has a similar beginning to the core setting in the D&D rulebooks. The world was created by Primordials who shifted the dark parts to one side (creating the Shadowfell) and the bright parts to another (creating the Feywild). The Gods residing in the Astral Plane decided to end the chaos the Primordials inflicted upon the world and the war began to rage. In the end, the Primordials lost, and the chaos was washed away to form the Elemental Chaos plane. The Gods shaped and created the new world to their liking, and things were normal for many centuries.

Eventually, however, the Plague arrived and everything changed. Stories differ on where the Plague originated from(Zehir and the Yaunti, Tharizdun the Chained One, a Primordeal such as Murgremir- The Rotting Hill or Bwimb- Baron of Ooze), who the first carrier(s) was/were. But what is known for sure is that there was no cure and it spread fast. It was only a matter of weeks before it became an epidemic and people began to panic. Prayers went unanswered, rituals failed, herbs and medicines had no power. The storys say that Pelor himself came down to stop the spread of the Plague. Even he could not cure it and eventually, the toll of working in the mortal world among those contaminated with the vile Plague corrupted even him. Somehow, a God had caught the Plague, and was destroyed by it. Anyone found to be tainted from the Plague was cast out of the cities. However, it was not long before the wilds were consumed with the disease. Animals could no longer be hunted for fear they were carrying the disease, farmlands became unsafe to work as crazed animals or monsters that carried Plague would rampage through the cities. Supplies ran low and it became apparent there was only one option: a mass exodus of the survivors. Mages and clerics used their powers to open gateways and the people fled to the mirror planes that surrounded Heshamoketh.

Many centuries have passed, and the peoples have settled into the mirror planes (Feywild, Shadowfell, Elemental Chaos) making their homes. Trade and travel are common between the planes, though the journey can be dangerous or expensive depending on the method of travel. Though they live in peace, most of the races cannot forget the lands of Heshamoketh and once every five years an expedition is gathered and sent to determine the state of the lands. Only the bravest volunteer, as the survival rate is extremely low. The tales that do make it back speak of a world of terror. Somethings have adapted to live in the poisonous air, mostly those immune to poison or disease, and now they rule the wilds that have overrun almost every trace of civilization.

Races

Feywild
  • Eladrin
  • Elves & Half-elves
  • Humans (Winterkin Feat)
  • Shifters
  • Halflings
  • Gnomes
  • Other Fey (Wilden, Pixies, Hamadryad, Satyrs, etc?)
Shadowfell
  • Humans (DuskElf Feat)
  • Tieflings
  • Dwarves
  • Drow
  • Shifters
  • Other Shadow (Shadarkai, Shade, Vryloka, etc)
Elemental Chaos
  • Dragonborn
  • Genasi
  • Humans (Forgeborn Feat)
  • Tieflings
  • Goliath

I have given humans access to certain heritage feats based on what region they are located in. Humans are vastly adaptable and have carved out kingdoms for themselves in each of the planes.

The image at the top of the page is a heraldric symbol of sorts that I created to represent the world. It is likely recognizable as a bio-hazard symbol, which is self-explanatory by reading the background. Each of the surrounding symbols represents the mirror planes (Feywild at the top, Shadowfell at bottom left, and Elemental Chaos at bottom right) with the center dot representing the plagued prime material plane left behind.

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Feywild Character concept III
As per usual I start with my ability scores after determining the Class and Race combo I'm using. Protectors are sugested to have Wisdom, Constitution and Dexterity as high scores, and the Pixie can only get a bonus to Dexterity of the three. So, we will use the 18, 14 stat array for this build. The biggest question becomes, where do we put the 8? Since this character will likely never use a weapon for attacking, I think Strength will be a great dump stat. So... Str 8/ Con 11/ Dex 16(race)/ Int 10/ Wis 18/ Cha 12(race). This stat build naturally leads us into the Circle of Shelter build option for the Protector.

Skills couldn't have been easier to pick from for this character. Nature is given, but of the listed ones, only three others mesh well with my stats and there's only one other that I would pick even though it doesn't get bonuses from my stats. Heal, Perception and Insight all are based on Wisdom and would make good choices for the druid. Normally, I would take Athletics because I love the movement based powers, but flight and tiny size makes many athletics checks a bit irrelevant. I like Arcana, simply because Pixies are supposed to be magical creatures, so I'm going to forgoe Insight in favor of Arcana.

Feats are going to slip in before I get to powers, simply because it will affect the choice slightly. As I stated in my first paragraph, this is a pixie who hates to be a pixie. My feat of choice is Beastwalker Circle. Now you can change into a beast form that resembles a natural or fey beast, is sized tiny, and can fly. I would completely disregard the second part of this feat, since I do enjoy the summoning powers of the druid.

Now I can move onto powers. Nature's Growth and Summon Natural Ally are given powers, so no big deal there. Primal Attunement becomes the first selection of powers you are given, I like Air Spirit, Call the Spirits, and Vine Rope. There's no real reason behind these choices, just my preference for what seems most useful and enjoyable to me. They aren't really central to the build at all. For At-Wills, you need at least one beast form for this concept. I like Grasping Claws since you can stand in the same square as the defender and use it on his targets to keep them close to him. For non-beast powers, I like minion controll and that is best adapted in Magic Stones targeting up to three creatures. For an Encounter power I choose Insect Swarm. It does slightly more damage than Gust of Wind, meaning I care less if I only target one creature with it, I'll most likely be casting it from the defender's square so it will provide concealment for him, without targeting him, and since it is a burst it will help for those moments when you are getting flanked or surrounded.

For equipment, you'd be best with an Adventuring Kit 15gp, Hide armor 30gp, and whatever implement you choose to use. I usually pick the staff, because I like the defensive feats you can take for it, but if you can hang out with the defendermost of the time, you may not even need them. So that opens up your options to the totem as well and of course any others you may gain proficiency with should you choose to multi-class.

Level UP! At level 2 I would definitely choose the Form of the Sprinting Elk for my power, just because you'd make the cutest tiny, flying elk ever! Also, you hate being a pixie, remember? Also, note that it does not prevent you from using your summon natural ally power and commanding it to attack for you :wink:. My feat of choice would have to be Teeny Target, so it is even more attractive to hang out in the defender's space! Just remember to ready your move action to move when he does, or ask for DM permission to ride them like a mount or hang out in their pocket or some such. For later powers, try to focus on close attacks for when you are hanging with the defender, or even better, Beast form attacks, since you hate being a pixie anyway!
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Sun, 05 Feb 2012 19:01:22 -0600 http://community.wizards.com/crimson_vampr/blog/2012/02/05/feywild_character_concept_iii http://community.wizards.com/crimson_vampr/blog/2012/02/05/feywild_character_concept_iii
As per usual I start with my ability scores after determining the Class and Race combo I'm using. Protectors are sugested to have Wisdom, Constitution and Dexterity as high scores, and the Pixie can only get a bonus to Dexterity of the three. So, we will use the 18, 14 stat array for this build. The biggest question becomes, where do we put the 8? Since this character will likely never use a weapon for attacking, I think Strength will be a great dump stat. So... Str 8/ Con 11/ Dex 16(race)/ Int 10/ Wis 18/ Cha 12(race). This stat build naturally leads us into the Circle of Shelter build option for the Protector.

Skills couldn't have been easier to pick from for this character. Nature is given, but of the listed ones, only three others mesh well with my stats and there's only one other that I would pick even though it doesn't get bonuses from my stats. Heal, Perception and Insight all are based on Wisdom and would make good choices for the druid. Normally, I would take Athletics because I love the movement based powers, but flight and tiny size makes many athletics checks a bit irrelevant. I like Arcana, simply because Pixies are supposed to be magical creatures, so I'm going to forgoe Insight in favor of Arcana.

Feats are going to slip in before I get to powers, simply because it will affect the choice slightly. As I stated in my first paragraph, this is a pixie who hates to be a pixie. My feat of choice is Beastwalker Circle. Now you can change into a beast form that resembles a natural or fey beast, is sized tiny, and can fly. I would completely disregard the second part of this feat, since I do enjoy the summoning powers of the druid.

Now I can move onto powers. Nature's Growth and Summon Natural Ally are given powers, so no big deal there. Primal Attunement becomes the first selection of powers you are given, I like Air Spirit, Call the Spirits, and Vine Rope. There's no real reason behind these choices, just my preference for what seems most useful and enjoyable to me. They aren't really central to the build at all. For At-Wills, you need at least one beast form for this concept. I like Grasping Claws since you can stand in the same square as the defender and use it on his targets to keep them close to him. For non-beast powers, I like minion controll and that is best adapted in Magic Stones targeting up to three creatures. For an Encounter power I choose Insect Swarm. It does slightly more damage than Gust of Wind, meaning I care less if I only target one creature with it, I'll most likely be casting it from the defender's square so it will provide concealment for him, without targeting him, and since it is a burst it will help for those moments when you are getting flanked or surrounded.

For equipment, you'd be best with an Adventuring Kit 15gp, Hide armor 30gp, and whatever implement you choose to use. I usually pick the staff, because I like the defensive feats you can take for it, but if you can hang out with the defendermost of the time, you may not even need them. So that opens up your options to the totem as well and of course any others you may gain proficiency with should you choose to multi-class.

Level UP! At level 2 I would definitely choose the Form of the Sprinting Elk for my power, just because you'd make the cutest tiny, flying elk ever! Also, you hate being a pixie, remember? Also, note that it does not prevent you from using your summon natural ally power and commanding it to attack for you :wink:. My feat of choice would have to be Teeny Target, so it is even more attractive to hang out in the defender's space! Just remember to ready your move action to move when he does, or ask for DM permission to ride them like a mount or hang out in their pocket or some such. For later powers, try to focus on close attacks for when you are hanging with the defender, or even better, Beast form attacks, since you hate being a pixie anyway!
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Feywild Character concept II
Beginning with her stats again, I will stick with the double 16 array, since she will get a +2 to Chr as a racial bonus. I'm going to assign them as Str-10/Con-12/Dex-16/Int-12/Wis-10(racial bonus)/Chr-18(racial bonus) The most interesting thing about the Skald, is that it is totally possible to build one who has no Charisma. Since they have no attack powers, you can simply choose to use the ones that don't have bonuses based on Charisma and either focus on Str or Dex for your basic attacks. Kinda weird, but not an issue here since we have a bonus to Chr anyway. The main point to make with these stats is that I'm going with Dex over Int (which is what the book recommends, so that I can make decent ranged attacks with her.

Skills are a Bards best friend. Diplomacy is almost a given considering that the Words of Friendship power will give you a massive bonus with it. Bluff is a great second choice, and it will be good to have the option to feint in combat. Insight would make good sense, since it allows you to read your opponent and give you ideas to make your diplomacy or bluff more convincing. There are a lot of other tempting skills, but I really like having the options presented by Acrobatics for moving around in combat. As a final Skill note, I think it odd that Arcana is a given skill, since the skill paragraph in the book talks specifically about what your character might be like, if you chose arcana as a skill (indicating that it is not something you would have to pick...).

And, now on to Powers. Spellbinding Beauty effect from the Hamadryad Aspects power will set the tone for how I built this character. As a member of the Leader type classes, the Skald should spend plenty of time buffing allies. To me, being able to hit an enemy can make so much more difference than an extra damage bonus on an attack that might not hit. So, I start with Song of Serendipity to give my allies a +2 to hit after I one of them. Bolstering Speech is my second choice for At-Will powers, I like having "extra healing" available to me. Lesser Flash of Distraction will be my Encounter power since it causes the dazed effect, granting Combat Advantage to anyone who wants to attack the target. And you get two dailies for your Master of Story and Song feature. Disruptive Words is a great choice for this build as it gives Combat Advantage and Dazed with its effects. My second choice is Dirge of the Damned in case I feel the party has need of some extra damage instead, to finish off enemies quicker.

I'm focusing on increasing my chances to hit with this character, so a weapon expertise feat would seem to be in order. Blades give the higher bonus to attacks and the Bard has specific proficiency with most of them. I'm thinking I want a thrown weapon for the versatility of being ranged or melee, and dagger is the best of these combinations. Light Blade Expertise also gives a bonus when you have combat advantage, which should be fairly often with this build.

With 100 gp to spend, you can get a nice outfit for your Skald. Adventuring Kit for 15, Hide armor for 30, a Light Shield for 5, and a bandolier of Daggers for 1gp each, say at least 5. That totals you out to 55gp and leaves you with 45 for extra supplies you might want.

Level UP! The main concern I have with this build is the constant need for Minor Actions. From most of your powers, to the need to draw a weapon after throwing, you might end up sacrificing your move a bit more than you'd like. I'd suggest getting a magic dagger (even a simple +1 dagger) so that it returns and doesn't need to be drawn, or else picking up Quickdraw as your second level feat. I also like Improved Initiative for this character, so you can start applying bonuses to your allies as quickly as possible. If you find yourself in need of better defense, then Heavy Shield Proficiency may be your best bet. There really isn't a choice for your level 2 utility (aside from the racial one), but I'd like to mention Seek Weakness as a 3rd level option. It grants combat advantage (which just keeps popping up in this blog) and is the only one of the three listed that affects all the attacks made with the weapon, instead of just one. So be sure to spend that action point and pass that weapon around to the rest of the group too!
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Thu, 05 Jan 2012 16:01:17 -0600 http://community.wizards.com/crimson_vampr/blog/2012/01/05/feywild_character_concept_ii http://community.wizards.com/crimson_vampr/blog/2012/01/05/feywild_character_concept_ii
Beginning with her stats again, I will stick with the double 16 array, since she will get a +2 to Chr as a racial bonus. I'm going to assign them as Str-10/Con-12/Dex-16/Int-12/Wis-10(racial bonus)/Chr-18(racial bonus) The most interesting thing about the Skald, is that it is totally possible to build one who has no Charisma. Since they have no attack powers, you can simply choose to use the ones that don't have bonuses based on Charisma and either focus on Str or Dex for your basic attacks. Kinda weird, but not an issue here since we have a bonus to Chr anyway. The main point to make with these stats is that I'm going with Dex over Int (which is what the book recommends, so that I can make decent ranged attacks with her.

Skills are a Bards best friend. Diplomacy is almost a given considering that the Words of Friendship power will give you a massive bonus with it. Bluff is a great second choice, and it will be good to have the option to feint in combat. Insight would make good sense, since it allows you to read your opponent and give you ideas to make your diplomacy or bluff more convincing. There are a lot of other tempting skills, but I really like having the options presented by Acrobatics for moving around in combat. As a final Skill note, I think it odd that Arcana is a given skill, since the skill paragraph in the book talks specifically about what your character might be like, if you chose arcana as a skill (indicating that it is not something you would have to pick...).

And, now on to Powers. Spellbinding Beauty effect from the Hamadryad Aspects power will set the tone for how I built this character. As a member of the Leader type classes, the Skald should spend plenty of time buffing allies. To me, being able to hit an enemy can make so much more difference than an extra damage bonus on an attack that might not hit. So, I start with Song of Serendipity to give my allies a +2 to hit after I one of them. Bolstering Speech is my second choice for At-Will powers, I like having "extra healing" available to me. Lesser Flash of Distraction will be my Encounter power since it causes the dazed effect, granting Combat Advantage to anyone who wants to attack the target. And you get two dailies for your Master of Story and Song feature. Disruptive Words is a great choice for this build as it gives Combat Advantage and Dazed with its effects. My second choice is Dirge of the Damned in case I feel the party has need of some extra damage instead, to finish off enemies quicker.

I'm focusing on increasing my chances to hit with this character, so a weapon expertise feat would seem to be in order. Blades give the higher bonus to attacks and the Bard has specific proficiency with most of them. I'm thinking I want a thrown weapon for the versatility of being ranged or melee, and dagger is the best of these combinations. Light Blade Expertise also gives a bonus when you have combat advantage, which should be fairly often with this build.

With 100 gp to spend, you can get a nice outfit for your Skald. Adventuring Kit for 15, Hide armor for 30, a Light Shield for 5, and a bandolier of Daggers for 1gp each, say at least 5. That totals you out to 55gp and leaves you with 45 for extra supplies you might want.

Level UP! The main concern I have with this build is the constant need for Minor Actions. From most of your powers, to the need to draw a weapon after throwing, you might end up sacrificing your move a bit more than you'd like. I'd suggest getting a magic dagger (even a simple +1 dagger) so that it returns and doesn't need to be drawn, or else picking up Quickdraw as your second level feat. I also like Improved Initiative for this character, so you can start applying bonuses to your allies as quickly as possible. If you find yourself in need of better defense, then Heavy Shield Proficiency may be your best bet. There really isn't a choice for your level 2 utility (aside from the racial one), but I'd like to mention Seek Weakness as a 3rd level option. It grants combat advantage (which just keeps popping up in this blog) and is the only one of the three listed that affects all the attacks made with the weapon, instead of just one. So be sure to spend that action point and pass that weapon around to the rest of the group too!
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Feywild Character concept I
Two classes from the Heroes of Feywild really grabbed my attention. The Berserker and the Skald. I'm going to start with the Berserker because I have a pretty solid concept for the character I'd like to build for it. I'm really glad to see a defender in this book, since we missed them in Shadowfell and they are woefully understaffed as it is. The crossover into striker seemed a bit odd at first, but when I realized that it made the character lose some of his armor bonus when he went into frenzy mode, it made a lot more sense to me.

So, after looking at this class and it's features, I immediately loved the Arid Desert version of the Heartland feature. A defender who doesn't wear any armor? Yes, please! I've always loved the idea of a duelist type of character and I have really hoped to see a Rogue: Duelist that would be a defender ever since Essentials came out with the Slayer and began messing with character class roles. I considered making this character a duelist who carried a parrying dagger in his offhand, but the more I thought on it, I realized the Quarterstaff feats would give an extra +1 to defense in the long run. I ended up deciding on an old man who wears a loose-fitting robe, and walks hunched over with a walking stick (aka quarterstaff). Humans seem to make the best "old men" and also get a bonus feat starting off, which will help with defenses too. (Though I should point out that since they only have a +2 to one stat, any race that can add to both Str and either Dex or Int will have the same AC afterwards, if you build their stats properly.)

So far we have a Human (with +2 Strength) Berserker with the Arid Desert Heartland feature. For stats, I like having two 16's in my primary scores so I can bump them up and not have lame scores in all my other stats. I also chose to go with a high Int instead of Dex, due to this character being old and smarter, rather than faster. Dex is listed as the secondary stat, but there doesn't seem to be any powers specifically keyed off this, so Int will work just as well to boost AC and Reflex defenses. I end up with Str-18(racial bonus)/Con-12/Dex-10/Int-16/Wis-12/Cha-8. AC tally so far is 10 base, +3 Int, +3 Heartland Feature, +2 Poised Defender feature for a total of 18. Not bad for a 1st level defender, but we aren't done yet.

Skills. I want him to appear Wise as well as strong, so I chose Athletics, Heal, Nature, and Perception for his skills. (4 because of Human bonus)

Powers. At-Wills I chose Jarring Smash and Stalk and Strike. I like Jarring Smash because it gives everyone on your side a +2 to hit the target, and some characters can get even more benefit from having CA. Stalk and Strike is great for helping you to reposition yourself for when you need to get to a better location to attack from, or get away from hazardous terrain before you attack. I don't really like Run Down, because slowing your opponent makes it even less likely that they will try to get away from you, so you will have even less opportunity to use your Vengeful Guardian power. Aggressive Lunge could be fun, but seems more case specific than the ones I chose.
Encounter I went with Savage Cut. This way you can Frenzy when you want to and each encounter if you so choose. Personally, I'd play this character as a defender mainly, and save this power for the end of the fight. I might not even use it every fight, but it's good to have the option.
Daily I chose Sweeping Cut. I like that I can use it without going into frenzy and that it will target every enemy around me as opposed to just one. Plus, it's usually nice to just knock your enemies over, just for kicks.

Feats are pretty easy for me with this character. Unarmored Agility is pretty much a no-brainer for any character who doesn't wear armor. For the bonus human feat, Staff Fighting will mean that your quarterstaff provides +1 to your AC and counts as a two-handed weapon. AC final tally: 18 previous +2 Unarmored Agility, +1 Staff Fighting = 21 that's a nice defender score. A 19 for when you frenzy isn't all that bad either... Speaking of Frenzy, my choice for a second level feat would be a tough one. Hafted Defense would provide you with another +1 AC, but Berserk Vitality gives you some handy healing if you need to frenzy once you hit bloodied status.

Gearing up is almost too simple. All you really need is a quarterstaff which costs you 5 gp. An Adventurer's Kit will add 15 gp to that, but that still leaves you with 80 gp to spare. Happy shopping! (Maybe buy a horse?)
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Sat, 26 Nov 2011 19:02:20 -0600 http://community.wizards.com/crimson_vampr/blog/2011/11/26/feywild_character_concept_i http://community.wizards.com/crimson_vampr/blog/2011/11/26/feywild_character_concept_i
Two classes from the Heroes of Feywild really grabbed my attention. The Berserker and the Skald. I'm going to start with the Berserker because I have a pretty solid concept for the character I'd like to build for it. I'm really glad to see a defender in this book, since we missed them in Shadowfell and they are woefully understaffed as it is. The crossover into striker seemed a bit odd at first, but when I realized that it made the character lose some of his armor bonus when he went into frenzy mode, it made a lot more sense to me.

So, after looking at this class and it's features, I immediately loved the Arid Desert version of the Heartland feature. A defender who doesn't wear any armor? Yes, please! I've always loved the idea of a duelist type of character and I have really hoped to see a Rogue: Duelist that would be a defender ever since Essentials came out with the Slayer and began messing with character class roles. I considered making this character a duelist who carried a parrying dagger in his offhand, but the more I thought on it, I realized the Quarterstaff feats would give an extra +1 to defense in the long run. I ended up deciding on an old man who wears a loose-fitting robe, and walks hunched over with a walking stick (aka quarterstaff). Humans seem to make the best "old men" and also get a bonus feat starting off, which will help with defenses too. (Though I should point out that since they only have a +2 to one stat, any race that can add to both Str and either Dex or Int will have the same AC afterwards, if you build their stats properly.)

So far we have a Human (with +2 Strength) Berserker with the Arid Desert Heartland feature. For stats, I like having two 16's in my primary scores so I can bump them up and not have lame scores in all my other stats. I also chose to go with a high Int instead of Dex, due to this character being old and smarter, rather than faster. Dex is listed as the secondary stat, but there doesn't seem to be any powers specifically keyed off this, so Int will work just as well to boost AC and Reflex defenses. I end up with Str-18(racial bonus)/Con-12/Dex-10/Int-16/Wis-12/Cha-8. AC tally so far is 10 base, +3 Int, +3 Heartland Feature, +2 Poised Defender feature for a total of 18. Not bad for a 1st level defender, but we aren't done yet.

Skills. I want him to appear Wise as well as strong, so I chose Athletics, Heal, Nature, and Perception for his skills. (4 because of Human bonus)

Powers. At-Wills I chose Jarring Smash and Stalk and Strike. I like Jarring Smash because it gives everyone on your side a +2 to hit the target, and some characters can get even more benefit from having CA. Stalk and Strike is great for helping you to reposition yourself for when you need to get to a better location to attack from, or get away from hazardous terrain before you attack. I don't really like Run Down, because slowing your opponent makes it even less likely that they will try to get away from you, so you will have even less opportunity to use your Vengeful Guardian power. Aggressive Lunge could be fun, but seems more case specific than the ones I chose.
Encounter I went with Savage Cut. This way you can Frenzy when you want to and each encounter if you so choose. Personally, I'd play this character as a defender mainly, and save this power for the end of the fight. I might not even use it every fight, but it's good to have the option.
Daily I chose Sweeping Cut. I like that I can use it without going into frenzy and that it will target every enemy around me as opposed to just one. Plus, it's usually nice to just knock your enemies over, just for kicks.

Feats are pretty easy for me with this character. Unarmored Agility is pretty much a no-brainer for any character who doesn't wear armor. For the bonus human feat, Staff Fighting will mean that your quarterstaff provides +1 to your AC and counts as a two-handed weapon. AC final tally: 18 previous +2 Unarmored Agility, +1 Staff Fighting = 21 that's a nice defender score. A 19 for when you frenzy isn't all that bad either... Speaking of Frenzy, my choice for a second level feat would be a tough one. Hafted Defense would provide you with another +1 AC, but Berserk Vitality gives you some handy healing if you need to frenzy once you hit bloodied status.

Gearing up is almost too simple. All you really need is a quarterstaff which costs you 5 gp. An Adventurer's Kit will add 15 gp to that, but that still leaves you with 80 gp to spare. Happy shopping! (Maybe buy a horse?)
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Drow Cavalier, Concepts VII Next up: Drow Cavalier I love this build because it is a creature of darkness using Radiant damage. I was originally going to make it a Virtue of Sacrifice Cavalier, but I didn't like the Lawful Good aspect for this character. I kind of wanted him to be more like he was still struggling with his inborn tendencies, so I figured Virtue of Valor would be better.

Ability Scores: Str 18/Con 11/Dex 12(racial)/Int 8/Wis 10/Cha 16(racial)
Strength and Charisma are most important for this build, so they naturally get the 18 and 16. Constitution came next in order of importance, just to help with staying alive. Unfortunately, that means it gets the 11, not much you can do to get it higher with this build. I put the secondary racial bonus into Dexterity because of the Virtue that I chose. Had I been building a Sacrifce Cavalier, I would have put the 12 into Wisdom to boost the Heal and Insight skills. But, since I chose the Valor route, I wanted to get that extra +1 to initiative. Intelligence was also, not high on my list. My Dex keyed into my Reflex Defence and since I'm looking for Valor through combat, being smart kinda seemed less than important.

Skills: Athletics, Diplomacy, Endurance, *Intimidate, *Stealth
It's always simplest to pick the skills from your list that you have the best ability scores in. In this case, that would be Athletics, Diplomacy, and Intimidate. Endurance has a slightly better score than the other skills on the list, plus it fits with my concept of the tough guy who's looking for a fight better than the other skills. I also love the fact that I'm getting both Diplomacy and Intimidate simply because it's another way to portray his struggle with his values that he was raised with. Does he try to play nice and use Diplomacy? Or, does he give in to the temptation to brow-beat people into submission? It can be a tough choice, especially since Intimidate has the better overall modifier due to the racial bonus.

Features: Spirit of Valor
The only feature for this class is which Virtue you choose to follow. I've already given my reasons for choosing this one, so +4 initiative and +2 to healing surge value.

Powers: Defender Aura, Righteous Radiance, Valiant Strike, Vengeful Strike, Holy Smite, Righteous Shield
There are a lot of powers here, but really very little choice. Once you've picked your Virtue, everything else just fills itself in. Even at second level you don't have a choice in powers, you just get Restore Vitality which is a good power, even though it is a daily. So, without any real choices to make, this section kind of gets skipped.

Feat: Swift Recovery
This was kind of a toss up. Improved Initiative is a close second for this character and it's the feat I would choose at second level. Both of these add in to the bonus you already get for the Spirit of Valor class feature. I'ts nice to have a defender that goes early in the initiative round. But it's even nicer that he can get healed easier, especially since he has the habit of taking damage for the other characters in the group. Swift Recovery also aids in the Restore Vitality power you get at second level, since it is based off of your surge value, rather than your allies.

Equipment: Plate Armor, Heavy Shield, Long Sword, Adv. Kit, Hand Axe x2
Well, this time it was rather easy to spend all the starting gold. Heavy Armor tends to do that though. Equipment was pretty straightforward, get a good weapon, and get the best defense money could buy.

Next up: Dragonborn Hunter

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Wed, 02 Mar 2011 20:44:42 -0600 http://community.wizards.com/crimson_vampr/blog/2011/03/02/drow_cavalier,_concepts_vii http://community.wizards.com/crimson_vampr/blog/2011/03/02/drow_cavalier,_concepts_vii Next up: Drow Cavalier I love this build because it is a creature of darkness using Radiant damage. I was originally going to make it a Virtue of Sacrifice Cavalier, but I didn't like the Lawful Good aspect for this character. I kind of wanted him to be more like he was still struggling with his inborn tendencies, so I figured Virtue of Valor would be better.

Ability Scores: Str 18/Con 11/Dex 12(racial)/Int 8/Wis 10/Cha 16(racial)
Strength and Charisma are most important for this build, so they naturally get the 18 and 16. Constitution came next in order of importance, just to help with staying alive. Unfortunately, that means it gets the 11, not much you can do to get it higher with this build. I put the secondary racial bonus into Dexterity because of the Virtue that I chose. Had I been building a Sacrifce Cavalier, I would have put the 12 into Wisdom to boost the Heal and Insight skills. But, since I chose the Valor route, I wanted to get that extra +1 to initiative. Intelligence was also, not high on my list. My Dex keyed into my Reflex Defence and since I'm looking for Valor through combat, being smart kinda seemed less than important.

Skills: Athletics, Diplomacy, Endurance, *Intimidate, *Stealth
It's always simplest to pick the skills from your list that you have the best ability scores in. In this case, that would be Athletics, Diplomacy, and Intimidate. Endurance has a slightly better score than the other skills on the list, plus it fits with my concept of the tough guy who's looking for a fight better than the other skills. I also love the fact that I'm getting both Diplomacy and Intimidate simply because it's another way to portray his struggle with his values that he was raised with. Does he try to play nice and use Diplomacy? Or, does he give in to the temptation to brow-beat people into submission? It can be a tough choice, especially since Intimidate has the better overall modifier due to the racial bonus.

Features: Spirit of Valor
The only feature for this class is which Virtue you choose to follow. I've already given my reasons for choosing this one, so +4 initiative and +2 to healing surge value.

Powers: Defender Aura, Righteous Radiance, Valiant Strike, Vengeful Strike, Holy Smite, Righteous Shield
There are a lot of powers here, but really very little choice. Once you've picked your Virtue, everything else just fills itself in. Even at second level you don't have a choice in powers, you just get Restore Vitality which is a good power, even though it is a daily. So, without any real choices to make, this section kind of gets skipped.

Feat: Swift Recovery
This was kind of a toss up. Improved Initiative is a close second for this character and it's the feat I would choose at second level. Both of these add in to the bonus you already get for the Spirit of Valor class feature. I'ts nice to have a defender that goes early in the initiative round. But it's even nicer that he can get healed easier, especially since he has the habit of taking damage for the other characters in the group. Swift Recovery also aids in the Restore Vitality power you get at second level, since it is based off of your surge value, rather than your allies.

Equipment: Plate Armor, Heavy Shield, Long Sword, Adv. Kit, Hand Axe x2
Well, this time it was rather easy to spend all the starting gold. Heavy Armor tends to do that though. Equipment was pretty straightforward, get a good weapon, and get the best defense money could buy.

Next up: Dragonborn Hunter

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Tiefling Sentinel, Concepts VI Well, I've seen no requests for any certain class/race combo, so I'll begin by alphabetical order by class(as done in the book).

For those new to this blog series, this is about creating effective characters from Race/Class combinations that don't have synergy ability scores. These are created mostly for use in D&D Encounters, so I focus on the low levels. First up is the Tiefling Sentinel. Sounds odd. A race typically associated with Demons and all things Arcane is jumping into a Primal class and protecting the woodlands and natural places. Sound kinda crazy, but I imagined him running into forest fires and trying to put them out from within, thanks to his fire resistance. It seemed like an amazingly fun idea.

Ability Scores: Str 10/Con 16(racial)/Dex 10/Int 8/Wis 18/Cha 13(racial)
Wisdom and Constitution are your main scores for the Sentinel. With the Con racial bonus, I could build a typical 18 primary/16 secondary ability character. Most of the other abilities suffered, since I only have one eleven, a couple of tens and an eight to distribute among the rest. I'm very unconcerned with Initiative as a healer, going last gives me the opportunity to assess better who has been hurt and is in need of healing. But since my two race skills are Dex and Cha, I decided to keep those as higher. And since Str would be needed for any melee basic attacks (opportunities and such) I decided to let Intelligence languish. Which also made an interesting departure from many Tiefliings, giving this one a little more of a "wild" feel.

Skills: Nature, Athletics, Endurance, Perception, *Bluff, *Stealth
Nature is the gimme here, so no choice and no brainer on that one. I wanted to give this character more of a wild feel, so I focused on skills that reinforced that theme. Athletics for climbing and jumping through the wild's terrain, Endurance for sustained travel and resistance to the elements, and Perception to notice the hidden dangers of the natural world. Bluff and Stealth are listed simply as the racial bonuses for this character (+2 to each). You may consider switching one of these skills to Heal if no one else in your party has it, but then you lose a little of the flavor that is being injected into this build. Of course, if you wanted to lean more towards the Tiefling feel, you could switch the abilities around some and focus on Arcana(odd for a primal class), History, and Diplomacy, but I won't focus on that for this build.

Features: Druid of Summer, Herb Lore, Mountain Guide
I chose Druid of Summer to focus on damage, mainly because I had already created and played a Drow Druid of Spring. Also It gives him a feel of rugged strength as opposed to the sleek accuracy of the Spring build. The Bear has a pretty low AC at beginning levels, so I would keep him back and use him more for his defensive aura. It's not a bad idea to hang around the party defender to try and limit the amount of creatures attacking you via the defender's aura or mark. When you do use combined attack with the bear, try and save your move action to allow him to shift back to his second line position. Mountain Guide was, again, chosen for flavor. Summer build gives +2 to Athletics so you should be in good shape for making those climb checks. Herb Lore won out over Watchful Rest simply because it's a better way to conserve resources. Any time you can reduce the number of surges that the party has to spend, you are increasing the survival rate of the team.

Powers: Healing Word, Combined Attack, Reap the Harvest, Shillelagh
Again, we have a couple "gimmes" in Healing Word and Combined Attack, but both are pretty nice so I'm not going to complain. I decided to focus on damaging powers for this character, making him a secondary striker role. Reap the Harvest is a good way to help ensure the enemy will take some damage when your allies attack(another good reason to hang near the defender). And while Vexing Overgrowth is certainly more damaging in one shot, Shillelagh fits the Summer build and feels more powerful each time you knock an enemy to the ground. As for leveling this build up, I'd take Bear's Strength at 2nd level as it's the only one that can provide any extra damage (though you have to attach it to an ally to get the most from that benefit). 3rd level simply gives you another use of Combined Attack, so nothing to really choose there.

Feat: Weapon Focus: Mace
As I said, I'm kind of focusing on damage with this build and this seems the easiest way to do it. Upon leveling up, I'd probably take Cold Adaptation because it would fit someone who spends a good amount of time in the wild where it can get bitterly cold part of the year. Also it matches up well with the Tieflings own Fire Resistance. Though after playing the class, you may find his to-hit bonus lacking, in which case Bludgeon Expertise is probably the way to go.

Equipment: Mace, Hide Armor, Adv. Kit (without Sunrods), Climbers Kit, Everburning Torch, Sling, 9sp
This book has been kind of odd in the equipment section since I usually have a lot less necessities to spend my starter 100gp on. I picked up a mace as it's the most damaging weapon I could get with this build. Summer build makes it a 1d12 weapon when you use two hands to wield it, and it's still a versatile weapon, which means an extra +1 to damage. Hide Armor is the best you could get, and after purchasing an Adv. Kit I realized I had just enough gp left to be able to afford an Everburning Torch (one of my favorite items). If I purchased a Torch, I naturally would have less use for the Sunrods, so I ditched them and was able to purchase a Sling for my ranged attacks (though he isn't very good with it) and a Climber's Kit to further increase my Athletics checks for climbing. and I still had 9sp left over (curse that 1sp bedroll in my non-standard Adv. Kit).

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Sat, 19 Feb 2011 21:16:55 -0600 http://community.wizards.com/crimson_vampr/blog/2011/02/19/tiefling_sentinel,_concepts_vi http://community.wizards.com/crimson_vampr/blog/2011/02/19/tiefling_sentinel,_concepts_vi Well, I've seen no requests for any certain class/race combo, so I'll begin by alphabetical order by class(as done in the book).

For those new to this blog series, this is about creating effective characters from Race/Class combinations that don't have synergy ability scores. These are created mostly for use in D&D Encounters, so I focus on the low levels. First up is the Tiefling Sentinel. Sounds odd. A race typically associated with Demons and all things Arcane is jumping into a Primal class and protecting the woodlands and natural places. Sound kinda crazy, but I imagined him running into forest fires and trying to put them out from within, thanks to his fire resistance. It seemed like an amazingly fun idea.

Ability Scores: Str 10/Con 16(racial)/Dex 10/Int 8/Wis 18/Cha 13(racial)
Wisdom and Constitution are your main scores for the Sentinel. With the Con racial bonus, I could build a typical 18 primary/16 secondary ability character. Most of the other abilities suffered, since I only have one eleven, a couple of tens and an eight to distribute among the rest. I'm very unconcerned with Initiative as a healer, going last gives me the opportunity to assess better who has been hurt and is in need of healing. But since my two race skills are Dex and Cha, I decided to keep those as higher. And since Str would be needed for any melee basic attacks (opportunities and such) I decided to let Intelligence languish. Which also made an interesting departure from many Tiefliings, giving this one a little more of a "wild" feel.

Skills: Nature, Athletics, Endurance, Perception, *Bluff, *Stealth
Nature is the gimme here, so no choice and no brainer on that one. I wanted to give this character more of a wild feel, so I focused on skills that reinforced that theme. Athletics for climbing and jumping through the wild's terrain, Endurance for sustained travel and resistance to the elements, and Perception to notice the hidden dangers of the natural world. Bluff and Stealth are listed simply as the racial bonuses for this character (+2 to each). You may consider switching one of these skills to Heal if no one else in your party has it, but then you lose a little of the flavor that is being injected into this build. Of course, if you wanted to lean more towards the Tiefling feel, you could switch the abilities around some and focus on Arcana(odd for a primal class), History, and Diplomacy, but I won't focus on that for this build.

Features: Druid of Summer, Herb Lore, Mountain Guide
I chose Druid of Summer to focus on damage, mainly because I had already created and played a Drow Druid of Spring. Also It gives him a feel of rugged strength as opposed to the sleek accuracy of the Spring build. The Bear has a pretty low AC at beginning levels, so I would keep him back and use him more for his defensive aura. It's not a bad idea to hang around the party defender to try and limit the amount of creatures attacking you via the defender's aura or mark. When you do use combined attack with the bear, try and save your move action to allow him to shift back to his second line position. Mountain Guide was, again, chosen for flavor. Summer build gives +2 to Athletics so you should be in good shape for making those climb checks. Herb Lore won out over Watchful Rest simply because it's a better way to conserve resources. Any time you can reduce the number of surges that the party has to spend, you are increasing the survival rate of the team.

Powers: Healing Word, Combined Attack, Reap the Harvest, Shillelagh
Again, we have a couple "gimmes" in Healing Word and Combined Attack, but both are pretty nice so I'm not going to complain. I decided to focus on damaging powers for this character, making him a secondary striker role. Reap the Harvest is a good way to help ensure the enemy will take some damage when your allies attack(another good reason to hang near the defender). And while Vexing Overgrowth is certainly more damaging in one shot, Shillelagh fits the Summer build and feels more powerful each time you knock an enemy to the ground. As for leveling this build up, I'd take Bear's Strength at 2nd level as it's the only one that can provide any extra damage (though you have to attach it to an ally to get the most from that benefit). 3rd level simply gives you another use of Combined Attack, so nothing to really choose there.

Feat: Weapon Focus: Mace
As I said, I'm kind of focusing on damage with this build and this seems the easiest way to do it. Upon leveling up, I'd probably take Cold Adaptation because it would fit someone who spends a good amount of time in the wild where it can get bitterly cold part of the year. Also it matches up well with the Tieflings own Fire Resistance. Though after playing the class, you may find his to-hit bonus lacking, in which case Bludgeon Expertise is probably the way to go.

Equipment: Mace, Hide Armor, Adv. Kit (without Sunrods), Climbers Kit, Everburning Torch, Sling, 9sp
This book has been kind of odd in the equipment section since I usually have a lot less necessities to spend my starter 100gp on. I picked up a mace as it's the most damaging weapon I could get with this build. Summer build makes it a 1d12 weapon when you use two hands to wield it, and it's still a versatile weapon, which means an extra +1 to damage. Hide Armor is the best you could get, and after purchasing an Adv. Kit I realized I had just enough gp left to be able to afford an Everburning Torch (one of my favorite items). If I purchased a Torch, I naturally would have less use for the Sunrods, so I ditched them and was able to purchase a Sling for my ranged attacks (though he isn't very good with it) and a Climber's Kit to further increase my Athletics checks for climbing. and I still had 9sp left over (curse that 1sp bedroll in my non-standard Adv. Kit).

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LFR Goliath Warden Glamurg Bonerune, Level 8 Goliath Warden.

I would have made him a barbarian, but at the start we had only a Bard and Sorcerer in the party with a Warlock waiting in the wings to join. The group needed a defender, and since PHB2 had so recently been introduced I figured I'd try out the Warden.

His ability scores were done with point buy(required for LFR) Strength and Constitution being his focus on race I decided to make him an Earth Warden. As previously mentioned, I had a Bard and a Sorcerer in the party already. Both Charisma based classes and both Half-elfs to boot. I chose to stay out of their way and make Charisma my dump stat. As a Primal character I wanted to emphasize Wisdom over Intelligence so I left my Intelligence intentionally low and raised my Dexterity and Wisdom scores. My starter stats were Str 18(racial bonus)/Con 18(racial bonus)/Dex 12/Int 10/Wis 12/Cha 8. Level four and eight bumps went straight to Str and Con bumping both up to 20's.

Skills. Did I mention that I had two half-elves in the party when I was making this character? I chose to stay well away from Charisma based skills (I had already made it my dump stat, remember?). Nature was a gimme, and my racial ability for Athletics made it a pretty simple choice. I figured him to be the strong sentinel type so I gave him Endurance and Perception at first level as well.

As for powers, well they went through a lot of retraining. Some due to party abilities not meshing (the bard gave me temporary hp as often as I was trying to with my Strength of Stone at-will) and some were due to new options becoming available as we played (I created this character right after PHB2 came out and Primal Power added some really nice new powers). In the end I came up with Thorn Strike to give me reach and some control with my marking ability and Tempest Assault for a bit of extra damage power. Gale Strike is a favorite encounter power since it has 2 Weapon damage and it damages all the rest of my marks as well (I love to get as many enemies marked as I can with this guy). It deals a good amount of damage even though I can't take advantage of the Stormheart power, so I chose to keep it. Form of Mountain's Thunder was a given as soon as I saw it. Damage reduction, AC bonus, and extra damage all rolled into one power, I couldn't pass it up.

By level 2, I realized that I couldn't rely solely on the party healer to keep me standing as I was constantly surrounding myself with enemies and taking a beating from them. Triumphant Vigor was my Utility of choice for healing. At level 3, Earthgrasp Strike was fantastic. Basically doing 2 weapon damage for me, and also giving control by keeping an enemy grounded and granting CA for a full turn has been extremely powerful and versatile (I love using it against flying enemies or ones that like to move a lot). Level 5 gave me another daily, but I didn't like that there were no guardian forms, so I stuck with level 1 dailies (I got better use form my equipment for this too). I picked up Form of the Walking Conflagration mainly for party cohesion. We had a Tiefling Warlock who liked to burn everything in his path, including allies. I get DR against his attacks, and I give him extra damage against enemies that I have marked, worked out all right. It also helped me make other choices as we continued to gain levels and buy equipment. Level 6 saw me pick up Bear's Endurance for some much needed last stand healing when things get desperate and level 7 gained me Forge of Fire and Smoke, fire damage for my conflagration form and area attack doing slightly better than 2 weapon damage. (Area attack that also targeted all creatures and so let me get a little bit of payback on my tiefling companion...)

So, for my feats I started with Weapon Expertise: Hammer (which got switched out for Bludgeon Expertise with the Essentials release) just to give an extra boost to my attack rolls. As I mentioned before, at 2nd level I was wanting more healing, so I picked up Student of Battle and trained in the Heal Skill. At 4th level, I chose Weapon Proficiency: Craghammer for the Brutal ability since it seemed I was rolling a lot of lower damage rolls. At 6th level I now had two daily guardian form powers and I was wielding a hammer, so Crushing Guardian was a nice fit. By 8th level I had been using an Obsidian Steed item, and I was enjoying mounted combat, so I chose the Mounted Combat feat and bought myself a more substantial mount...

Which brings me to my equipment. Much of which was taken from the LFR adventures, so I won't go into that, it's nothing terribly special. I have only purchased 3 items for this character (not counting mundane). I purchased a Maw of the Guardian Craghammer +1 since I spend a good portion of my time in guardian forms (let's not forget that this is a LFR character so he typically only has four encounters before an extended rest and there's been a really good chance that at least one of those is a skill challenge). I purchased a set of Flame Bracers shortly after that to go with my Form of the Walking Conflagration power, just one more way to deal fire damage and help max out my own usage of the fire vulnerability provided by it. And finally at 8th level I sold a couple of magic items so I could purchase my Rage Drake mount. The +2 bonus to attack and damage was even better than upgrading my Craghammer.

All told, he's  become an interestingly balanced character... even though he's a little confused about what his role is in the group. He marks people like a defender, when in guardian form he damages like a striker, he heals like a leader(at least on himself), and he has several control-like powers with Furnace, Earthgrasp Strike and Thorn Strike. He's certainly proven to be a fairly important part of the team though, and he's been a blast to play.

I was originally going to do one of my home play characters, but since this one took so long, and we have another season of Encounters starting I think I'll begin with my next series of challenging race/class combos based on the Heroes of the Forgotten Kingdom book. Look for a Tiefling Sentinel, a Drow Cavalier, a Dragonborn Hunter, a Half-elf Scout, and a Half-orc Hexblade. If you have a preference for which one you want to see first, feel free to let me know...

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Wed, 19 Jan 2011 20:07:05 -0600 http://community.wizards.com/crimson_vampr/blog/2011/01/19/lfr_goliath_warden http://community.wizards.com/crimson_vampr/blog/2011/01/19/lfr_goliath_warden Glamurg Bonerune, Level 8 Goliath Warden.

I would have made him a barbarian, but at the start we had only a Bard and Sorcerer in the party with a Warlock waiting in the wings to join. The group needed a defender, and since PHB2 had so recently been introduced I figured I'd try out the Warden.

His ability scores were done with point buy(required for LFR) Strength and Constitution being his focus on race I decided to make him an Earth Warden. As previously mentioned, I had a Bard and a Sorcerer in the party already. Both Charisma based classes and both Half-elfs to boot. I chose to stay out of their way and make Charisma my dump stat. As a Primal character I wanted to emphasize Wisdom over Intelligence so I left my Intelligence intentionally low and raised my Dexterity and Wisdom scores. My starter stats were Str 18(racial bonus)/Con 18(racial bonus)/Dex 12/Int 10/Wis 12/Cha 8. Level four and eight bumps went straight to Str and Con bumping both up to 20's.

Skills. Did I mention that I had two half-elves in the party when I was making this character? I chose to stay well away from Charisma based skills (I had already made it my dump stat, remember?). Nature was a gimme, and my racial ability for Athletics made it a pretty simple choice. I figured him to be the strong sentinel type so I gave him Endurance and Perception at first level as well.

As for powers, well they went through a lot of retraining. Some due to party abilities not meshing (the bard gave me temporary hp as often as I was trying to with my Strength of Stone at-will) and some were due to new options becoming available as we played (I created this character right after PHB2 came out and Primal Power added some really nice new powers). In the end I came up with Thorn Strike to give me reach and some control with my marking ability and Tempest Assault for a bit of extra damage power. Gale Strike is a favorite encounter power since it has 2 Weapon damage and it damages all the rest of my marks as well (I love to get as many enemies marked as I can with this guy). It deals a good amount of damage even though I can't take advantage of the Stormheart power, so I chose to keep it. Form of Mountain's Thunder was a given as soon as I saw it. Damage reduction, AC bonus, and extra damage all rolled into one power, I couldn't pass it up.

By level 2, I realized that I couldn't rely solely on the party healer to keep me standing as I was constantly surrounding myself with enemies and taking a beating from them. Triumphant Vigor was my Utility of choice for healing. At level 3, Earthgrasp Strike was fantastic. Basically doing 2 weapon damage for me, and also giving control by keeping an enemy grounded and granting CA for a full turn has been extremely powerful and versatile (I love using it against flying enemies or ones that like to move a lot). Level 5 gave me another daily, but I didn't like that there were no guardian forms, so I stuck with level 1 dailies (I got better use form my equipment for this too). I picked up Form of the Walking Conflagration mainly for party cohesion. We had a Tiefling Warlock who liked to burn everything in his path, including allies. I get DR against his attacks, and I give him extra damage against enemies that I have marked, worked out all right. It also helped me make other choices as we continued to gain levels and buy equipment. Level 6 saw me pick up Bear's Endurance for some much needed last stand healing when things get desperate and level 7 gained me Forge of Fire and Smoke, fire damage for my conflagration form and area attack doing slightly better than 2 weapon damage. (Area attack that also targeted all creatures and so let me get a little bit of payback on my tiefling companion...)

So, for my feats I started with Weapon Expertise: Hammer (which got switched out for Bludgeon Expertise with the Essentials release) just to give an extra boost to my attack rolls. As I mentioned before, at 2nd level I was wanting more healing, so I picked up Student of Battle and trained in the Heal Skill. At 4th level, I chose Weapon Proficiency: Craghammer for the Brutal ability since it seemed I was rolling a lot of lower damage rolls. At 6th level I now had two daily guardian form powers and I was wielding a hammer, so Crushing Guardian was a nice fit. By 8th level I had been using an Obsidian Steed item, and I was enjoying mounted combat, so I chose the Mounted Combat feat and bought myself a more substantial mount...

Which brings me to my equipment. Much of which was taken from the LFR adventures, so I won't go into that, it's nothing terribly special. I have only purchased 3 items for this character (not counting mundane). I purchased a Maw of the Guardian Craghammer +1 since I spend a good portion of my time in guardian forms (let's not forget that this is a LFR character so he typically only has four encounters before an extended rest and there's been a really good chance that at least one of those is a skill challenge). I purchased a set of Flame Bracers shortly after that to go with my Form of the Walking Conflagration power, just one more way to deal fire damage and help max out my own usage of the fire vulnerability provided by it. And finally at 8th level I sold a couple of magic items so I could purchase my Rage Drake mount. The +2 bonus to attack and damage was even better than upgrading my Craghammer.

All told, he's  become an interestingly balanced character... even though he's a little confused about what his role is in the group. He marks people like a defender, when in guardian form he damages like a striker, he heals like a leader(at least on himself), and he has several control-like powers with Furnace, Earthgrasp Strike and Thorn Strike. He's certainly proven to be a fairly important part of the team though, and he's been a blast to play.

I was originally going to do one of my home play characters, but since this one took so long, and we have another season of Encounters starting I think I'll begin with my next series of challenging race/class combos based on the Heroes of the Forgotten Kingdom book. Look for a Tiefling Sentinel, a Drow Cavalier, a Dragonborn Hunter, a Half-elf Scout, and a Half-orc Hexblade. If you have a preference for which one you want to see first, feel free to let me know...

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Halfling Slayer, Character Concepts V Here comes the final blog post for this first series of Character Concepts. I will probably do a second one on Heroes of the Forgotten Kingdom, though I may introduce a couple of my home game characters first.

Getting into the Halfling Slayer... I chose this combo because I liked the idea of a strength based halfling. It seemed a little unusual to say the least. But since Dexterity was a secondary ability, it seemed an alright fit.

Ability scores were pretty simple with this Halfling. Constitution is my stat choice since he is a front line fighter. He has scores of Str-18/Con-13(race bonus)/Dex-16(race bonus)/Int-10/Wis-10/Cha-8.

Since Charisma became my dump stat, it seems like a no brainer  to take Athletics, Endurance, and Heal. They also work well for some of the nicer utility powers you'll get access too at 2nd and 6th levels.

Powers didn't seem as obvious to me at first with this character. I ended up choosing Duelist's Assault and Mobile Blade. I felt this made the character a "hulking" damage dealer, and gave him the ability to move towards the opponent of his choice. I almost chose Measured Cut for this, but it seemed easier and more appropriate stick with the powers listed in the Slayer class, even if he may have to draw attacks of opportunity occasionally.

I always hated the weapon options for smaller characters. I figured that if I'm given the option of choosing between a two-handed weapon that is +3 and does 1d8 damage (longsword) and a one-handed that does the same thing (rapier), why not choose the one-handed option. So, with this in mind I figure I might as well get some use out of my open off hand. I chose Shield Proficiency: Light as my option. Two weapon defense looked like a nice option to carry a throwing dagger in my off-hand, but I wanted to take Heavy Shield Proficiency at second level and increase my defense just a smidge more.

I bought Scale mail and a Light Shield for my armor choices and a Rapier for my weapon. After purchasing an Adventurers Kit I had 10 gold left, so I picked up a couple of Throwing Axes to round out my arsenal.

As it turned out, I was not the only one who thought that a Halfling Slayer sounded fun. One of my players showed up with a slightly modified version of this character. She focused on Dexterity and Constitution and took Melee Training with Dexterity. With a Dex of 20, this gave her a +5 to hit and a +7 to damage (half score from Melee Training and full score from Heroic Slayer class feature). At second level she took Small Warriors Defense feat. I'm not sure about going with the Melee Training route, though it does give her plenty more HP and a couple of extra Healing Surges, I probably would keep my stats and take Small Warriors Defense and then go with Scrappy to get the most out of the versatile weapon of your choice (be that longsword or battle axe).

This concludes Character Concepts for the Heroes of the Fallen Lands book. Feel free to let me know if you enjoyed it and come back for next time when I start pulling in my home game characters.

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Sun, 02 Jan 2011 16:13:13 -0600 http://community.wizards.com/crimson_vampr/blog/2011/01/02/halfling_slayer,_character_concepts_v http://community.wizards.com/crimson_vampr/blog/2011/01/02/halfling_slayer,_character_concepts_v Here comes the final blog post for this first series of Character Concepts. I will probably do a second one on Heroes of the Forgotten Kingdom, though I may introduce a couple of my home game characters first.

Getting into the Halfling Slayer... I chose this combo because I liked the idea of a strength based halfling. It seemed a little unusual to say the least. But since Dexterity was a secondary ability, it seemed an alright fit.

Ability scores were pretty simple with this Halfling. Constitution is my stat choice since he is a front line fighter. He has scores of Str-18/Con-13(race bonus)/Dex-16(race bonus)/Int-10/Wis-10/Cha-8.

Since Charisma became my dump stat, it seems like a no brainer  to take Athletics, Endurance, and Heal. They also work well for some of the nicer utility powers you'll get access too at 2nd and 6th levels.

Powers didn't seem as obvious to me at first with this character. I ended up choosing Duelist's Assault and Mobile Blade. I felt this made the character a "hulking" damage dealer, and gave him the ability to move towards the opponent of his choice. I almost chose Measured Cut for this, but it seemed easier and more appropriate stick with the powers listed in the Slayer class, even if he may have to draw attacks of opportunity occasionally.

I always hated the weapon options for smaller characters. I figured that if I'm given the option of choosing between a two-handed weapon that is +3 and does 1d8 damage (longsword) and a one-handed that does the same thing (rapier), why not choose the one-handed option. So, with this in mind I figure I might as well get some use out of my open off hand. I chose Shield Proficiency: Light as my option. Two weapon defense looked like a nice option to carry a throwing dagger in my off-hand, but I wanted to take Heavy Shield Proficiency at second level and increase my defense just a smidge more.

I bought Scale mail and a Light Shield for my armor choices and a Rapier for my weapon. After purchasing an Adventurers Kit I had 10 gold left, so I picked up a couple of Throwing Axes to round out my arsenal.

As it turned out, I was not the only one who thought that a Halfling Slayer sounded fun. One of my players showed up with a slightly modified version of this character. She focused on Dexterity and Constitution and took Melee Training with Dexterity. With a Dex of 20, this gave her a +5 to hit and a +7 to damage (half score from Melee Training and full score from Heroic Slayer class feature). At second level she took Small Warriors Defense feat. I'm not sure about going with the Melee Training route, though it does give her plenty more HP and a couple of extra Healing Surges, I probably would keep my stats and take Small Warriors Defense and then go with Scrappy to get the most out of the versatile weapon of your choice (be that longsword or battle axe).

This concludes Character Concepts for the Heroes of the Fallen Lands book. Feel free to let me know if you enjoyed it and come back for next time when I start pulling in my home game characters.

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