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Switch to Forum Live View Did i do this correctly?
3 months ago  ::  Feb 16, 2013 - 3:09AM #21
babcock3030
Date Joined: Jan 9, 2012
Posts: 273
Attack bonus: 1/2 your level (I'm assuming level 1, so that'd be 0)+Ability score modifier (18 Strength= +4 modifier)+Weapon proficiency bonus (+2 for greataxes)+Any feat or item or power bonuses (I'm assuming none yet, so 0)+Enhancement bonus (A +1 weapon's enhancement bonus is ... +1)+ Any class features that give you a bonus (Slayers get a free +1 at 1st level)= +8 to hit vs. enemy defenses.

The Red Box may not tell you this, so here's how you calculate your ability modifier: (Score-10)/2. So, for 18 Strength it's (18-10)/2= 8/2= 4. Eventually, you'll just have the numbers memorized so there's no need to calculate them every time.

Skills: Pick what you think fits your character, unless you're trying to qualify for certain feats or paragon paths or whatever.
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3 months ago  ::  Feb 16, 2013 - 7:03AM #22
ezrider23
Date Joined: Jan 27, 2009
Posts: 1,090
A quick PC for ya. Don't have the RED BOX with me so i don't know the options(Themes/Backgrounds).
A simple Human Sword and Board Fighter.
Spoiler: Show


====== Created Using Wizards of the Coast D&D Character Builder ======
Test PC, level 1
Human, Fighter (Weaponmaster)
Build: Guardian Fighter
Fighter Option: Combat Superiority
Fighter Talents Option: One-handed Weapon Talent
Human Power Selection Option: Heroic Effort
Goblin Foe (Perception class skill)
Theme: Ironwrought

FINAL ABILITY SCORES
STR 18, CON 13, DEX 14, INT 8, WIS 14, CHA 10

STARTING ABILITY SCORES
STR 16, CON 13, DEX 14, INT 8, WIS 14, CHA 10


AC: 19 Fort: 18 Ref: 16 Will: 14
HP: 28 Surges: 10 Surge Value: 7

TRAINED SKILLS
Athletics +8, Endurance +5, Intimidate +5, Perception +7

UNTRAINED SKILLS
Acrobatics +0, Arcana –1, Bluff +0, Diplomacy +0, Dungeoneering +2, Heal +2, History –1, Insight +2, Nature +2, Religion –1, Stealth +0, Streetwise +0, Thievery +0

POWERS
Basic Attack: Melee Basic Attack
Basic Attack: Ranged Basic Attack
Ironwrought Attack: Inevitable Strike
Human Racial Power: Heroic Effort
Fighter Attack: Combat Challenge
Fighter Attack 1: Footwork Lure
Fighter Attack 1: Cleave
Fighter Attack 1: Hack and Hew
Fighter Attack 1: Villain's Menace

FEATS
Level 1: Improved Defenses
Level 1: Master at Arms

ITEMS
Longsword x1
Javelin
Scale Armor x1
Heavy Shield x1
Adventurer's Kit
====== End ======



 
If you really would like to get into the game and don't have access to alot of material i would suggest a sub in the Dungeon and Dragons insider. This will give you access to all the online content and PDF's are now available for purchase.

Go to meetup.com to see if you can find some groups in your area or if you have a Friendly local gaming store you should hang out there to find like minded folks. You could also try to get your friends involved and one of you guys run the sample adventure. 
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3 months ago  ::  Feb 16, 2013 - 7:13AM #23
mellored
Date Joined: Jul 8, 2008
Posts: 19,464
If you want to make other characters, you still more or less follow the same pattern.

A rouge for instance, 18 Dex, 16 Cha, 13 Str or Con.  To-hit, defense, damage.  Will net you a fairly good character.

One you play for a bit, you can start fiddling with the details (which is what this fourm is all about).  Like when to take damage over defenses, or when to go 18/13/13/13.  But get the basics of the game down first.

And above all, have fun.
guides Show
my builds Show

F-111 Interdictor Long (200+ squares) distance ally teleporter.  With some warlord stuff.  Broken in a plot way, not a power way.
Thought Switch   Higher level build that grants upto 14 attacks on turn 1.  If your allies play along, it's broken.
Elven Critters Crit op with crit generation.  5 of these will end anything.  Broken.
King Fisher Does an excellent job at keeping an enemy disabled in a few ways.  Strong.
Boominator Fun catch-22 booming blade build with either strong or completely broken damage depending on your reading.
Very Distracting Warlock Lot's of dazing and major penalties to hit.  Overpowered.
Pocket Protector Pixie Stealth Knight. Maximizing the defender's aura by being in an ally's/enemy's square.
Yakuza NinjIntimiAdin: Perma-stealth Striker that offers a little protection for ally's, and can intimidate bloodied enemies. Very Strong.
Chargeburgler with cheese Ranged attacks at the end of a charge along with perma-stealth. Solid, could be overpowered if tweaked.
Void Defender Defends giving a penalty to hit anyone but him, then removing himself from play. Can get somewhat broken in epic.
Scry and Die Attacking from around corners, while staying hidden. Moderate to broken, depending on the situation.
Skimisher Fly in, attack, and fly away. Also prevents enemies from coming close. Moderate to Broken depending on the enemy, but shouldn't make the game un-fun, as the rest of your team is at risk, and you have enough weaknesses.
Indestructible Simply won't die, even if you sleep though combat.
Sir Robin (Bravely Charge Away) He automatically slows and pushes an enemy (5 squares), while charging away. Hard to rate it's power level, since it's terrain dependent.
Death's Gatekeeper A fun twist on a healic, making your party "unkillable". Overpowered to Broken, but shouldn't actually make the game un-fun, just TPK proof.
Death's Gatekeeper mk2, (Stealth Edition) Make your party "unkillable", and you hidden, while doing solid damage. Stronger then the above, but also easier for a DM to shut down. Broken, until your DM get's enough of it.
Domination and Death Dominate everything then kill them quickly. Only works @ 30, but is broken multiple ways.
Battlemind Mc Prone-Daze Protecting your allies by keeping enemies away. Quite powerful.
The Retaliator Getting hit deals more damage to the enemy then you receive yourself, and you can take plenty of hits. Heavy item dependency, Broken.
Dead Kobold Transit Teleports 98 squares a turn, and can bring someone along for the ride. Not fully built, so i can't judge the power
Psilent Guardian Protect your allies, while being invisible. Overpowered, possibly broken
Unnamed Avenger|Runepriest/Hammer of Vengance Do lot's of damage while boosting your teams. Strong to slightly overpowered.
Charedent BarrageA charging ardent. Fine in a normal team, overpowered if there are 2 together, and easily broken in teams of 5.
Super Knight A tough, sticky, high damage knight. Strong.
Super Duper Knight Basically the same as super knight, only far more broken.
Mora, the unkillable avenger Solid damage, while being neigh indestuctable. Overpowered, but not broken.
Swordburst Maximus At-Will Close Burst 3 that slide and prones.  Protects allies with off actions. Strong, possibly over powered with the right party.
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3 months ago  ::  Feb 16, 2013 - 7:27AM #24
ezrider23
Date Joined: Jan 27, 2009
Posts: 1,090

Feb 16, 2013 -- 7:13AM, mellored wrote:

If you want to make other characters, you still more or less follow the same pattern. A rouge rogue for instance, 18 Dex, 16 Cha, 13 Str or Con. To-hit, defense, damage. Will net you a fairly good character. One you play for a bit, you can start fiddling with the details (which is what this fourm is all about). Like when to take damage over defenses, or when to go 18/13/13/13. But get the basics of the game down first. And above all, have fun.



Fixed that for ya.

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3 months ago  ::  Feb 16, 2013 - 7:35AM #25
mellored
Date Joined: Jul 8, 2008
Posts: 19,464
guides Show
my builds Show

F-111 Interdictor Long (200+ squares) distance ally teleporter.  With some warlord stuff.  Broken in a plot way, not a power way.
Thought Switch   Higher level build that grants upto 14 attacks on turn 1.  If your allies play along, it's broken.
Elven Critters Crit op with crit generation.  5 of these will end anything.  Broken.
King Fisher Does an excellent job at keeping an enemy disabled in a few ways.  Strong.
Boominator Fun catch-22 booming blade build with either strong or completely broken damage depending on your reading.
Very Distracting Warlock Lot's of dazing and major penalties to hit.  Overpowered.
Pocket Protector Pixie Stealth Knight. Maximizing the defender's aura by being in an ally's/enemy's square.
Yakuza NinjIntimiAdin: Perma-stealth Striker that offers a little protection for ally's, and can intimidate bloodied enemies. Very Strong.
Chargeburgler with cheese Ranged attacks at the end of a charge along with perma-stealth. Solid, could be overpowered if tweaked.
Void Defender Defends giving a penalty to hit anyone but him, then removing himself from play. Can get somewhat broken in epic.
Scry and Die Attacking from around corners, while staying hidden. Moderate to broken, depending on the situation.
Skimisher Fly in, attack, and fly away. Also prevents enemies from coming close. Moderate to Broken depending on the enemy, but shouldn't make the game un-fun, as the rest of your team is at risk, and you have enough weaknesses.
Indestructible Simply won't die, even if you sleep though combat.
Sir Robin (Bravely Charge Away) He automatically slows and pushes an enemy (5 squares), while charging away. Hard to rate it's power level, since it's terrain dependent.
Death's Gatekeeper A fun twist on a healic, making your party "unkillable". Overpowered to Broken, but shouldn't actually make the game un-fun, just TPK proof.
Death's Gatekeeper mk2, (Stealth Edition) Make your party "unkillable", and you hidden, while doing solid damage. Stronger then the above, but also easier for a DM to shut down. Broken, until your DM get's enough of it.
Domination and Death Dominate everything then kill them quickly. Only works @ 30, but is broken multiple ways.
Battlemind Mc Prone-Daze Protecting your allies by keeping enemies away. Quite powerful.
The Retaliator Getting hit deals more damage to the enemy then you receive yourself, and you can take plenty of hits. Heavy item dependency, Broken.
Dead Kobold Transit Teleports 98 squares a turn, and can bring someone along for the ride. Not fully built, so i can't judge the power
Psilent Guardian Protect your allies, while being invisible. Overpowered, possibly broken
Unnamed Avenger|Runepriest/Hammer of Vengance Do lot's of damage while boosting your teams. Strong to slightly overpowered.
Charedent BarrageA charging ardent. Fine in a normal team, overpowered if there are 2 together, and easily broken in teams of 5.
Super Knight A tough, sticky, high damage knight. Strong.
Super Duper Knight Basically the same as super knight, only far more broken.
Mora, the unkillable avenger Solid damage, while being neigh indestuctable. Overpowered, but not broken.
Swordburst Maximus At-Will Close Burst 3 that slide and prones.  Protects allies with off actions. Strong, possibly over powered with the right party.
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3 months ago  ::  Feb 16, 2013 - 7:45AM #26
Celerian01
Date Joined: May 27, 2011
Posts: 630
Rouges are overpowdered. Tongue Out



Sorry, it had to be done.
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3 months ago  ::  Feb 16, 2013 - 10:12AM #27
Scatterbrained
Date Joined: Aug 31, 2009
Posts: 2,575
D&D Insider is great once you know what you're doing, but you should also read through the parts about creating a character in the Players Handbook 1. You need to know the basics so you can understand what your choices mean. You can probably find it in a library, or some game stores have a "community copy" they lend out, if you're not sure you're ready to start buying books just yet.
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