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3 years ago  ::  Oct 20, 2010 - 4:51PM #41
XaviYago
Date Joined: Jul 19, 2007
Posts: 3,131
Game Update: We are waiting to hear back from two of the existing players. I've given them until Sunday night, 9 PM Eastern US time to reply with their intentions of proceeding and their chosen class. If they do not wish to continue then the game may have up to two spots open (as four of the exisiting players are anxious to continue).

Here are the players that have expressed interested so far (in order of receiving communication):

1) Grawln 10/16 20:32
2) Pashalik_mons 10/20 19:25
3) LordManshoon 10/20 19:28
4) Brys 10/20 19:33
5) Joe_Puff74 10/20 20:38
6) Otakkun 10/20 22:28

There are more interested players than there are spots available. Since I've never been one fond of some arbitrary selection process, I'm going to resort to a first come, first serve selection process.

The existing players appear to be playing the following classes: sorcerer, paladin, invoker and assassin. Though these may change, you should have a character in mind and ready to go that compliments the group.

I'd like to get things kicked off as quickly as we can come next week.

Update: 10/25
_________________________________________________
"Jacking up the level rewards has always carried the taint of bribery, in my mind. If people need to be bribed to play D&D, then something's wrong with the game."
   -Steve Winter (http://www.howlingtower.com/2012/01/illusory-math.html)
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3 years ago  ::  Oct 20, 2010 - 5:38PM #42
Joe_Puff74
Date Joined: Dec 8, 2008
Posts: 1,109
I'd love to play... Here is a CS, a picture link, and a short background... All ready to go.

Picture Show

Background Show

  Nefertiti grew up in the slums of a less common drow city. She had no surname, no noble house to call her own. Here on the streets, she could have died and not even the spiders that so dominated the shadows would have noticed. She grew up like any woman did on the streets of this place--working in a brothel for her pay and learning how to use the dagger.
  Eventually, she got tired of such a life and ran to the surface. On her first night in a forest whose name she did not know, she was greeted by an elemental of extreme power in her dreams. It told her that she could use the power it would give to her. She passed it as non sense, even as a storm was growing in the south. It was a hurricane, very uncommon to the place she was. The storm grew tremendously and started to ravage the countryside. In one of the many night she sat in the rain--for it so fascinated her--she was struck by lightning, turning her normal ebony skin into a pale color and turning her eyes into a deep emerald green. SHe began to not only worship the elemental that she was greeted by, but the stom system itself.
  She has never learned how to control this power, but intends to learn through a career of adventuring.


Nefertiti, the Adulterous Show

Name: Nefertiti, the Adulterous
Race: Drow
Class: Sorcerer
Level: 1
Alignment: Unaligned
Deity: Worships Lightning and Thunder
Age: 80
Height: 5'4"
Weight: 130 lbs.
Background: Born Under A Bad Sign
Resistances: 5 Lightning, 5 Thunder


Ability Scores Show


Str: 11 (+0)
Con: 12 (+1)
Dex: 16 (+3)
Int: 13 (+1)
Wis: 10 (+0)
Cha: 18 (+4)


Defenses Show


AC: 13
Fort: 11
Ref: 13
Will: 16


HP Show

HP: 30
Bloodied: 15
HS Value: 7
HS/Day: 7


Speed, AP, Languages, and Vision Show

Speed: 6
Action Points:
Initiative: +3
Languages: Common, Elven
Vision: Darkvision


Attacks Show


Dagger (Melee): +3 vs. AC; 1d4 damage.
Dagger (Ranged); Ranged 5/10; +6 vs. AC; 1d4 + 3 damage.


Feats Show

1- Sorcerous Blade Channeling


Skills Show


Acrobatics: +3
Athletics: +0
*Arcana: +6
*Bluff: +9
*Diplomacy: +9
Endurance: +1
Dungeoneering: +0
Heal: +0
History: +1
Insight: +0
*Intimidate: +11
Nature: +0
Perception: +0
Religion: +1
Stealth: +5
Streetwise: +4
Thievery: +3


Racial Features Show


Trance: Sleep aware for 4 hours.
Lolthtouched: Can use EITHER of the racal powers 1/encounter.


Class Features Show


- Storm Magic:
Storm Power: gain a +3 bonus to arcane damage rolls.
Storm Soul: Gain resist 5 lightning and thunder; Ignore all resistance equal to that value; can end the resistance as an immediate interrupt when hit by an attack to gain a +4 bonus to all defenses until my EONT.
Storms Embrace: When I roll a natural 20, push the target 1 square and fly 4 squares after applying the power's effects.


Equipment Show


Adventurer's Kit, Dagger, Cloth Armor, 83gp


Powers Show

At-Will Powers Show


Blazing Starfall
Standard * Arcane, Fire, Implement, Radiant, Zone
Area burst 1 within 10; +4 vs. Reflex; 1d4 + 7 radiant damage.


Lightning Strike
Standard * Arcane, Implement, Lightning
Melee 1 OR Ranged 10; +4 vs. Reflex; 1d8 + 7 lightning damage; a creature within 10 squares takes 3 lightning damage.
Special: Can apply my Storm Power bonus either to the damage roll to the target or the damage of the enemy within 10 squares of the target.


Encounter Powers Show


Cloud of Darkness
Minor
Effect: Obscures all LoS except for me until my EONT; Blinds enemies within.


Darkfire
Minor
Ranged 10; +8 vs. Reflex; Target grants combat advantage, and cannot benefit from invisibility or concealment until my EONT


Whirlwind
Standard * Arcane, Implement
Special: Can omit the origin square.
Area burst 1 within 10; +4 vs. Fortitude; 1d10 + 7 damage, and knocked prone.


Daily Powers Show


Howling Tempest
Standard * Arcane, Implement, Thunder, Zone
Special: Can omit the origin square.
Area burst 1 within 10; +4 vs. Fortitude; 2d6 + 7 thunder damage, deafened (SE), and slide the target 3 squares.
Hit or Miss: Creates a zone of deafening wind that lasts until my EONT. Each creature that starts its turn there takes 4 thunder damage. As a move action, move the zone 3 squares.
Sustain Minor: Persistance.

"The twists and turns of the road are ever facilitated by those who hold power, but should not. They drive us into darkness when men do nothing, when bravery and honor is in short supply. They are a suffocating pall on the land, and only when brave men lift that pall can the better angels of men stride forward." --Captain Deudermont: "The Pirate King"

Magic Dual Color Test Show
What Color Are You? Test Show
What Class Are You? Show
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3 years ago  ::  Oct 20, 2010 - 6:51PM #43
LordManshoon
Date Joined: Jul 21, 2009
Posts: 3,969
In the event that I'm fortunate enough to land a spot, here is the character I was considering:

Sarakal Monadise Show

====== Created Using Wizards of the Coast D&D Character Builder ======
Sarakal Monadise, level 1
Eladrin, Warlord
Build: Tactical Warlord
Warlord: Combat Leader
Commanding Presence: Tactical Presence


FINAL ABILITY SCORES
Str 16, Con 12, Dex 10, Int 16, Wis 12, Cha 14.


STARTING ABILITY SCORES
Str 16, Con 12, Dex 10, Int 14, Wis 12, Cha 12.



AC: 17 Fort: 14 Reflex: 14 Will: 14
HP: 24 Surges: 8 Surge Value: 6


TRAINED SKILLS
Bluff +7, Athletics +7, Intimidate +7, History +10, Diplomacy +7


UNTRAINED SKILLS
Acrobatics -1, Arcana +5, Dungeoneering +1, Endurance, Heal +1, Insight +1, Nature +1, Perception +1, Religion +3, Stealth -1, Streetwise +2, Thievery -1


FEATS
Level 1: Tactical Inspiration


POWERS
Warlord at-will 1: Commander's Strike
Warlord at-will 1: Intuitive Strike
Warlord encounter 1: Warlord's Favor
Warlord daily 1: Lead the Attack


ITEMS
Bastard sword, Hide Armor, Light Shield
====== Copy to Clipboard and Press the Import Button on the Summary Tab ======

My Sig Show
Reality is but the sum total of all illusions.
Proud Hand of Karsus, now and forever
Mess with one Hand, mess with 'em all
I am Blue/Green
I am Blue/Green
Take The Magic Dual Colour Test - Beta today!
Created with Rum and Monkey's Personality Test Generator.

"just do what LM the lord of magical might does, and you'll be fine" - sfdragon, 10/12/09


My Ravnican Loyalties Show


Board Snippets Show

Jul 3, 2012 -- 2:15PM, ruttentud wrote:

"I don't like X, they should remove it."
"I like X, they should keep it."
"They should replace X with Y."
"Anybody that likes X is dumb. Y is better."
"Why don't they include both X and Y."
"Yeah, everybody can be happy then!"
"But I don't like X, they should remove it."
"X really needs to be replaced with Y."
"But they can include both X and Y."
"But I don't like X, they need to remove it."
"Remove X, I don't like it."

Repeat.

Obstinance?

Jul 4, 2012 -- 6:32PM, greatfrito wrote:

Until you've had an in-law tell you your choice of game was stupid, and just Warcraft on paper, and dumbed down for dumber players who can't handle a real RPG, you haven't lived.

You haven't lived.

Jul 15, 2012 -- 11:19AM, wrecan wrote:

Lady and gentlemen.... I present to you the Edition War without Contrition, the War of the Web, the Mighty Match-up!

We're using standard edition war rules.  No posts of substance.  Do not read the other person's posts with comprehension.  Make frequent comparison to video games, MMOs, and CCGs.  Use the words "fallacy" and "straw man", incorrectly and often.  Passive aggressiveness gets you extra points and asking misleading and inflammatory questions is mandatory.  If you're getting tired, just declare victory and leave the thread.  Wait for the buzzer... and....

One, two, three, four, I declare Edition War
Five, six, seven eight, I use the web to

Go!

Aug 5, 2012 -- 8:28PM, Rustmonster wrote:

D&D should not return to the days of blindfolding the DM and players. No tips on encounter power? No mention of expected party roles? No true meaning of level due to different level charts or tiered classes? Please, let's not sacrifice clear, helpful rules guidelines in favour of catering to the delicate sensibilities of the few who have problems with the ascetics of anything other than what they are familiar with.


Sep 14, 2012 -- 2:52PM, Grizley wrote:

Just a quick note on the MMORPG as an insult comparison...

MMORPGs, raking in money by the dumptruck full.  Many options, tons of fans across many audiences, massive resources allocated to development.

TTRPGs, dying product.  Squeaking out an existence that relys on low cost.  Fans fit primarily into a few small demographics.  R&D budgets small, often rushed to market and patched after deployment.

You're not really making much of an argument when you compare something to a MMORPG and assume people think that means bad.  Lets face it, they make the money, have the audience and the budget.  We here on this board are fans of TTRPGs but lets not try to pretend none of us play MMORPGs.


Nov 14, 2012 -- 8:11AM, Mand12 wrote:

Adding options at the system level is good.
Adding options at the table level is hard.

Removing options at the system level is bad.
Removing options at the table level is easy.

This is not complicated.


Mar 7, 2013 -- 6:57PM, Alter_Boy wrote:

Mar 7, 2013 -- 2:23PM, EnglishLanguage wrote:

Mar 7, 2013 -- 1:52PM, Rory wrote:

Something like Tactical Shift is more magical than martial healing.


Telling someone to move over a few feet is magical now? :|

I weep for this generation.



Given the laziness and morbid obsesity amongst D&Ders, being able to convince someone to get on their feet, do some heavy exercise, and use their words to make them be healthier must seem magical. 


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3 years ago  ::  Oct 20, 2010 - 7:28PM #44
Otakkun
Date Joined: May 1, 2001
Posts: 1,574
Sounds interesting. I'd like to apply as well, with any of the following:

Ianward Miler, Human Battlemind CB Sheet Show

====== Created Using Wizards of the Coast D&D Character Builder ======
Ianward Milner, level 1
Human, Battlemind
Psionic Study: Persistent Harrier
Human Power Selection: Bonus At-Will Power
Background: Geography - Forest (Perception class skill)

FINAL ABILITY SCORES
Str 13, Con 19, Dex 12, Int 8, Wis 14, Cha 10.

STARTING ABILITY SCORES
Str 13, Con 17, Dex 12, Int 8, Wis 14, Cha 10.


AC: 19 Fort: 15 Reflex: 14 Will: 15
HP: 34 Surges: 13 Surge Value: 8

TRAINED SKILLS
Perception +7, Insight +7, Endurance +7, Athletics +4, Heal +7

UNTRAINED SKILLS
Acrobatics  -1, Arcana -1, Bluff, Diplomacy, Dungeoneering +2, History -1,  Intimidate, Nature +2, Religion -1, Stealth -1, Streetwise, Thievery -1

FEATS
Human: Melee Training (Constitution)
Level 1: Battle Awareness

POWERS
Battlemind at-will 1: Bull's Strength
Battlemind at-will 1: Vicious Cobra Strike
Bonus At-Will Power: Conductive Defense
Battlemind daily 1: Aspect of Bitter Ice

ITEMS
Longsword, Heavy Shield, Scale Armor, Adventurer's Kit
====== Copy to Clipboard and Press the Import Button on the Summary Tab ======
Remaining gold: 15gp.

Background Show
The eldest of 6 brothers, Ianward started developing his skills around his mid teens. The first time they manifested it was to defend his middle brother, who had got lost in the woods and got attacked by a huge bear. Through a strike of luck they managed to flee the animal, but not without Ian getting the first of the now many scars that decorate his whole body, a long vertical slahs that covers most of the left side of his face, including his eye.

At  the age of 15 he started his own formal training with the help of his father, a retired town guardsman with big dreams, who had found love at an early age and had decided to stay with his love instead of running of an taking the mantle of an adventurer. The change in his old man was immediate, where once was a somewhat chubby middle aged man, suddenly stood a relentless trainer, his sights set up in giving his children the opportunity to follow their dreams if they decided to.

With the skills to backup his desire to make his old man's dreams his own, Ianward started working on his town guard, getting some extra training from the veterans there and enough gold to live on his own. Instead of that, he stayed with his family until he had saved enough for a set of armor and a weapon.

From time to time Ianward makes time to visit his family to help in whatever he can and see how his younger brothers are doing, always curious to see if the strange power would manifest on his brothers as well.


Appeareance Show
Standing 6'2'' Ianward is fairly  unremarkable in his looks. He keeps his black hair just long enough to   tie it up with a small leather cord and is usually seen with a stubbled  beard covering his tanned skin. Like most adventurers he carries  the  story of his fights on skin, little scars here and there from previous  skirmishes. The look on his eyes tells the curious that he can explain  every single scar and what foe caused it, human or not. His eyes are  dark green and sometimes emit a small, almost imperceptible sienna glow. 

Personality Show

Erik Milner, Human Ardent CB Sheet Show

====== Created Using Wizards of the Coast D&D Character Builder ======
Erik Milner, level 1
Human, Ardent
Ardent Mantle: Mantle of Elation
Human Power Selection: Bonus At-Will Power
Background: Auspicious Birth (Auspicious Birth Benefit)

FINAL ABILITY SCORES
Str 13, Con 15, Dex 10, Int 8, Wis 10, Cha 19.

STARTING ABILITY SCORES
Str 13, Con 15, Dex 10, Int 8, Wis 10, Cha 17.


AC: 16 Fort: 14 Reflex: 11 Will: 16
HP: 31 Surges: 9 Surge Value: 7

TRAINED SKILLS
Streetwise +9, Bluff +9, Intimidate +9, Endurance +6, Diplomacy +9

UNTRAINED SKILLS
Acrobatics  -1, Arcana -1, Dungeoneering, Heal, History -1, Insight, Nature,  Perception, Religion -1, Stealth -1, Thievery -1, Athletics

FEATS
Human: Weapon Proficiency (Greatspear)
Level 1: Wind of Sympathy

POWERS
Ardent at-will 1: Demoralizing Strike
Ardent at-will 1: Energizing Strike
Bonus At-Will Power: Focusing Strike
Ardent daily 1: Implanted Suggestion

ITEMS
Chainmail, Adventurer's Kit, Greatspear
====== Copy to Clipboard and Press the Import Button on the Summary Tab ======

Background Show
The  youngest of a multitude of sons, Erik developed his skills at a young  age, fueled by his desire to help his elder brothers in their martial  training. It was like this how he developed his healing powers.

At  the age of 14 he started his own formal training with the help of his  family, adopting the greatspear as his weapon of choice, it's innate  reach allowing him to support those in the front line without being a  bother and at the same time allowing him to stay out of harm's way,  something that his brothers were always adamant about, him being the  youngest and all.

Following his family traditions, at the age of  20 Erik left his home in order to build his own name, carrying little  more than a worn armor and a greatspear as a gift from one of  his older brothers. During the last 3 years he has been traveling  around, looking for a suitable place where to settle and start building  his own legacy.

With his idea in mind he made his way into Nentir  Vale, where something finally clicked into place. After a couple of  weeks polishing his social skills with the locals, Erik found his way  into the Blue Moon Alehouse, where a job is said to be found for those  like him.

Appeareance Show
Eric is a fairly tall man,  who prefers green,  and ocre tones on both his normal clothes and battle  armor. He usually wears keeps his long hair away from his eyes with a  simple bandana, and in formal situations he ties his hair in a ponytail.  He's got green eyes and a fair tone of skin, and as well as most of his  family, he shares a curious trait, in moments of great stress, his eyes  glow with power, a secondary manifestation of the power he wields.  

Personality Show
Eric is mostly defined by his charm. He  has something in him that draws the best out of people near him, and he  usually make a point in giving back as much as he receives. Contrary to  what most would think because of his usually flirty demeanor, he's not  much of a ladies man, as he always prefers to keep a certain distance  between himself and others, knowing full well that he may leave the next  day to never return. He does have a taste for the ladies, and goes out  of his way to woe them whenever he can. A pleasant smile seems to be  permanently etched on his face, only to be replaced by a confident smirk  whenever he is in a fight.

Amiri Tarmid, Human Barbarian
Mikhael Brent, Human Wizard. CB Sheet Show
====== Created Using Wizards of the Coast D&D Character Builder ======
Mikhael Brent, level 1
Human, Mage
Primary School of Magic: Enchantment
Secondary School: Illusion
Cantrips: Light, Ghost Sound, Suggestion
Background: Auspicious Birth (Auspicious Birth Benefit)
Human Bonus Language: Draconic

FINAL ABILITY SCORES
Str 8, Con 12, Dex 10, Int 20, Wis 12, Cha 12.

STARTING ABILITY SCORES
Str 8, Con 12, Dex 10, Int 18, Wis 12, Cha 12.


AC: 17 Fort: 12 Reflex: 16 Will: 14
HP: 30 Surges: 7 Surge Value: 7

TRAINED SKILLS
Religion +10, Arcana +10, Insight +6, History +10, Dungeoneering +6

UNTRAINED SKILLS
Acrobatics, Bluff +1, Diplomacy +1, Endurance +1, Heal +1, Intimidate +1, Nature +1, Perception +1, Stealth, Streetwise +1, Thievery, Athletics -1

FEATS
Human: Orb Expertise
Level 1: Superior Implement Training (Crystal Orb)
POWERS
Bonus At-Will Power: Heroic Effort
Wizard at-will 1: Hypnotism (Slide 6)
Wizard at-will 1: Beguiling Strands (Push 6)
Mage Bonus at-will: Magic Missile
Wizard encounter 1: Charm of Misplaced Wrath
Mage Spellbook encounter 1: Grasping Shadows
Wizard daily 1: Phantom Chasm
Mage Spellbook daily 1 Spellbook: Sleep

ITEM
Spellbook, Cloth Armor (Basic Clothing), Adventurer's Kit, Crystal orb, Dagger
====== Copy to Clipboard and Press the Import Button on the Summary Tab ======
Background Show
Mikhael was born with a gift, the ability to understand things at first  glance that other's would have to study for months or years to grasp.  His parents, doting as they were, built him a huge library and brought  endless tutors to teach him all things they deemed important for a  future heir to know. History, culture, the arcane, the planes... all  the masters they could find they brought for young Mikhael to learn  under, yet only a few of those managed to catch his attention.

As he reached the age of  mayority, he was finally able to decide on his own what to focus into,  and while searching for the more obscure lore, things that people didn't  talk in public and books who weren't supposed to exist he found Erzen  Thormguard, an old sage who was willing to share his erudition on those  themes with him. Fearing the rejection of his family, he just introduced  him as a magic teacher, something that was welcomed by his parents, who  pictured their fame growing even more with a son who was not only  knowledgeable on many topics, but also an arcane shaper.
After a few  years of study under old Erzen, wanderlust settled on young Mikhael's  heart, and he decided to wander the world by himself. To know in person  all of what he had already heard of from others or read in books.

Unaware  of the true potential Mikhael wielded on the arcane arts, his parents  decided to assign him a bodyguard, a wandering mercenary who wouldn't  mind to travel anywhere with their son, and that's how Mikhael met  Amiri, at first glance a savage and ruthless warrior, but as time went  by he discovered that under the rough exterior there was a kind and  caring soul ... as long as no one dared to make her angry. To this  moment, Mikhael hasn't found anything more unsettling than a raging  female, or as he describes her style of fighting ... a beatiful dance of  destruction.

2 years went by and Mikhael found his travels to be  ... unfulfilling, as he still was dependant on his family's name and  protection to go by, so he decided to go back to his home and tell them  what he had decided to do with his life. He had decided to leave his  name behind and find out his destiny on his own means. 3 years have gone  by since then, and it's been 2 years since he last saw Amiri, who told  him that she was going to go on a quest of her own, to find her own  destiny.

When he turned into an adventurer, Mikhael dyed his hair  blond and left his past behind, intent on making a name of his own.


Those are all the level 1 characters I currently have in mind. Just let me know what are you looking for. 
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3 years ago  ::  Oct 21, 2010 - 6:30AM #45
Grawln
Date Joined: Aug 21, 2007
Posts: 2,477
I'll wait to post potential characters until Sunday night's deadline to see what if any spots or roles remain unfilled. The four current characters are lacking a leader so I'd probably build something along those lines (human warlord or dwarven cleric).  If a leader is taken then I'd build a defender probably a fighter of some sort.
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3 years ago  ::  Oct 22, 2010 - 5:46PM #46
USecon77
Date Joined: Jul 15, 2008
Posts: 283

Alrightie, in by the deadline:

Valhallen Starcaller

background Show


Valhallen is a long-time student at the Sargaris Arcane Academy.  He has enjoyed his time as a student but lately, Valhallen has desired to travel.  After attending a course taught by Adjunct Professor Valthrun the Prescient, Valhallen travelled to Winterhaven with Valthrun and is assisting him with his work.


Nights that he can't convince some village maiden to hide him in her bedroom for the night, Valhallen spends his time on the top balcony of the tower with a spyglass and pipe, reading the stars and feeling the best streams of cosmic energy flow through the night air.



appearance Show

Valhallen is a tall, well-built human.  He wears a dark blue silk robe over thicker vestments.  The robe is embroidered with a star and moon pattern that runs along the side, bottom, and sleeve edges.  He has blonde hair that falls over his face and mingles with his moustache and goatee.


Ready when everyone else is.

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3 years ago  ::  Oct 25, 2010 - 8:17AM #47
XaviYago
Date Joined: Jul 19, 2007
Posts: 3,131
I arrived back home late last night and couldn't update the post until now.

Unfortunately, Jak and Folio have not responded to the game thread with their willingness to move forward, so that opens up two slots for new players. Grawln and Pashalik_Mons are welcome to join the game since they were the first two to inquire about open slots. I appreciate everyone responding to the game, and I'll keep your names on the list for future openings if that's okay with you.

Here is the current player/character list:

USecon77: Valhallen Starcaller, Human Sorcerer
swmabie: Jenit, Shadar-kai Invoker
kmeste1: Sir Joshua, Human Paladin
badguy6: Undecided (warforged assassin?)
Grawln: Undecided (warlord?)
Pashalik_Mons: Undecided

Grawln and Pashalik_Mons need to post their PC information to this thread as soon as they can. We'll start the game as soon as we get all the PCs in order.
_________________________________________________
"Jacking up the level rewards has always carried the taint of bribery, in my mind. If people need to be bribed to play D&D, then something's wrong with the game."
   -Steve Winter (http://www.howlingtower.com/2012/01/illusory-math.html)
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3 years ago  ::  Oct 25, 2010 - 11:58AM #48
badguy6
Date Joined: Feb 26, 2010
Posts: 3,050
OK. Once i get the time, maybe tomorrow, i'll make my character. I have school stuff to do so i cant right now
-Quotes from The Rebellion of the Four players-
alright, first round and our leader crited on our defender. Go team.  Those were, in order, my facial expressions after reading Talis's move.-Dark9174 after A slick move by the enemy swordmage

(I apologize ahead of time, guys. I hit the only PC I was almost certain I'd miss. I shall join Grunn in the "I've critted on my teammate" corner of shame, now.)- TheDracon
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3 years ago  ::  Oct 25, 2010 - 2:02PM #49
Pashalik_Mons
Date Joined: May 17, 2009
Posts: 7,095
Alright, here we go.  I'll be bringing along Dain Steelwright, a Dwarven Runepriest.

Character Sheet Show
====== Created Using Wizards of the Coast D&D Character Builder ======
Dain Steelwright
Level 1 Dwarf Runepriest
Build: Wrathful Runepriest
Runic Artistry: Wrathful Hammer
Background: Recent Life - Peaceful Life (+2 to Insight)

FINAL ABILITY SCORES
Str 18, Con 18, Dex 12, Int 8, Wis 12, Cha 10.

STARTING ABILITY SCORES
Str 16, Con 16, Dex 12, Int 8, Wis 12, Cha 10.

AC: 17 Fort: 14 Reflex: 11 Will: 13
HP: 30 Surges: 11 Surge Value: 7

TRAINED SKILLS
Religion +4, Insight +8, Endurance +11, Athletics +9

UNTRAINED SKILLS
Acrobatics +1, Arcana -1, Bluff, Diplomacy, Dungeoneering +3, Heal +1, History -1, Intimidate, Nature +1, Perception +1, Stealth +1, Streetwise, Thievery +1

FEATS
Level 1: Dwarven Weapon Training

POWERS
Runepriest at-will 1: Word of Diminishment Show

Your weapon flares with golden energy as you invoke the rune of diminishment. That energy ripples forth as you strike your enemy.


At-Will   bullet.gif     DivineRunicWeapon
Standard Action      Melee weapon


Target: One creature


Attack: Strength vs. AC


Hit: 1[W] + Strength modifier damage.


  Rune of Destruction: Until the end of your next turn, the target has vulnerable 2 to all damage, but vulnerable 5 against opportunity attacks.
Level 11: Vulnerable 4, but 7 against opportunity attacks.
Level 21: Vulnerable 6, but 10 against opportunity attacks.


  Rune of Protection: Until the end of your next turn, the target takes a penalty to damage rolls equal to your Constitution modifier.

Runepriest at-will 1: Word of Shielding Show


The rune of shielding flares to life when your foe strikes at you or your friends.


At-Will   bullet.gif     DivineRunicWeapon
Standard Action      Melee weapon


Target: One creature


Attack: Strength vs. AC


Hit: 1[W] + Strength modifier damage.


  Rune of Destruction: The first time the target hits or misses you or an ally adjacent to you with an attack before the end of your next turn, the target takes damage equal to your Constitution modifier. The target doesn’t take this damage if it attacks a creature marking it.


  Rune of Protection: The first time the target hits or misses you or an ally adjacent to you with an attack before the end of your next turn, the target of that attack gains temporary hit points equal to your Constitution modifier.

Runepriest encounter 1: Executioner's Call Show


Your weapon batters your foe, branding it with the rune of the executioner.


Encounter   bullet.gif     DivineRunicWeapon
Standard Action      Melee weapon


Target: One creature


Attack: Strength vs. AC


Hit: 1[W] + Strength modifier damage. Your allies gain a +2 bonus to damage rolls against the target until the end of your next turn.


  Rune of Destruction: One ally within 5 squares of you gains a +4 power bonus to the next attack roll he or she makes against the target before the start of your next turn.


  Rune of Protection: The target takes a -2 penalty to attack rolls until the end of your next turn.

Runepriest daily 1: Rune of the Undeniable Dawn Show


In the ancient days, the gods created a mighty rune to protect their astral domains against the primordials. You strike this rune into the ground, creating a consecrated space.


Daily   bullet.gif     DivineRadiantWeaponZone
Standard Action      Close burst 3


Target: Each enemy in burst


Attack: Strength vs. AC


Hit: 1[W] + Strength modifier radiant damage.


Miss: Half damage.


Effect: The burst creates a zone that lasts until the end of your next turn. You and your allies gain a +2 power bonus to all defenses while within the zone.


Sustain Minor: The zone persists.

Rune of Mending Show
 


The healing rune flares with a cold blue fire as you trace it in the air. The rune then appears on your allies’ armor.


Encounter (Special)   bullet.gif     DivineHealingRunic
Minor Action      Close burst 5 (10 at 11th level, 15 at 21st level)


Target: You or one ally in burst


Effect: The target can spend a healing surge.
Level 6: The target regains 1d6 additional hit points.
Level 11: The target regains 2d6 additional hit points.
Level 16: The target regains 3d6 additional hit points.
Level 21: The target regains 4d6 additional hit points.
Level 26: The target regains 5d6 additional hit points.


  Rune of Destruction: You and each ally in the burst gain a +2 power bonus to damage rolls (+4 power bonus at 11th level and +6 power bonus at 21st level) until the end of your next turn.


  Rune of Protection: You and each ally in the burst gain a +1 bonus to all defenses until the end of your next turn.


Special: You can use this power twice per encounter, but only once per round. At 16th level, you can use this power three times per encounter, but only once per round.




ITEMS
Scale Armor, Mordenkrad, Adventurer's Kit
============
Background Show
Dain is part of a Dwarven community in Fallcrest.  He was born and raised among humans.  But this did not stop Dain from becoming a master of his calling.  Dain is a blacksmith.  He crafted the finest weapons and armor in Fallcrest for years, until he started to get the dreams.  He saw Moradin in his dreams, and the God was proud of Dain's work.  He offered Dain knowledge of runes he could inscribe in his weapons and armor to give them even greater power.  Dain took eagerly to this new craft.  He scribed many mighty runes upon his creations.  But Dain was not satisfied with the few runes he knew.  He began to research other runes, and he found a few.  The information wasn't easy to come by though, and Dain has had to search harder for each new rune.  Recently, word has reached Dain that the Kobolds have been waylaying travellers on the road.  Dain wasn't happy to hear that.  There is supposed to be a man coming down that road soon, with news of where he might continue his search for the next rune.  Dain knows how to use the items he makes, and some of his better works have been calling to be used...
Appearance Show
Dain is thick and well-muscled, even for a Dwarf.  He keeps no hair on the top of his head, and keeps his light brown beard just a few inches long, lest it get caught in the forge fires.  He wears finely crafted Scale armor, each scale inscribed with individual runes that come together to make larger rune patterns on the armor.  His weapon is a huge, wicked looking hammer with the Rune of Protection on one side and the Rune of Destruction on the other.


@Grawln, I don't want to push you into something you don't want to play, but I'd almost prefer working with another leader in the party.  Runepriests are great for buffs, but poor on HP recovery.  So if you want to play a leader, you have my full support.  
Seriously, though, you should check out the PbP Haven.  You might also like Real Adventures, IF you're cool.
Knights of W.T.F.- Silver Spur Winner


4enclave, a place where 4e fans can talk 4e in peace.
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3 years ago  ::  Oct 25, 2010 - 6:14PM #50
Grawln
Date Joined: Aug 21, 2007
Posts: 2,477

I'll have a warlord posted this evening.

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