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This is my attempt to restart this game. I'm looking for new players, and I have expanded the character creation guidlines to allow more options, as well as adding an additional open slot to expand the group from four to five. Beyond mortal sense, beyond your reality, there lurks a boundless plane. It permeates your world and fills the void between worlds. It is the border betweens lands of the living and of the dead. There, mind and matter become one; thought and passion, fear and yearning can become more tangible than iron. It is the Ethereal Plane. Game Notes This game takes place in the Ravenloft setting commonly known as the Realm of Dread, and is focused in an Island of Terror domain known as Mordria, a dark reflection of medieval Ireland. The characters will be heroes pulled from their home worlds into the Realm of Dread, awakening in Mordria with no clear memories of how they got there or how to get home. Lost and isolated from the worlds they know, they must band together and contend with twisted spirits, deadly fey, and the walking dead as they search for the Mistway that will take them home. character Show ![]() Name: White Rose Race:Razorclaw Shifter Class/Level: Avenger (pursuit)/8th Experience Points: Experience Needed: 1000 Medium, 5'8" tall, 160 wt, 27 yrs old Sandy Black hair, Green eyes, light (tanned) skin Alignment: Good Worships: Corellon Background:Geography-Wetlands(+2Athletics) Str: 14 +2 At Wills: Lvl1: Overwhelming Strike (As you attack, you maneuver around your foe, forcing it to move with you.) At-Will * Divine, Weapon Standard Action, Melee Weapon Target: One Creature Attack: +15 vs AC (4lev+5wis+3prof+2enhan+1feat) Hit: 1d12+11. (5wis+2enhan+2item+1twoHanded) You shift 1 square and slide the target 1 square into the space you occupied. (Crit +1d12,+2d6) Lvl1: Bond of Pursuit (When you attack, you utter a promise to follow your enemy if it tries to escape) At-Will * Divine, Weapon Standard Action, Melee Weapon Target: One Creature Attack: +15 vs AC Hit:1d12+11 If target doesn't end its next turn adjacent to you, you can shift 6squares (free) and must must end shift closer to target. Encounter: Razorclaw Shifting(Racial): (You unleash the beast within on a savage counterance) Encounter Minor Action, Personal Requirement: Must be bloodied Effect: Until end of encounter your speed increases by 2 and you gain +1 AC/Reflex Oath of Enmity (Avenger) (You focus your wrath on a single foe, giving your attacks against it extraordinary accuracy) Abjure Undead (Avenger) (You send a brilliant ray of radiant power at an undead foe compelling it to stagger toward you) Encounter, Divine, Implement, Radiant Standard Action, Close: Burst 5 Target: One undead creature in burst Attack: Will vs Will Hit: 4d10+5 radiant damage and you pull the target 6 squares. The target is also immobilized UeonT. Miss: Half and pull the target 1 square. Divine Guidance (Avenger) (You lend your deity's guidance to an ally's attack against your foe) Angelic Alacrity (1PHB2) : (You focus divineenergy through your body to gain uncanny speed as your make your attack) Encounter, Divine, Weapon Standard Action, Melee Weapon Effect: Before your attack you can shift 6 squares Target: One Creature Attack:+15 vs AC Hit: 2d12+11 (Crit +1d12,+2d6) Fury's Advance(3) : (A quick flick of your weapon forces your enemy to stumble backward.) Encounter, Divine, Weapon Minor action, Melee Weapon Attack: +15 vs AC Hit: 1d12+6, (Crit +1d12,+2d6) You push the target 1 square, and it takes 3 damage for each of your allies adjacent to it after the push. You then shift 1 square to a square adjacent to the target. Inexorable Pursuit(7) : (Shrouded in divine mist, you stride through any obstacle to reach your foe, then smit it with the wrath of your god.) Skills: Trained: +09-Religion (4lev+5tr+1feat-1int) +16-Athletics (+4lev+5tr+2str+1feat+2item+2background) +15-Perception (+4lev+5tr+5wis+1feat) +19-Stealth (4lev+5tr+5dex+1feat+2race+2item) Untrained: Arcane (+4lev-1int) Acrobatics (4lev+5dex+2race) Bluff (+4lev-1cha) Diplomacy (+4lev-1cha) Dungeoneering (+4lev+1wis) Endurance (4lev+0con) Heal (+4lev+5wis) History (+4lev-1int) Insight (+4lev+5wis) Intimidate (+4lev-1cha) Nature (+4lev+5wis) Streetwise (+3lev-1cha) Thievery (+4lev+5dex) Personality: Primal, hot tempered, holds a grudge, cooperative, serious and quiet, fearless, relentless Looks: Background: Rose was raised in a nomadic shifter tribe, Clan of the Tiger's Eyes, which for centuries after the fall of Nerath wandered across the Stonemarch on the other side of the Cairngorm Peaks. However in the decades prior to her birth, more and more were they pushed east and south by increasing numbers of giantfolk. Ninety years before, when the Bloodspear orcs came and raided Fallcrest, the her tribe was accused by the humans of being complicit, despite the fact that they had been attacked by the orcs the same as everyone else in the Vale. The Tiger's Eyes had come into conflict with the farmers and hunters of the Nentir Vale, constantly being squeezed between the two (the humans and the giant-folk). Her tribe had by then withdrawn into the southern edge of the Winterbole forest adjacent to the Withering Hallows, in order to avoid persecution at the hands of the other races. Human didn't go near the wetlands due to superstitions. They thought they were safe there and had even begun getting along with a tribe of woodland elves nearby. Sadly, the giantfolk pursued them and wiped out the tribe. Luckly Rose escaped, running for her life, after seeing her mother killed. The elves took her in thus, for all of Rose's childhood, she knew of little beyond what the elves taught her. They knew little of her people, so she learned the elven way but alway there was a hole in her heart... a need for revenge. She came to revere the god of the elves as she reached adulthood. She was focused on only one goal, to avenge her tribe and she sought Corellon aid in doing so. The fairy god took Rose under his wing and she became a hunter as skilled as any elven warrior in the tribe. The warriors gave her the name White Rose as she resembled the fabled white tiger of legend. Now calling herself the Winter Rose, she seeks to mete out justice and death to those whom deserve such treatment. Possible magic: 9th,8th,7th, +2600gp Lv9: +2 Sun Fullblade(AV) Lv8: +2 Leather Sylvan Armor (+2 athletics/Stealth) Lv7: +2 Amulet of Psy Resolve (AV) Lv6: Iron Armbands of Power (AV) 1800gp lv3: Catstep Boots (PHB) 680gp
I'm interested and will submit a character shortly.
EDIT: I know Hybrids are PHB3, but are Hybrid's of PHB1&2 classes allowed?
Oh, yes, this definitely sounds interesting. I'd also like to know if hybrids are allowed. If not, no problem! *scurries off to put together a character*
Presenting...
Mianju the Impossible Clown!
====== Created Using Wizards of the Coast D&D Character Builder ====== Evamitte, level 8 Elf, Ranger Build: Archer Ranger Fighting Style Option: Beast Mastery Beast Companion Type: Cat Inherent Bonuses Borderland Nobility (+2 to History) FINAL ABILITY SCORES STR 18, CON 14, DEX 19, INT 10, WIS 12, CHA 8 STARTING ABILITY SCORES STR 17, CON 13, DEX 15, INT 10, WIS 10, CHA 8 AC: 25 Fort: 20 Ref: 21 Will: 16 HP: 61 Surges: 8 Surge Value: 15 TRAINED SKILLS Acrobatics +12, Athletics +12, Nature +12, Perception +12, Stealth +12, Streetwise +8 UNTRAINED SKILLS Arcana +4, Bluff +3, Diplomacy +3, Dungeoneering +5, Endurance +5, Heal +5, History +6, Insight +5, Intimidate +3, Religion +4, Thievery +7 POWERS Basic Attack: Melee Basic Attack Basic Attack: Ranged Basic Attack Elf Racial Power: Elven Accuracy Beast Basic Attack: Beast Melee Basic Attack Hunter's Quarry Power: Hunter's Quarry Ranger Attack 1: Twin Strike Ranger Attack 1: Circling Strike Ranger Attack 1: Fox's Cunning Ranger Attack 1: Partnered Savaging Ranger Utility 2: Pack Alertness Ranger Attack 3: Cut and Run Ranger Attack 5: Spitting-Cobra Stance Ranger Utility 6: Off-Hand Defense Ranger Attack 7: Hawk's Talon FEATS Level 1: Beast Protector Level 2: Manticore's Fury Level 4: Mounted Combat Level 6: Scion of Onat Level 8: Lethal Hunter ITEMS 46gps, 8sps Shielding Blade Longsword +2 x1 Rhythm Blade Short sword +2 x1 Marauder's Hide Armor +2 x1 Climber's Kit Adventurer's Kit Duelist's Bow Longbow +1 Quickhit Braces (heroic tier) x1 Dire Wolf Arrow Handaxex3 Raise Beast Companion ====== End ====== Evamitte's Background Show Borderland Nobility Unless Chirp Stop This Stage Of This Process, Here's The New Team's Defender (Defenses Are With Two- Weapons in Hands) Show ====== Created Using Wizards of the Coast D&D Character Builder ====== Riar Sonny Dale, level 8 Elf, Ranger Build: Archer Ranger Fighting Style Option: Beast Mastery Beast Companion Type: Cat Spellscarred, Harper Borderland Nobility (+2 to History) FINAL ABILITY SCORES STR 18, CON 14, DEX 19, INT 10, WIS 12, CHA 8 STARTING ABILITY SCORES STR 17, CON 13, DEX 15, INT 10, WIS 10, CHA 8 AC: 25 Fort: 19 Ref: 21 Will: 15 HP: 61 Surges: 8 Surge Value: 15 TRAINED SKILLS Acrobatics +12, Athletics +12, Nature +12, Perception +12, Stealth +12, Streetwise +8 UNTRAINED SKILLS Arcana +4, Bluff +3, Diplomacy +3, Dungeoneering +5, Endurance +5, Heal +5, History +6, Insight +5, Intimidate +3, Religion +4, Thievery +7 POWERS Basic Attack: Melee Basic Attack Basic Attack: Ranged Basic Attack Elf Racial Power: Elven Accuracy Beast Basic Attack: Beast Melee Basic Attack Hunter's Quarry Power: Hunter's Quarry Ranger Attack 1: Circling Strike Ranger Attack 1: Twin Strike Ranger Attack 1: Fox's Cunning Ranger Attack 1: Partnered Savaging Ranger Utility 2: Pack Alertness Ranger Attack 3: Cut and Run Ranger Attack 5: Spitting-Cobra Stance Ranger Utility 6: Off-Hand Defense Ranger Attack 7: Hawk's Talon FEATS Level 1: Beast Protector Level 2: Two-Weapon Fighting Level 4: Mounted Combat Level 6: Scion of Onat Level 8: Two-Weapon Defense ITEMS 6gps, 8sps Arrows Shielding Blade Longsword +2 x2 Marauder's Hide Armor +2 x1 Adventurer's Kit Climber's Kit Quickhit Braces (heroic tier) x1 Dire Wolf Arrow Handaxe Raise Beast Companion Duelist's Bow Longbow +2 Rhythm Blade Short sword +1 x1 ====== End ======
I think I will toss a character in...
====== Created Using Wizards of the Coast D&D Character Builder ====== Khardon Bladewind, level 8 Halfling, Barbarian Build: Whirling Barbarian Feral Might Option: Whirling Slayer Wild Hunter (+2 to Nature) FINAL ABILITY SCORES STR 18, CON 13, DEX 20, INT 10, WIS 13, CHA 8 STARTING ABILITY SCORES STR 16, CON 11, DEX 16, INT 10, WIS 13, CHA 8 AC: 26 Fort: 20 Ref: 21 Will: 15 HP: 70 Surges: 9 Surge Value: 17 TRAINED SKILLS Acrobatics +15, Athletics +12, Nature +12 UNTRAINED SKILLS Arcana +4, Bluff +3, Diplomacy +3, Dungeoneering +5, Endurance +4, Heal +5, History +4, Insight +5, Intimidate +3, Perception +5, Religion +4, Stealth +8, Streetwise +3, Thievery +10 POWERS Basic Attack: Melee Basic Attack Basic Attack: Ranged Basic Attack Halfling Racial Power: Second Chance Barbarian Feature: Whirling Lunge Barbarian Feature: Rage Strike Barbarian Attack 1: Howl of Fury Barbarian Attack 1: Whirling Rend Barbarian Attack 1: Whirling Frenzy Barbarian Attack 1: Macetail's Rage Barbarian Utility 2: Feral Rejuvenation Barbarian Attack 3: Whirling Step Barbarian Attack 5: Razor Wind Rage Barbarian Utility 6: Relentless Surge Barbarian Attack 7: Slash and Slash Again FEATS Level 1: Primal Halfling Counterattack Level 2: Lost in the Crowd Level 4: Rising Fury Level 6: Two-Weapon Fighting Level 8: Two-Weapon Defense ITEMS Darkleaf Hide Armor +2 x1 Iron Armbands of Power (heroic tier) x1 Boots of the Fencing Master x1 Adventurer's Kit Short sword Graceful Short sword +2 x1 Inescapable Short sword +1 x1 ====== End ======
Whoops! I made a mistake, but can't edit from my phone.
The second rogue at-will should be piercing strike, of course, not eldritch strike. Sorry about that. Also, wow, look at all the strikers! No one wants to play a defender? :P Sure are a lot of strikers! I've also had my eye on playing a paladin, but not sure. I'll wait and see what Chirp says.
Made the minor necessary changes by converting Evamitte's weapons to meet this campaign requirements by using the appropiate level items and removed the Friend's Gift.
P.S. Can I buy a Vicious Longbow +1 for 520gps, using it as so and change the Duelist Longbow +2 for a Sunleaf hide armor +2?
No hybrids.
VoyRager, your character is missing a background. As for your request, you can alter your equipment any way you choose as long as you can afford it. KayneRahl, your character is also missing a background.
This looks like a fun game. May I present Peiter the half-elf bard?
Character Sheet Summery Show ====== Created Using Wizards of the Coast D&D Character Builder ====== Background
Show
Pieter, level 8 Half-Elf, Bard Bardic Virtue: Virtue of Valor Background: Occupation - Entertainer (+2 to Bluff) FINAL ABILITY SCORES STARTING ABILITY SCORES
TRAINED SKILLS UNTRAINED SKILLS FEATS POWERS ITEMS Peiter groaned. Unwilling to open his eyes yet he went over what he could remember of the night before. The great hero Behren had just returned from his quest to the extra planer prison of the corrupted eldar Karavakos, who had threatened to break out and lead his army in a bloody swath across the material plane. Peiter had been hired to write the story of this great exploit, but the temptation of the fine dwarven ale had been too much for him. He knew he should not have drunk so much. Peiter’s half-elven heritage did not give him a strong head for the drink, yet drink last night he did. Peiter silently cursed himself. This was going to be his chance. He was supposed to hear the great hero’s story and immortalize Behren’s exploits in a song that would be heard throughout the land. Instead he got caught up in the pub with one of the hero’s companions, a goliath with a perchance for the alcohol. Peiter tried to concentrate, to piece together the events of the last night. Behren had 4 companions, but he decided to start with interviewing the goliath. The big jovial man would be shouting his story at the pub for all to hear, and Peiter wanted to get there before the goliath’s head would be too sodden to fully recall the tale. Then he had planned to head to the elven wizard’s room and hope their share heritage would give Peiter at least a few minutes of his time. Finding the rouge after awards would be a problem, and Peiter heard the druid didn’t even come into town. Still, Peiter thought he could interview 2 or 3 of Behren’s companions before meeting with the hero this morning. Most minstrels went straight to the hero to get their side of the story, but Peiter’s experience had long showed it was best to get it from his companion’s eyes first. That way he would have specific questions to ask the hero in his interview. But try as he might Peiter could not remember what the goliath said, or even if he made it up to the wizard’s room. The smell of decay entered Peiter’s nose, and he had to wonder if he ended up in some stable boy’s bed again. His head pounded and he decided there was not much he could do but open his eyes, face whatever situation he got himself into, and just hope the hero’s party decided to spend a second night in town. Opening his eyes though Peiter did not see the stable loft he expected, but a dire and twisted landscape. What had he drunk last night?
Okay, I edited my equipment; did I miss anything?
Here is Aronyalee Vu'Swiego, Barbarian-Queen Warden. Name: Aronyalee Vu'Swiego Abilities & Skills: Hit Points: 82 Defenses: Speed: 6 Feats: Racial Features: Class Features: Wealth/Equipment: Powers: At-Will: Sea Stride Tempest Assault Thorn Strike Warden's Fury Warden's Grasp Encounter: Angry Spirits Erupting Font Gale Strike Guardian Shock Wave Howl of Fury Daily: Form of Mountain's Thunder Storm Strike Stat-Block Show Name: Aronyalee Vu'Swiego Auras Basic Attacks: Powers Used: [] Angry Spirits Background Show A tirbe consisting of women lived in a forest that surrounded a mountain. The women were completely self-sutenent, only having men as slaves which they used to make more women. Any males born, were killed, born into slavery, or sold to other tribes as slaves. Any non-humans that approached them were considered abominations and were slaughtered.
One night, this tribe was beset by a raid of an elven band of bandits, the leader of which was a very powerful man, who raped a woman of the tribe. This woman bore a daughter and this daughter grew up to be Aronyalee of tribe Vu'Swiego. When the girl was on the fringes of pre-pubescence, a wizard decided he wanted the mountain they lived around to be the base of his tower, so he summoned an army of the undead to wipe out the tribe. The tribe wanted to fight back, but they had to commune with their deities, who presided on this mountain, and gain their blessing. The only problem is, they had to send a woman who had not lost her innocence. The only one they could find was Aronyalee. She was sent to climb the mountain, and once she reached the top, she spoke to the goddesses, and was there for, to her, what was years. She trained under the watchful eyes of the the Lady of the Spark. The goddess of storms granted her tremendous power. When her training was done, Aronyalee was eight years older, though the world had not aged a day. The Lady sent her down with bolts of lightning and gusts of wind, to smite the One Who Would Raise the Dead. Aronyalee led her army of warrior-women and drove a hole in his army. As the general of their newly-formed army, and the champion of the Lady, she alone would drive her spear through the heart of the One. During their celebrations, They crowned her Warrior-Queen of Clan Vu'Swiego. _______________________________________________________________________________ I awoke in a strange and dangerous place. All I can remember from the previous night was celebration. We drank for the winning of the battle. I cannot see through this fog! Where am I?
Completed Summary and added background story.
I'm ready to rock!!
Im withdrawing my original submission to post another, should have it up soon.
Looks like an interesting game, I will get a submission up in not too long.
What is the deadline for submissions?
I'm going to set the submission date for this coming friday. That gives everyone seven days to get their character sheets finished (including a background or I wont consider it), and get them posted.
Here's my update to Rajhan, just in time for the game ^^
Rajhan Skills: Untrained Skills: Agile Form Powers: Rituals: Inventory: Implements Rajhan’s homeland was a place of many names. It was once ruled in the form of great provinces, by mighty tribes seated in great villages. The tribes and provinces had vanished hundreds of years ago, yet the remains of their great legacy linger on, crumbling behind the rolling hills and thick forests of this land. Rajhan had been told some years ago that his people had once been the rulers of this land, that they were descended from those mighty tribes of legend. As he observed the world about him, he saw little proof to this lofty claim. The humans had come long before Rajhan had existed in this world, but it was there that they stayed. They came in great ships, marching across their homeland with an air of arrogance and conquest. Their countless atrocities stained the ground with blood and choked the air with smoke. Shifter villages were pillaged and razed, their rallied people slain or taken into slavery. When the bloodshed ceased and the shifters forced into subservience, the emperor’s puppet corporation, Willowhead Trading Company, was instated upon their land. Building, controlling and enforcing the only habitable civilizations in the land, Rajhan’s people were plunged into decades of indebted servitude. Such is the land in which Rajhan was born and raised. Their homeland, renamed Arkharis by the humans, was just another colony under Willowhead control. Logging the rare Arkharian forests for export was a task left to the shifters, whose fate as the working class had been sealed by years of oppression and tyranny at the hands of the appointed human aristocracy. Though undercurrents of deep-seated hatred lingered and tensions between the humans and shifters remained high, Arkharis was a powder keg with no fuse. The son of a seamstress and a woodcutter, Rajhan was raised the same way as most of the shifters of Arkharis. Though most forms of education were strictly forbidden, Rajhan was home schooled and taught the mundane skills necessary for labor at an early age. As he toiled in the woodlots by day, the outlawed abyssal tongue of his ancestors was bestowed upon him by his father and the other defiant woodcutters. Like most Arkharian shifters, Rajhan never learned any magic: to do so was an offense punishable by death. Literacy was made available to him through nightly tutoring and the shifter’s experience in the wilderness waxed with each long harvest. As he came of age, Rajhan was left with only the fate of a monotonous life of fruitless labor. Or so it would have been, had not the depravities of human sin been as prevalent as they so often are. The warm summer twilight which the Willowhead noblemen entered Rajhan’s home will always linger in the murky recesses of his mind. Even now, Rajhan remains unable to recall the events which awoke the ancient magic pulsing through his veins. The fragmented memories are enough to make him tremble: A roar of anguish from his father, his mother’s screams, the laughter of aristocrats. The sound of those hideous laughs turning to shrieks still echo through his memories, along with the heady stench of the evening air and the thick, crimson warmth which coated his hands and lips. What happened that evening is something that Rajhan has only heard from the lips of others. However, the effects were undeniable: the death of two respected shifters and the slaughter of those noble-blooded humans rang across Arkharis. As violence erupted across the land, pockets of conspirators seized the events as a symbol for action, and it wasn’t long before the colony plunged into war. While the Company had greater resources and technology, the shifters outnumbered their tyrannical overseers and fought with a far greater zeal. Townships and villages were seized by humans and shifters alike, and blood seeped into the land once again. Having gained notoriety over his actions and newfound abilities, Rajhan was quick to join the fray. Though he spearheaded many ambushes, he gained fame among his people for using his capabilities to guide shifters to safety and liberate those which were trapped in Willowhead-controlled villages. As the weeks and months wore on, the shifters continued to gain ground. The Willowhead forces, few as they were, continued to relinquish territories as they retreated to the coast. As the shifters prepared for their final attack, their hopes of victory were dashed by the arrival of an armada from the sea. Funneled into the few ports remaining in the Company’s control, the empire’s troops flooded across the land in overwhelming numbers. Unable to contend with such a force, many shifters surrendered, while those who didn’t fled to the forests and distant mountains. Rajhan was one of the shifters who refused to forfeit. Retreating deep into the forest, he and a handful of fellow rebels did what they could to avoid capture. Unable to rejoin the rebels rallying elsewhere, they remained deep in Willowhead territory. Executing ambushes and raids, he and his conspirators remained a thorn in the colony’s side for many months. However, when spring arrived the Company struck with force. Encircling the thickest reaches of the wooded area before invading inwards, it was not long before the insurgents found themselves surrounded. Though he could have assumed the form of a beast and fled, Rajhan refused to leave his allies in their time of need. Seized prisoner after a vicious last stand, his fate would be that of any revolutionary taken captive by the empire. Standing high upon the gallows, Rajhan couldn’t find it in himself to lament. Though beaten, bruised and bloodied, the shifter stood tall as he approached the noose before him, his teeth clenched tight in defiance as he glared icily at the human spectators. His lips curled into a snarl as a hand brushed against his jaw whilst guiding the rope around his neck. The signal was given to the executioner, the floor fell away beneath him, and only then did the Mists suddenly swallow him up... Lean and of average height, Rajhan is a fine example of his species. His lithe figure is tightly wrapped in dense muscle, well-toned from long periods of exertion but not large or bulky like those of a true warrior. His facial features are true to his shifter heritage, though his brow is not as prominent as other males and his facial hair is kept cleanly shaved when possible. His eyes are a vivid sky blue, his flesh a shade of ochre. His long, dark auburn hair is thick and lustrous, hanging well past shoulder length. Rajhan’s attire is a testament to his time in the wilderness. The clothing he wears beneath his armor is torn and besmirched with unwholesome stains. A pair of scratched and tarnished metal rings sit upon his fingers, and rings of metal and wood in equally poor condition are often worn in his hair. A leather circlet sits low upon his brow, its surface decorated with the fangs of various beasts. His armor, comprised largely of battle-worn leather, is often fringed with the black and brown animal fur that forms its inner lining. This fur spills over his upper back and shoulders in the form of a shoulder cape. Another fur pelt also drapes protectively around his tasset. His armor is fastened to his figure through thick leather lacings adorned with animal claws and teeth. Animal bones also fill the inserts lining his rerebraces, cuisses and greaves for additional support. A series of thick, weathered iron bands wrap around each of his vambraces, each inscribed with its own set of jagged runes. His cloak, magical as it may be, is tattered at the edges and features a few noticeable tears along its filthy surface.
I'm just gonna bow out. I can't think of a good character idea.
Yes this game is still on. I just havn't had time to sit down and go over character sheets yet. I also have not heard from one of my returning players yet and I'm not sure if I'll need to replace him or not.
It should be noted that my posting speed is SLOW. I often find myself distracted by real life issues and can't always get on here to post as often as I would like to. I may fall silent for weeks at a time, but hold faith that I will come back. I always come back. I enjoy playing too much to stay away.
Okay I have today off so you can expect the finale character selection up later on tonight.
Well, since I havn't heard from Fear_of_Fright, I'm opening up his spot to a new player.
Also since I just couldn't make up my mind. Everyone is in! I'm doing this for a number of reasons. First it opens the game up for more inter-party RP. Second I can now ramp up certain encounters to the scales at which I originaly envisioned them which should heighten the tension and danger. And last it lets me consider killing off one or two of you without worrying too much about rebalancing the party. Mwahahahahaha!!! (Is he joking? )Here's the roster: White Rose, Female Shifter Avenger 8th Level (Played by: Greymouse) Rajhan, Male Shifter Druid 8th Level (Played by: Haribon) Pieter, Male Half-elf Bard 8th Level (Played by: NiT) Aronyalee Vu’Siewgo, Female Half-elf Warden 8th Level (Played by: Blanket_Thunder) Mianju, Female Human Rogue 8th Level (Played by: jacques_duloque) Evamitte, Male Elf Ranger 8th Level (Played by: VoyRager)
Woohoo! Thanks, Chirp.
I'm looking forward to it.
Yay! Thanks Chirp!! Hm... this looks like a party.
6 people and my bard is the only healer... lol, ironically that was the same make up my real life group had the last time I played a bard. At least Pieter is quite generious with temporary hit points.
If you want, I can change my stuff to make me a healing warden, so tht way We'll have extra heals, just in case..
Thanks Blanket. Another person with a few heals would be nice, but you also have the only defender in the group which we also need, so it is totally up to you. Peiter does have a LOT of ways to give out temporary hit points and a few heals, so I think we will be good either way.
Congrats, everyone!
Also, it would seem that half our party consists of Strikers. Heh.
The name of the game is...:
!!!!!!!!!!!!!!!!!!!!!!FOCUS FIRE!!!!!!!!!!!!!!!!!!!!!!
Thank you Chirp for this in!
Well if BT going to adjust to a healing type warden then I can change a feat or two to toughness and two blade defense use a more defender approach. If I do I going to need help protecting the cat and the cat will need a range striker/controller partner when time come to roam in our numbers trouble-shooting. K? Buddy-ies?
Yay teamwork! :D
Hey do you guys think a swarm druid would be more useful in the party? I'm just barely leaning toward sticking with pred, if only because swarm tends to have more AoE abilities that can catch teammates in the crossfire, but we have so many strikers that I worry the pred's secondary striker role might be too redundant. Rajhan was a pred druid before this pre-game, but largely because Primal Power wasn't an option then.
Unless Chirp Stop This Stage Of This Process, Here's The New Team's Defender But to be honest about this I really like Evamitte built better with the Lethal Hunter feat than this Two Weapon defense which also effected the Manticore Fury Feat and the proposed Toughness Feat.
There's a total AC26/REF23 when handling two weapons. Show ====== Created Using Wizards of the Coast D&D Character Builder ====== Evamitte, level 8 Elf, Ranger Build: Archer Ranger Fighting Style Option: Beast Mastery Beast Companion Type: Cat Inherent Bonuses, Spellscarred, Harper Borderland Nobility (+2 to History) FINAL ABILITY SCORES STR 18, CON 14, DEX 19, INT 10, WIS 12, CHA 8 STARTING ABILITY SCORES STR 17, CON 13, DEX 15, INT 10, WIS 10, CHA 8 AC: 25 Fort: 20 Ref: 22 Will: 16 HP: 61 Surges: 8 Surge Value: 15 TRAINED SKILLS Acrobatics +12, Athletics +12, Nature +12, Perception +12, Stealth +12, Streetwise +8 UNTRAINED SKILLS Arcana +4, Bluff +3, Diplomacy +3, Dungeoneering +5, Endurance +5, Heal +5, History +6, Insight +5, Intimidate +3, Religion +4, Thievery +7 POWERS Basic Attack: Melee Basic Attack Basic Attack: Ranged Basic Attack Elf Racial Power: Elven Accuracy Beast Basic Attack: Beast Melee Basic Attack Hunter's Quarry Power: Hunter's Quarry Ranger Attack 1: Circling Strike Ranger Attack 1: Twin Strike Ranger Attack 1: Fox's Cunning Ranger Attack 1: Partnered Savaging Ranger Utility 2: Pack Alertness Ranger Attack 3: Cut and Run Ranger Attack 5: Spitting-Cobra Stance Ranger Utility 6: Off-Hand Defense Ranger Attack 7: Hawk's Talon FEATS Level 1: Beast Protector Level 2: Two-Weapon Fighting Level 4: Mounted Combat Level 6: Scion of Onat Level 8: Two-Weapon Defense ITEMS 6gps, 8sps Arrows Shielding Blade Longsword +2 x2 Marauder's Hide Armor +2 x1 Adventurer's Kit Climber's Kit Quickhit Braces (heroic tier) x1 Dire Wolf Arrow Handaxe Raise Beast Companion Duelist's Bow Longbow +2 Rhythm Blade Short sword +1 x1 ====== End ====== If those whom was concerned about the team's roles make up say something about these changes that suggest maybe I do see something wrong with this process then I would retained the Lethal Hunter and just trade away the Manticore Fury for Toughness but if the healer role question does carry a higher priority thenEvamitte can step in as the team defender while our only defender is converted to a healer's type, I guess!? huh!?? Basic Attack: Melee Basic Attack Show Dagger Shortsword's (+1 bonus to AC/Reflex while in off-hand.) Critical: +1d6 damage per plus Longsword's Critical: +1d6 psychic damage per plus Basic Attack: Ranged Basic Attack Show Dagger Chatkcha Longbow's Critical: +1d6 damage per plus, and the target grants combat advantage until the end of your next turn. Noble Adept Feature: Adept's Insight/Manifester Longsword Show Encounter PsionicMinor Action Close burst 5 Trigger: You or an ally in the burst makes an attack roll, saving throw, or skill check. Effect: (Automactically augmented) Add 1d4+1 to the triggering roll Elf Racial Power: Elven Accuracy Show Encounter Free Action Personal Trigger: You make an attack roll and dislike the result. Effect: Reroll the attack roll. Use the second roll, even if it’s lower. Beast Stats Show
Hunter's Quarry Show At-Will Minor Action Effect: You can designate the nearest enemy to you that you can see as your quarry's target. Once per round: Whenever you hit your quarry's target with an attack, the attack deals an additional extra 1d8 damage. If you can make multiple attacks in a round, you decide which attack to apply the extra damage to after all the attacks are rolled. If you have dealt Hunter’s Quarry damage since the start of your turn, you cannot deal it again until the start of your next turn. The hunter’s quarry effect remains active until the end of the encounter, until the quarry is defeated, or until you designate a different target as your quarry. You can designate one enemy as your quarry's target at a time. Ranger Attack 1: Twin Strike Show At-Will Martial, WeaponStandard Action Melee or Ranged weapon Requirement: You must be wielding two melee weapons or a ranged weapon. Targets: One or two creatures Attack: Strength vs. AC (melee; main weapon and off-hand weapon) or Dexterity vs. AC (ranged), two attacks Hit: 1[W] damage per attack. Ranger Attack 1: Circling Strike Show At-Will Beast, Martial, WeaponStandard Action Melee weapon Target: One creature Attack: Strength vs. AC Hit: 1[W] + Strength modifier damage. Effect: Before or after the attack, your beast companion can shift 1 square Ranger Attack 1: Fox's Cunning Show Encounter Martial, WeaponImmediate Reaction Melee or Ranged weapon Trigger: An enemy makes a melee attack against you Attack: You can shift 1 square, then make a basic attack against the enemy. Special: Gain a power bonus to your basic attack roll equal to your Wisdom modifier. Ranger Attack 1: Partnered Savaging Show Daily Beast, MartialStandard Action Melee beast 1 Target: One creature Attack: Beast’s attack bonus vs. AC Hit: 2[b] + beast’s Strength modifier damage. Miss: Half damage. Effect: If the target is your quarry, you can shift 3 squares and make a basic attack against it. Ranger Utility 2: Pack Alertness Show At-Will Beast, MartialMinor Action Close burst 10 Targets: You and your beast companion in the burst Effect: The targets each make a Perception check and share the better result. Also, if your beast companion becomes aware of a target, you do as well, and vice versa. Beast: If your companion is a cat, a raptor, or a wolf, the targets gain a +2 bonus to the Perception checks. Ranger Attack 3: Cut and Run Show Encounter Martial, WeaponStandard Action Melee or Ranged weapon Requirement: You must be wielding two melee weapons or a ranged weapon. Target: One or two creatures Attack: Strength vs. AC (melee; main weapon and off-hand weapon) or Dexterity vs. AC (ranged), two attacks Special: After the first or the second attack, you can shift a number of squares equal to 1 + your Wisdom modifier. Hit: 1[W] + Strength modifier damage (melee) or 1[W] + Dexterity modifier damage (ranged) per attack. Ranger Attack 5: Spitting-Cobra Stance Show Daily Martial, Stance, WeaponMinor Action Personal Effect: Until the stance ends, you can make a ranged basic attack as an immediate reaction against any enemy within 5 squares of you that moves closer to you. Nature Utility 6: Practiced Rider Show At-Will Minor Action Personal Effect: You mount or dismount a willing, adjacent creature that has the mount keyword. Ranger Attack 7: Surprising Throw Show Encounter Martial, WeaponStandard Action Ranged weapon Requirement: You must be wielding a thrown weapon. Target: One creature Attack: Strength vs. AC (thrown weapon). The target grants combat advantage to you if it is adjacent to an ally of yours who can take free actions. Hit: 3[W] + Strength modifier damage Raise Beast Companion Show Component Cost: 50 gp Market Price: None Key Skill: Nature (no check)Level: 1 Category: Restoration Time: 4 hours Duration: Instantaneous This ritual allows you to restore life to your slain beast companion. This ritual works only for rangers who have the Beast Mastery class feature. The ritual functions as the Raise Dead ritual, with the following exceptions: You need not have any part of your beast companion’s corpse. The death penalty lasts until you have reached three milestones.Dire Wolf Show
Friend's Gift (heroic tier) Show Targeting Longbow +2 Show Power Daily (Free Action)Trigger: You hit an enemy with an attack using this weapon. Effect: Until the end of your next turn, you and your allies can roll twice on attack rolls against that enemy and use either result. Defensive Hide Power + Noble Adept Power Point Show Power (Augmentable) Daily (Immediate Interrupt)Trigger: An enemy hits you. Effect: Automatically augmented and until the start of your next turn, you gain a +5 bonus to the defense that the triggering enemy hit. Rhythm Blade Short sword +2 x1 Show Spoiler: Show Handaxe x3 Show Amulet of Warding +2 Show Power Daily (Immediate Interrupt)Trigger: An ally adjacent to you is hit by an attack. Effect: The ally gains a power bonus to all defenses equal to the amulet's enhancement bonus until the start of your next turn. Spoiler: Show
Looking forward to getting this going again. Lots of players I haven't played with much before, should be fun!
Whiterose is a secondary defender too, so that will help some too. No healing though.
The game will be restarting from the beginning, disregarding the false start of the last attempt. You will likely recognize the opening post. But after that, I have some new plans for what will happen to the party.
I have put in the request for a new game thread and am only waiting on approval. so gt any tweaks to your characters done asap. We will likely be starting in the next day or so.
Game thread is here. Post your character sheets first and we'll get started.
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