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Old 15th December 2008, 12:32 PM   #1 (permalink)
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L4W Charter - Read this first!

Living 4th Edition is a community campaign setting where a large number of characters can interact in multiple different adventures, campaigns, and stories. Multiple adventures run simultaneously with their own DM and players. What happens in one adventure can directly affect another adventure, and what happens in all of the adventures affects what is happening in the world.

Everyone

First, all regular rules for the message boards are in effect. If there is any confusion on this, consult the ENWorld FAQ or email any moderator.

In order to participate, we request that you set your settings on the message board so that an active email address is available to other participants in the game. This can be done by going to the My Account -> Settings and Options -> Edit Options -> Receive Email from Other Members. Allowing your email address to be made public is important because if your email address is private only, DMs and judges will have a much harder time contacting you.

Players

In order to play, you will need to create a character. Once your first character reaches 2nd level, you are allowed to create a second character. Characters played by the same player may not interact with each other in any meaningful way. They shouldn't ever be in the same place at the same time, and no exchanging items or services with yourself, even through a third party. Only two characters per player are allowed at this time; to make a third, one of your first two will have to die or retire. (See the Death and Retirement sections below).

A character is created using the guidelines defined in the Living 4th Edition Character Creation Guide. The details for character creation are contained there, and not on this page. Once your character has been submitted and approved, a link to the approved version of your character sheet will be added to the official Approved Character List.

Once your character is submitted, your character may enter the Hanged Man Tavern. The tavern is for characters in between adventures, and it is the most likely place for a new adventures to begin.
You may enter the tavern and even join adventures (with your DM's approval, of course) before being approved, but you cannot be awarded any experience until you are approved by two judges.

Once you join an adventure, you are expected to warn your DM if you are unable to post fairly frequently. Exactly how frequently depends on the DM, but most DMs prefer to be told if you cannot post for two or three days or longer. If you do not warn the DM, they may choose to exclude your character from some of the adventure's rewards, or even to dismiss them from the adventure.

When you are awarded enough experience to gain a level, you must re-submit your character using the same process as for the initial character submission: edit your character sheet in the wiki and email the judges, including a link to your character sheet, notifying them of the level increase. As with initial submission, you may continue playing before the approval process is complete, but cannot receive any more experience until the level up is approved.

Every time your character gains a level, you can retrain one feat, power, and skill. If new character options have been approved for play in L4W since your character’s last approval of submission or level-up, you may additionally retrain one new feat, power, and class feature (when selectable) from the new source(s).

Once before your character is approved for level 2, you may do an overhaul of your character. This is a single opportunity in that character’s career to recreate all mechanical aspects of the character except for class, race, and basic character concept. The overhaul must be approved as per the normal rules for character approval, and requires DM permission if the character is involved in an adventure.

Dungeon Masters

A Dungeon Master of some kind is necessary for any adventure, even an extremely short vignette. In order to start an adventure, the DM must request that the current judges in charge of adventure approval approve the adventure. Any adventure needs to submit the following information in order to be approved:

1) Who are the players: This can be a specific list or this can be a description of what kinds of characters are likely to fall in line with this adventure. DMs are strongly encouraged to offer openings to players that not already has a character on an adventure.
2) What is the story: What is the story of the adventure itself? What are the events that lead up to How is victory achieved or defeat met?
3) What is the background: Describe the setting, the people, and the motives that make this adventure.
4) What is the challenge: Specifically, what encounters, skill challenges, and roleplaying challenges will the players encounter? You don't need to completely spell out every encounter, but you should indicate where in the adventure the encounters lie and give a basic description and indicate how difficult they are meant to be. Example: "After defeating the animated waterbed, the PCs must escape the haunted boudoir by fighting their way through a series of trapped corridors while spectral French maids emerge from the walls and pursue them with diseased feather dusters. This encounter will be 2 levels above the PCs level".
5) What are the rewards: What kinds of rewards are there to be found? Fame, money, magic, and experience should all be expressed here. Anything that can be a reward is important for the judges to see. At a minimum, describe which treasure packets and the total amount of experience from encounters that PCs can get.
6) How long is the adventure expected to be? E.g. a long campaign, a medium length adventure, or a short vignette with only a few encounters. DMs new to play-by-post gaming are strongly encouraged to run a few vignettes and short adventures before trying their hand at a longer game.

The things we're looking for in an adventure proposal are basically as follows. First, to make sure that the DM isn't planning anything too unbalancing or destructive, like handing out a bunch of +5 vorpal swords to level 1 characters or having an army of undead dragons invade Daunton. Second, to make sure the judges have enough information about the adventure that if the DM were to suddenly disappear, a judge or substitute DM can step in and finish the adventure. Third, to make sure that any new setting details or NPCs you introduce are compatible with the rest of the living world's setting.

Submitting an adventure proposal does not mean that a DM can't improvise. No plan survives contact with the enemy, and no adventure outline survives unchanged once the players start posting. DMs are expected to use their judgement and adapt to player actions throughout the course of an adventure, and there is no need to re-submit if a DM changes plans in response to players.

DMs are not as limited as players in terms of what sources they may use. Feel free to use monsters from non-approved sources, or custom monsters, as long as they fall within the DMG's guidelines for customizing monsters. When in doubt, consult a judge. The exception is items; if you intend to have items in your game that might possibly fall into the players' hands, they should either be from approved sources or you should clear them with a judge first.

When an adventure is approved, then the DM can begin recruiting if necessary. The Hanged Man Tavern is the usual place to go to find a party of adventurers, though the DM may arrange a different beginning by discussing it out of character in the discussion thread. The DM need not take all comers, they may choose as they see fit from among the characters who express interest. As mentioned previously, DMs are strongly encouraged to offer openings to players that not already has a character on an adventure.

After the adventuring party is formed, the DM needs to find a judge that is not playing in that adventure to watch the adventure. This judge has the responsibility to step in if the DM disappears, and can override the DM if necessary. (This should be very rare, and would only happen in response to abuse by the DM.)

After the adventure is completed, the DM will give final awards for experience and treasures, and resolve how the PCs leave the adventure if it is site based. If there is an option for a continued adventure, it is important to plan for some players to be able to leave and for new members to join a group, because this is the nature of the forum.

Time Experience and Gold

To help compensate for the slow nature of play-by-post games, characters earn extra experience simply for participating in an adventure. The amount is calculated so that it would take 12 calendar months for a player to advance a level solely by time XP. To prevent characters who advance using this XP from falling behind the amount of treasure they should have at their level, they also gain gold when time XP is awarded (12 months of time gold equals a 1/5 share of all ten treasure parcels for the given level).

Thus:
  • 1st level characters gain 83 xp and 63gp per month of adventuring.
  • 2nd level characters gain 104 xp and 89 gp per month for adventuring.
  • 3rd level characters gain 125 xp and 127 gp per month for adventuring.
  • 4th level characters gain 145 xp and 175 gp per month for adventuring.
  • 5th level characters gain 166 xp and 233 gp per month for adventuring.
  • 6th level characters gain 208 xp and 313 gp per month for advenuring.
  • 7th level characters gain 250 xp and 447 gp per month of adventuring.
  • 8th level characters gain 291 xp and 633 gp per month of adventuring.
  • 9th level characters gain 333 xp and 873 gp per month of adventuring.
  • 10th level characters gain 458 xp and 1167 gp per month of adventuring.
DMs may choose whether to withhold time XP until the end of an adventure, or award it during the course of an adventure, as they see fit. Time XP during an adventure should only be given for complete calendar months; a 1st level character should not be awarded 8 xp for 3 days of adventuring except at the conclusion of an adventure.

DM Credits

In order to reward DMs for their essential contribution to the community, DMs earn points for the successful completion of an adventure. These points, called DM points, may be redeemed for a month's worth of Time XP for the character of the DM's choice. A DM earns two points per complete calendar month that their adventure covers. Thus, for a successful adventure lasting six months, a DM would earn enough points to exchange for 12 months worth of time xp, which would be one full character level. No points are awarded for partial months; however, a DM will always earn at least two points for completing an adventure even if it lasts less than one month. Points are awarded by the adventure's judge at the conclusion of the adventure.

A DM who abandons an adventure without notification gets no reward for that adventure. If a DM quits an adventure prematurely but gracefully (i.e. handing over material to another DM and helping her out with minor details) she receives full credit up until the point she quits, while the new DM receives credits from that point on in time. If an adventure ends due to player dropout, the DM gets full credit.

As there are some long-running adventures in L4W, the DMs of these can petition the judge to award credits during the course of the adventure, typically at the same time as XP is given to the players.

Multiple adventures running in parallel will all yield DM credits.

World Building

The setting of L4W -- its geography, backstory, NPCs, regions, and so forth -- is described in the setting wiki page, starting with the Transitive Isles. The setting is designed to grow and change over time. This change takes place in four main ways:

First, and most commonly, DMs create new areas, dungeons, organizations, towns, NPCs, and so forth related to the adventures that they run. Since there are many adventures in L4W, and not everyone will read them all, setting elements that DMs create may be forgotten if no one takes the time to transcribe them into the wiki. Judges will want to see an outline for this kind of content in the adventure proposal, and may request changes to help it fit with the existing world better.

Second, people can propose new setting elements by starting a thread in the forum to discuss them. If, for example, you wanted to create an international league of thieves' guilds, you could start a thread with a description of the league to discuss the idea. If a consensus forms that this is a good idea, then you can add it to the wiki, and it becomes a permanent part of the world. (Note that there is nothing stopping you from just adding it to the wiki in the first place, but for setting elements that are likely to affect a number of players and games, it is considered polite to have a discussion on it first.)

Third, players create setting details as part of their characters' backstories. Since there are many characters in L4W, and it's not possible to check everyone's backstory all the time, if you write content into your character's backstory that you want to be a persistent part of the shared world, it would be a good idea to edit that information into the setting wiki. Also, DMs are encouraged to look at players' backstories and, with permission from the player, include that content in their adventures. Judges will read these backstories at character approval time, and will ask for changes if it doesn't fit.

Fourth, time. The Transitive Isles is based on the concept of small clusters of islands drifting in an ever-changing sea. Sometimes entire islands just disappear and are never seen again, and sometimes, thick gray fog covers part of an island for a time, and when it passes by, things have changed. In metagame terms, there is an explanation built in if we have conflicts in the setting, or if setting elements are forgotten. We'd prefer to keep the world fairly stable, but we also want the ability to wipe parts of the slate clean if needed.

Game mechanics and approved sources


At the time of this writing, the games in this world are run using 4th Edition D&D rules as described in the list of sources here. Characters may be created, leveled up, and retrained using these approved sources. Note that potentially problematic items can be proposed for exclusion.


Changing the rules: proposing new sources and mechanics

Any player may propose that the rules be changed, or that new source material be allowed. To do so, the player should create a new thread in the forum with a title beginning with "Proposal: ". In the proposal, they should explain what the proposed change to the rules is, and why they feel that the change is needed. The judges, after allowing time for refinement and discussion of the proposal, will vote by indicating YES or NO in a post in that thread. (Judges may also mail their votes to l4w.judges@gmail.com, in which case another judge should post the vote to the thread on their behalf.) In order to pass, a proposal must receive at least three YES votes, and the YES votes must outnumber the NO votes by at least two. When that condition has been met for 48 hours, the proposal passes and becomes part of the official rules. If a proposal receives at least 3 NO votes, and NO votes outnumber YES votes by at least two for a period of 48 hours, the proposal fails and the matter is closed.

It is possible that a proposal will neither pass nor be officially closed. Example: A proposal may gain 4 yes votes and 3 no votes and attract no further votes. In such a circumstance, the proposal has not passed and does not become a rule barring a change in circumstances.

A proposal that fails may be proposed again, but not before one month has passed since it failed. Players may also propose to repeal a passed proposal after at least one month has passed.

A judge cannot vote in his or her own proposals.

Proposals to include new rules content may be made either for specific rules or articles (e.g. "I propose that the text of Magic Missile be amended thusly...", or "I propose that we adopt the rules in the article 'Pimp my Halfling' in Dragon #666"), or for entire sources ("I propose that the Adventurer's Vault be made an approved source"). No published sources will be considered until they have been available to the public for at least one month. This is to allow the D&D community at large an opportunity for discussion and playtesting.


Death

In a world where brave adventurers fight against monsters, death can be all too common. Fortunately for adventurers, death can be easily reversed, for the right price. Hadeys (or Lauto, as He is known in some places), god of death and merchants, is permissive of resurrection. An individual whose unfulfilled destiny is strong enough for them to pull free from the numbing embrace of the underworld is free to go... provided they play his price. That price is, of course, the cost of the Raise Dead ritual: 500g up to level 10, 5000g for 11-20, and 50000g at level 21 or higher. He even allows others beside his priests to intercede on behalf of the dead provided they observe the proper formalities (perform the raise dead ritual) and pay his price; he's a reasonable god and won't turn down a deal, especially a deal that benefits him.
His temple on Daunton will even loan the character the money required for them to return to fulfill their destiny; though their interest rates can be quite exorbitant, and their collectors... enthusiastic.

On the other hand, players may allow their characters to pass on to the underworld. If you do not wish your character to be resurrected, leave the character sheet intact, but preface it with a note that the character is dead, and at what level that happened.

A permanently dead character obviously does not count against the number of PCs a player can have. If a character of 4th level or higher has been killed, the player can mark him as permanently dead, and replace him with a character of a level higher than 1st. This works the same way as retiring such a character. (See below.)

Retirement
Not every adventurer stays one until his death. Some may want to retire before meeting an untimely end, or because they feel they achieved their goals and have no reason to further embark on quests. As such, a player may decide to retire one of his characters, possibly to make room for a new one, since the number of PCs a player may have is limited.

Retirement is permanent. You cannot choose to return from retirement.

When you decide to retire a character, keep the character sheet intact, but preface it with a note that the character has been retired, and at what level that has happened.

You have two options when replacing a character:

A) Create the new character one level below the old character. It will start with the following wealth, based on the level of the new character:
  • Level 1: 100 gp
  • Level 2: 780 gp
  • Level 3: 1750 gp
  • Level 4+: full starting wealth as outlined in the DMG on page 143
B) Create the new character at the same level as the old, with wealth as above but without the magic item at level+1. For example, if you retire a 5th level character and choose option B, the replacement level 5 character would only get magic items at levels 5 and 4, instead of 6, 5, and 4 as the DMG outlines. (If the new character is level 2 or 3, subtract the value of the magic item from the total.)

It is permitted to recreate the "same" character with different mechanics, in order to change the character in ways beyond what the one-time overhaul allows. (For instance, turning a wizard into a sorceror, or an orc into a half-orc.) This can be accompanied by an explanation in-game (such as revealing that the orc has a hidden human parent) or considered a ret-con (such as declaring that the wizard was always a sorceror, and building him as a wizard in the first place was a mistake).

If you wish, you can mark your retired PC as public, effectively turning him into an NPC that DMs can use in their adventures, and possibly develop further. (You should not do this if you recreate the same character, of course.)

The retirement rule is intended to give players a way of gracefully escaping from characters they are tired of, or that aren't as much fun as they had hoped, or who have accomplished their character goals, or were not built in a way that truly reflects the player's conception. It is not a license to continually optimize the same character, get out of permanent conditions for free, or choose better items for the same character. Players who abuse this rule may find themselves warned by the judges, or their replacement characters may be denied approval. When in doubt, ask a judge.

Judges
The current judges are covaithe, garyh, Dunamin, Lord Sessadore, Ozymandias79, JoeNotCharles, TwoHeadsBarking, renau1g, Kalidrev, and H.M. Gimlord. Former judges who are now inactive include Atanatotatos, Halford and Graf. covaithe is in charge of moderating, including the moving, closing, and deleting of threads. The judges can be reached at l4w.judges@gmail.com.

In order to volunteer be a judge, you must already be participating in L4E and should have a good standing as a consistent and reliable player or DM. This means that judges should be people that frequent the forums. If you want to volunteer to help with any specific functions, such as character approval, ask the judges and we will probably find a way to use you.

Important Links
Living 4th Edition Wiki Main Page
Character Creation Guide
Character Listing Page
Discussion thread
The Hanged Man Inn
Pantheon of Deities

Important Email Addresses
Any questions should be directed to the judges at l4w.judges@gmail.com.

Last edited by L4W Facilitator; 17th November 2009 at 12:58 AM..
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Old 14th August 2009, 07:12 AM   #2 (permalink)
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New material published by Wizards of the Coast is automatically approved one month after it is published. (For Dragon and Dungeon articles, this means the time that the full issue download is made available.) The exceptions are:
  • Official updates as published here are approved immediately.
  • Material marked "playtest" or "preview" is not approved.
  • Material published online but marked as a "debut" from an upcoming print product is not approved until one month after the print product is published.
  • Anyone may propose that material be amended or excluded, using the proposal system described above. In this case, the material under discussion is not approved until voting is finished.

New material from third-party sources must be proposed and voted on using the proposal system.

The following is the current list of house rules and exceptions:
  • From Player's Handbook: Amendment: All characters may take one extra multiclass feat as long as it is a Weapon Training feat. (Discussion here)
  • From Player's Handbook 2: Amendment: The Implement Expertise and Weapon Expertise feats are disallowed, but are replaced by a free +1 bonus to all attack rolls for all characters at level 5 (this bonus increases to +2 at level 15 and +3 at level 25). Amendment: The Strength of Valor feat lasts until the end of your ally's next turn, not your next turn. (Discussion here and here)
  • From Adventurer's Vault: Not allowed: The double weapons from this book are not allowed mechanically, because the judges feel they are too powerful. (But two weapons can be flavored as one). Amendment: Weapons with the Brutal property cannot be used in conjunction with the Oversized feature. (Discussion here)
  • From Eberron Player's Guide: Not allowed: Dragonmarks are not allowed, because the judges feel they do not fit the setting. (Discussion here)
  • From Forgotten Realms Player’s Guide: Not allowed: The FR Regional Benefits are not allowed, because the judges feel they do not fit the setting. Amendment: Dark Pact warlock powers that damage allies require consent from affected players. (Discussion here)
  • From Player's Handbook Heroes Series 1 (miniature pack). Amendment: Warlocks can choose Eldritch Strike in place of either Eldritch Blast or their pact at-will. (Discussion here and here)
  • From Dragon 364: Not allowed: The "Wolves of Maldeen" article is not allowed, because the judges feel that the Wolfen Weapon is too powerful. (Discussion here)
  • From Dragon 365: Not allowed: The "Ecology of the Dragonborn" article is not allowed, because the judges feel that the Hurl Breath feat is too powerful. Not allowed: The "Bazaar of the Bizarre - The Treasures of Ashardalon" article is not allowed because the judges feel that the Belt of Mountain Endurance and Ring of the Ghost Knight are too powerful. (Discussion here)
  • From Dragon 367 Article - Playing Gnolls: Amendment: In the "Playing Gnolls" article, in addition to all listed bonuses, the Claw Fighter feat gives claws the off-hand keyword, and "class features" is added to the list beginning "For the purpose of...", alongside powers and feats. Amendment: In the "Class Acts: Swordmage" article, when sliding a creature with Icy Sweep, it must be moved to the target square by the shortest available path. Not allowed: The Epic Faerun article is not allowed, because the judges do not expect the Epic Destinies in it to come into play and so haven't examined them closely. (Discussion here)
  • From Dragon 372: Amendment: In the "Playing Shadar-Kai" article, "Shadar-kai" is added to the prerequisites of the Reaper's Touch feat. Not allowed: In the "Masters of the Planes" article, the Punisher of the Gods epic destiny is not allowed, because the judges feel that the Immortal Curse feature is too powerful. (Discussion here)
  • From Dragon 373: Not allowed: In the "Ecology of the Sharn" article, the Orb of Entropy is not allowed, because the judges feel that it is too high level to come up in play. (Discussion here)

The following is the list of material which is not currently approved because voting has not concluded (in most cases it has deadlocked without resolution). If you want your character to use one of the items on this list, please make a proposal so that the judges know there is interest and can reopen the voting.
  • From Arcane Power: Not allowed: Grease, Illusory Wall and Planar Gateway are not allowed, because the judges have not come to an agreement about how their mechanics should work. (Discussion here)
  • From Divine Power: Not allowed: The Hero of Faith and Taunting Visage feats, and the Astral Seal and the Recovery Strike powers, are not allowed because they have been proposed as being too powerful and the judges have not voted on them yet. (Discussion here and here)
  • From Dragon 364: Not allowed: The "The Ashen Covenant" article is not allowed, because at the time it was proposed the judges did not agree on whether articles with only magic items should be approved or not. (Discussion here)
  • From Dragon 368: Not allowed: In the "Running Gladiatorial Campaigns" article, the whip, net and associated feats, and the Called Shot, Staff Fighting, Arena Specialist, Catspaw Style, Exotic Fighting Style, and Grudge Style feats are not allowed, because they were proposed as being too powerful and the judges have not yet voted on them. Not allowed: In the "Running Gladiatorial Campaigns" article, the Binding Style, Hunting Spider Style, and Starlight Duelist feats are not allowed, because they need to be amended to work with the new mechanics of Dual Strike and the judges have not yet voted on them. (Discussion here)
  • From Dragon 369: Not allowed: The "Playing Minotaurs" article is not allowed, because it removes the Oversized ability which several players have already taken, and the judges have not agreed on whether we should follow suit. (Discussion here and here)
  • From Dragon 369: Not allowed: In the "Bazaar of the Bizarre" article, Ghoststride Boots and Giantkind Gloves are not allowed, because they were proposed as being too powerful and the judges have not yet voted on them. (Discussion here)
  • From Dragon 371: Not allowed: In the "Legacy of Acererak" article, the backgrounds are not allowed, because they were proposed as being more powerful than the PHB2 backgrounds and the judges have not yet voten on them. (Discussion here)
  • From Dragon 372: Not allowed: The "Masters of the Planes" article is not allowed, because some judges feel that Epic Destinies will not come into play and the judges have not agreed on whether to ban only Punisher of the Gods (see above) or the entire article. (Discussion here)
  • From Dragon 374: Not allowed: The "White Lotus Academy" article is not allowed, because some of the powers in it were proposed as too powerful and the judges have not agreed on whether to ban them. (Discussion here)

Note that the final collected PDF's of Dragon magazine often have differences from the individually published articles. Be sure to use the published and collected versions. Where the Compendium disagrees with what is published in a book or magazine, use the published version.

Last edited by L4W Facilitator; 11th November 2009 at 10:02 PM..
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Old 21st August 2009, 01:35 PM   #3 (permalink)
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sorry, wrong forum. delete, please.
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Old 27th August 2009, 05:47 PM   #4 (permalink)
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Just a quick reminder - there's a new wiki and the pages have all been ported over. Some may need some format tweaking.
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Old 25th October 2009, 01:53 PM   #5 (permalink)
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When's the last time this post was updated with recently approved material?

Quote:
Originally Posted by Morrus View Post
Just a quick reminder - there's a new wiki and the pages have all been ported over. Some may need some format tweaking.
Awesome! But... I've had trouble figuring out the wiki here. Could you give me a link to this page there? Thanks!
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Old 11th November 2009, 10:07 PM   #6 (permalink)
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Quote:
Originally Posted by Tomalak View Post
When's the last time this post was updated with recently approved material?
You should be able to see "Last edited by L4W Facilitator at (the time)" at the bottom of the post.
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Unread Today, 02:11 AM   #7 (permalink)
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L4W:PC:Shorrin (OnlytheStrong) - ENWiki

Can someone let me know how to appropriately submit Shorrin so that he can be updated to level 2? I'm not real sure about the leveling process. Or can someone direct me to where the material on it is located?

I included Shorrin's link ... Not sure why, just did it lol.
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Shorrin stat block
Shorrin- Male Dragonborn Fighter 1
Passive Perception: 11, Passive Insight: 11
AC:20, Fort:16, Ref:13, Will:11 -- Speed:5
HP:33, Bloodied:16, Surge Value:12, Surges Per-Day 13
Initiative +1
Action Points: 1, Second Wind: not used
Powers: Reaping Strike, Tide of Iron, Spinning Sweep,Dragon Breath, Villian's Menace


Shorrin
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