D&D 4th Edition The Retaking of Forgehold OOC-4E (Full) - Page 3





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  1. #21
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    ø Ignore Shalimar
    Velmont, I am pretty sure that the Hunter's mark is being errated to only last until the end of the next turn. When your a Ranger you can keep using it as often as you want. The change brings the Ranger Multiclass feat inline with the power level of the other multiclass feats.

 

  • #22
    Name: Telsayn Bloodburn

    Initiative -1; Senses Perception +2
    HP 29; Bloodied 14; Healing Surge 9; Surges Per Day 12
    AC 18;Fort 13, Ref 12, Will 15
    Speed 5
    Action Points 1

    -----------------------------------------------------------------
    Age: 22
    Height: 6'6"
    Weight: 260 lbs

    Racial Features:
    Skill Bonuses: +2 History, +2 Intimidate
    Dragonborn Fury: When you're bloodied, you gain a +1 racial bonus to attack rolls.
    Draconic Heritage: Your healing surge value is equal to one-quarter of your maximum hit points + your Constitution modifier.
    Dragon Breath: You can use dragon breath as an encounter power.

    Class Features:
    Channel Divinity: Once per encounter, you may utilize one of your Divine powers.
    Divine Challenge: You may utilize the Divine Challenge power
    Lay on Hands: You may utilize the Lay On Hands power

    Proficiencies:
    Armor: Cloth, leather, hide, chainmail, scale, plate; light shield, heavy shield
    Weapon: Simple melee, military melee, simple ranged
    Implements: Holy symbol

    Armor:
    Scale, 45gp, 45lbs
    Light shield, 5gp, 6lbs
    Weapon:
    War pick +4 (1d8+2, 6lbs, Pick, High crit, versatile) 15gp
    Dagger +5 (1d4+2, 5/10, 1lb, Light blade, Off-hand, light thrown) 1gp
    Sling +1 (1d6, 10/20, 0lb, Sling, Load free) 1gp

    Equipment:
    Standard adventurer's kit, 15gp, 33 lbs
    Lantern 7gp, 2lbs
    11gp

    -----------------------------------------------------------------
    Alignment Good; Languages Common, Draconic
    Str 14 (+2) Dex 8 (-1) Con 14 (+2)
    Int 11 (+0) Wis 14 (+2) Cha 18 (+4)
    Feats: Enlarged Dragon Breath
    Skills:
    Religion +5*, Diplomacy +9*, Intimidate +11*, Endurance +7*
    * Trained Skill
    Gear 93/140 LBs
    Standard Adventurers Kit (33 lbs.)

    -----------------------------------------------------------------
    Powers:
    At Will:
    Bolstering Strike: Standard action, +6 (CHA) vs. AC,
    Target: one creature
    Hit: 1d8+4 (CHA) damage, and you gain 2 (WIS) temporary hit points.

    Enfeebling Strike: Standard action, +6 (CHA) vs. AC,
    Target: one creature
    Hit: 1d8+4 (CHA) damage. If target is marked, it takes a -2 penalty to attack rolls until the end of your next turn.

    Divine Challenge: Minor Action, Close burst 5, Divine, Radiant
    Target: one creature in burst
    Effect: You mark the target. The target remains marked until you use this power against another target, or if you fail to engage the target (see below). A creature can be subject to only one mark at a time. A new mark supersedes a mark that was already in place.

    While a target is marked, it takes a –2 penalty to attack rolls for any attack that doesn’t include you as a target. Also, it takes radiant damage equal to 3 + your Charisma modifier the first time it makes an attack that doesn’t include you as a target before the start of your next turn.

    On your turn, you must engage the target you challenged or challenge a different target. To engage the target, you must either attack it or end your turn adjacent to it. If none of these events occur by the end of your turn, the marked condition ends and you can’t use divine challenge
    on your next turn.

    You can use divine challenge once per turn.

    Special: Even though this ability is called a challenge, it doesn’t rely on the intelligence or language ability of the target. It’s a magical compulsion that affects the creature’s behavior, regardless of the creature’s nature. You can’t place a divine challenge on a creature that is already affected by your or another character’s divine challenge.

    Lay on Hands: Minor Action, Melee touch, Divine, Healing
    Target: One creature
    Special: You can use this power a number of times per day equal to your Wisdom Modifier (2), but only once per round.
    Effect:You spend a healing surge but regain no hit points. Instead, the target regains hit points as if it had spent a healing surge. You must have at least one healing surge remaining to use this power.

    Encounter:
    Channel Divinity: Divine Mettle: Minor action, Close burst 10, Divine
    Target: One creature in burst
    Effect: The target makes a saving throw with a bonus equal to your Charisma modifier. (+4)

    (Special) Channel Divinity: Divine Strength: Minor action, Personal, Divine
    Effect: Apply your Strength modifier as extra damage on your next attack this turn.

    Fearsome Smite: Standard action, Divine, Fear, Weapon
    Target: One creature
    Attack: +6 (CHA) vs. AC
    Hit: 2d8 + 4 (CHA) damage. Until the end of your next turn, the target takes a penalty to attack rolls equal to your Wisdom modifier.

    Dragon Breath: Minor action, Acid, Close blast 3 or Close blast 5
    Targets: All creatures in area
    Attack: +4 (CON) versus Reflex
    Hit: 1d6+2 (CON) damage

    Daily:
    On Pain of Death: Standard Action, Divine, Implement, Ranged 5
    Target: One creature
    Attack +4 (CHA) vs. Will
    Hit: 3d8 + 4 (CHA) damage. Once per round, the target takes 1d8 damage after making any attacks on its turn (save ends).
    Miss: Half damage. Once per round, the target takes 1d4 damage after making any attacks on its turn (save ends).
    Last edited by Vargo; Saturday, 28th June, 2008 at 05:03 PM. Reason: Minor corrections
    What part of "Ph'nglui mglw'nath Cthulhu R'lyeh wgah'nagl fhtagn" don't you understand?

  • #23
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    ø Ignore Velmont
    Quote Originally Posted by Shalimar
    Velmont, I am pretty sure that the Hunter's mark is being errated to only last until the end of the next turn. When your a Ranger you can keep using it as often as you want. The change brings the Ranger Multiclass feat inline with the power level of the other multiclass feats.
    Make a lot of senses, but as we will have two strikers and defenders, I've changed my feat for Arcane Initiate. With Vargo's Breath, Mal's Cleave and my Scorching Burst, we should not have too much hard time to disptach minions.

    I might also take soon the Ritual Feat.
    Last edited by Velmont; Saturday, 31st May, 2008 at 04:18 AM.
    Characters
    Jarel-karn - Genasi Swordmage 12 [L4W]
    Gloom - Longtooth Shifter Paladin 11 [L4W]
    Eloan - Eladrin Warlord 7 [L4W]
    River - Longtooth Shifter Cleric 11 [LEB]
    Malehan - Elf Avenger 8 [LEB]
    Valeria - Human Witch 1

    "Experience is that great thing that allow you to see a mistake when you do it again."

  • #24
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    ø Ignore Mal Malenkirk
    Sara : So you are an expatriate? Yep, I live in Longueuil. The center of the universe!

    PS : Hellfireblood is a tiefling racial feat.

    ---

    Shalimar : Why do you speak three language? Not that I think this third language is an unfair advantage that breaks the game. Just curious.

    Vargo : Same question. And why don't you speak draconic?
    Last edited by Mal Malenkirk; Saturday, 31st May, 2008 at 04:51 AM.

  • #25
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    ø Ignore Shalimar
    At the moment we are:

    Dragonborn Paladin (Defender)
    Human Fighter (Defender)
    Tiefling Warlord (Leader)
    Human Rogue (Striker)
    Human Warlock (Striker)

    We could definitely use a Wizard, though a cleric wouldn't be too bad either.

    I was hoping to go for the role of 'little sister' with Mira, either a blood relative (which would require it to be Mal or Angel) or a symbolic one to the group as a whole.

    A tie in to Angel might be that they are half sisters, and once Angel found out about Mira after leaving the cult, she took responsiblity for her little sister and got her to leave off running with gangs of street urchins.

  • #26
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    ø Ignore Shalimar
    Quote Originally Posted by Mal Malenkirk
    Shalimar : Why do you speak three language? Not that I think this third language is an unfair advantage that breaks the game. Just curious.
    The character was originally a half-elf, when I changed to human I forgot to delete the extra language.

  • #27
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    ø Ignore Mal Malenkirk
    Ooh, Mal would do a great big brother.

    ''Stay right behind me, sis. And don't forget; if it looks like we are about to all get killed... get me out of here!''

  • #28
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    ø Ignore SarahRequiem
    crap! I'll look for a different feat. I been so into the tiefling I keep forgetting I'm not one. ahah.

    I moved out to manitoba because I needed to get away from my life. plus I dislike the province. ^^;


    Mal, I challenge you to a drinking contest :P
    Last edited by SarahRequiem; Saturday, 31st May, 2008 at 05:11 AM.

  • #29
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    ø Ignore Mal Malenkirk
    All right, it seems this team will have sufficient healing power : 2 inspiring word and lay on hand, we can keep on our feet.

    So I won't take comeback strike. I'd say a guaranteed 3D10+5 against BBG is more like it. Mal will take Brute Strike for his daily. With both a a paladin and a warlord, the front line could get crowded so I'll take covering strike for my encounter power, in order to disengage a buddy in trouble.
    Last edited by Mal Malenkirk; Saturday, 31st May, 2008 at 05:26 AM.

  • #30
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    ø Ignore SarahRequiem
    Mal, if you want to, add me to your msn =)

    also; I have an idea to tie Angel in with the group(well, 1 member at least ^^. But it involves lots of drinking and an akward morning.

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