Gaming w/Jemal: Past Tense (4E) OOC


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Graf

Explorer
Graf said:
Jemal would you consider allowing a wizard focused on the illusionist spells/powers recently released by WotC?

It'd fit well with the sort of untrustworthly stuff people think of when they think of Verity.
maybe I should just submit and see, hm?
 

Graf

Explorer
Verity Thromble

[sblock=Stats roll (or.... IC must have felt bad about the last one...)]

4d6 → [2,6,5,5]
4d6 → [2,4,3,1]
4d6 → [1,4,1,3]
4d6 → [6,5,6,6]
4d6 → [2,2,6,5]
4d6 → [4,2,5,2]


Rerolling 3 1s

1d6 → [1] = (1)
1d6 → [2] = (2)
1d6 → [3] = (3)


One more one...
1d6 → [3] = (3)

4d6 → [2,6,5,5]=17
4d6 → [2,4,3,1->1->3]=10
4d6 → [1->2,4,1->3,3]=10
4d6 → [6,5,6,6]=18!
4d6 → [2,2,6,5]=13
4d6 → [4,2,5,2]=11

So 10,10,18,13,11,17
[/sblock]

Was rethinking the whole illusion magic thing, since it's a bit away from the original concept, in favor of the corrupted warrior.(i.e. a warrior tainted by fiendish power) so was going to go warlord/warlock or warlock/world, but I think we have one warlock already and another warlord/warlock.

And I see no controllers... :/ So I'll shift gears a bit and follow the illusionist path. I can rp my magic as being a gift from the Unseen Lord, right?
Build coming soon.
 

Graf

Explorer
Is it OK to say that the group (accidentally) freed Verity from the prison of his mind during an adventure where they thwarted the Unseen Lord's minions?
And, after hiding in a monastery, getting kicked out he was tormented again by dark dreams and came to get them to help (b/c nobody else believed him).
Doesn't have to be an important adventure for the group particularly.

About 90% done. Still need magic items.

[sblock=Background: Verity Thronble; The famous traitor v2 (now with even more angst)]
Until 20 years ago the name Thronble was synonymous with honor, tradition and dignity. A small clan of nobles the Thronble's controlled a small keep that stood on top of a gateway to some dark realm; in the name of their grim duty the keep was called the Strongfast. They were not all religious (though the patriarch and 1st born of each generation were invariably paladins) but each and every one was (at least perceived to be) a hero of the people. Even those that weren't powerful personally usually made their mark on society in some sort of beneficial way (as a poet, or a priest at a troubled church, or fair judge, or as a wise adviser to a lord of greater standing).

All except Verity, who excelled in nothing and seemed to have been born rotten and demanding. He didn't seem to be a Thronble at all, and his incompetence when compared to his dashing sisters and devout brothers ate into his already worm-ridden heart.
And he would ultimately prove everyone right and betray the trust of all who believed him. For in return for the promise of power, and the chance to eclipse all of his siblings Verity betrayed his family's trust to the dark creature bound beneath their keep, the Unseen Lord.

Now the name Thronble is synonymous with traitor of the worst sort (think "Benedict Arnold"). Verity Thronble's grasping betrayal led to the family's utter destruction and the destruction of Strongfast Keep at the hands of the Unseen Lord's reality warping magics and horrific servants; the Unseen Lord, himself betrayed Verity, but left him alive trapped in a an illusionary prision of the mind.
For years he lived like an animal in his family's ruined keep, assaulted on all sides by illusions left behind to torment him.
After the group freed him (only because the needed answers about the details of the assault) he was left humiliated and profoundly regretful. Only fear of where he would go when he died kept him from suicide.
He became a monk for a time, hiding his identity, but once he used his powers to drive off an attack on the monastery he found that he understood illusionary magic and magic in general, to a degree undreamed of by any but an experienced wizard.
It seemed that the Unseen Lord had fulfilled his part of the bargain, granting Verity the power that he once craved.
Denied a place even among the monks he found himself wracked by visions of the Unseen Lord's attacks and went to the only people who would speak to him, the other members of the party. Convincing him of his sincerity he was ultimately instrumental in turning back some of the attacks and one a place in the party.

[sblock=Strongfast Keep]Stood on top of the door to a plane of madness where illusion and reality mixed together (a demi-plane of chaos? the far realm?).

For bonus points the evil lich could be the Unseen Lord, or else connected to him in some fashion (ally, servant, patron?) and the lich's destruction was supposed to be his shot at (some sort of) redemption that's now gone terribly wrong.[/sblock]

20 years of selfless adventuring have done improved his reputation only sightly (he is no longer pelted with rotting food when entering a community).
Even after his exile from the Monastery Verity continued to devote himself to the gods he once scorned; but ironically his minor divine abilities have only further underlined how far his family as fallen. By comparision the illusionary abilities granted by the Unseen Lord in payment for his treachery have grown in leaps and bounds.

He has often been tempted to his illusionary powers to build an identity anew, but after his rejection by the monastry he's truely feels there is no place he can go. So he wears his coat of arms with the dignity that he can muster, and strives to turn the other cheek in his (probably hopeless) quest for absolution.

He fears that this new tragedy will be laid at his feet, or equally, that it is his fault, and his sins have come home to roost yet again (what's even worse that they've affected his companions, and possibly more as well). [/sblock]

[sblock=Verity DMs Block]
Passive Perception 22 ✦ Passive Insight 22
Defenses x/x/x/x
Hit points 43 Bloodied 21[/sblock]

[sblock=Verity Thromble Level 6 Human Wizard]
Initiative +3; Senses Perception +12 Insight +12
HP 43; Bloodied 21; Healing Surge 10 hit points (7/day)
AC x+3; Fort x+1+3, Ref x+1+3, Will x+1 +2 +3
Speed 6
Action Points 1
-----------------------------------------------------------------
:bmelee: Some sort of weapon (standard; at-will) ✦ non-Weapon
+3 vs AC; it's not pathetic damage, just small
:ranged: Illusory Ambush (standard; at-will) ✦ Arcane, Illusion, Implement
Range 10 | +8 vs Will; 1d6+5 psychic damage and the target takes a –2 penalty to attack rolls until the end of Verity's next turn.
:area: Scotching Burst (standard; at-will) ✦ Arcane, Fire, Implement
Burst 1 (w/in 10 squares) | +9 vs Ref; 1d6+4 damage
:close: Thunderwave (standard; at-will) ✦ Arcane, Thunder, Implement
Close blast 3 | +9 vs Fort; Hit: all creatures in blast take 1d6+4 damage and are pushed 2 squares
:close: Divine Glow (standard; encounter) ✦ Divine, Cold, Implement (HS), Radiant
Close blast 3 | +7 vs Ref; Hit: Each enemy in blast takes 1d8+4 damage Effect: Allies in the blast gain a +2 power bonus to attack rolls until the end of Verity's next turn
:area: Maze of Mirrors (standard; at-will) ✦ Arcane, Illusion, Implement
Burst 1 (w/in 10 squares) | +8 vs Will; Hit: The each target in burst is immobilized and takes a -5 to attack rolls until the end of Verity's next turn.
Expeditious Retreat (move ; daily) ✦ Arcane
Personal Effect: Shift up to 12 squares (twice speed)
Invisibility (standard; daily) ✦ Arcane, Illlusion
Ranged 5 Effect: Verity or one other creature is invisible until the end of Verity's next turn. If the subject attacks, it becomes visible.
Sustain Standard: If the target is within range, you can
sustain the effect.

:area: Freezing Cloud (standard; daily) ✦ Arcane, Cold, Implement
Burst 2 (w/in 10 squares) | +4 vs Ref; Hit: 1d8+4 damage and knocked prone. Miss: Half Damage. Effect: Could remains until the end of Mirna's next turn any creature that enters the cloud or start's its turn there is subject to another attack; dismiss as minor
OR
:area: Phantom Chasm (standard; daily) ✦ Arcane, Illusion, Implement
Burst 1 (w/in 20 squares) | +8 vs Will; Hit: each creature in burst takes 2d6 + 5 psychic damage and is prone and immobilized until the end of its next turn.
Miss: The target is immobilized until the end of your next turn.

:area: Stinking Cloud (standard; daily) ✦ Arcane, Implement, Poison, Zone
Burst 2 (w/in 20 squares) | +8 vs Fort; Hit: 1d10+5 damage and knocked prone. Effect: The burst creates a zone of poisonous vapor that blocks line of sight until the end of Verity's next turn. Creatures that enter the zone or start their turns there take 1d10 + 5 poison damage. As a move action, Verity can move the zone up to 6 squares.
Sustain Minor: The zone persists.
OR
:ranged: Phantasmal Assailant (standard; daily) ✦ Arcane, Illusion, Implement
ranged 20 | +8 vs Will; Hit: 2d10 + 5 psychic damage.
Effect: The target takes ongoing 5 psychic damage and grants combat advantage to all Verity's allies (save ends both).

Rituals✦ 10 minutes
  • Animal Messenger (Nature)
  • Commune with Nature (Nature)
  • Comprehend Languages (Arcana)
  • Endure Elements (Nature)
  • Leomund’s Secret Chest (Arcana)
  • Tenser’s Floating Disk (Arcana)
Orb of Imposition (free; encounter) ✦ Arcane, Implement [sblock=Orb]Once per encounter as a free action, you can use your orb to gain one of the following two effects.
  • You can designate one creature you have cast a wizard spell upon that has an effect that lasts until the subject succeeds on a saving throw. That creature takes a penalty to its saving throws against that effect equal to -4 (wis).
  • You can choose to extend the duration of an effect created by a wizard at-will spell (such as Illusory Ambush) that would otherwise end at the end of your current turn. The effect instead ends at the end of your next turn.
[/sblock]

:ranged:Light (minor; At-will) ✦ Arcane
Range 5 | The light fills the target’s square and all squares within 4 squares of it. The light lasts for 5 minutes. Putting out the light is a free action. Only one light at a time.
:ranged:Mage Hand (minor; At-will) ✦ Arcane, Conjuration
Range 5 | [sblock=Mage Hand]You conjure a spectral, floating hand in an unoccupied square within range. The hand picks up, moves, or manipulates an adjacent object weighing 20 pounds or less and carries it up to 5 squares. If you are holding the object when you use this power, the hand can move the object into a pack, a pouch, a sheath, or a similar container and simultaneously move any one object carried or worn anywhere on your body into your hand.
As a move action, you can move the hand up to 5 squares. As a free action, you can cause the hand to drop an object it is holding, and as a minor action, you can
cause the hand to pick up or manipulate a different object.
Sustain Minor: You can sustain the hand indefinitely.
Special: You can create only one hand at a time.
[/sblock]
:ranged:Ghost Sound(minor; At-will) ✦ Arcane, Illusion
Range 10 | Target: One object or unoccupied square
Effect: You cause a sound as quiet as a whisper or as loud as a yelling or fighting creature to emanate from the target. You can produce nonvocal sounds such as the ringing of a sword blow, jingling armor, or scraping stone. If you whisper, you can whisper quietly enough that only creatures adjacent to the target can hear your words.
-----------------------------------------------------------------
Alignment Good(?); Languages Common, Draconic
Str 10 (+0) Dex 10 (+1) Con 13 (+1)
Int 21 (+6) Wis 18 (+4) Cha 11 (+0)

Athletics (Str) +8, Arcana +13, Bluff +3u, Diplomacy +8, Dungeoneering +7u, Endurance +8, History +8u, Insight +12, Intimidate +3u, Nature +13, Knowledge Religion +13, Perception +12, Stealth +3u
u Untrained Skill

[sblock=Equipment]
Magic Items: coming soon
Gear: Orb, Leomund's Chest Focus [200gp], spellbook (spellbook - made up rather poorly to look like a cookbook about fungi); Holy Symbol; Adventurer's Kit
[sblock=Adventurer's Kit] Backpack, Bedroll, Flint and Steel, Belt pouch, 2 sunrods, 10 days of trail rations, 50' of hemp rope, and a Waterskin.[/sblock]

Ritual Materials: 820 gp for 3 rituals: [Commune with Nature, Endure Elements, Leomund’s Secret Chest]; 100 gp of rare herbs, 500 of arcane materials, 200 gp of religious materials


xgp[/sblock]

[sblock=Appearance]A lean hard bitten man. Deep crows feet surround his eyes. He tries to smile at but his face is tight and his eyes seem dead.
Family coat of arms displayed prominently.[/sblock]



[/sblock]

[sblock=Build Reference]
10,10,18,13,11,17
Str 13
Dex 10
Con 10
Int 18 +2 [human] +1 [4th] = 21
Wis 17 +1 [4th] = 18
Cha 11

[sblock=Human]Ability Scores: +2 to one ability score of your choice
Size: Medium
Speed: 6 squares
Vision: Normal
Languages: Common, choice of one other
Bonus At-Will Power: You know one extra at-will
power from your class.
Bonus Feat: You gain a bonus feat at 1st level. You must
meet the feat’s prerequisites.
Bonus Skill: You gain training in one additional skill
from your class skill list.
Human Defense Bonuses: +1 to Fortitude, Reflex, and
Will defenses.[/sblock]

Wizard 6
hit points 40
Feats 4 (+1 human): 5
Initiate of Faith [Cleric]: skill training: Insight, healing word 1/day
Trained Skillsx3 (Perception, Endurance, Athletics )
+One swap feat (Divine Glow)​
Skills Arcana + 3 (+1 human) (+1 for cleric): 5
Class Skills
Arcana (Int), Diplomacy (Cha), Insight (Wis), Nature (Int), Knowledge Religion (Int) (Perception, Endurance, Athletics (Str))

Rituals:
1st level: Animal Messenger (Nature), Comprehend Language (Arcana), Tenser’s Floating Disk (Arcana)
5th level: Enchant Magic Item (Arcana), Brew Potion (Arcana)
Purchased: 6th Commune with Nature (Nature) [360gp], Endure Elements (Nature) [100 gp], Leomund’s Secret Chest (Arcana) [360gp]


Wizard 6th
At wills x3 [includes extra for human] Scotching Burst (standard; at-will), Thunderwave, Illusory Ambush(WotC Class acts article see sblock below),

Encounter 1st Divine Glow -- swapped from cleric with feat
3rd - Maze of Mirrors (WotC Class acts article see sblock below)

Daily 1st Freezing Cloud OR Phantom Chasm (WotC Class acts article see sblock below)
5th Stinking Cloud OR Phantasmal Assailant (WotC Class acts article see sblock below)

Utility 2 - Exp Retreat
6th - Invis

[sblock=Swaped Encounter for Divine Glow]
Divine Glow Cleric Attack 1
Murmuring a prayer to your deity, you invoke a blast of white radiance from your holy symbol. Foes burn in its stern light, but your allies are heartened and guided by it.
Encounter ✦ Divine, Implement, Radiant
Standard Action Close blast 3
Target: Each enemy in blast
Attack: Wisdom vs. Reflex
Hit: 1d8 + Wisdom modifier radiant damage.
Effect: Allies in the blast gain a +2 power bonus to attack rolls
until the end of your next turn.[/sblock]
[sblock=Illusion Reference]

http://www.wizards.com/default.asp?x=dnd/drfe/20080616&pf=true

[sblock]
Level 1 Wizard At-Will Spells
Illusory Ambush Wizard Attack 1
You create an illusion of swirling spectral assailants that swarm over your enemy.
At-Will ✦ Arcane, Illusion, Implement
Standard Action Ranged 10
Target: One creature
Attack: Intelligence vs. Will
Hit: 1d6 + Intelligence modifier psychic damage, and the target takes a –2 penalty to attack rolls until the end of your next turn.
Increase damage to 2d6 + Intelligence modifier at 21st level.

Level 1 & 3 Wizard Encounter Spells
Grasping Shadows Wizard Attack 1
At your command, the shadows reach out, grab hold of your foes, and wreath the area in darkness.
Encounter ✦ Arcane, Illusion, Implement
Standard Action Area burst 1 within 10 squares
Target: Each creature in burst
Attack: Intelligence vs. Will
Hit: 2d8 + Intelligence modifier psychic damage, and target is slowed until the end of your next turn.
Effect: Shadows writhe in the designated area and continue until the end of your next turn. Any creature that enters the area of the grasping shadows takes psychic damage equal to your Intelligence modifier and is slowed until the end of its next turn.

Maze of Mirrors Wizard Attack 3
You envelop your enemies in an illusory labyrinth made of mirrors, which conceals the world around them.
Encounter ✦ Arcane, Illusion, Implement
Standard Action Area burst 1 within 10 squares
Target: Each creature in burst
Attack: Intelligence vs. Will
Hit: The target is immobilized and takes a penalty to attack rolls equal to your Intelligence modifier until the end of your next turn.

Level 1 & 5Wizard Daily Spells
Phantom Chasm Wizard Attack 1
You create the image of a bottomless chasm that opens beneath your foes, convincing them that they are plummeting to their deaths.
Daily ✦ Arcane, Illusion, Implement
Standard Action Area burst 1 within 20 squares
Target: Each creature in burst
Attack: Intelligence vs. Will
Hit: 2d6 + Intelligence modifier psychic damage, and the target is prone and immobilized until the end of its next turn.
Miss: The target is immobilized until the end of your next turn.

Phantasmal Assailant Wizard Attack 5
You craft an elaborate image of a deadly assassin whose blade cuts deeply into your foes.
Daily ✦ Arcane, Illusion, Implement
Standard Action Ranged 20
Target: One creature
Attack: Intelligence vs. Will
Hit: 2d10 + Intelligence modifier psychic damage.
Effect: The target takes ongoing 5 psychic damage and grants combat advantage to all your allies (save ends both).
[/sblock]
[/sblock]

[/sblock]
 
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Zweischneid

First Post
Ruthaer ar'Thar

The character
Name: Ruthaer ar'Thar
Race: Tiefling
Class: (Tactical) Warlord
Role: Leader
Level: 6

Appearance:
Ruthaer ar'Thar is a brilliant and arrogant Tiefling warlord. His fearsome reputation has likened him to the 'War-Lords' of old Bael Turath.

Background:
Originially a young and exceptionally gifted captain of an embattled free town during the Twilight War. He quickly made his name running daring strike-missions and rose through the military ranks, respected for his tactical genius and sharp mind, but equally feared for his ruthlessness and lack of empathy. During a heated battle, he once send five score of the towns best men to a certain bloody death for a seemingly minor objective (To this day, he claims this move was decisive for the battle). His star thus shone, only in the days of war. As peace began to settle across the free towns, Ruthaer was quickly relieved from his position for more 'humane' officers.

His renown however only grew as he took up a live of adventuring, putting his genius to winning fortunes and fame with a small group of equally gifted companions. But he always retained his cold-hearted efficience and, if anything, his presumptious pride only grew with the groups ever more daring exploits. Certain of his supreme intellect and his superiority, he dabbled with his infernal lineage to unlock hidden powers (infernal pact initiate). He wears black armour stitched from unspeakable beasts of the Shadowfell (+1 Deathcut Hide), carries an implement inscribed with infernal runes (+2 Magic Rod) and wields a crimson-tinged, tieflingforged blade that seems to delight in cruelty and pain (+2 vicious Bastardsword). For all the dire warnings of his companions that dark forces may not always bow to his rational, Ruthaer has thus far been vindicated by the success of his exploits.

Yet, there may come change. Being struck down from his rise to glory by the encounter with the Lich, there may be chance for Ruthaer to learn that somethings are better left untouched. That some forces may not be out-witted by tactical genius. There is yet a chance, that Ruthaer may learn something akin to humility...

[sblock=Abilities]
Code:
[U]Ability scores[/U]
Strength     : [B]18 (+4)[/B]     Hit points : [B]60[/B]
Constitution : [B]18 (+4)[/B]     Bloodied   : [B]30[/B] 
Dexterity    : [B]12 (+1)[/B]     Surges     : [B]16[/B]
Intelligence : [B]18 (+4) [/B]    Surges/day : [B]10[/B]     
Wisdom       : [B]12 (+1) [/B]    Initiative : [B]+6[/B]
Charisma     : [B]15 (+2) [/B]     

[U]Defenses:[/U]
Armour class          : [B]22[/B]
Fortitude             : [B]19[/B] 
Reflex                : [B]18[/B] 
Will                  : [B]17[/B] 
Resistance (Fire)     :  [B]8[/B]
Resistance (Necrotic) :  [B]5[/B]
Resistance (Poison)   :  [B]5[/B]

[U]Skills[/U]
Arcana    (Int): [B]+12 [/B] (trained, pact initiate) 
Athletics (Str): [B]+12 [/B] (trained) 
Bluff     (Cha): [b]+ 7[/B]  (+2 racial bonus)
Diplomacy (Cha): [B]+ 5 [/B]
Endurance (Con): [B]+12 [/B] (trained)
History   (Int): [b]+12[/b]  (trained]
Intimidate(Cha): [b]+10[/B]  (trained)
Stealth   (Dex): [b]+ 6[/B]  (+2 racial bonus)
Streetwise(Cha): [b]+ 5[/B]
Languages:
Common, Abyssal

Feats
Toughness, Weapon Proficiency (Bastard Sword), Infernal pact initiate, Novice power

Weapon Proficiency:
Simple melee, military melee, simple ranged, Bastard Sword

Size: Medium
Speed: 6 squares
Vision: Low-light[/sblock][sblock=Powers]Racial traits & class features
Bloodhunt (Racial trait)
+1 to attack roll against bloodied foes.

Combat leader (Class feature)
You and each ally within 10 squares who can see and hear you gain a +2 power bonus to initiative.

Tactical Presence (Class feature)
When an ally who can see you spends an action point to take an extra action, that ally also gains +2 to the attack roll.

Inspiring Word (Class feature; 2/encounter)
:close: Minor Action, Close burt 5
You or an ally in the burst can spend a healing surge and regain an additional 1d6 hit points.
Basic attack
Bastard sword (two handed)
:bmelee: Standard action, Attack: +12 vs. AC; Damage: 1d10 +7 (Vicious: +2d12 damage on a critical)​
At-will:
Wolf pack tactics (Class)
:melee: Standard action, Attack: +12 vs. AC; Damage: 1d10 +7 (Vicious: +2d12 damage on a critical)
--- assist to set up lots of flanking ---

Viper's Strike (Class)
:melee: Standard action, Attack: +12 vs. AC; Damage: 1d10 +7 (Vicious: +2d12 damage on a critical)
--- Opportunity attack from ally, if target shifts ---​
Encounter:
Infernal Wrath (Racial trait)
Minor action:
--- +1 to attack roll and +2 to damage against an enemy that hit since last turn ---

Hellish Rebuke (Infernal pact initiate)
:ranged: 10; Standard action, Attack: +9 vs. Reflex; Damage: 1d6 +6 (Magic Rod gives +2d6 on a critical)
--- damage again if Ruthear takes damage ---

Leaf in the Wind (Class)
:melee: Standard action, Attack: +12 vs. AC; Damage: 1d10 +7 (Vicious: +2d12 damage on a critical)
--- You (or ally) switch places with target ---

Fiery bolt (Class, power swap)
:ranged: 10; Standard action, Attack: +9 vs. Reflex; Damage: 3d6 +6 (Magic Rod gives +2d6 on a critical)
--- creatures adjacent to target take 1d6 +10 damage ---
Daily:
Lead the Attack (Class)
:melee: Standard action, Attack: +12 vs. AC; Damage: 3d10 +7 (Vicious: +2d12 damage on a critical)
--- Ruthear and all allies within 5 sq. gain +6 to attack rolls for the encounter (+1 on a miss) ---

Villain's Nightmare (Class)
:melee: Standard action, Attack: +12 vs. Reflex; Damage: 3d10 +7 (Vicious: +2d12 damage on a critical)
--- Cancel movements of the target as immediate interrupt ---

Deathcut Hide armour (Item)
Immediate reaction
--- Damage: 1d10 +2 necrotic against a foe after being hit ---
Utility:
Shake it off (1/encounter)
:ranged: 10; Minor action
--- Ruthear or an ally makes a saving throw +2 ---

Stand tough (1/day)
:close: Burst 5; Minor action
--- Ruthear and each ally in burst regains 12 hit points ---
[/sblock][sblock=Equipment]
Code:
[U]Magic Items                Weight   Other[/U]
Vicious Bastard Sword (+2)  6 lb.   lvl 7 item, versaltile  
Magic Rod (+2)              - lb.   lvl 6 item
Deathcut hide armour (+1)  25 lb.   lvl 5 item
Safewing Amulet (+1)        - lb.   lvl 3 item (680 gp.)
Belt of Vigor (+1)          - lb.   lvl 2 item (520 gp.)
Code:
[U]Currency:[/U] 
75 gp. 

[U]Equipment           Price    Weight    Other[/U]
Everburning torch   50 gp     1 lb.    
Journeybread        50 gp     1 lb.    (10 days)  
Tent                10 gp    20 lb.      

Adventurer's kit    28 gp    30 lb.    
  Backpack           2 gp     2 lb.
  Bedroll            1 sp     5 lb.
  Flint & Steel      1 gp      -
  Pouch, belt        1 gp   1/2 lb.
  Rations, trail     5 gp    10 lb.    10 days
  Rope, silk        10 gp     5 lb.    50 ft.
  Sunrod (4)         8 gp     4 lb.   
  Waterskin          1 gp     4 lb.      

Climber's kit        2 gp    11 lb.    +2 for climbing    
  Grappling hook     1 gp     4 lb.
  Hammer             5 sp     2 lb.
  Pitons (10)        5 sp     5 lb. 

Riding horse        75 gp    - lb.    237/475/1,187 lb.    

[B]Total              215 gp    94 lb.[/B]

Normal load:    180 lb.
Heavy load:     360 lb.
Max. drag load: 900 lb.
[/sblock]

--------------------------------------------------------

Should be all there is... making higher lvl characters does take some serious work still ;)
 
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Jemal

Adventurer
Allright, I've got some time to post so I decided to update the stuff I'm DMing first.

SO, I've decied I'm going to go with 6 party members. I'ved picked 4, I'm just trying to decide which of the others would 'mesh' best with the current four. There's a lot of interesting characters out, but I don't want to DM this with nearly a dozen PC's. Thus, I've included a list of who's in, and who's left. Those in the list, I'd appreciate it if you'd vote for who you think would be the best two additions to the team.

Definitely In Party:
Zweischneid: Ruthaer ar'Thar, Tiefling Warlord
Graf: Verity Thronble, Human Wizard(Illusionist)
Walking Dad: Ripper, Bugbear rogue
Bialaska: Lady Keira, Human Paladin

Will pick 2 more from the following:

Atanatotatos: Illian Soulstorm, Half-elf Fey Warlock
ShaggySpellsword: Sylas Dardragon, Halfling Warlock
OutlawJT: Amintor Timon, Minotaur Ranger
Lobo Lurker: 'Boy', Human Fighter
SarahRequiem: Ash, Eladrin Fighter

Albedo: Hasn't posted again since his initial post.
Rayex/EvolutionKB: Sorry, but I'd allready closed recruitment. Maybe next time.

Also, Rogue's Gallery
 


Bialaska

First Post
Jemal said:
Allright, I've got some time to post so I decided to update the stuff I'm DMing first.

SO, I've decied I'm going to go with 6 party members. I'ved picked 4, I'm just trying to decide which of the others would 'mesh' best with the current four. There's a lot of interesting characters out, but I don't want to DM this with nearly a dozen PC's. Thus, I've included a list of who's in, and who's left. Those in the list, I'd appreciate it if you'd vote for who you think would be the best two additions to the team.

Definitely In Party:
Zweischneid: Ruthaer ar'Thar, Tiefling Warlord
Graf: Verity Thronble, Human Wizard(Illusionist)
Walking Dad: Ripper, Bugbear rogue
Bialaska: Lady Keira, Human Paladin

Will pick 2 more from the following:

Atanatotatos: Illian Soulstorm, Half-elf Fey Warlock
ShaggySpellsword: Sylas Dardragon, Halfling Warlock
OutlawJT: Amintor Timon, Minotaur Ranger
Lobo Lurker: 'Boy', Human Fighter
SarahRequiem: Ash, Eladrin Fighter

Albedo: Hasn't posted again since his initial post.
Rayex/EvolutionKB: Sorry, but I'd allready closed recruitment. Maybe next time.

Also, Rogue's Gallery

It's a difficult choice to put down any votes, because I feel that all of those should be allowed to play and they all got great characters.

I feel the role we need filled the most is ranged striker (only ranged based character we have is the Wizard, who is controller) and since the Ranger in this one is more of a two-weapon fighter, that's the 'easiest' to remove from the choices. In the end both Ilian and Sylas got great characters and it's hard to choose between them. But I guess Keira would fit in best with the Warlock with a connection to the fey, rather than the one with a connection to the infernal forces, even if she can probably cooperate with both of them. Therefore one of my votes must be on Ilian Soulstorm.

With the ranged attacker role filled, I guess another defender would be good. Two Fighters are available for that spot. Of those two I guess I'll let my soft spot for elves make my decision and I'll put in my vote for Ash, the Eladrin Fighter, though that too is also a very difficult decision.
 

Zweischneid

First Post
Jemal said:
Those in the list, I'd appreciate it if you'd vote for who you think would be the best two additions to the team.

Will pick 2 more from the following:

Atanatotatos: Illian Soulstorm, Half-elf Fey Warlock
ShaggySpellsword: Sylas Dardragon, Halfling Warlock
OutlawJT: Amintor Timon, Minotaur Ranger
Lobo Lurker: 'Boy', Human Fighter
SarahRequiem: Ash, Eladrin Fighter

Albedo: Hasn't posted again since his initial post.
Rayex/EvolutionKB: Sorry, but I'd allready closed recruitment. Maybe next time.

Also, Rogue's Gallery

Ok tough call. Anyways, hope I'm not offending anyone but here'd be my votes.

1. 'boy' Human fighter (Lobo Lurker)
2. Illian Soulstorm, Half-elf Warlock (Atanatotatos)


1. I feel the party would profit hugely from another fighter, or else another tank. Both Ash (Eladrin fighter by SaraRequiem) and 'boy' (human figher by Lobo Lurker) fill the role nicely. 'boy' appeals to me with the unusual concept. Thats however a very, very tough call. Ash is a great character too.

2. Unlike Bialaska, I have no partiality for adding a ranged or another melee striker. Illian Soulstrom appears to have the most developed background concept of the three.
 

Walking Dad

First Post
Thanks for choosing Ripper.

About the vote:

I would like to have a minotaur in the group, just because it would be fun having a group, with two 'monsters' scouting ;)

On the other side do we really lack in the ranged department...

As most warlock powers I know have only a reach of ten squares, I don't really see a good solution for this.

Perhaps we should take another defender and rush enemy attilery.

If I have to give names:
OutlawJT: Amintor Timon, Minotaur Ranger
SarahRequiem: Ash, Eladrin Fighter (just choose the female character, Lobo's character is also fine)
 

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