[OOC] Secret War - Page 4





+ Log in or register to post
Page 4 of 14 FirstFirst 1 2 3 4 5 6 7 8 9 10 11 12 13 ... LastLast
Results 31 to 40 of 131
  1. #31
    Thanks for choosing my character. I'm really looking forward to this and this sounds like an epic story and a great troupe.

    Possible stats:

    Str: 13
    Con: 19
    Dex: 11
    Int: 17
    Wis: 16
    Cha: 7

    Sounds robust but grumpy

    Skills:
    Arcane, History, Dungeoneering, Diplomacy, ? (Nature)

    Feat:
    Leather Armor Proficiency.
    Signature

    Hi I'm a comic and rpg nerd. Don't hurt me, please.

    PS: English is NOT my native language!

    May the 4th be with you!

    PbPs

    Invisible Castle

    http://www.d20srd.org/
    Pathfinder SRD (Pathfinder_OGC)


    My Houserules

    I am SpiderClan

 

  • #32
    Community Supporter COPPER SUBSCRIBER
    Lama (Lvl 13)

    Leif's Avatar

    Join Date
    Jan 2007
    Location
    Jonesboro, AR, USA
    Posts
    21,891
    Blog Entries
    6
    OSRIC I Defended The Walls! Gygax Memorial Fund

    ° Ignore Leif
    Farim Rubyheart, Dwarf Cleric of Moradin
    Lawful Good

    S 18
    D 13
    C 16 (14+2)
    I 7
    W 17 (15+2)
    C 11
    Last edited by Leif; Friday, 15th August, 2008 at 01:16 AM.

  • #33
    Quote Originally Posted by Leif View Post
    Farim Trueheart's possible stats:

    S 18
    D 13
    C 16 (14+2)
    I 7
    W 15
    C 11 (13-2)
    Uhm, Leif, I think this is a 4e game:
    [Recruiting - Closed] 4e - Secret War
    If you are still interested, the modifiers for dwarves are: +2 Con, +2 Wis
    Signature

    Hi I'm a comic and rpg nerd. Don't hurt me, please.

    PS: English is NOT my native language!

    May the 4th be with you!

    PbPs

    Invisible Castle

    http://www.d20srd.org/
    Pathfinder SRD (Pathfinder_OGC)


    My Houserules

    I am SpiderClan

  • #34
    Code:
    Name:  Morrim Ironhand
    Class: Warlock 1 	Starting Level: 1
    Race: Dwarf
    Region: Thunderpeaks
    Size: Medium
    Gender: Male
    Deity: n/a
    Alignment: Unaligned
    Action Points: 1
    XP: 0
     
    Str: 11 +0     
    Dex: 8 -1               
    Con: 17 +3                
    Int: 14 +2 
    Wis: 14 +2    
    Cha: 10 +0  
    
    Hit Points: 29/29 Bloodied: 14
    Healing Surge: 7  Surges per day: 9
    Initiative: -1
    Senses: Low-Light
    Speed: 5
    Perception: 17 Insight: 12 
    Action Points: 1
    
    AC 14 
    Fortitude 13 
    Reflex 13 
    Will 13
    
    Basic Melee Attack: +2 vs. AC Damage: 1d10 
    Basic Ranged Attack: +3 vs. Reflex (Eldritch Blast) Damage: 1d10+3
    
    
    Number of Trained Skills: 4	
    Skills		Total	Trained	Mod 	Misc
    Insight 	+7	+5	+2	--
    Intimidate	+5	+5	+0	--
    Arcana  	+7	+5	+2	--
    History 	+7	+5	+2	--
    Feats: Improved Dark One's Blessing (+3 extra temp hp. from Dark One's Blessing)

    Languages: Chondothan, Dwarven

    Class and Racial abilities:

    Cast-Iron Stomach - +5 saves vs. poison
    Dwarven Resilience - Use second wind as a minor action
    Dwarven Weapon Prof. - Throwing Hammer and Warhammer
    Encumbered Speed
    Stand Your Ground - When an effect forces you to move, you move -1 squares, also, can make a save vs. falling prone immediately.

    Prime Shot - If I'm closest to target I get a +1 to ranged attack rolls
    Shadow walk - Gain concealment if I move 3 or more squares
    Warlock's Curse - Nearest enemy can be cursed as a minor action, +1d6 damage
    Improved Dark One's Blessing - When a cursed enemy dies, +4 temp. hp

    Powers:
    2/1/1/0 - At will, Encounter, Daily, utility powers known

    At Wills Powers:
    Eldritch Blast - (standard, at-will, implement) - Range 10 - +3 vs. Reflex - 1d10+3 damage
    Hellish Rebuke - (standard, at-will, fire, implement) - Range 10 - +3 vs. Reflex - 1d6+3 fire damage + if you take damage before the end of the next turn target takes 1d6+3 more damage

    Encounter Powers:
    Diabolic Grasp - (standard, encounter, implement) - Range 10 - +3 vs. Fortitude - 2d8+3 damage and slide 3 squares

    Daily Powers:
    Armor of Agathys - (standard, daily, cold) - Personal - Gain 12 temp. hp + any targets that start their turn adjacent to me take 1d6+3 cold damage, lasts the encounter

    Utility Powers:

    Equipment: Cost Weight
    Leather Armour 25gp 15lb
    Warhammer 15gp 05lb
    Standard Adventurer's Kit 15gp 33lb


    Total Weight:XXXlb Money: 45gp

    Age: 95
    Height: 4'7"

    Appearance: Morrim is a fairly typical dwarf, as the last survivor of the Ironhand clan, he prides himself on maintaining a "normal" dwarven appearance, despite his atypical vocation. He keeps his dark brown hair long and unkempt, but has great pride in the beard he's grown over the years and spends hours braiding it and sports some decorations that he took from the clan patriarch. His skin is tanned from being outside of the mountains for so long and he stands a tall 4'9".

    Personality: Morrim is anything but the typical dwarven gruffness. He enjoys speaking to others, if only to take his mind off the tragedy of his clan's destruction, he despises ale & drinks of all varieties as well. Morrim enjoys the thrill of battle, though, and adventure, which constantly leads him to try more and more dangerous activities.

    Background: Morrim was born in the Thunderpeaks, in the dwarven settlement of Thunderholme. He was raised a good, little dwarf, who battled the orcs and goblins of the area with his clan, mined the bits of ore that were located in the mountain, and practiced his smith-craft, becoming an accomplished weaponsmith, at least in their small settlement. Then the Year of Blue Fire happened and everything changed. Their small number of wizards in the clan were driven mad by Mystra's death and were convinced that the other dwarves were out to get them. They banded together and attacked the clan, but were destroyed by the dwarven warriors. The mages had dealt enough damage though and in the Year of the Halfling's Lament, a large force of goblinoids and orcs banded together and assaulted Thunderholme, intent on destroying the dwarves. After weeks of pitched battle, the attackers eventually broke through and slaughtered the dwarven clan. Morrim had been guarding the escape route out of the mountain during this battle and managed to survive by remaining out of the battle. He had told himself that it was a matter of practicality, that he needed to survive, but walking through the field of battle, Morrim was filled with regret. Seeing the battered and bloody corpses of his family and friends was too much for him. Morrim grabbed a few trinkets from their bodies and ran from their home, tears streaming down his face.

    He didn't know how long he ran down the mountain paths, or how far, but when the ground gave out under him and he fell into a cave, Morrim was jerked back to consciousness. Looking around him, Morrim noted that it was a small chamber he was in, more a tomb than a cave and was about to climb back out, when his eyes caught the gleam of something in the dark. Morrim approached carefully, his warhammer held aloft, and sighed in relief when he saw it was just a skeleton. Looking at the skeleton in more detail, Morrim noted that the creature had horns, and a tail, but was the shape of a humanoid, he had never seen a creature like this. Clutched in its hands was a tome, fire scorched, but legible. Morrim's hands were trembling when he picked it up and dusted it off. Despite his reservations he opened it, and Morrim's life was changed. He spent the next three days sitting cross-legged next to the skeleton, caught up in the words of the book, not caring about food, nor water, nor the spiders and insects crawling upon him. Morrim awoke from the trance-like state peering up at the pig-face of an orc looking down from the hole he fell through.

    The anger boiled inside him, begging for release and Morrim obliged. He crooked his hand like a claw as a great talon of darkness formed around the orc, raking it fiercely and pulling it over the edge. Despite its efforts, the orc fell, crashing lifeless to the ground. Standing over him Morrim felt vindicated and free from the books hold, began to climb out of his temporary home.

    Morrim travelled to the nearest settlement, which was the human town of Thunderstone, and met a fellow dwarf named Norman Firebeard. Morrim needed coin and Norman offered work in the Miner's Union. Morrim accepted and worked uneventfully, until one day when Norman offered him a chance to head back to the Thunderpeaks with other dwarven adventurers to locate the dwarven settlement of Stonefast, which even he'd heard legends of as a child. They set out with the lizard and ended up at Zanzer's location, Morrim was excited at the reward, a whole gold piece, that was a fortnight's work in the mines. Then he felt sleepy...



    Logs

    XP log:

    Wealth log:
    100 gp from starting wealth
    Paid 25gp for Leather Armour, 15 for Warhammer, & 15 for Kit
    Sold XXX for

    Other log:
    XXXX from


    Notes:
    XXXX

    Advancement

    L1 -> CLASS Warlock HP: 12+17 (Per Class)
    Feat: Improved Dark One's Blessing
    Powers Known: Eldritch Blast, Hellish Rebuke, Diabolic Grasp, Armor of Agathys
    Other: OTHER NOTE

  • #35
    Quote Originally Posted by Walking Dad View Post
    Uhm, Leif, I think this is a 4e game:


    If you are still interested, the modifiers for dwarves are: +2 Con, +2 Wis
    I'll admit I was surprised to see your application. I thought maybe I'd drawn you over to the dark side


    Edit: What does everyone think of the character sheet? I'm putting one together for Living 4th Edition and this is a WIP, but it's mostly done

  • #36
    Registered User COPPER SUBSCRIBER
    Waghalter (Lvl 7)

    garyh's Avatar

    Join Date
    Jul 2002
    Location
    Los Angeles, CA
    Posts
    5,840

    ° Ignore garyh
    Quote Originally Posted by renau1g View Post
    Edit: What does everyone think of the character sheet? I'm putting one together for Living 4th Edition and this is a WIP, but it's mostly done
    I'll weigh in and suggest that you put the stats S/C/D/I/W/Ch. I'm still getting used to the re-ordering myself (de-programing from 2e and 3.x), but the new order does have advantages in making clear the links between stats and defenses, and is the new official order.

    Otherwise, it looks great! Thanks for working on that.
    Gary Hoggatt - www.garyh.net
    "Such heroic nonsense..."
    Living 4th Edition - Join EN World's community-created Play-by-Post world! Adventure awaits you in the Transitive Isles!

  • #37
    Registered User
    Acolyte (Lvl 2)

    Redclaw's Avatar

    Join Date
    Jul 2007
    Location
    Eureka, CA
    Posts
    3,039

    ° Ignore Redclaw
    Quote Originally Posted by Chauzu View Post
    Redclaw
    Rangok, paladin
    17, 16, 14, 12, 11, 7
    Great! Thanks for the opportunity, Chauzu.

    Rangok's stats:
    Str 16
    Dex 7
    Con 14 (12+2)
    Int 11
    Wis 16 (14+2)
    Cha 17

    I'm planning on the protecting paladin build, but I'm open to switching to avenging depending on Digger's build for his fighter. I think's it's best if one is a big hitter and the other is a swoard-and-boarder.

  • #38
    Community Supporter COPPER SUBSCRIBER
    Lama (Lvl 13)

    Leif's Avatar

    Join Date
    Jan 2007
    Location
    Jonesboro, AR, USA
    Posts
    21,891
    Blog Entries
    6
    OSRIC I Defended The Walls! Gygax Memorial Fund

    ° Ignore Leif
    Quote Originally Posted by Walking Dad View Post
    Uhm, Leif, I think this is a 4e game:
    If you are still interested, the modifiers for dwarves are: +2 Con, +2 Wis
    Sunuvagun, you're right!! That's what I get for going from memory. The adjustments have been made, thanks, WD!

  • #39
    Registered User
    Acolyte (Lvl 2)

    The Digger's Avatar

    Join Date
    Jul 2008
    Location
    Liverpool UK
    Posts
    909

    ° Ignore The Digger
    Message for Redclaw;
    I've been back and forward on this build. Originally I wanted a 2-handed build but then saw the stats and thought sword & board but then you said you fancied protecting paladin so I thought what the H*ll

    So I've gone for a 2-handed build as below.

    To everyone else I've never tried making a fighter in 4e nor have I played one so any constructive criticism would be very useful

    Thorfin Hardicanute Dwarf Fighter

    Name: Thorfin Hardicanute
    Class: Fighter
    Level: 1
    Race: Dwarf
    Region: Thunderpeaks
    Size: Medium
    Age 32
    Height 5’ 0”
    Weight 165 pounds
    Gender: Male
    Deity: Avandra
    Alignment:: Good
    Action Points: 1
    XP: 0
    Str: 15 +2
    Con: 15 +2
    Dex: 12 +1
    Int: 9 - 1
    Wis: 14 +2
    Cha: 11 +0

    Hit Points: 30 Bloodied: 15
    Healing Surge: 7 Surges per day: 11
    Initiative: +1
    Speed: 5
    Senses: Low-Light Passive Perception: 12 Passive Insight: 12

    AC: 11
    Fortitude : 14
    Reflex : 11
    Will : 12

    Basic Melee Attack: +2 vs. AC
    Basic Ranged Attack: +1 vs. AC

    Skills
    Athletics (T) +7
    Intimidate (T) +5
    Heal (T) +7
    Endurance +4
    Dungeoneering +4

    Feats: Dwarven Weapon Training: +2 damage with axes and hammers

    Languages:, Dwarven & ???

    Class and Racial abilities:
    Cast-Iron Stomach - +5 saves vs. poison
    Dwarven Resilience - Use second wind as a minor action
    Dwarven Weapon Prof. - Throwing Hammer and Warhammer
    Encumbered Speed - move at normal speed even when encumbered
    Stand Your Ground - When an effect forces you to move, you move -1 squares, also, can make a save vs. falling prone immediately.
    Combat Challenge - Any enemy attacked (hit or miss) is marked till the end of my next turn. -2 for them to attack anyone bar me. If he shifts or attacks other whilst adjacent to me I can make interrupt attack.
    Combat Superiority - Bonus to OA = to Wis Mod. Enemy hit by OA stops moving
    Fighter Weapon Talent - 2-handed weapons +1 to attack


    At Wills Powers:
    Reaping Strike: Martial, Weapon, Melee; Str vs AC; Damage =- 1W +Str. On Miss, half Str Mod damage. Str Mod damage with 2-handed weapon

    Cleave: : Martial, Weapon, Melee; Str vs AC; Damage = 1W +Str. Adjacent enemy takes damge = Str Mod.

    Encounter Power:
    Passing Attack: Martial, Weapon, Melee; Str vs AC; Damage = 1W +Str., I can shift 1 square & make secondary attack on new target; Str +2 vs AC; Damage = 1W + Str.

    Daily Power:
    Villains Menace: Martial, Weapon, Melee; Str vs AC; Damage = 2W +Str. I gain +2 Power bonus to attack and +4 Power bonus to damage vs Target till end of encounter. On Miss: Gain +1 to attack and +2 to damage till end of encounter.
    Last edited by The Digger; Thursday, 14th August, 2008 at 01:42 AM.

  • #40
    Registered User
    Acolyte (Lvl 2)

    Graf's Avatar

    Join Date
    Feb 2002
    Location
    undisclosed
    Posts
    3,994
    Blog Entries
    21

    ° Ignore Graf
    Thanks for choosing me...!

    Them's some interesting stats.... but that's good actually. I've argued that the artificer is probably better than the cleric ...

    With 13 attribute points to Leif's 29 that will probably not be a consideration.
    (Incidentally WD actually rules roost with 30 freeking points - lucky fella)

    [PhB standard being 22 of course...]

    Lickspit actually works well disadvantaged of course. It's just one more thing for him to be bitter about.

    Will try to get a build up today.
    Interested in playing 4th edition online? The Living 4th EnWorld Campaign is open! [character creation wiki forum]
    I am in an interesting period of my life; I will post in games that I run three times a week (M,W,F); and try to maintain obligations in existing games.
    ...disquieting...
    There was no end to his patience and endurance. He played day and night, his obsession was somewhat disquieting. It was less as if he were playing to dispel gloom or beguile tedium than as if he were giving himself up to the fangs of gaming devils."
    Kawabata Yasunari - The Master of Go

  • + Log in or register to post
    Page 4 of 14 FirstFirst 1 2 3 4 5 6 7 8 9 10 11 12 13 ... LastLast

    Similar Threads

    1. Top Secret SI
      By Wystan in forum RPGs & Tabletop Gaming Discussion
      Replies: 5
      Last Post: Wednesday, 27th January, 2010, 07:15 PM
    2. concealed vs. secret doors and detect secret doors spell
      By architectofsleep in forum D&D and Pathfinder
      Replies: 16
      Last Post: Thursday, 22nd January, 2009, 12:13 PM
    3. Secret Doors are too secret. Thoughts?
      By hennebeck in forum RPGs & Tabletop Gaming Discussion
      Replies: 34
      Last Post: Friday, 20th June, 2008, 07:42 PM
    4. Top Secret!
      By The Shaman in forum Gamers Seeking Gamers
      Replies: 0
      Last Post: Tuesday, 18th September, 2007, 07:18 AM
    5. Top Secret / SI
      By Morik in forum RPGs & Tabletop Gaming Discussion
      Replies: 8
      Last Post: Friday, 2nd May, 2003, 04:33 PM

    Posting Permissions

    • You may not post new threads
    • You may not post replies
    • You may not post attachments
    • You may not edit your posts
    •