[OOC] Secret War - Page 6


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  1. #51
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    Hey Graf, have you checked out the Alchemy rules?

    They seem like a cool fit for your artificer.

 

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    One Dwarf Cleric, Coming up!

    Farim Rubyheart
    Shield Dwarf -medium
    Cleric 1
    LG -- Moradin

    XP 0

    Height: 4’7”
    Weight: 175
    Beard: Brown and very thick (his hair was also brown/thick before he shaved it all off)
    Eyes: Black
    Head: Shaved

    DEFENSES
    AC 16 (10+6+0+0)
    Fortitude 13 (10+3)
    Reflex 10 (10+0)
    Will 17 (10+5+2)

    SHIELD DWARF TRAITS
    Speed 5
    Low-Light Vision
    Languages: Common, Dwarven
    +2 Dungeoneering, +2 Endurance
    +5 to saves vs. poison
    Second wind as a minor action
    Proficient with Throwing Hammer and Warhammer
    Move normal speed even when encumbered
    Stand Your Ground
    Insight (it's an FR thing)

    S 13 +1
    D 11 +0
    C 16 (14+2) +3
    I 7 -2
    W 20 (18+2) +5
    C 15 +2

    Action Points:

    MAX HP 28
    Current HP 28
    Bloodied 14
    Healing Surge Value 7
    Healing Surges per Day 10

    ATTACKS
    Throwing Hammer (Dwarf)
    Warhammer (Dwarf)


    FEATS
    Dodge Giants

    SKILLS
    +2 Dungeoneering (Dwarf)
    +2 Endurance (Dwarf)
    Religion
    Arcana
    Heal
    Insight (+2 racial bonus)

    CLERIC FEATURES
    Healer’s Lore
    Ritual Caster (Make Whole, Gentle Repose)
    Channel Divinity: Divine Fortune
    Channel Divinity: Turn Undead
    Healing Word (twice/encounter) (you or 1 ally can spend 1 healing surge +1d6 hp)

    AT-WILL PRAYERS
    1 Lance of Faith (20Wis vs Ref)
    Damage: 1d8+5 radiant, plus ally is +2 on next att
    2 Sacred Flame (20Wis vs Ref)
    Damage: 1d6+5 and ally gains either +2 temp hp or +2 to save

    ENCOUNTER PRAYERS
    1 Divine Glow (close blast 3) (20wis vs. Ref) (1d8+5 and allies in blast are +2 to hit until my next action)

    DAILY PRAYERS
    1 Beacon of Hope (20Wis vs. Will)
    (Target weakened until end of its next turn, I and all allies w/in 3 gain 5 hp, and all my healing powers heal +5 hp for the rest of the encounter)

    LANGUAGES: Dwarven, Chondathan

    EQUIPMENT (10 gp left)
    Chainmail
    Warhammer (+2 prof. bonus - racial) (1d10)
    Holy Symbol
    Standard Adventurer’s Kit
    Tent

    I hope I did this all correctly!
    Last edited by Leif; Sunday, 17th August, 2008 at 01:47 AM.

  • #53
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    Quote Originally Posted by Redclaw View Post
    Hey Graf, have you checked out the Alchemy rules?

    They seem like a cool fit for your artificer.
    I'd been looking forward to this for a long time, but with my current focus on L4W I'd completely missed it.

    Will give it a good look over... assuming Chauzu approves of course....

  • #54
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    Actually, since my primary stat of 15 only gives me a +2 to hit...
    Alchemical items offer some interesting possibilities....

    The only problem, really, is that they ain't cheap.
    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

  • #55
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    ° Ignore Chauzu
    Quote Originally Posted by Walking Dad
    Sorry to everyone for me playing the one CHA ditching dwarf.
    No worries dude.

    Quote Originally Posted by Redclaw
    Hey Graf, have you checked out the Alchemy rules?

    They seem like a cool fit for your artificer.
    I like that a lot. Those are definetely allowed...


    So how do you guys feel about dice rolls? Do you want me to do them all, or do you guys want to use another source, such as one of those website rollers?
    Milk is for babies! Men drink beer!

    Secret War Campaign
    IC
    OOC
    RG

  • #56
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    1) Hey Leif, I don't wanna be a party pooper but I just read on one of the forums (fora??) that clerics don't get shield proficiency unless they buy the feat.

    2) Chauzu; as to dice rolls I'll go with whatever you want. I am quite used to using Invisible Castle so I don't mind. In one of the other games I am playing the GM rolls for Initiative which does help to speed things up.

  • #57
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    ° Ignore The Digger
    1) Hey Leif, I don't wanna be a party pooper but I just read on one of the forums (fora??) that clerics don't get shield proficiency unless they buy the feat.

    2) Chauzu; as to dice rolls I'll go with whatever you want. I am quite used to using Invisible Castle so I don't mind. In one of the other games I am playing the GM rolls for Initiative which does help to speed things up.

  • #58
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    Sheet still a work in progress

    My theme is "avoiding to hit rolls" (since I have a primary stat of 15 I won't be making too many of those successfully)
    Should I consider putting con as 15=2=17 and having an Int of 12?
    Healing Infusion: Curative Admixture is a really cool power to lead off with in a fight, but spending a healing surge for 3 temp hit points is weak. 4 is also weak, but its a bit better.... slightly better anyway.... (a properly constructed character would be granting 5~6, which puts it on par with a mages healing surge and makes it an intelligent power to use)

    Someone help me with feat ideas... please!


    can I just say... low stats make buying feats tricky: Feats I'm not allowed to have
    Armor or shield proficiency, Quick Draw, Far Shot, Far Throw hmm..

    For some reason I was really enamored of buying Quick Draw (the idea of having spent years rapidly whipping up alchemical stuff seemed to fit... but with only 1 stat above 12 I can't really do that...)

    Maybe I should take alchemy? But if we're starting off equipment-less in a dungeon then maybe that's a terrible idea?

    As far as I can tell my choices for feats are: toughness and..... that's it really. I can't think of anything else in character (that's legal anyway...)


    For Renau1g -- Feedback on Character sheet

    I think it's easy to fill in, but could be tricky to refer too, it's very vertical... Have you had a chance to look at GK's template? It's pretty compact.

    I have little love for the code window... I find scrolling inside of second window time consuming.
    I think you can get the same effect by setting font=courier new.
    edit: grr deletes extra spaces... but I think it'll work on the wiki

    And, I think we need to show a lot more math and/or move the math down (so all the skill modifiers go down; and we should probably actually include all the skills)
    (I hate checking and guessing... and having lots of different numbers when I want to refer)




    Lickspit

    Name: Thromb Lickspit
    Class: Artificer 1 Starting Level: 1
    Race: Dwarf
    Region: Thunderpeaks
    Size: Medium
    Gender: Male
    Deity: n/a
    Alignment: Unaligned
    Action Points: 1
    XP: 0

    Str: 10 +0
    Dex: 11 +0
    Con: 14 +2
    Int: 15 +2
    Wis: 14 +2
    Cha: 10 +0


    Hit Points: 24/24 Bloodied: 12
    Healing Surge: 6 Surges per day: 9
    Initiative: +0
    Senses: Low-Light
    Speed: 5
    Perception: 17 Insight: 12
    Action Points: 1

    AC 14
    Fortitude 13
    Reflex 13
    Will 13

    Athletics +0u, Arcana +7, Dungeoneering +7, Endurance+4u, History +7, Insight +2u, Perception +7, Swim +0u, Thievery +5
    u=untrained

    Basic Melee Attack:
    +2 vs. AC Damage: 1d10
    Basic Ranged Attack: +2 vs. Reflex Damage: 1d8

    Feats: Ritual Caster (bonus), Quick Draw artificer needs ideas badly....

    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.


    Warhammer ✦ Weapon
    +0 vs AC; 1d10 damage
    Thundering Armor (standard; at-will) ✦ Arcane, Implement, Thunder
    Range 10 | Ally +1 to AC --> attack 2ndary target adj. to ally +2 vs Fort; 1d6+2 damage and push 2ndary target 1 square away from primary.
    Aggravating Force (standard; at-will) ✦ Arcane, Force, Weapon
    Range 15/30 | 1d8+2 force damage and next attack on target by ally gets +2 to attack roll (until end of Thromb's next turn)
    Shielding Cube (standard; encounter) ✦ Arcane, Artifice, Force, Implement
    Range 10 | Artifice appears adjacent to target and +2 vs Ref; Hit: 1d8+2 damage
    Artifice:
    Thomb and allies within 1 square get +1 to AC -- Artifice has Defenses of 5 | hit points 6
    Minor: Move artifice 2 squares or shift 1 square
    Caustic Rampart (standard; daily) ✦ Acid, Arcane, Conjuration, Implement
    Wall 5 (w/in 10 squares) | Effect: Walls squares are filled with caustic acid until end of next turn (see also minor action). Squares count as Difficult terrain, lightly obscured.
    Creature that starts its turn inside or adjacent to wall takes 1d6+2 acid damage vs Ref; Hit: 1d8+4 damage and knocked prone. Miss: Half Damage.
    Minor: Sustain

    Healing Infusion: Restorative Formula (minor; twice per encounter) ✦ Arcane, Healing
    Burst 5 | | Effect: Target (Thromb or ally) w/in burst can spend healing surge + gain 1d6 hit points.
    Special: Healing Infusion Powers can be used twice per encounter but once per round.
    Healing Infusion: Curative Admixture (minor; twice per encounter) ✦ Arcane, Healing
    Burst 5 | Effect: All allies w/in burst can spend healing surge to 3 temp hit points
    Special: Healing Infusion Powers can be used twice per encounter but once per round.

    Total Weight:XXXlb Money: 45gp


    Appearance:
    Age: 89
    Height: 5'4"

    Personality:

    Background:




    Logs

    XP log:


    Achievements Log:
    Positive: xx received from (link) | Effect
    Negative: xx received from (link) | Effect

    Wealth log:
    100 gp from starting wealth
    (see below)
    Sold XXX for

    Other log:
    XXXX from


    Notes:
    XXXX


    Creation and Advancement

    Starting Attributes
    Cost Initial Racial Level Final
    Str: 0 10 0 10
    Dex: 1 11 0 11
    Con: 2 12 +2 0 14
    Int: 7 15
    0 15
    Wis: 2 12 +2 0 14
    Cha: 0 10
    0 10

    Number of Trained Skills: Arcana + 4
    Skills Trained Attrib Racial Feat
    Total
    Athletics -- +0 -- -- +0
    Arcana +5 +2 -- -- +7
    Dungeoneering +5 +2 +2 -- +7
    Endurance -- +2 +2 -- +4
    History +5 +2 -- -- +7
    Insight -- +2 -- -- +2
    Perception +5 +2 -- -- +7
    Swim -- +0 -- -- +0
    Thievery +5 +0 -- -- +5
    Trained Skills: 5

    Armor Proficiencies: Cloth, Leather
    Weapon Proficiencies: Simple Melee, Simple Ranged


    Saves Attrib Racial Class Feat Equip Total
    Armor Class +2 -- -- -- +2 14
    Fortitude +2 -- +1 -- -- 13
    Reflex
    +2 -- -- -- -- 12
    Will +2 -- +1 -- -- 13

    Powers:

    Number of Powers Known 2/1/1/0
    At will, Encounter, Daily, utility powers known

    Powers

    POWERS
    Attrib Weapon/Impl Feat
    Total-to-hit | Damage
    At Will
    Aggravating Force +2 -- -- +2 1W + 2 (int)
    Thundering Armor +2 -- -- +2 1d+6 + 2(int)
    Subtotal 2

    Encounter
    Shielding Cube +2 -- -- +21d8 + 2 (int)
    Subtotal 1

    Daily

    Caustic Rampart +2 -- -- +2 1d+6 + 2(int)
    Subtotal 1

    Base Effect Attribute Feat Total

    Class
    Restorative Formula Cure:HS +1d6 N/A -- HS+1d6
    Curative Admixture
    Cure: 2 (con) + 1 thp N/A -- 2 (con) + 1 thp


    Equipment: Cost Weight
    Leather Armour 25gp 15lb
    Warhammer 15gp 05lb
    Standard Adventurer's Kit 15gp 33lb
    Hand Crossbow 25gp 05lb
    Total 95gp

    L1 -> CLASS Artificer HP: 12 (class) + 14 (con)
    Feat: ??, Bonus: Ritual Caster
    Powers Known:

    Other: OTHER NOTE
    Last edited by Graf; Friday, 15th August, 2008 at 11:29 AM.
    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

  • #59
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    Magsman (Lvl 14)

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    Quote Originally Posted by The Digger View Post
    1) Hey Leif, I don't wanna be a party pooper but I just read on one of the forums (fora??) that clerics don't get shield proficiency unless they buy the feat.
    No poop in my party, dude! That's just the sort of help that I need with 4e. Thanks, I'll make the change!

  • #60
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    Vondal Darrakson

    Work in progress

    Stats

    Vondal Darrakson Player: WD
    Dwarf Wizard XP 0 Level 1
    Initiative +0 Senses Low-light Vision
    Passive Insight 13; Passive Perception 13
    HP 29; Bloodied 14; Surge Value 7; Surges Per-Day 10
    AC 13; Fortitude 14; Reflex 10; Will 15
    Speed 5
    Alignment Unaligned
    Languages Dwarf, Illuskan

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

    Racial Abilities
    Cast-Iron Stomach; Dwarven Resilience; Dwarven Weapon Proficiency; Encumbered Speed; Stand Your Ground

    Class Features
    Arcane Implement Mastery, cantrips, Ritual Casting, spellbook

    At-Will Powers
    Ghost Sound, Light, Mage Hand, Prestidigitation
    Magic Missile, Cloud of Daggers/ Hungry Maws

    Encounter Powers
    Force Orb

    Daily Powers
    Flaming Sphere, Sleep

    Utility Powers
    -

    Feats
    Ritualist, Armor Proficiency (Leather)

    Skills
    Arcane* +8
    Diplomacy* +3
    Dungeoneering* +10
    History* +8
    Nature* +8

    Endurance +6
    Insight +3
    Perception +3

    Rituals
    Animal Messenger, Make Whole, Tenser’s Floating Disk

    Equipment
    None


    Background

    Name: Vondal Darrakson
    Class: Wizard

    Appearance




    Background:
    Vondal was always interested in the past. From the past glorys of forgotten dwarf strongholds, to the fossils of unknown creatures found only in the deepest dwarven mines. His bright intellect and natural curiosity drew the interest of a local dwarven wizard, who recognized the potential of this curious dwarf.
    Under Vestus tutelage, Vondal learned not only forgotten secrets of the past, but also the arcane powers, that will help him to further explore the world.
    (One first success in merging his intersts with the arcane arts was the development of his signature spell 'Hungry Maws' [optical varaint of cloud of daggers].)
    After finishing his apprenticeship, he was hired by a mining company to idnetify the different kind of stones and minerals they found in their endavours.
    Hearing of the oppotunity to explore Stonefast, volunteered instantly for this mission.

    Personality:
    A curious brave adventurer, with few things in common with the typical bookish wizard. More the Indiana Jones type of a scientist and an explorer he also values the abilities of the men around him.
    He shuns the typical wizard garb and favors sturdy leather clothes above robes (level one feat: Armor Proficiency: Leather).
    Last edited by Walking Dad; Saturday, 16th August, 2008 at 10:36 PM.
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    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

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