[Closed!] 4e Game; B'n'B Against the Orcs

Insight

Adventurer
Here's the character update (as far as I can tell):

Padreigh - Eladrin Wizard (Controller)
Niehaus - Halfling Paladin (Defender)
Lord Sessadore - Elf Rogue (Striker)
Insight - Dragonborn Warlord (Leader)
renau1g - Dragonborn Fighter (Defender)

LS, I hope you have your Sneak Attack primed and ready to roll, cause I think you're gonna have lots of chances to use it! Melee, melee, and more melee.

We're severely limited in ranged combat, so we need to keep the Wiz alive... most of the time anyway :D
 

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Padreigh

First Post
Ah, so it is not me (for a change :)).

Good to hear. I would've hated asking our IT manager if there were any problems with my connection (although maybe I could have explained logging in to ENWorld as "necessary research" :D).

So Warlord it is then?
Never seen one of those in action. Can't wait to see what they can do.

Edit: I endorse any plan and/or tactic that involves keeping my character alive (even if it is only most of the time :lol:)
 
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Lord Sessadore

Explorer
This is good, I'm looking forward to getting stabbity on some bad guys :D

Maybe this means I don't have to use the Stealth rules in combat much, as well ... should probably brush up on them anyway. WD, are we going to be using the new errata version of Stealth?
 

renau1g

First Post
[sblock=Dragonborn Figher]
Code:
[size=5][FONT=Courier New][B][COLOR="DarkRed"]Mordok [/size][/COLOR]
[B]Dragonborn Fighter 5[/B]
Alignment[/B]: Unaligned
Religion: Raven Queen
Languages: Common, Draconic
Vision: Normal

[B]Ability Scores:[/B]
Str 20 (17 (12pts) +1 level+2 rac.)
Con 14 (12 (2 pts))
Dex 14 (13 (3 pts) +1 level)
Int 8
Wis 14 (14 (5 pts)
Cha 12 (2 rac.)

[B]Combat[/B]:
[B]Init: [/B] +6 (+2 Dex, +2 Quick Draw, +2 level)
[B]Pass Percep[/B]: 14    [B]Pass Insight[/B]: 14

[B]HP[/B]:           53/53   [B]Surges/day[/B]:   11
[B]Bloodied[/B]:     25   [B]Surge Value[/B]:  15
  
[B]AC[/B]   22 (+2 level +8 armor +2 shield)
[B]Fort [/B]20 (+2 level +5 Str +2 class +1 amulet) 
[B]Ref[/B]  17 (+2 level +2 Dex +2 shield +1 amulet)
[B]Will [/B]15 (+2 level +2 Wis +1 amulet)

Speed 5
Resistances: 5 necrotic, 5 fire, 5 poison

Action points: 1

[B]Basic Attacks:[/B]
Melee: +2 Bastard Sword: +13 vs. AC, 1d10+8 damage
Ranged: +1 flaming javelin: +11 vs. AC, 1d6+6 damage (1/day +1d6 fire damage +5 ongoing fire)

[B]Attack Powers:[/B]
[COLOR=Lime]Tide of Iron [/COLOR]- Martial, Weapon
Standard Action; Melee ; Target: One creature
Attack: +13 vs. AC
Hit: 1d10+8 damage & push enemy 1 square and occupy that square

[/FONT][FONT=Courier New][COLOR=Lime]Cleave [/COLOR]- Martial, Weapon
Standard Action; Melee weapon; Target: One creature
Attack: +13 vs. AC
Hit: 1d10+8 damage + 5 damage to adjacent enemy

[b]Encounter Powers:[/b]

[/FONT][FONT=Courier New]
[COLOR=Red]Serpent Steel Strike [/COLOR]- Martial, Weapon
Standard Action; Melee weapon; Target: One creature
Attack: +13 vs. AC
Hit: 2d10+8 damage, and the target is slower and can't shift until the end of
your next turn.

[/FONT][FONT=Courier New][COLOR=Red]Dragon Breath[/COLOR] - Acid
Minor Action; Close Blast 3;
Attack: +9 vs. Ref
Hit: 1d6+2 Acid damage[/font]

[FONT=Courier New]
[COLOR=Red]Sweeping Blow[/COLOR]- Martial, Weapon
Standard Action; Melee weapon; Close Burst 1
Attack: +15 vs. AC
Hit: 1d10+8 damage

[b]Daily Powers:[/b]

[/FONT][FONT=Courier New][COLOR=DimGray]Villian's Menace[/COLOR] - Martial, Weapon
Standard Action; Melee weapon; Target: One creature
Attack: +13 vs. AC
Hit: 2d10+8 damage, & gain a +2 power bonus to hit & a +4 power bonus to damage against this foe
Miss: gain a +1 power bonus to hit & a +2 power bonus to damage against this foe

[/FONT][FONT=Courier New][COLOR=DimGray]Unstoppable[/COLOR] - Martial, Healing
Minor Action; Personal
Effect: Gain 2d6+2 temp hp.[/FONT]

[FONT=Courier New][COLOR=DimGray]Rain of Steel[/COLOR] - Martial, Weapon
Minor Action; Melee weapon; Stance; Personal
Effect: Any enemy that starts adjacent to me takes 1d10+2 damage
[/font]




[b]Magic Item Powers:[/B]
[COLOR=Orange]+2 Bastard Sword[/COLOR]
  Critical: +2d6 damage
[COLOR=Orange]+1 Black Iron Scale[/COLOR]
  Property: Resist 5 necrotic, resist 5 fire.
[FONT=Courier New][COLOR=Orange]+1 amulet of Health[/COLOR]
  Property: gain resist 5 poison [/FONT]
[FONT=Courier New][COLOR=Orange]+1 flaming javelin[/COLOR]
  Critical: +1d6 damage[B]
Property: 1/day +1d6 fire damage & ongoing 5 fire damage (save ends)[/font]

[b]Race and Class Features:[/B]
Dragonborn Fury (+1 attack bonus when bloodied)
Draconic Heritage (add con modifier to healing surge value)
Dragon Breath--Acid, using Str
Combat Challenge - When Mordok attacks an enemy that foe is marked until end of next turn. Enemy takes a -2 to hit other targets and draws a basic attack if it doesn't attack me.
Combat Superiority - +2 to hit on OA's & stops moving
Fighter Weapon Talent - +1 to hit with one-handed weapons


[B]Feats[/B]:
Weapon Proficiency (bastard sword)
Weapon Focus (Heavy Blade)
Quick Draw


[B]Skills[/B]:
Intimidate:    +10 (+2 level +1 Cha +5 trained+2 rac.)
Heal:         +9 (+2 level +2 Wis +5 trained)
Athletics:     +10 (+2 level +5 Str +5 trained-2 ACP)



[B]Equipment[/B]: 
Item                          Weight    Cost
+2 bastard sword
+1 black iron scale
+1 flaming javelin
heavy shield
+1 amulet of health     
Potion of healing (x3)
                Total Weight: 0 lbs.

Money: 10gp

Adventurer's Kit: Backpack, Bedroll, Flint and Steel, Belt pouch, 2 sunrods,
10 days of trail rations, 50' of hemp rope, and a Waterskin.[/FONT]
[/sblock]
 
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Insight

Adventurer
One important distinction between a Warlord and a Cleric: the Warlord is more offense and less healing. While the Warlord does have healing abilities (and I've chosen the CHA Warlord, which is more of a healer than the INT Warlord), the Warlord does not hold up to the healing abilities of the Cleric.

Therefore, I encourage you guys to pick up Healing Potions. You'll probably need them.
 



Lord Sessadore

Explorer
@Insight: Don't forget, we've got a Cha paladin as well, which can help quite a bit with healing. Healing potions is never a bad idea though.

@renau1g: A few things in your CS:
- With 14 Con you should have 53 hp, and you get a +2 bonus to healing surge value = 15.
- Shield adds to AC as well as reflex, making your AC 22.
- Weapon Focus is for a category of weapons (like heavy blade) and adds +1 damage (so damage for most powers should be x[W]+8).
- Javelin basic attack should be at +11 (+2 level +5 Str +2 prof +1 fighter weapon talent +1 magic)
- I don't think Tide of Iron lets you move 2 squares before you attack ;)
- Dragon Breath should be 1d6+2 damage (Con modifier).
- Unstoppable should give you 2d6+2 temp hp (again, Con modifier - you upped it after a first run through?)

I think that's it.... Must be hard switching between 3.5 and 4e :-S
 
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Insight

Adventurer
@Insight: Don't forget, we've got a Cha paladin as well, which can help quite a bit with healing. Healing potions is never a bad idea though.

In my experience, Paladins don't get much chance to heal; they are usually too involved in melee combat to use an action to heal. With this group makeup, however, I can easily see the Pally helping with the heals. He's not the only Defender and not the only melee character. Nice to have the option.
 

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