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


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Lord Sessadore

Explorer
Thanks, WD! :)

I stole the idea to put it all in a code block, and some of the formatting, from DEFCON 1. I like having things aligned by using whitespace, I guess I get that from programming... It's always annoyed me how ENWorld obliterates any 'extra' spaces you put in, so I beat the system.
 

renau1g

First Post
A work in progress still debating on a melee-focused or ranged cleric:

[sblock=Dragonborn Cleric]
Code:
[FONT=Courier New][B]COLOR="DarkRed] Mordok [/COLOR]
[COLOR="darkred"]"It's good to see that you're still here, I'm glad your time isn't up yet. I would not have as much fun without you here"[/COLOR]
[B]Dragonborn Cleric 5[/B]
Alignment[/B]: Unaligned
Religion: Raven Queen
Languages: Common, Draconic
Vision: Low-light

[B]Ability Scores:[/B]
Str 16 (+1 level)
Con 12
Dex 18 (+2 race +1 level)
Int 12
Wis 14 (+2 race)
Cha 10

[B]Combat[/B]:
[B]Init: [/B]+6
[B]Pass Percep[/B]:  21   [B]Pass Insight[/B]: 19

[B]HP[/B]:           44   [B]Surges/day[/B]:   6
[B]Bloodied[/B]:     22   [B]Surge Value[/B]:  11
  
[B]AC[/B]   19 (+2 level +4 Dex +3 armor)
[B]Fort [/B]16 (+2 level +3 Str +1 amulet) 
[B]Ref[/B]  19 (+2 level +4 Dex +2 class +1 amulet)
[B]Will [/B]15 (+2 level +2 Wis +1 amulet)

Speed 6
Sneak Attack: 2d8+3
Resistances: 5 necrotic, 5 poison

Action points: 1

[B]Basic Attacks:[/B]
Melee: +2 rapier: +10 vs. AC, 1d8+5 damage
Ranged: +1 shuriken: +10 vs. AC, 1d6+5 damage[B]

Attack Powers:[/B]
[COLOR=Lime]Deft Strike [/COLOR]- Martial, Weapon
Standard Action; Melee or Ranged weapon; Target: One creature
Special: You can move 2 squares before the attack.
Attack: +11 vs. AC
Hit: 1d8+6 damage

[/FONT][FONT=Courier New][COLOR=Lime]Piercing Strike [/COLOR]- Martial, Weapon
Standard Action; Melee weapon; Target: One creature
Attack: +11 vs. Reflex
Hit: 1d8+6 damage
[/FONT][FONT=Courier New]
[COLOR=Red]Dazing Strike [/COLOR]- Martial, Weapon
Standard Action; Melee weapon; Target: One creature
Attack: +11 vs. AC
Hit: 1d8+6 damage, and the target is dazed until the end of
your next turn.

[/FONT][FONT=Courier New][COLOR=Red]Topple Over[/COLOR] - Martial, Weapon
Standard Action; Melee weapon; Target: One creature
Attack: +14 vs. AC
Hit: 1d8+6 damage, and the target is knocked prone.

[/FONT][FONT=Courier New][COLOR=DimGray]Easy Target[/COLOR] - Martial, Weapon
Standard Action; Melee or Ranged weapon; Target: One creature
Attack: +11 vs. AC
Hit: 2d8+6 damage, and the target is slowed and grants combat
advantage to you (save ends both).
Miss: Half damage, and the target grants combat advantage to
you until the end of your next turn.

[/FONT][FONT=Courier New][COLOR=DimGray]Clever Riposte[/COLOR] - Martial, Weapon
Standard Action; Melee weapon; Target: One creature
Attack: +11 vs. AC
Hit: 2d8+6 damage.
Effect: Until the end of the encounter, the target takes 4
damage each time it attacks you, and you can shift as an
immediate reaction after such an attack.[/FONT]
[FONT=Courier New] 
[B] Class Features and Utility Powers:[/B]
[COLOR=Lime]Fleeting Ghost[/COLOR] - Martial
Move Action; Personal
Effect: You can move your speed and make a Stealth check. You
do not take the normal penalty from movement on this check.[/FONT]
[FONT=Courier New]
[COLOR=Red]Elven Accuracy[/COLOR] - Personal
Free Action
Effect: Reroll an attack roll with a +2 bonus.  Use the second
result even if it's worse.[B]

Magic Item Powers:[/B]
[COLOR=Orange]+2 rapier[/COLOR]
  Critical: +2d6 damage
[COLOR=Orange]+1 deathcut leather armor[/COLOR]
  Daily (Necrotic): Immediate Reaction. You can use this power
    when an enemy hits you with a melee attack. Deal 1d10
    necrotic damage to that enemy.
  Property: Resist 5 necrotic, resist 5 poison.
[/FONT] [FONT=Courier New][COLOR=Orange]+1 safewing amulet[/COLOR]
  Property: When falling, reduce the distance by 10 feet for
    calculating damage.  Always land on your feet after a fall.[/FONT]
[FONT=Courier New][COLOR=Orange]+1 shuriken[/COLOR]
  Critical: +1d6 damage[B]

Race and Class Features:[/B]
Elven Accuracy
Elven Weapon Proficiency (proficient with longbow and shortbow)
Fey Origin
Group Awareness (non-elf allies in 5 gain +1 Percep)
Wild Step (ignore difficult terrain while shifting)
First Strike (combat adv vs. any creatures not acted yet)
Brutal Scoundrel (add Str mod to sneak attack damage)
Rogue Weapon Talent (+1 to hit with daggers, 1d6 damage with shuriken)
Sneak Attack (+2d8+3 damage once/round with combat adv.)

[B]Feats[/B]:
Weapon Proficiency (rapier)
Backstabber
Elven Precision

[B]Skills[/B]:
Acrobatics:    +11 (+2 level +4 Dex +5 trained)
Arcana:         +3 (+2 level +1 Int)
Athletics:     +10 (+2 level +3 Str +5 trained)
Bluff:          +2 (+2 level +0 Cha)
Diplomacy:      +2 (+2 level +0 Cha)
Dungeoneering:  +4 (+2 level +2 Wis)
Endurance:      +3 (+2 level +1 Con)
Heal:           +4 (+2 level +2 Wis)
History:        +3 (+2 level +1 Int)
Insight:        +9 (+2 level +2 Wis +5 trained)
Intimidate:     +2 (+2 level +0 Cha)
Nature:         +6 (+2 level +2 Wis +2 race)
Perception:    +11 (+2 level +2 Wis +2 race +5 trained)
Religion:       +3 (+2 level +1 Int)
Stealth:       +11 (+2 level +4 Dex +5 trained)
Streetwise:     +2 (+2 level +0 Cha)
Thievery:      +11 (+2 level +4 Dex +5 trained)

[B]Equipment[/B]: 
Item                          Weight    Cost
+2 rapier
+1 deathcut leather
+1 safewing amulet
+1 shuriken
                Total Weight: 0 lbs.

Money: 

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]
 

Lord Sessadore

Explorer
A work in progress still debating on a melee-focused or ranged cleric:

[sblock=Dragonborn Cleric]
Code:
[FONT=Courier New][B]COLOR="DarkRed] Mordok [/color]
[COLOR=darkred]"It's good to see that you're still here, I'm glad your time isn't up yet. I would not have as much fun without you here"[/COLOR]
[B]Dragonborn Cleric 5[/B]
Alignment[/B]: Unaligned
Religion: Raven Queen
Languages: Common, Draconic
Vision: Low-light

[B]Ability Scores:[/B]
Str 16 (+1 level)
Con 12
Dex 18 (+2 race +1 level)
Int 12
Wis 14 (+2 race)
Cha 10

[B]Combat[/B]:
[B]Init: [/B]+6
[B]Pass Percep[/B]:  21   [B]Pass Insight[/B]: 19

[B]HP[/B]:           44   [B]Surges/day[/B]:   6
[B]Bloodied[/B]:     22   [B]Surge Value[/B]:  11
  
[B]AC[/B]   19 (+2 level +4 Dex +3 armor)
[B]Fort [/B]16 (+2 level +3 Str +1 amulet) 
[B]Ref[/B]  19 (+2 level +4 Dex +2 class +1 amulet)
[B]Will [/B]15 (+2 level +2 Wis +1 amulet)

Speed 6
Sneak Attack: 2d8+3
Resistances: 5 necrotic, 5 poison

Action points: 1

[B]Basic Attacks:[/B]
Melee: +2 rapier: +10 vs. AC, 1d8+5 damage
Ranged: +1 shuriken: +10 vs. AC, 1d6+5 damage[B]

Attack Powers:[/B]
[COLOR=Lime]Deft Strike [/COLOR]- Martial, Weapon
Standard Action; Melee or Ranged weapon; Target: One creature
Special: You can move 2 squares before the attack.
Attack: +11 vs. AC
Hit: 1d8+6 damage

[/FONT][FONT=Courier New][COLOR=Lime]Piercing Strike [/COLOR]- Martial, Weapon
Standard Action; Melee weapon; Target: One creature
Attack: +11 vs. Reflex
Hit: 1d8+6 damage
[/FONT][FONT=Courier New]
[COLOR=Red]Dazing Strike [/COLOR]- Martial, Weapon
Standard Action; Melee weapon; Target: One creature
Attack: +11 vs. AC
Hit: 1d8+6 damage, and the target is dazed until the end of
your next turn.

[/FONT][FONT=Courier New][COLOR=Red]Topple Over[/COLOR] - Martial, Weapon
Standard Action; Melee weapon; Target: One creature
Attack: +14 vs. AC
Hit: 1d8+6 damage, and the target is knocked prone.

[/FONT][FONT=Courier New][COLOR=DimGray]Easy Target[/COLOR] - Martial, Weapon
Standard Action; Melee or Ranged weapon; Target: One creature
Attack: +11 vs. AC
Hit: 2d8+6 damage, and the target is slowed and grants combat
advantage to you (save ends both).
Miss: Half damage, and the target grants combat advantage to
you until the end of your next turn.

[/FONT][FONT=Courier New][COLOR=DimGray]Clever Riposte[/COLOR] - Martial, Weapon
Standard Action; Melee weapon; Target: One creature
Attack: +11 vs. AC
Hit: 2d8+6 damage.
Effect: Until the end of the encounter, the target takes 4
damage each time it attacks you, and you can shift as an
immediate reaction after such an attack.[/FONT]
[FONT=Courier New] 
[B] Class Features and Utility Powers:[/B]
[COLOR=Lime]Fleeting Ghost[/COLOR] - Martial
Move Action; Personal
Effect: You can move your speed and make a Stealth check. You
do not take the normal penalty from movement on this check.[/FONT]
[FONT=Courier New]
[COLOR=Red]Elven Accuracy[/COLOR] - Personal
Free Action
Effect: Reroll an attack roll with a +2 bonus.  Use the second
result even if it's worse.[B]

Magic Item Powers:[/B]
[COLOR=Orange]+2 rapier[/COLOR]
  Critical: +2d6 damage
[COLOR=Orange]+1 deathcut leather armor[/COLOR]
  Daily (Necrotic): Immediate Reaction. You can use this power
    when an enemy hits you with a melee attack. Deal 1d10
    necrotic damage to that enemy.
  Property: Resist 5 necrotic, resist 5 poison.
[/FONT] [FONT=Courier New][COLOR=Orange]+1 safewing amulet[/COLOR]
  Property: When falling, reduce the distance by 10 feet for
    calculating damage.  Always land on your feet after a fall.[/FONT]
[FONT=Courier New][COLOR=Orange]+1 shuriken[/COLOR]
  Critical: +1d6 damage[B]

Race and Class Features:[/B]
Elven Accuracy
Elven Weapon Proficiency (proficient with longbow and shortbow)
Fey Origin
Group Awareness (non-elf allies in 5 gain +1 Percep)
Wild Step (ignore difficult terrain while shifting)
First Strike (combat adv vs. any creatures not acted yet)
Brutal Scoundrel (add Str mod to sneak attack damage)
Rogue Weapon Talent (+1 to hit with daggers, 1d6 damage with shuriken)
Sneak Attack (+2d8+3 damage once/round with combat adv.)

[B]Feats[/B]:
Weapon Proficiency (rapier)
Backstabber
Elven Precision

[B]Skills[/B]:
Acrobatics:    +11 (+2 level +4 Dex +5 trained)
Arcana:         +3 (+2 level +1 Int)
Athletics:     +10 (+2 level +3 Str +5 trained)
Bluff:          +2 (+2 level +0 Cha)
Diplomacy:      +2 (+2 level +0 Cha)
Dungeoneering:  +4 (+2 level +2 Wis)
Endurance:      +3 (+2 level +1 Con)
Heal:           +4 (+2 level +2 Wis)
History:        +3 (+2 level +1 Int)
Insight:        +9 (+2 level +2 Wis +5 trained)
Intimidate:     +2 (+2 level +0 Cha)
Nature:         +6 (+2 level +2 Wis +2 race)
Perception:    +11 (+2 level +2 Wis +2 race +5 trained)
Religion:       +3 (+2 level +1 Int)
Stealth:       +11 (+2 level +4 Dex +5 trained)
Streetwise:     +2 (+2 level +0 Cha)
Thievery:      +11 (+2 level +4 Dex +5 trained)

[B]Equipment[/B]: 
Item                          Weight    Cost
+2 rapier
+1 deathcut leather
+1 safewing amulet
+1 shuriken
                Total Weight: 0 lbs.

Money: 

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]
Odd... this 'dragonborn cleric' of yours looks a little familiar... :p
 


Insight

Adventurer
I can play a Warlord if you'd rather not play a Cleric. A Dragonborn Warlord might be kinda neat!

[sblock=Dragonborn Warlord]
PARANTHRAXUS INIL
Dragonborn Warlord 5 - 5500xp
Lawful Good


ABILITY SCORES
STR 16
CON 14
DEX 11
INT 12
WIS 10
CHA 19

DEFENSES & HP
AC 22
FORT 15
REFLEX 14
WILL 17
HP 46
BLOODIED 23
SURGE VALUE 13
SURGES/DAY 9
INITIATIVE +4

BASIC ATTACKS
MELEE Longsword: +9 vs AC, 1d8+4 dmg, Crit 12.
RANGED Sling: +4 vs AC, 1d6 dmg, Crit 6, R 10/20.

SKILLS
TRAINED Athletics +7, Diplomacy +11, History +10, and Intimidate +13.
UNTRAINED Acrobatics -1, Arcana +3, Bluff +6, Dungeoneering +2, Endurance +3, Heal +2, Insight +2, Nature +2, Perception +2, Religion +3, Stealth -1, Streetwise +6, and Thievery -1.
PASSIVE Insight 12, Perception 12
LANGUAGES Common and Draconic

FEATS
Dragonborn Frenzy
Inspired Recovery
Shield Proficiency - Heavy

RACIAL & CLASS ABILITIES
Speed 6 (5 modified)
+2 to History and Intimidate (added above)
Dragonborn Fury: +1 racial bonus to attack rolls when bloodied
Draconic Heritage: add Con modifier to surge value (added above)
Dragon Breath as encounter power (added below)
Armor Proficiencies: Cloth, leather, hide, and chainmain; Light shield
Weapon Proficiencies: Simple Melee, Military Melee, and Simple Ranged
Combat Leader: +2 power bonus to initiative for self and all allies within 10sq (added above for self)
Commanding Presence - Inspiring
Inspiring Word as encounter power (added below)

POWERS
AT WILL Furious Smash (1) and Wolf Pack Tactics (1).
ENCOUNTER Dragon Breath (racial), Guarding Attack (1), Inspiring Word (class), and Warlord's Strike (3).
DAILY Bastion of Defense (1) and Stand the Fallen (5).
UTILITY Shake it Off (2).

EQUIPMENT & WEALTH
+2 Chainmail Armor, Heavy Shield of Protection, +1 Terror Longsword, Sling, 20 Sling Bullets, Ironskin Belt, and Std Adventurer's Kit.
Consumables: 5 Potions of Healing.
Money: 70gp[/sblock]
 
Last edited:


Niehaus

First Post
Thanks for the invite I'm refining my character sheet now. Are we starting out with any magic items?

I'm not as familiar with some of the lingo what exactly constitutes a Beer n' Bretzel game?
 

Walking Dad

First Post
Thanks for the invite I'm refining my character sheet now. Are we starting out with any magic items?

I'm not as familiar with some of the lingo what exactly constitutes a Beer n' Bretzel game?
Yes, standard starting wealth, see p. 134 in the DMG
(In this case, you start with each a level 6, 5, 4 item and gold the worth of a 4th level item. Mundane items as you like [but don't go over the top]).

http://en.wikipedia.org/wiki/Beer_and_pretzels_game

In this case, I mean a lighthearted approach, with me calling the monsters by their MM name and you can discuss tactics during battle in the OOC thread.
And the NPCs are (sometimes) a bit stereotypical.
 

Niehaus

First Post
Here's my initial offering.

[sblock=Halfling Paladin]William Oaknob II
Halfling Paladin 5
Alignment
: Unaligned
Deity: Sehanine

Languages: Common, Elven
Vision: Normal

Ability Scores:
Str 8
Con 12
Dex 14 (+2 race)
Int 10
Wis 17 (+1 level)
Cha 19
(+2 race +1 level)

Combat:
Init: +4
Pass Percep: 15 Pass Insight: 15

HP: 56 Surges/day: 13
Bloodied: 28 Surge Value: 14

AC 23 (+2 level +2 shield +9 armor)
Fort 16 (+2 level +1 Con +2 amulet +1 class)
Ref 19 (+2 level +2 Dex
+2 amulet +1 class +2 Shield)
Will 19 (+2 level +4 Wis
+2 amulet +1 class)

Speed 5
Resistances: +5 Fire +5 Necrotic

Action points: 1

Basic Attacks:
Melee: +1 Lightning Short Sword: +5 vs. AC, 1d6+0 damage
Ranged: Sling: +4 vs. AC, 1d6+2 damage

Attack Powers:

Bolstering Strike
At-Will
bullet.gif
Divine, Weapon
Action Melee weapon
Target: One creature
Attack: +10 vs. AC
Hit: 1[W] + 5 damage, and you gain temporary hit points equal to your Wisdom modifier.

Enfeebling Strike
At-Will
bullet.gif
Divine, Weapon
Action Melee weapon
Target: One creature
Attack: +10 vs. AC
Hit: 1[W] + 5 damage. If you marked the target, it takes a –2 penalty to attack rolls until the end of your next turn.


Fearsome Smite
Encounter
bullet.gif
Divine, Fear, Weapon
Standard Action Melee weapon
Target: One creature
Attack: +10 vs. AC
Hit: 2[W] + 5 damage. Until the end of your next turn, the target takes a penalty to attack rolls equal to your Wisdom modifier.


Invigorating Smite
Encounter
bullet.gif
Divine, Healing, Weapon
Action Melee weapon
Target: One creature
Attack: +10 vs. Will
Hit: 2[W] + 5 damage. If you are bloodied, you regain hit points equal to 5 + your Wisdom modifier. Bloodied allies within 5 squares of you also regain hit points equal to 5 + your Wisdom modifier.

On Pain of Death
Daily
bullet.gif
Divine, Implement
Standard Action Ranged 5
Target: One creature
Attack: +7 vs. Will
Hit: 3d8 + 5 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).

Hallowed Circle
Daily
bullet.gif
Divine, Implement, Zone
Standard Action
Close
burst 3 Target: Each enemy in burst
Attack: +7 vs. Reflex
Hit: 2d6 + 5 damage.
Effect: The burst creates a zone of bright light that lasts until the end of the encounter. You and your allies gain a +1 power bonus to all defenses while within the zone.


Class / Racial Features and Utility Powers:

Divine Challenge
At-Will
bullet.gif
Divine, Radiant
Action Close burst 5
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
At-Will
bullet.gif
Divine, Healing
Action Melee touch
Special: You can use this power a number of times per day equal to your Wisdom modifier (minimum 1), but only once per round.
Target: One creature
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.

Channel Divinity: Divine Mettle
Encounter
bullet.gif
Divine
Minor Action Close burst 10
Target
: One creature in burst
Effect: The target makes a saving throw with a bonus equal to your Charisma modifier.

Channel Divinity: Divine Strength
Encounter
bullet.gif
Divine
Minor Action
Personal
Effect: Apply your Strength modifier as extra damage on your next attack this turn.

Second Chance

Encounter
Immediate Interrupt
Personal
Effect: When an attack hits you, force an enemy to roll the attack again. The enemy uses the second roll, even if it’s lower.

Sacred Circle

Daily
bullet.gif
Divine, Implement, Zone
Action Close burst 3
Effect: The burst creates a zone that, until the end of the encounter, gives you and allies within it a +1 power bonus to AC.


Magic Item Powers:

+1 Lightning Short Sword
Critical: +1d6 lightning damage

Power (At-Will • Lightning): Free Action. All damage dealt by this weapon is lightning damage. Another free action returns the damage to normal.

Power (Daily • Lightning): Free Action. Use this power when you hit with the weapon. The target and each enemy within 2 squares of the target take 1d6 lightning damage.


+1 Black Iron Plate

Property: Resist 5 fire.
Property: Resist 5 necrotic.

+1 Sehanine's Crescent (holy symbol)
Critical: +1d6 damage

Race and Class Features:

Bold: +5 to saving throws vs fear
Nimble Reaction: +2 to AC vs Opportunity Attacks
Second Chance
Channel Divinity
Divine Challenge
Lay on Hands

Feats:
Lost in a Crowd
Toughness
Durable

Skills:
Acrobatics: +2 (+2 level +2 Dex -4 armor +2 race)
Arcana: +2 (+2 level +0 Int)
Athletics: -3 (+2 level -1 Str -4 armor)
Bluff: +6 (+2 level +4 Cha)
Diplomacy: +11 (+2 level +4 Cha
+5 trained)
Dungeoneering: +5 (+2 level +3 Wis)
Endurance: -1 (+2 level +1 Con
-4 armor)
Heal: +10 (+2 level +3 Wis
+5 trained)
History: +2 (+2 level +0 Int)
Insight: +5 (+2 level +3 Wis)
Intimidate: +11 (+2 level +4 Cha
+5 trained)
Nature: +5 (+2 level +3 Wis)
Perception: +5 (+2 level +3 Wis)
Religion: +7 (+2 level +0 Int
+5 trained)
Stealth: +0 (+2 level +2 Dex
-4 armor)
Streetwise: +6 (+2 level +4 Cha)
Thievery: +2 (+2 level +2 Dex
-4 armor +2 race)

Equipment:
Item Weight Cost
+1 Lightning Short Sword
+1 Black Iron Plate
+2 Amulet of Protection
+1 Sehanine's Crescent
Total Weight: 0 lbs.

Money: 463 gold

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]

I spent 360 gold to get a magic holy symbol +1 if that's ok if not no biggie.
 
Last edited:

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