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  1. #41
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    So...tell me potential players, what would the characters you have proposed do in the situation that I outlined in the initial post?(just making sure the initial stuff I have fits)


    DEFCON: Init should be +3(dex 16). AC should be 16(chain armor). Recommendation: Hide armor(a patchwork of dragon scales?) would next the same AC, but with better speed and no ACP.

    phaezon: so far every thing is looking good. Get some numbers in there and I'll give you accuracy approval.
    Last edited by EvolutionKB; Wednesday, 21st January, 2009 at 11:02 AM.

 

  • #42
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    Those of you that have accuracy approved CS: Don't forget to add a wishlist of magic items(all sources open)!

  • #43
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    Quote Originally Posted by EvolutionKB View Post
    Recommendation: Hide armor(a patchwork of dragon scales?) would next the same AC, but with better speed and no ACP.
    Actually, Hide armor does have a check penalty. So speed is the only thing hurt by the chain switch.

  • #44
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    Here we go. I will be making an adjustment to the adventuring equipment (not the weapons or armour) this evening. I just realised Strength doesn't need those rations or waterskins.

    Strength of the Unyielding Oak
    Strength of the Unyielding Oak
    Warforged Warden
    Initiative +1; Senses Normal; Passive Insight 12, Passive Perception 17
    HP 33; Bloodied 16; Healing Surge 8 ; Surges Per Day 12
    AC 18; Fort 15, Ref 13, Will 14
    Speed 6
    Action Points 1
    -----------------------------------------------------------------
    Battle Axe (standard; at-will) ✦ Weapon
    +6 vs AC; 1d10+4 damage.

    Hand Axe (standard; at-will) ✦ Weapon
    Range 5/10; +6 vs AC; 1d6+4 damage.

    Warden's Fury Warden Feature
    At-Will; Primal, Weapon
    Immediate Interrupt Melee weapon
    Trigger
    : An enemy marked by you makes an attack that does not include you as a target
    Target: The triggering enemy
    Attack: Strength vs. Fortitude
    Hit: 1[W] + Strength modifier damage, and the target grants combat advantage to you and your allies until the end of your next turn.

    Warden's Grasp Warden Feature
    At-Will; Primal
    Immediate Reaction Close burst 5
    Trigger
    : An enemy marked by you that is within 5 squares of you makes an attack that does not include you as a target
    Target: The triggering enemy in burst
    Effect: You slide the target 1 square. The target is slowed and cannot shift until the end of its turn.

    Strength of Stone Warden Attack 1
    At-Will; Primal, Weapon
    Standard Action Melee weapon

    Target: One creature
    Attack: Strength vs. AC
    Hit: 1[W] + Strength modifier damage, and you gain temporary hit points equal to your Constitution modifier.

    Thorn Strike Warden Attack 1
    At-Will; Primal, Weapon
    Standard Action Melee 2
    Target: One creature
    Attack: Strength vs. AC
    Hit: 1[W] + Strength modifier damage, and you pull the target 1 square.

    Thunder Ram Assault Warden Attack 1
    Encounter; Primal, Thunder, WeaponStandard Action Melee weapon
    Primary Target: One creature
    Primary Attack: Strength vs. AC
    Hit: 1[W] + Strength modifier thunder damage. Make a secondary attack that is a close blast 3.
    Earthstrength: You also push the primary target a number of squares equal to your Constitution modifier.
    Secondary Target: Each creature in blast
    Secondary Attack: Strength vs. Fortitude
    Hit: 1d6 thunder damage, and you push the secondary target 1 square.

    Form of the Willow Sentinel
    Warden Attack 1
    Daily; Polymorph, Primal
    Minor Action Personal

    Effect: You assume the guardian form of the willow sentinel until the end of the encounter. While you are in this form, you can negate being pulled, pushed, or slid. In addition, any ally gains a +2 power bonus to Fortitude while adjacent to you.
    Once during this encounter, you can make the following weapon attack while you are in this form.
    Immediate Interrupt Melee 1
    Trigger: An enemy adjacent to you makes an attack roll against your ally
    Target: The triggering enemy
    Attack: Strength vs. AC
    Hit: 1[W] + Strength modifier damage, and the target takes a 4 penalty to the triggering attack roll.
    Miss: Half damage, and the target takes a 2 penalty to the triggering attack roll.

    Warforged Resolve
    Warforged Racial Power
    Encounter Healing
    Minor Action Personal
    Effect: You gain a number of temporary hit points equal to 3 + one-half your level. You can make an immediate saving throw against one effect that deals ongoing damage and can be ended with a save. In addition, if you are bloodied you regain hit points equal to 3 + one-half your level

    Construct (Strength is considered a construct for effects that relate to the Keyword)
    Living Construct (Strength has the following traits: +2 bonus to saves against ongoing damage, When Strength takes a death saving throw he takes the better of the die roll or 10)

    Font of Life
    At the start of your turn, you can make a saving throw against one effect that a save can end. On a save, the effect immediately ends, preventing it from affecting you on your current turn. If you save against being stunned or dazed, you can act normally on your turn. If you save against ongoing damage, you avoid taking the damage.

    If you fail the saving throw, you still make a saving throw against the effect at the end of your turn.
    Earthstrength
    While you are not wearing heavy armor, you can use your Constitution modifier in place of your Dexterity or Intelligence modifier to determine your AC.
    In addition, when you use your second wind, you gain an additional bonus to AC equal to your Constitution modifier. The bonus lasts until the end of your next turn.
    Nature's Wrath
    Once during each of your turns, you can mark each adjacent enemy as a free action. This mark lasts until the end of your next turn.
    In addition, you gain the warden's fury and warden's grasp powers. You can use these powers against enemies to prevent them from harming those you protect.
    -----------------------------------------------------------------
    Alignment Unaligned; Languages Common
    Str 18 (+4) Dex 12 (+1) Wis 14 (+2)
    Con 16 (+3) Int 8 (-1) Cha 11 (+0)
    Endurance+10*, Intimidate+7*, Nature+7*, Perception +7*
    * Trained Skill
    Feats: Warforged Tactices (Dragon 364)
    Gear Hide Armour, Battle Axe, 2 Hand Axes, Standard Adventurers Kit, 20Gp
    David Muller

  • #45
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    Grandfather of Assassins (Lvl 19)

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    Quote Originally Posted by EvolutionKB View Post
    DEFCON: Init should be +3(dex 16). AC should be 16(chain armor). Recommendation: Hide armor(a patchwork of dragon scales?) would next the same AC, but with better speed and no ACP.
    Made the corrections on Init and AC. Thank you! I'm gonna stick with Chain even with the loss of movement, because I see Tremail as a member of the fighting men and women against the dragons (even if he is a divine controller). Wearing metal armor just fits that concept better, if he's going into battle side-by-side with other fighters, rangers, paladins and avengers. Since Invokers can wear chainmail, I think Tremail should wear chainmail. And the loss of 1 square of speed shouldn't impact him so much as to forsake the character motivation (especially since he's now moving at 6, which is the same as other characters move normally).

    But thanx for the suggestion at any rate. I'll get the magic items listed onto him asap.

  • #46
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    Quote Originally Posted by EvolutionKB View Post
    So...tell me potential players, what would the characters you have proposed do in the situation that I outlined in the initial post?(just making sure the initial stuff I have fits)
    I wasn't sure if you were looking for a how would you reply, or more of a general game plan, so I'll give you both.

    A sound he couldn't place roared through Lorn's aching head. He inhaled sharply, but only ended up coughing and gagging as he choked on some gritty substance. Rolling over the light lanced his eyes like fiery needles. The ground felt strange, softer than it should. Finally his eyes adjusted enough that he could open them with a minimal amount of pain, struggling to sit up he looked around. After long uncomprehending minutes the unfamiliar landscape began to sink in. Where was he? Lorn struggled to his feet, and began to walk slowly up the beach in a daze leaning heavily on his staff.

    The sun beat down mercilessly, and though he had not gone far he had already been forced to remove his heavy cloak, which he now drug behind him. There was a little water left in his skin, but that wouldn't last long in this heat. Hoping that if he followed the coast long enough he would eventually come to a stream trickling down from those mountains in the interior, Lorn stared down the sandy expanse of beach that stretched out before him, squinting against the cruel rays of the burning sun. Something moved against the backdrop of white sand. There was someone out there! But were they friend or foe? The soldier in him was insistant on this point. Lorn glanced at the jungle a few yards away. Should he hide or had he already been seen? No, he needed answers, he would take his chances with whomever lay in front of him. Head still ringing he grasped his staff more tightly and cautiously started up the beach once more, never taking his eyes off the figure.


    If you're looking for more of a general gameplan Lorn's priorties would probably go something like this.

    1. Find out who that is up the beach, and what they know.

    2. Secure water.

    3. Secure Shelter.

    4. Secure Food.

    5. Once the necessities of survival are sorted out, plan from there.



    If you're looking for something else, please let me know and I'll elaborate as best I can.


    If you want a couple example of my playstyle here are links to a couple other PbP I'm in.

    http://www.enworld.org/forum/playing...d-discord.html
    http://www.enworld.org/forum/playing...eta-group.html


    Btw, I tinkered with the fluff and wishlist in my character sheet just a touch more, I think I'm finally happy with it, unless there is anything you would like to see added or changed.
    Oni

    "Each man, one way.
    Each horse, one stance.
    Each church, one buddha.
    Each master to his own technique."

  • #47
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    Quote Originally Posted by Redclaw
    Actually, Hide armor does have a check penalty. So speed is the only thing hurt by the chain switch.
    I should really stop drinking before updating. All those columns blur together.

    Quote Originally Posted by Oni
    I wasn't sure if you were looking for a how would you reply, or more of a general game plan, so I'll give you both.
    Looks good.

    Quote Originally Posted by DEFCON 1
    But thanx for the suggestion at any rate. I'll get the magic items listed onto him asap.
    Good deal


    All,

    Due to the large amount of great responses so far, and to keep interest up, I'll be making my selection on Friday night @Midnight EST. Once done, I'll open up a new thread for OOC, one for IC, and a RG.

  • #48
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    Update Hesh with the "What Happened" and his wishlist.
    stonegod -- LEB judge and spawn of Khyber since 2005 (Blog)

    My many characters | LEB Games | EtCR |Rise of a Demon Prince Story Hour

    "You be evil stonegod" -- Bront

  • #49
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    Finished the first draft for Jaeda Brightfeather, elven melee rogue- up in post 38. Power write-ups could be a little prettier, but the info is all there.

  • #50
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    Theren elf Ranger
    Spoiler:
    THEREN, level 1
    Elf, Ranger
    Build: Archer Ranger
    Fighting Style: Archer Fighting Style
    FINAL ABILITY SCORES
    Str 13, Con 13, Dex 18, Int 10, Wis 16, Cha 10.
    Starting Ability Scores
    Str 13, Con 13, Dex 16, Int 10, Wis 14, Cha 10.

    AC: 17 Fort: 12 Reflex: 15 Will: 13
    HP: 25 Surges: 7 Surge Value: 6
    TRAINED SKILLS
    Nature (10), Heal (8), Athletics (5), Perception (13), Stealth (8).
    FEATS
    1: Skill Focus (Perception) - +3 to Perception
    Bonus: Defensive Mobility- +2 vs OAs
    POWERS
    1, At-Will: Nimble Strike - Shift before or after attack +6 1d10+4
    1, At-Will: Twin Strike - Make two attacks +6 1d10+4
    1, Encounter: Two-Fanged Strike - Make two attacks +6 1d10+4(+7 if both hit)
    1, Daily: Hunter's Bear Trap - +6 2d10+4 and slowed and ongoing 5 damage (Save ends)
    ITEMS
    Longbow, Adventurer's Kit, Arrows (30), Hide Armor, Dagger (2)


    Pim changeling Rogue
    Spoiler:
    PIM, level 1
    Doppelganger, Rogue
    Build: Trickster Rogue
    Rogue Tactics: Artful Dodger
    FINAL ABILITY SCORES
    Str 8, Con 13, Dex 17, Int 12, Wis 12, Cha 16.
    Starting Ability Scores
    Str 8, Con 13, Dex 17, Int 10, Wis 12, Cha 14.

    AC: 15 Fort: 11 Reflex: 15 Will: 14
    HP: 25 Surges: 7 Surge Value: 6
    TRAINED SKILLS
    Stealth, Thievery, Bluff, Perception, Insight, Streetwise.
    FEATS
    1: Two-Fisted Shooter
    POWERS
    1, At-Will: Sly Flourish
    1, At-Will: Deft Strike
    1, Encounter: Positioning Strike
    1, Daily: Confounding Attack
    ITEMS
    Dagger, Adventurer's Kit, Leather Armor, Crossbow bolts (20), Hand Crossbow, Tanglefoot Bag (level 2)


    Owain d'Cannith human Artificer
    Spoiler:
    OWAIN D'CANNITH, level 1
    Human, Artificer
    Build: Battlesmith
    FINAL ABILITY SCORES
    Str 10, Con 16, Dex 12, Int 18, Wis 10, Cha 10.
    Starting Ability Scores
    Str 10, Con 16, Dex 12, Int 16, Wis 10, Cha 10.

    AC: 16 Fort: 15 Reflex: 15 Will: 12
    HP: 28 Surges: 10 Surge Value: 7
    TRAINED SKILLS
    History, Arcana, Diplomacy, Dungeoneering, Perception, Thievery.
    FEATS
    1: Alchemist
    1: Weapon Focus (Crossbow)
    1: Action Surge
    POWERS
    1, At-Will: Aggravating Force
    1, At-Will: Thundering Armor
    1, At-Will: Magic Weapon (Preview)
    1, Encounter: Shielding Cube
    1, Daily: Lifetap


    Just made these with the character builder (that thing rocks!). It's late I'll fix the crunch and add the fluff tomorrow.

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