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  1. #51
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    Myrmidon (Lvl 10)

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    Quote Originally Posted by Fenris View Post
    Ok, can someone explain what [W] is?
    [W] is your weapon damage, whatever that is.

    So a greatsword does 1d10 damage. If you have an 18 (+4) strength, then your attacks might look like this:

    Reaping Strike 1[W]+Str = 1d10+4

    Sure Strike 1[W] = 1d10. you loose your str to damage for the +2 to hit, but keep other bonuses (magic, etc.)

    Steel Serpent Strike 2[W]+Str = 2d10+4, only the weapon gets to be rolled twice, your bonuses (str, magic, etc.) are only added once.
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  • #52
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    Alright, if you still need a 5th player, you can have me. Are you use the optional racial ability bonuses? They are in the PHB1 errata.

    I will play a dwarf melee ranger

    Galim Grimaxe

    sheet

    Dwarf Ranger Level 1

    Perception: 17 Insight: 12 Low-light Vision

    AC 16 Fortitude 15 Reflex 12 Will 12
    Initiative: +1 Speed: 5

    Final
    Str 18 Con 16 Dex 13 Int 10 Wis 14 Cha 8

    Bought
    Str 16 Con 14 Dex 13 Int 10 Wis 14 Cha 8

    Hit Points: 33 / 33 Bloodied: 16
    Temporary Hit Points: 0
    Healing Surge: 8 Surges per day: 9 / 9

    Resist:
    Saving Throw: +5 vs Poison.

    Action Points: 1 Second Wind: 1 (Minor Action)

    Languages: Common, Dwarven.

    Trained Skills: Athletics +8, Dungeoneering +9, Endurance +9, Heal +7, Perception +7.
    Other Skills: Acrobatics 0, Arcana 0, Bluff -1, Diplomacy -1, History +0, Insight +2, Intimidate -1, Nature +2, Religion +0, Stealth 0, Streetwise -1, Thievery 0.

    Feats: Toughness (ranger bonus), Armor Training.

    Traits:
    Stand Your Ground- You move 1 less square with Forced Movement, and get an Immediate Saving Throw to avoid being knocked Prone.
    Prime Shot- +1 To Hit if closest to enemy with Ranged attack.

    Powers

    At-Will Powers: Standard Actions.
    Melee Basic Attack (Battleaxe): +6 vs AC 1d10+4 damage.
    Ranged Basic Attack (Throwing Hammer): +6 vs AC 1d6+4 damage.
    Careful Atack (Battleaxe): +8 vs AC 1d10+4 damage
    Twin Strike (Battleaxe & Battleaxe) +6 vs AC 1d10 damage & +6 vs AC 1d10 damage.

    At-Will Powers: Minor Actions.
    Hunter's Quarry: You designate the nearest enemy as your Quarry and deal an extra 1d6 damage against the creature. The Quarry remains active until the creature is killed or you designate a different enemy as Quarry. Minor Action.

    Encounter Powers:
    Fox's Cunning
    Immediate Reaction Melee or Ranged weapon
    Trigger: An enemy makes a melee attack against you
    Attack: You can shift 1 square, then make a basic attack against the enemy.
    Special: Gain a +2 power bonus to your basic attack roll.
    Second Wind: Healing Surge & +2 to all Defences until end of next turn. Minor Action.

    Daily Powers: Standard Actions.
    Sudden Strike (Battlexe & Battleaxe): +6 vs AC 1d10 damage. Regardless of hit or not Shift 1 square and make a secondary attack against the same target. +6 vs AC 2d10+4 damage, and the target is Weakened until the end of your next Round.


    Equipment: 2x Battleaxes, throwing hammer, chainmail armor, and adventurer's kit



    Background

    Galim Lowhill was the son of simple dwarf merchants. They were respected for their knowledge of the surface world and their insight in the other races.
    This insight wasn't og big use when their small caravan was attacked by a savage band of goblinoids. Only two dwarfs survived the attack, one was Galim, the other an elderly woman who served as a cook.

    Galim was lucky enough to be 'adopted' by his Uncle Urtrag 'Mas Eyes' Grimaxe, a fierce fighter and master in the use of two hammers.

    Galim embraced the teachings and adapted them to his own two-axes style (the axes were a gift by his uncle).

    Not of a highborn family, with no more possessions than his trusted axes and a ragged chainmail armor, Galim is still more than happy to fight all enemies of the dwarf race, particularly goblinoids.

    Life is hard and expansive, Galim took an adventurer job that brought him and two others to Winterhaven looking for Douven Staul. His wife has not received word from him in over a month.
    Last edited by Walking Dad; Thursday, 7th June, 2012 at 12:10 AM.
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  • #53
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    Magsman (Lvl 14)

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    Welcome aboard WD... I'll look for the errata you talked about. If it's PHB 1 then it should be in I guess. Found a pdf of all of it - so Magic Missile is no longer 2d4+INT wheww... that's good.

    I don't see anything about traits. Please explain.

    _________________________________


    Also was wondering about backgrounds and if I could call upon a few of you to add the following in whatever you might have.

    A- Fenris, Disposable Hero, and now WD: I wish for all of you to be traveling companions that have arrived at Winterhaven looking for Douven Staul (Missing Mentor hook). His wife has not received word from him in over a month and that is not like him as his letters normally serve as a journal (so he doesn't have to write things out twice).

    B- Shayuri: Will be new to Winterhaven having traveled with a caravan South to learn more about the old Nerath human empire. Specifically a place known in the histories as Shadowfell Keep (a place where a great evil was destroyed) that fell to ruin hundreds of years ago. Maybe you work for a great library and are out to collect storys/map the region etc. The Ruins of an Empire hook.

    C- hafrogman: Gets the Ominous Signs hook Your character has found a dying cleric on her way to Winterhaven, a surprise attack by kobolds mortally wounded the priestess. Before her death she tells you she was seeking after news of a death cult near Winterhaven and mentions one name with her dying breath... Kalarel.

    Please let me know if all of the above is ok you may swap change just about everything but the names, LoL.

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  • #54
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    All races (but humans) have now a fixed bonus to one ability (Con in the case of dwarfs) and another they can choose from between two other abilities (Wis or Str in the case of dwarfs).

    Sorry, the traits are just racial/class abilities/features not already included in the other stats. Just the normal stuff for a dwarf/ranger.

    ---

    I'm alright with hook A or C. Just keep me in A.

    oh, and my characters name will be Galim Grimaxe.
    Last edited by Walking Dad; Wednesday, 6th June, 2012 at 12:21 PM.
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  • #55
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    Magsman (Lvl 14)

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    I see those now.

    If all the other non-humans (which is just about everyone) is up for it than I will allow it.

    And I like Heroic Effort (Human ability swap for additional at-will power). Fenris might want to look into that as well.

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  • #56
    I'm fine with any hook you got cooked up.

    Summary
    ====== Created Using Wizards of the Coast D&D Character Builder ======
    Jotrek Quickblade, level 1
    Halfling, Rogue (Scoundrel)
    Build: Trickster Rogue
    Rogue Tactics Option: Artful Dodger
    Rogue Option: Scoundrel Weapon Talent
    Inherent Bonuses

    FINAL ABILITY SCORES
    STR 10, CON 12, DEX 20, INT 8, WIS 12, CHA 14

    STARTING ABILITY SCORES
    STR 10, CON 12, DEX 18, INT 8, WIS 12, CHA 12


    AC: 17 Fort: 11 Ref: 17 Will: 12
    HP: 24 Surges: 7 Surge Value: 6

    TRAINED SKILLS
    Acrobatics +12, Bluff +7, Insight +6, Intimidate +7, Stealth +10, Thievery +12

    UNTRAINED SKILLS
    Arcana –1, Athletics +0, Diplomacy +2, Dungeoneering +1, Endurance +1, Heal +1, History –1, Nature +1, Perception +1, Religion –1, Streetwise +2

    POWERS
    Basic Attack: Melee Basic Attack
    Basic Attack: Ranged Basic Attack
    Halfling Racial Power: Second Chance
    Rogue Attack 1: Sly Flourish
    Rogue Attack 1: Deft Strike
    Rogue Attack 1: Dazing Strike
    Rogue Attack 1: Easy Target

    FEATS
    Level 1: Backstabber

    ITEMS
    Leather Armor x1
    Adventurer's Kit
    Dagger x2
    ====== End ======
    Last edited by Disposable Hero; Wednesday, 6th June, 2012 at 12:50 PM.

  • #57
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    Myrmidon (Lvl 10)

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    Quote Originally Posted by HolyMan View Post
    C- hafrogman: Gets the Ominous Signs hook Your character has found a dying cleric on her way to Winterhaven, a surprise attack by kobolds mortally wounded the priestess. Before her death she tells you she was seeking after news of a death cult near Winterhaven and mentions one name with her dying breath... Kalarel.
    I worked it into my background, seemed to fit pretty well.
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  • #58
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    Enchanter (Lvl 12)

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    Getting an idea for an ice-based mage...an eladrin of the Court of Winter...

    Not JUST ice powers of course, but that's an ongoing theme with her. I'll have the final crunch out tonight!

    The suggested background addition works fine! I may embellish it a bit here and there, with your permission, but the basics of the pursuit will work perfectly.

  • #59
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    Magsman (Lvl 14)

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    I have gone over a couple characters, but Disposable Hero I have no idea what some of the things are you sheet are for.

    Rogue Tactics Option: Artful Dodger
    Rogue Option: Scoundrel Weapon Talent

    Are these just fluff things? Please let me know.
    ________________________________

    Character Checks...

    WD-
    * I don't see waraxe as a weapon? the d12 makes me think you mean greataxe? But then they wouldn't be allowed for the twin strike.
    * Why not take a couple throwing hammers for range weapons, in case you can't get close enough or to throw as you close in. They would be +6 vs AC 1d6+6 damage (not bad better than a dagger)
    * I am ok with the chainmail fluff. And taking the feat prof(chain) sounds a good idea since he will be mostly in melee.
    * Equipment not listed - Guessing weapons, armor, and adventurer's kit

    hafrogman-
    * Only thing I can't find is your two 1st lvl rituals
    * Why all the leftover gold saving for something I should know about?

    Fenris-
    * All lvl modifiers (AC, saves, etc. do not apply till you reach an even level)
    * Fighter weapon talent gives you a +1 to attack rolls not to damage
    * don't see sweeping strike - Do you mean Spinning Sweep?
    * Thanks for not listing all your numbers gave me a chance to try it once more. Please check over everything I updated below.
    Character

    human fighter level 1
    Perception: 11, Insight: 11
    Initative: +1 Speed: 5

    FINAL ABILITY SCORES
    Str 18, Con 14, Dex 14, Int 11, Wis 12, Cha 8.

    STARTING ABILITY SCORES
    Str 16, Con 14, Dex 14, Int 11, Wis 12, Cha 8.

    HP: 29
    Bloodied: 14
    Surges: 11
    Surge Value: 7

    AC: 17 = (10 + 0 lvl + 7 Armor )
    Fort: 17 = (10 + 0 lvl + 4 Str + 2 class + 1 race)
    Reflex: 13 = (10 + 0 lvl + 2 Dex + 0 class + 1 race)
    Will: 12 = (10 + 0 lvl + 1 Wis + 0 class + 1 race)

    Attacks:
    basic Melee(greatsword): = +8 ( +0 lvl + 4 Str + 1 Class + 3 Prof + Feat) Damage: = (1d10 + 4 Abil + Feat + Misc)
    basic Melee(greatsword, power attack): = +6 ( +0 lvl + 4 Str + 1 Class + 3 Prof - 2 Feat) Damage: = (1d10 + 4 Abil + 3 Feat + Misc)
    basic Ranged(none): = +2 ( +0 lvl + 2 Dex + Class + Prof + Feat) Damage: = (XdX + Abil + Feat + Misc)

    Armor Proficiencies: Cloth, Leather, Hide, Chainmail, Scale, Light Shield, Heavy Shield

    Weapon Proficiencies: Simple Melee, Military Melee, Simple Ranged, Military Ranged

    TRAINED SKILLS
    Athletics +9, Endurance +7, Heal +6, Streetwise +4

    UNTRAINED SKILLS
    Dungeoneering +1, Perception +1, Acrobatics +2, Arcana +0, Bluff -1, Diplomacy -1, History +0, Insight +1, Intimidate -1, Nature +1, Religion +0, Stealth +2, Thievery +2.

    Class Features:
    Combat Challenge
    Combat Superiority: +1 to attacks of Opportunity
    Fighter Weapon Talent: +1 attack rolls with two handed weapons

    FEATS
    Race: Action Surge
    Level 1: Power Attack

    POWERS
    Fighter at-will 1: Cleave [+8 vs AC, 1d10+4 (adjacent enemy 4 dmg)]
    Fighter at-will 2: Reaping strike +8 vs AC, 1d10+4 (miss 4 dmg)]
    Fighter at-will 3: Sure Strike [+10 vs AC, 1d10]
    Fighter Encounter 1: Sweeping strike Spinning Sweep [+8 vs AC, 1d10+4, target knocked prone]
    Fighter Daily 1: Brute Strike [+8 vs AC, 3d10+4]

    EQUIPMENT
    scale armor, greatsword, adventurer's kit, 10gp


    Will be starting after the weekend I'm sorry to say. Still reading up on NPCs, might be changing the dungeon map, and work is killer Thur-Sun

    I'll try and post up an IC FRI just to let you RP amongst yourselves a couple days if I get the chance.

    HM
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  • #60
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    Superhero (Lvl 15)

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    Oh, I see, the waraxe was introduced in the Adventurer's Vault (first item supplement - I will suggest it as the first additional book, lots of stuff for everyone ). I thought it was in the PH. Will change the Waraxes to battleaxes and the weapon training to chainmail proficiency.

    Edited my above post.
    Last edited by Walking Dad; Thursday, 7th June, 2012 at 12:11 AM.
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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!

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