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I'm looking for a group to start a 4th edition play by post.
The game will be following my more than a little zany adventure path idea about being the harbringer's of the apocolypse and T.S.Eliot
so what am i looking for. Enthusiasm and Consistancy
I would appreciate a once/weekday post ability AND
if i have lots of applicant's the spots will probably be awarded by who plays in the least number of other play by posts (not to get nasty but my last 3 play by posts have more or less been ruined by people going sure i can play and then a month later, saying "opps sorry I pbp too much buhby"
The game itself should appeal to a large variety of styles (I enjoy combat and light story telling) immersionist probably wont be happy here however.
to start 9th level characters and keep it to the phb please. The story is starting at the end of a already largely successful quest. Your final quest to defeat your nemisis who has brought much woe and bastardtry upon you, the manical manlich, is almost over. as you approach his inner sanctom...
stats: 16,14,13,12,11,10
The adventure should run over the paragon levels and end up in epic...briefly, and will likely level up quite quickly (this more playtesty than hum dum adventure)
So yeah I'. looking for 4-6 good souls to help defeat manlich, and the nefarious affairs that come after.
Look forward to hearing from you Soon!
Logos
(to mod, yes this is double posted, please delete original)
Any more info on the already history of the characters? Who and what is Manlich? how did we get there, why? that sort of thing to make some background for the character.
I want to try out a Dragonborn Paladin or warlord, maybe something else if Manlich is immune to paladins or warlords
-DH
__________________ ~With Us Three Under Water You Will See the Beauty of the World~
Games i GM:
Call of Cthulhu - CoC D20 - Fog over Buenos Aires
>RGICOOC
Games im in:
Call of Cthulhu - CoC D20 - Beyond the Mountains of Madness
>RGICOOCØ's adventure
Call of Cthulhu (Chaosium) – Secrets of the Middle East
>RGICOOC
Eberron - Wildwood RiTaC III Gannu Mines
>RGICOOC
I was thinking something along the lines of , a ragtag band of varied origin came together under the so called rule of the manical manlich. Manlich, who is as a man and a lich, for some unknown reason has come out of hiding in the northern countryside, and started oppressing various villages, towns and laying siege to the local capital with his army of the undead. You, the heroes have risen up with or without the local's approval to take the fight back to manlich and have succeed greatly, freeing towns and saving many lifes. You press now upon the center of manlich's opperations a cavernous dungeon and tower complex in the northern swamps.
Background information
Very Points of Light Ish,
Largish Nearby City (the one that manlich was seiging at one point) is Greysky, a unsavory in the best of times city. More than a few were willing to let the city fall out of either personal interest, holy vendeta, or just plan apathy. The city is an important market and trading grounds however and its fall would have been felt across the land, even if no one wants to admit it. Yeah i stole it, but i stole it awhile ago its mine now....
Generally keeping to the concepts found in the phb and western fantasy ( expect giants and ogremages and dragons not oni, and jinn and man eating lions)
You have fought with manlich for the better part of a year, you know his power is large but in the big scheme of things he's a small fish. He has been alive since before you were born however, you do not know the reason
You know the standard lich stuff (loves the udead, phylcatry, arcane lore, bad ass, etc, etc)
You have also tussled with manlich a bit, you know he's more than a match for any of you one on one, your hoping to go in and lay a pounding down, without being interupted by minions, how you do that is up to you. (manlich is a bit of a meet and greeter and test out your character/give a chance to fiddle with your character)
I'd love to play a Eladrin Rogue. I admit this is only my 2nd 4e game, so I'm rather new. I love th concept though and am in 2 games (one of which may be dead). I will post a character if you don't mind.
Alertness: foes do not gain combat advantage during surprise rounds; +2 to perception check
Weapon Proficiency: Rapier
Surprise Knockdown: if you score a critical hit with the combat advantage, your target is knocked prone
Weapon Focus: Light Blades +1 to damage rolls with light blades
Racial and class features:
+2 dex, +2 int
Low light vision
Speak Common, Eldarin
Skill Bonuses: +2 Arcana +2 History
Eladrin Education: You gain training in one additional skill
Eladrin Weapon Proficiency: gain proficiency with a longsword
Eladrin Will: +1 racial bonus to will save; +5 vs. charm effects
Fey Origin: you are considered a fey creature
Trance: you need to spend 4 hours in a trance instead of sleep. You remain fully aware of your surroundings
Fey Step:
Encounter Power (racial)
Move Action
Effect: Teleport up to 5 squares
First Strike: you have combat advantage against any creatures that have not acted yet in that encounter
Artful Dodger: You gain a bonus to AC equal to your CHA modifier against AoP
Rogue Weapon Talent: When you wield a shuriken, your weapon die increases by one size. When you wield a dagger, you gain +1 to attack rolls.
Sneak Attack: +2d8 to damage rolls when you have the combat advantage (once per round)
Powers:
Spoiler:
Deft Strike:
At Will
Martial, Melee or Ranged Weapon
Standard Action
Requirement: Must be wielding a light blade, crossbow, or a sling
Target: one creature
Special: You can move 2 squares before the attack.
Attack: Dex vs. AC
Hit: 1[W] + dex mod damage
Sly Flourish:
At Will
Martial, Melee or Ranged Weapon
Standard Action
Requirements: Must be wielding a light blade, crossbow, or a sling.
Target: one creature
Attack: Dex vs. AC
Hit: 1[W] + dex mod + cha mod
Positioning Strike
Encounter
Martial, Melee Weapon
Standard Action
Requirement: Must be wielding a light blade
Target: One creature
Attack: Dex vs. AC
Hit: 1[W] + dex mod, and you slide the target 1 square
Artful Dodger: You slide the target a number of squares equal to your CHA modifier
Bait and Switch
Encounter
Martial, Melee Weapon
Standard Action
Requirement: Must be wielding a light blade
Target: One creature
Attack: Dex vs. Will
Hit: 2[W] + dex mod. In addition, you switch places with the target and can then shift 1 square
Artful Dodger: You can shift a number of squares equal to you CHA modifier
Rogue's Luck
Encounter
Martial, Melee or Ranged Weapon
Standard Action
Requirement: You must be wielding a crossbow, light blade, or a sling
Target: One creature
Attack: Dex vs. AC
Hit: 2[W] + Dex modifier
Miss: Make a secondary attack against the target
Secondary Attack: Dex vs. AC
Artful Dodger: You gain a bonus to the attack roll for the secondary attack equal to your Cha modifier
Hit: 1[W] + Dex modifier
Trick Strike
Daily
Martial, Melee or Ranged Weapon
Standard Action
Requirement: You must be wielding a crossbow, light blade, or a sling.
Target: One Creature
Attack: Dex vs. AC
Hit: 3[W] + Dex mod, and you slide the target 1 square
Effect: Until the end of the encounter, each time you hit the target you slide it 1 square.
Clever Riposte
Daily
Martial, Melee Weapon
Standard Action
Requirement: You must be wielding a light blade
Target One creature
Attack: Dex vs. Fortitude
Hit: 2[W] + dex, and ongoing damage equal to 5 + your strength modifier (save ends)
Miss: Half Damage, no ongoing damage
Deadly Positioning
Daily
Martial, Melee Weapon
Requirement: You must be wielding a light blade.
Standard action
Target: One creature
Attack: You slide the target to any other square adjacent to you, then make a Dex vs. AC attack
Hit: 3[W] + Dex mod
Effect: Until the end of the encounter, as long as you are adjacent to the target, you slide the target 1 square before making a melee attack against it.
Fleeting Ghost
Utility Power
At Will
Move Action
Prerequisite: You must be trained in Stealth
Effect: You can move your speed and make a Stealth check. You do not take the normal penalty from movement in this check.
Chameleon
Utility Power
At Will
Immediate Interrupt
Trigger: You are hidden and lose cover or concealment against an opponent.
Prerequisite: You must be trained in Stealth
Effect: Make a Stealth check. Until the end of your next turn, you remain hidden if a creature that has a clear line of sight to you does not beat your check result with his Perception check. If at the end of your turn you do not have cover or concealment against a creature, that creature automatically notices you.
Duelist's Rapier +2 (level 8 item)
Critical: +1d6 damage per plus, or +1d8 damager per plus ifyou have combat advantage.
Power (daily) Minor Action. You have combat advantage against the next creature you attack with this weapon on this turn.
Lightning Shuriken +2 (level 10 item)
+1d6 lightning damager per plus on critical.
Power: at will, all damage dealt by this weapon is lightning damage (free action)
Power: Daily, target and each enemy within 2 squares of the target take 1d6 lightning damage (free action use when you hit with the weapon)
Dagger (1gp, 1lbs)
Darkleaf Leather Armor +2 (level 9 item)
Gain a +2 item bonus to AC vs. first attack made against you
Burglar's Gloves (360gp)
Gain a +1 item bonus to Thievery checks
Standard Adventurer's Kit (15gp, 33lbs)
Thieves' Tools (20gp, 1lb)
+2 bonus to open a lock or disarm a trap
Elven Cloak (2,600gp)
Gain an item bonus to Stealth checks equal to the cloak's enhancement bonus (+2), and enhances fort, ref, will saves.
Everburning Torch (50gp)
Sunrods [8] (32gp)
Riding Horse (75gp)
Fine Clothing [2] (60gp)
Gold Remaining: 247
Last edited by OnlytheStrong; 4th August 2008 at 03:37 PM..
Djiminik's small village was terrorized by the undead servants of the Manlich one too many times. Eventually, Djiminik, the son of the village's Sherrif was fed up with the attacks and the disappearances, and he decided to get his buddies together and put an end to the Manlich. That did not go so very well. Djiminik was the only one to survive, and he only survived because, as he lay dying, he made a dark pact with some infernal force from beyond that had problems with the Manlich as well...and wanted a claim on Djiminik's soul.
Djiminik has discovered that he is not the only one in the region to have an issue with the Manlich and has come into Greysky to gather together others with similar vendetta's on their minds.
Djiminik Holmes
Str 18
Con 17
Dex 11
Int 12
Wis 14
Cha 10
HP 80 Bloodied 40
Healing Surges: 12/day (20 hp (second wind while bloodied: 1d10+20 hp)
Action Points: 1 (Action Surge)
Speed: 5 (7 charge, 9 run)
just thought I'd share a 9th level character i idly made up if anyone wanted to have him and outline the equipment
you are entitled to one 10th level magic item, one 8th level magic item and 3400gp that you can spend as you please (no change from the magic items, ie if you take a lower level magic item you do not receive the difference in price back)
also how do you hide quotes?
Spoiler:
9th Level Dwarf Fighter Cleric
Str 17 Medium Hp 70 Surges/Day 12
Dex 11 Speed 5 (+2 if running or charging) Blood 35 Surge 17
Con 18 Initiative +4
Int 10 Ac 14 +9 (Dwarven Scale +2)
Wis 16 Fort 14+2+3 Ref 14 Will 14+3
Cha 12
Race
----------------------------------------------------------------------------
Cast Iron Stomach: +5 on Saves vs Poison
Dwarven Resilience: Second Wind is a minor Action
Proficient in Axes and Hammers and +2 Damage (Dwarvish Weapon Training)
Encumbered Speed, Armour and Load don't reduce speed
Stand your Ground: Push's, Pull's and Slides are reduced by one
: Save vs Falling Prone
Class
----------------------------------------------------------------------------
Great Weapon Fighter (+1 with two handers)
Combat Challenge: Creatures you attack are Marked
When Adjacent Enemies Shift or Attack someone else Immediate Interrupt
Make a Basic Melee Attack against that enemy
Combat Superiority: +3 on Oppurtunity attacks and hit enemies stop moving
Feats
---------------------------------------
Dwarven Weapon Training (Proficiency and +2 Damage with Hammer's and Axes)
Initiate of the Faith (Religion Training and a Cleric)
Fast Runner (+2 Speed when Charging or Running)
Powerful Charge (+2 Damage and +2 Bull Rush Attempts, when charging)
Novice Power (Searing Light, encounter 7)
@ Will Powers (w/ +2 Lighting Warhammer)
--------------------------------------
Cleave, +12 vs Ac 1d10+8
and Adjacent Enemy Takes 3 damage
Reaping Strike, +12 vs Ac 1d10+8
Miss = 3 damage
Encounter Powers (w/+2 Lighting Warhammer)
-----------------------------------------
Level 1 Steel Serpent Strike, +12 vs Ac
2d10 +8 and Target is slowed and cannot shift until the end of your next turn
Level 3 Crushing Blow +12 vs Ac
2d10+12
Level 7 (Impliment, Cleric) Searing Light, +7 vs ref
2d6+3 Radiant Damage and Target is blind until the end of your next turn
Daily Powers (w/+2 lighting Warhammer)
----------------------------------------------
Level 1 Combat strike, +12 vs Ac
2d10+8 and you can spend a healing surge
Level 5 Crack the Shell, +12 vs Ac
2d10+8 Ongoing 5 Damage and -2 Ac (save ends both)
Level 9 Victorious Surge, +12 vs Ac
3d10+8 and gain hp as if you had spend a surge
Cleric Healing Word
Minor, Close Burst 5, You or one ally may spend a healing surge and gain an addittional 1d6 gp
Equipment
--------------------------------------------
+2 Lighting Warhammer (Critical 2d6 Lighting)
Power (@Will Lighting) Free Action, All damage dealt by this weapon is lightning Damage, Another free action returns the damage to normal
+2 Dwarvish Scale
Power (Daily Healing) Free Action, Regain Hp as if you had spend a healign surge
Enhancement Bonus applies to Endurance Checks as an Item Bonus)
3400gp,
Longterm Goals Probably Pit Fighter
Last edited by Logos7; 3rd August 2008 at 11:45 PM..
__________________ ~With Us Three Under Water You Will See the Beauty of the World~
Games i GM:
Call of Cthulhu - CoC D20 - Fog over Buenos Aires
>RGICOOC
Games im in:
Call of Cthulhu - CoC D20 - Beyond the Mountains of Madness
>RGICOOCØ's adventure
Call of Cthulhu (Chaosium) – Secrets of the Middle East
>RGICOOC
Eberron - Wildwood RiTaC III Gannu Mines
>RGICOOC
No Rush, better you take your time and get something you know and like than rush, I post it up cause i was gonna make it anyway, and it helps for vetting your characters...
Unarmed Melee: 8 vs AC [+8 strength]; damage 1[W]=1d4+4 [strength]
Mace: +10 vs AC [+8 strength] [+2 proficiency]; damage 1[W]=1d8+4
[strength] 6 lb (Mace) versatile
Add +1 damage for Weapon Focus -- Mace
Longsword: +11 vs AC [+8 strength] [+3 proficiency]; damage 1[W]=1d8+4
[strength] 4 lb (Heavy blade) versatile
Scimitar: +10 vs AC [+8 strength] [+2 proficiency]; damage 1[W]=1d8+4
[strength] 4 lb (Heavy blade) High crit
Bastard sword: 8 vs AC [+8 strength] [not proficient]; damage 1[W]
=1d10+4 [strength] 6 lb (Heavy blade) versatile
Hand crossbow: +7 vs AC [+5 dexterity] [+2 proficiency]; damage 1[W]
=1d6+1 [dexterity] range 10/20 2 lb (Crossbow) Load free
Longbow: +7 vs AC [+5 dexterity] [+2 proficiency]; damage 1[W]=1d10+1
[dexterity] range 20/40 3 lb (Bow) Load free
Add +1 damage for Weapon Focus -- Bow
Code:
Dragon Breath +10 [strength + 2] vs reflex; damage1d6+2 [constitution]
Enfeebling Strike +7w [charisma] vs AC
Holy Strike +8w [strength] vs AC
Shielding Smite +7w [charisma] vs AC
On Pain of Death +7i [charisma] vs will
Arcing Smite +8w [strength] vs AC
Hallowed Circle +7i [charisma] vs reflex
Benign Transpositoin +7w [charisma, special] vs AC
Radiant Pulse +7i [charisma] vs fortitude
w Weapon-based power. Apply adjustments for proficiency, situation,
feats, magic, etc.
i Implement-usable power. Apply a bonus as appropriate.
Other Move Actions: Crawl; Run [speed 7]; Stand up; Shift;
Squeeze; Walk; may include some skills during combat (i.e., Acrobatics,
Athletics)
Other Minor Actions: Draw / sheathe weapon; Drink a potion; Drop
prone; Load a crossbow; Open / close a door; Pick up an item; Retrieve / stow
an item; Sustain minor action; Some skills during combat (i.e., Insight)
Other Immediate Action: Readied action
Other Opportunity Action: Opportunity attack
Other Free Actions: Drop held items; End a grab; Talk
Other Non-Actions: Delay; Endurance checks; Insight to counter
Bluff; Knowledge checks; Perception -- passive
Short rest: Healing surges as available
Five minutes: Normal escape from restraints (Acrobatics)
One hour: Forage; Streetwise check
Encounter Powers:
Code:
Second Wind
Spend an Action Point [free action, not in surprise round]
Dragon Breath, Poison [Dragonborn][minor action]
Channel Divinity
Divine Mettle [minor action]
Divine Strength [minor action]
Armor of Bahamut
Shielding Smite [Level 1]
Arcing Smite [Level 3]
Benign Transpositoin [Level 7]
Daily Powers:
Code:
On Pain of Death [Level 1]
Martyr's Blessing [Level 2 Utility][immediate interrupt]
Hallowed Circle [Level 5]
Wrath of the Gods [Level 6 Utility][minor action]
Radiant Pulse [Level 9]
*** Weapon: Any Ranged: Thunderburst Weapon
Suddenly, the projectile explodes in a burst of violent sound.
Lvl 9 +2 4,200 gp
Lvl 14 +3 21,000 gp
Enhancement: Attack rolls and damage rolls Critical: +1d6 thunder damage per plus
Power (Daily ✦ Thunder): Minor Action.
The next ranged basic attack you make with this weapon before the end of
your turn becomes a burst 1 centered on the target. Use your normal attack bonus for the basic attack, but against Fortitude. Each target hit takes thunder damage equal to the normal damage you would deal with a ranged basic attack with the weapon.
***Armor: Battleforged Armor
The dwarves and the dragonborn argue over which race invented this enchanted armor.
Lvl 10 +2 5,000 gp
Lvl 15 +3 25,000 gp
Armor: Plate
Enhancement: AC
Property: If you use your second wind when you are bloodied, regain an extra 1d10 hit points. Level 15 or 20: Regain an extra 2d10 hit points.
***Shield: Shield of Defiance:
This enchanted shield provides immediate healing after you receive a critical hit.
Lvl 8 3,400 gp
Item Slot: Arms
Power (Daily ✦ Healing): Immediate Reaction. You can use this power when a critical hit is scored on you. You can spend a healing surge.
Level 18: Regain an additional 2d6 hit points.
Arms:
Feet:
Hands:
Head:
Neck:
Ring:
Ring:
Waist:
__________________ ~With Us Three Under Water You Will See the Beauty of the World~
Games i GM:
Call of Cthulhu - CoC D20 - Fog over Buenos Aires
>RGICOOC
Games im in:
Call of Cthulhu - CoC D20 - Beyond the Mountains of Madness
>RGICOOCØ's adventure
Call of Cthulhu (Chaosium) – Secrets of the Middle East
>RGICOOC
Eberron - Wildwood RiTaC III Gannu Mines
>RGICOOC
As far as i know their are no Hp rolls, when in doubt use the formula on page 143 of the phb. You start the game fully healed if that's what you mean...
not finished but it's a start This is my 4E character if you notice something not right feel free to tell me Loka Quin Abilites
Str:10+0
Dex:11+0
Con:12+1
Int:16+3
Wis: 14+2
Cha: 13+1
Gender: F
Race: Human
Hair: brown
Eyes: blue
Skin: Pale
Alignment: unaligned
Level: 9
Class:Wizard
HP:44
Bloodied:22
Healing surge10
In:1d20+0
Will:17
Fort:16
Ref:15 Skills
Arcana+3
Insight+2
Dungeoneering+2
History +3
Nature+3
Religion +3
__________________ Human Wizard:"The world is but a manifestation of the dreamings
Hi, I'm already in many PbP games, but I never left one before the DM did. If you give me a chance, I would like to play a 9th level incarnation of Galarion, Eladrin Stom Wizard; l.1 .
__________________
Signature
Hi I'm a comic and rpg nerd. Don't hurt me, please.
Walking Dad, I'm willing to give you a chance however.
We already have a wizard (arcanaman might have simuposted you) and a pet peeve of mine is copied characters. If you want to make a new character, perferably not a class someone has already called, by all means.
Walking Dad would be the 5th player, which means that recruitment is more or less finished, if someone manages to get in before too long, or ig Walking Dad is not interested a 5th or 6th player wouldn't be a problem. No more than 6 however,