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Old 22nd August 2008, 02:37 PM   #1 (permalink)
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[Closed!] 4e Game; B'n'B Against the Orcs

Recruiting closed again!!

-----------------

Hi everybody, I want to run a Beer-and-Bretzel D&D 4e.

It will be a conversion (with some changes) of the Savage World adventure Against the Orcs.

I search for some brave adventurers to stop the orc meneance. A long-time RL friend and first time PbPer will play an Eladrin Wizard. Who wants to join him?

Rules:
5 players
one of each role and a joker.
Ability generation method 1 or 2 (22points).
Only PHB Races and Classes.
Powers, rituals and items from dragon on case-by-case.
Starting level: 5
Standard wealth.

Players so far:

Padreigh - Eladrin Wizard (Controller)
Niehaus - Halfling Paladin (Defender) - MIA, played currently by onlythestrong
Lord Sessadore - Elf Rogue (Striker)
Insight - Dragonborn Warlord (Leader)
renau1g - Dragonborn Fighter (Defender) - MIA; played in current combat by garyh

Alt: Atanatotatos
----------

Background

The Eastern Marches of Aspiria are a land of high, rolling hills littered with dense copses. As one progresses east, the hills form the foothills of the mighty Granite Mountains. Decades ago the land was inhabited by fierce tribes of orcs. A crusade led by the then-king of Aspiria, Halgroth IV, drove the orcs from the Marches.
Slowly at first, but with gathering speed, new villages sprang up on the many hills once held by the orcs. For the most part the villages grew and prospered, and within a few years the memory of the orcs was all but forgotten.
For the first time in centuries, the land was peaceful. All that changed several months ago, when trappers and hunters spotted large parties of orcs roaming the borders of the Marches. Shortly afterward, the orcs began
attacking remote villages and farms, slaughtering all who stood in their path. After almost half a human lifetime, the orcs had returned.
Halgroth V, the current king, lacks his father’s ambition and foresight. He would rather hunt than plan a military campaign, dance with ladies of the court than soil his blade in war, and hide among his books than admit the orcs are returning.
Even the recent tide of refugees streaming in from the Eastern Marches has done nothing to stir his hand. The Eastern lands are awash with human blood and echo to the war cries of the savage orcs. Though loyal to the crown, Baron Kyle Loxlyn, a powerful noble with lands in the Eastern Marches, has decided to take action. While Loxlyn musters his troops for war, he plans to send hired adventurers to evacuate a village lying in the path of the advancing orcs.
Enter the heroes.




B'n'B Against the Orcs Recruiting RG IC OCC
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Last edited by Walking Dad; Yesterday at 10:28 AM.. Reason: new recruitment
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Old 22nd August 2008, 03:36 PM   #2 (permalink)
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*Raises his hand* I do! I do!

(P.S. wouldn't Beer & Schnitzel be more appropriate? )

Dragonborn Paladin (or cleric) of the Raven Queen...
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Old 22nd August 2008, 03:37 PM   #3 (permalink)
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Quote:
Originally Posted by Walking Dad View Post
Hi everybody, I want to run a Bear-and-Bretzel D&D 4e.
???

Is one of us playing a Bear?

I'm saving this space to submit a character idea and stats etc.

Ideas:

Dwarf Fighter

HARVEY HAMMERSTONE
Dwarf Fighter 5 - 5500xp
Good


ABILITY SCORES
STR 17
CON 16
DEX 11
INT 10
WIS 16
CHA 12

DEFENSES & HP
AC 22
FORT 20
REFLEX 13
WILL 16
HP 55
BLOODIED 27
SURGE VALUE 14
SURGES/DAY 12
INITIATIVE +2

BASIC ATTACKS
MELEE Greataxe: +9 vs AC, 1d12+8 dmg, crit 32.
RANGED Sling: +4 vs AC, 1d6 dmg, range 10/20, crit 6.

SKILLS
TRAINED Athletics +8, Endurance +10, and Intimidate +8.
UNTRAINED Acrobatics +0, Arcana +2, Bluff +3, Diplomacy +3, Dungeoneering +7, Heal +5, History +2, Insight +5, Nature +5, Perception +5, Religion +2, Stealth +0, Streetwise +3, and Thievery +0.
PASSIVE Insight 15, Perception 15
LANGUAGES Common and Dwarven

FEATS
Armor Proficiency - Plate
Dwarven Weapon Training
Potent Challenge

RACIAL & CLASS ABILITIES
Speed 5
Low-Light Vision
+2 to Dungeoneering and Endurance (added above)
+5 racial bonus to saving throws against poison
Second Wind as a minor action
Proficiency with Throwing Hammer and Warhammer
Move at normal speed when speed would be reduced by armor or heavy load
Move 1 less square under forced movement
Armor Proficiency: Cloth, leather, hide, chainmail, and scale; light shield, and heavy shield
Weapon Proficiency: Simple melee, military melee, simple ranged, and military ranged
Combat Challenge
Combat Superiority (+3 to opportunity attacks)
Fighter Weapon Talent - 2H

POWERS
AT WILL Cleave (1) and Reaping Strike (1).
ENCOUNTER Crushing Blow (3) and Steel Serpent Strike (1).
DAILY Rain of Steel (5) and Villain's Menace (1).
UTILITY Boundless Endurance (2).

EQUIPMENT & WEALTH
+2 Plate Armor, +1 Terror Greataxe, Bracers of Mighty Striking, +1 Amulet of Protection, Sling, Belt of Vigor, 20 Sling Bullets, and Std Adventurer's Kit.
Consumables: 2 Potions of Healing.
Money: 28gp


Human Warlock

ALVERNAR NIHILUS
Human Warlock 5 - 5500xp
Good


ABILITY SCORES
STR 10
CON 15
DEX 13
INT 12
WIS 11
CHA 19

DEFENSES & HP
AC 17
FORT 16
REFLEX 17
WILL 19
HP 47
BLOODIED 23
SURGE VALUE 11
SURGES/DAY 8
INITIATIVE +7

BASIC ATTACKS
MELEE +1 Pact Dagger: +5 vs AC, 1d4 dmg, crit 4.
RANGED Eldritch Blast: +8 vs Reflex, 1d10+6 dmg, R 10, crit 14.

SKILLS
TRAINED Arcana +8, Bluff +11, Intimidate +11, Stealth +8, Streetwise +11, and Thievery +9.
UNTRAINED Acrobatics +3, Athletics +2, Diplomacy +6, Dungeoneering +2, Endurance +4, Heal +2, History +3, Insight +2, Nature +2, Perception +2, and Religion +3.
PASSIVE Insight 12, Perception 12
LANGUAGES Common and Elven

FEATS
Human Perseverence
Improved Fate of the Void
Improved Initiative
Skill Training - Stealth

RACIAL & CLASS ABILITIES
Speed 6
Bonus At-Will (added below)
Bonus Feat (added above)
Bonus Skill (added above)
+1 to Fort, Reflex, and Will defenses (added above)
Armor Proficiency: Cloth and leather.
Weapon Proficiency: Simple melee and simple ranged.
Implements: Rods and wands.
Eldritch Blast
Eldritch Pact - Star
Fate of the Void
Prime Shot
Shadow Walk
Warlock's Curse

POWERS
AT WILL Dire Radiance (1), Eldritch Blast (class), Eyebite (1), and Hellish Rebuke (1).
ENCOUNTER Dreadful Word (1) and Frigid Darkness (3).
DAILY Crown of Madness (5) and Dread Star (1).
UTILITY Shadow Veil (2).

EQUIPMENT & WEALTH
+1 Deathcut Leather Armor, +2 Wand, +1 Amulet of Protection, Everlasting Provisions, Burglar's Gloves, Std Adventurer's Kit, Thieves Tools.
Consumables: 3 Potions of Healing.
Money: 130gp


edit: I've removed the Ranger and Rogue since someone seems interested in playing one of those. No need for 2 of them.

edit 2: If we end up being striker heavy and I'm playing the Fighter, I may switch him to a 'sword and board' fighter rather than 2H.
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Last edited by Insight; 23rd August 2008 at 03:24 PM.. Reason: Changed some magic items
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Old 22nd August 2008, 04:05 PM   #4 (permalink)
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Quote:
Originally Posted by Insight View Post
???

Is one of us playing a Bear?
(deeply ashamed)

No Monster Manual stuff for players
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[Pathfinder][Recruiting] The Mud Sorcerers Tomb
http://www.cinga.ch/naturalone/
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Old 22nd August 2008, 04:45 PM   #5 (permalink)
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Lord Sessadore Goblin Sharpshooter (Lvl 2)
I think I'd like to get in on this too

I've had an idea running around in my head for an Elven Brutal Rogue, or maybe a Human Rogue or TWF Ranger.
Edit: I think I'll go with the elf rogue (below). If the party needs something else, I'd be glad to do something else, too.

Elf Rogue - in progress
Code:
Nervir aka "Nerve"
Elf Rogue 5
Alignment: Unaligned

Languages: Common, Elven
Vision: Low-light

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

Combat:
Init: +6
Pass Percep:  21   Pass Insight: 19

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

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

Action points: 1

Basic Attacks:
Melee: +2 rapier: +10 vs. AC, 1d8+5 damage
Ranged: +1 frost shuriken: +10 vs. AC, 1d6+5 damage, range 6/12

Attack Powers:
Deft Strike - 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

Piercing Strike - Martial, Weapon
Standard Action; Melee weapon; Target: One creature
Attack: +11 vs. Reflex
Hit: 1d8+6 damage

Dazing Strike - 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.

Topple Over - Martial, Weapon
Standard Action; Melee weapon; Target: One creature
Attack: +14 vs. AC
Hit: 1d8+6 damage, and the target is knocked prone.

Easy Target - 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.

Clever Riposte - 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.
 
 Class Features and Utility Powers:
Fleeting Ghost - 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.

Elven Accuracy - Personal
Free Action
Effect: Reroll an attack roll with a +2 bonus.  Use the second
result even if it's worse.

Magic Item Powers:
+2 rapier
  Critical: +2d6 damage
+1 deathcut leather armor
  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.
 +1 safewing amulet
  Property: When falling, reduce the distance by 10 feet for
    calculating damage.  Always land on your feet after a fall.
+1 frost shuriken
  Critical: +1d6 cold damageAt-Will (Cold): Free Action. All damage dealt by this weapon
    is cold. Free action to return to normal.
  Daily (Cold): Free Action. Use this power when you hit with the
    weapon. The target takes 1d8 cold damage and is slowed until
    the end of your next turn. 
 
Race and Class Features:
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.)

Feats:
Weapon Proficiency (rapier)
Backstabber
Elven Precision

Skills:
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)

Equipment: 
Item                          Weight    Cost
+2 rapier                     2         1800gp*
+1 deathcut leather           15        1000gp*
+1 safewing amulet            --        680gp*
+1 frost shuriken             0.5       680gp
Adventurer's kit              33        15gp
2 potions of healing          --        50gp ea.
Everburning torch             1         50gp
                Total Weight: 50.5 lbs.

Money: 90gp, 0sp, 0cp

Adventurer's Kit: Backpack, Bedroll, Flint and Steel, Belt pouch, 2 sunrods,
10 days of trail rations, 50' of hemp rope, and a Waterskin. 
Edit: Finished up equipment buying, no other changes.
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Current PbP:
Nervir a.k.a. "Nerve", elf rogue 5, in WD's Against the Orcs

Old PbP:
Sargil Saraxxis, dragonborn paladin 4, in renau1g's Thunderspire Labyrinth

L4W:
Raiyek Meliam, elf paladin 1

Moderator Perks:
Quote:
Originally Posted by Piratecat View Post
Quote:
Originally Posted by Kid Charlemagne View Post
Don't forget the hot chicks and big bucks.

They keep promising me hot chicks and big bucks...
Huh. We shipped you a dead mule deer and some baby chickens in an unrefrigerated packing case. Did they not arrive?

Last edited by Lord Sessadore; 25th August 2008 at 07:24 PM..
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Old 22nd August 2008, 06:22 PM   #6 (permalink)
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Well, Walking Dad basically said everything already.

First time playing PbP, Eladrin Wizard yadda-yadda-yadda and so on and so forth.

I'll just add that I'm on GMT and probably only able to post during the week between 10am and 6pm GMT. So don't worry (or in case of Walking Dad: don't be too relieved ) if you don't hear from me for a while. I'll be around eventually.

Last edited by Padreigh; 22nd August 2008 at 06:32 PM.. Reason: Being too stupid for proper punctuation. Also added GMT a second time.
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Old 22nd August 2008, 07:25 PM   #7 (permalink)
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I would love the chance to play a Halfling Paladin of Sehanine, but I'm open to playing some other characters that I have ideas for, whatever the party needs. This would also be my first pbp game.

Last edited by Niehaus; 22nd August 2008 at 07:29 PM..
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Old 22nd August 2008, 07:45 PM   #8 (permalink)
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Welcome Padreigh!

WD I'm going to refine my concept today (I hope)
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Old 22nd August 2008, 09:15 PM   #9 (permalink)
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Lord Sessadore Goblin Sharpshooter (Lvl 2)
Welcome, Padreigh! *gasp* does that mean you're posting from work?! For shame!

I've put my idea for a rogue in my original post; if anyone spots any errors let me know. Still a couple small details (like equipment) to nail down, but for the most part it's all there.
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Current PbP:
Nervir a.k.a. "Nerve", elf rogue 5, in WD's Against the Orcs

Old PbP:
Sargil Saraxxis, dragonborn paladin 4, in renau1g's Thunderspire Labyrinth

L4W:
Raiyek Meliam, elf paladin 1

Moderator Perks:
Quote:
Originally Posted by Piratecat View Post
Quote:
Originally Posted by Kid Charlemagne View Post
Don't forget the hot chicks and big bucks.

They keep promising me hot chicks and big bucks...
Huh. We shipped you a dead mule deer and some baby chickens in an unrefrigerated packing case. Did they not arrive?
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Old 22nd August 2008, 09:28 PM   #10 (permalink)
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Group so far:

Padreigh - Eladrin Wizard (Controller)
Niehaus - Halfling Paladin (Defender)
Lord Sessadore - Elf Rogue (Striker)
Insight - Dwarf Fighter / Human Warlock (Choose One)
renau1g - Dragonborn Cleric (we needed a Leader)


Ok, as I hate long recruitments, I will take you all.
Post your sheets here first, please. I will start an RG later.

I will close the recruiting now.

Edit:

Lord Sessadore, I really like the formatting of your sheet!

r1 = I hope you are fine with the cleric. If not, try to ask insight, if he (?) has an alternate leader concept.
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PS: English is NOT my native language!

May the 4th be with you!

PbPs

Interested in
[Pathfinder][Recruiting] The Mud Sorcerers Tomb
http://www.cinga.ch/naturalone/
http://www.yourgamesnow.com/index.ph...oducts_id=2416


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Last edited by Walking Dad; 22nd August 2008 at 09:36 PM..
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Old 22nd August 2008, 09:52 PM   #11 (permalink)
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I'm good with the cleric...this site is killing me this afternoon. I'll try to work on something over the weekend.
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Old 22nd August 2008, 09:55 PM   #12 (permalink)
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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.
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When you translate D&D discussion to cooking.

Current PbP:
Nervir a.k.a. "Nerve", elf rogue 5, in WD's Against the Orcs

Old PbP:
Sargil Saraxxis, dragonborn paladin 4, in renau1g's Thunderspire Labyrinth

L4W:
Raiyek Meliam, elf paladin 1

Moderator Perks:
Quote:
Originally Posted by Piratecat View Post
Quote:
Originally Posted by Kid Charlemagne View Post
Don't forget the hot chicks and big bucks.

They keep promising me hot chicks and big bucks...
Huh. We shipped you a dead mule deer and some baby chickens in an unrefrigerated packing case. Did they not arrive?
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Old 22nd August 2008, 10:04 PM   #13 (permalink)
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A work in progress still debating on a melee-focused or ranged cleric:

Dragonborn Cleric
Code:
COLOR="DarkRed] Mordok [/color]
"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"
Dragonborn Cleric 5
Alignment: Unaligned
Religion: Raven Queen
Languages: Common, Draconic
Vision: Low-light

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

Combat:
Init: +6
Pass Percep:  21   Pass Insight: 19

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

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

Action points: 1

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

Attack Powers:
Deft Strike - 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

Piercing Strike - Martial, Weapon
Standard Action; Melee weapon; Target: One creature
Attack: +11 vs. Reflex
Hit: 1d8+6 damage

Dazing Strike - 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.

Topple Over - Martial, Weapon
Standard Action; Melee weapon; Target: One creature
Attack: +14 vs. AC
Hit: 1d8+6 damage, and the target is knocked prone.

Easy Target - 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.

Clever Riposte - 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.
 
 Class Features and Utility Powers:
Fleeting Ghost - 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.

Elven Accuracy - Personal
Free Action
Effect: Reroll an attack roll with a +2 bonus.  Use the second
result even if it's worse.

Magic Item Powers:
+2 rapier
  Critical: +2d6 damage
+1 deathcut leather armor
  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.
 +1 safewing amulet
  Property: When falling, reduce the distance by 10 feet for
    calculating damage.  Always land on your feet after a fall.
+1 shuriken
  Critical: +1d6 damage

Race and Class Features:
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.)

Feats:
Weapon Proficiency (rapier)
Backstabber
Elven Precision

Skills:
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)

Equipment: 
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. 
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Old 22nd August 2008, 10:21 PM   #14 (permalink)
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Lord Sessadore Goblin Sharpshooter (Lvl 2)
Quote:
Originally Posted by renau1g View Post
A work in progress still debating on a melee-focused or ranged cleric:

Dragonborn Cleric
Code:
COLOR="DarkRed] Mordok [/color]
"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"
Dragonborn Cleric 5
Alignment: Unaligned
Religion: Raven Queen
Languages: Common, Draconic
Vision: Low-light

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

Combat:
Init: +6
Pass Percep:  21   Pass Insight: 19

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

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

Action points: 1

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

Attack Powers:
Deft Strike - 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

Piercing Strike - Martial, Weapon
Standard Action; Melee weapon; Target: One creature
Attack: +11 vs. Reflex
Hit: 1d8+6 damage

Dazing Strike - 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.

Topple Over - Martial, Weapon
Standard Action; Melee weapon; Target: One creature
Attack: +14 vs. AC
Hit: 1d8+6 damage, and the target is knocked prone.

Easy Target - 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.

Clever Riposte - 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.
 
 Class Features and Utility Powers:
Fleeting Ghost - 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.

Elven Accuracy - Personal
Free Action
Effect: Reroll an attack roll with a +2 bonus.  Use the second
result even if it's worse.

Magic Item Powers:
+2 rapier
  Critical: +2d6 damage
+1 deathcut leather armor
  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.
 +1 safewing amulet
  Property: When falling, reduce the distance by 10 feet for
    calculating damage.  Always land on your feet after a fall.
+1 shuriken
  Critical: +1d6 damage

Race and Class Features:
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.)

Feats:
Weapon Proficiency (rapier)
Backstabber
Elven Precision

Skills:
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)

Equipment: 
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. 
Odd... this 'dragonborn cleric' of yours looks a little familiar...
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Old 22nd August 2008, 10:27 PM   #15 (permalink)
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renau1g Goblin Sharpshooter (Lvl 2)
I beg,borrow, and steal from the best of'em
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Old 23rd August 2008, 01:47 AM   #16 (permalink)
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Insight Goblin Sharpshooter (Lvl 2)
I can play a Warlord if you'd rather not play a Cleric. A Dragonborn Warlord might be kinda neat!

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
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Last edited by Insight; 23rd August 2008 at 06:30 PM..
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