It allows you to search the
messageboards, send and receive private messages, give yourself a
custom usertitle, turn ads on or off, create a custom style for your
profile, get a nifty badge under your username, and gives you a special
warm glowy feeling! Oh, and it gets rid of this annoying message, too!
Players, could each of you make one post at the top of this thread for your character sheet - just a single 'reserved' post is sufficient for right now - you can edit it later. It's much easier to have all the char sheets on the same page!
If you haven't seen it yet, this javascript character sheet generator is a pretty decent resource - I use it to check my math (I don't think it includes bonuses for magic armor and weapons, though)
Please do NOT post anything else until all five of you have posted once - then feel free to post away.
- nerdytenor
Last edited by nerdytenor; 11th October 2008 at 12:14 AM..
Reason: Better title
Feats:
Healing Hands - When you use the lay on hands power, the affected ally regains additional hit points equal to your Charisma modifier.
Human Perseverance (already included)
Toughness (already included)
Dwarven Plate +1
Property: Gain an item bonus to Endurance checks equal to the armor’s enhancement bonus.
Power (Daily Healing): Free Action. Regain hit points as if you had spent a healing surge.
Medic's Longsword +1
Enhancement: Attack rolls and damage rolls
Critical: +1d6 radiant damage per plus
Property: When you use a Channel Divinity power during combat, an ally within 10 squares of you regains an amount of hit points equal to your Charisma modifer plus this weapon's enhancement bonus
Power (Daily): Standard Action. Gain one additional use of Channel Divinity for this encounter.
Human
One extra at-will power from your class (already included)
One bonus feat at 1st level (already included)
One bonus skill from the skill class list (already included)
+1 to fortitude, reflex, and will defenses (already included)
Escape
Acrobatics vs reflex -3 / Athletics vs fortitude -1
Divine Challenge (Paladin)(minor action)
Divine, Radiant
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. The damage increases to 6 + your Charisma modifier at 11th level, and to 9 + your Charisma modifier at 21st level.
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 (Paladin)(minor action)(2/day)
Divine, Healing
Special: You can use this power a number of times per day equal to your Wisdom modifier (minimum 1), but only once per round.
Melee
touch
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.
Bolstering Strike (Level 1)
Divine,Weapon
Standard Action
Melee weapon
Target: One creature
Attack: Charisma vs. AC +8 = +3 (charisma) +1 (half level) +3 (proficiency bonus) +1 (magic weapon bonus)
Hit: 1d8 + 4 (charisma + magic) damage, and you gain temporary hit points equal to your Wisdom modifier.
Holy Strike (Level 1)
Divine, Radiant, Weapon
Standard Action
Melee weapon
Target: One creature
Attack: Strength vs. AC +7 = +2 (strength + 1(half level) +3 (proficiency bonus) +1 (magic weapon bonus)
Hit: 1d8 + 3 (strength + magic) radiant damage. If you marked the target, you gain a bonus to the damage roll equal to your Wisdom modifier.
Valiant Strike (Level 1)
Divine,Weapon
Standard Action
Melee weapon
Target: One creature
Attack: Strength + 1 per enemy adjacent to you vs. AC +7 = +2 (strength) +1 (half level) +3 (proficiency bonus) +1 (magic weapon bonus)
Hit: 1d8 + 3 (strength + magic) damage.
Encounter
Channel Divinity - Divine Mettle (minor action)
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 (minor action)
Divine
Minor Action
Personal
Effect: Apply your Strength modifier as extra damage on
your next attack this turn.
Piercing Smite (Level 1)
Divine, Weapon
Standard Action
Melee weapon
Target: One creature
Attack: Strength vs. Reflex +7 = +2 (strength + 1(half level) +3 (proficiency bonus) +1 (magic weapon bonus)
Hit: 2d8 + 3 (strength + magic) damage, and the target and a number of enemies adjacent to you equal to your Wisdom modifier are marked until the end of your next turn.
Righteous Smite
Standard Action
Melee weapon
Target: One Creature
Attack: Strength vs. AC +7 = +2 (strength + 1(half level) +3 (proficiency bonus) +1 (magic weapon bonus)
Hit: 2d8 + 3 (strength + magic) damage, and you and each ally within 5 squares of you gain temporary hit points equal to 5 + your wisdom modifier.
Daily Powers
Paladin’s Judgment (Level 1)
Divine, Healing, Weapon
Standard Action
Melee weapon
Target: One creature
Attack: Strength vs. AC +7 = +2 (strength + 1(half level) +3 (proficiency bonus) +1 (magic weapon bonus)
Hit: 3d8 +3 (strength + magic) damage, and one ally within 5 squares of you can spend a healing surge.
Miss: One ally within 5 squares of you can spend a healing surge.
Sacred Circle (Level 2 Utility)
Divine, Implement, Zone
Standard 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.
Dwarven Plate +1
Property: Gain an item bonus to Endurance checks equal to the armor’s enhancement bonus.
Power (Daily Healing): Free Action. Regain hit points as if you had spent a healing surge.
Medic's Longsword +1
Enhancement: Attack rolls and damage rolls
Critical: +1d6 radiant damage per plus
Property: When you use a Channel Divinity power during combat, an ally within 10 squares of you regains an amount of hit points equal to your Charisma modifer plus this weapon's enhancement bonus
Power (Daily): Standard Action. Gain one additional use of Channel Divinity for this encounter.
changes
Gained 6 hit points. Surge Value increased to 11
Gained Righteous Smite encounter power
Added Medic's Longsword +1 and adjusted attack and damage modifiers of powers
Last edited by BlueLotus; 9th October 2008 at 02:18 AM..
With +1 dagger of great aim (dex-based): +10 (+1 level +4 dex +3 prof +1 enhancement +1 class), 1d4+6 (+4 dex, +1 feat, +1 enhancement) damage.
Powers
----------------------------------------------------------------- basic melee attack (standard; at will, martial, weapon)
+7 vs AC; 1d6+4 damage.
Deft Strike (standard; at will, martial, weapon)
+9 vs AC; 1d6+6 damage. Special: You can move 2 squares before the attack.
Riposte Strike (standard; at-will, martial, weapon)
+9 vs AC; 1d6+6 damage and if the target attacks you before the start of your next turn, make another attack (+7 vs AC, 1d6+4 damage).
Dazing Strike (standard; encounter, martial, weapon)
+9 vs AC; 1d6+6 damage, and the target is dazed until the end of your next turn
Blinding Barrage (standard; daily, martial, weapon) Target: close blast 3, each enemy in blast that you can see. Requirement: must be wielding a crossbow, light thrown weapon, or sling
+10 vs AC; Hit: 2d4+6 damage, and the target is blinded until the end of your next turn. Miss: half damage, and the target is not blinded
Tumble (move; encounter, personal, Martial) Effect: You can shift 3 squares
Elven Accuracy (free; encounter, personal) Effect: Reroll an attack roll. Use the second roll, even if it's lower.
Bait and Switch (standard; encounter, martial, weapon)
+9 vs Will; 2d6+6 damage, and you can switch places with the target and shift 1 square.
Duelist's Weapon (minor; daily, weapon, personal) Effect: You have combat advantage against the next creature you attack with this weapon on this turn.
Karis is a compact Elven woman, thin but with cords of wiry muscle standing out against her skin. While not exactly pretty, she has an air of intensity about her that makes her hard to ignore. Her violet eyes are surprisingly cold for one of her youth. She wears faded and scuffed brown leathers that fit tightly without restricting her movement, which is quick and direct.
Gained at level 3
5 HP, 1 encounter power (Bait and Switch)
retraining at level 3
lose Master of Deceit in favor of Tumble.
lose Easy Target in favor of Blinding Barrage
lose Elven Precision feat in favor of Nimble Blade
Magic Battleaxe +7 vs AC (+3 str, +1 lvl, +2 prf, +1 magic) Damage:1d10+ 4 [Thundering level 3] +1 ,
Critical+1d6 Thunder damage; Power Daily: Free Action, Use this power when hit with weapon, deal an extra 1d8 thunder damage and push target 1 square.
Offhand Battleaxe +6 vs AC [+3 str, +2 prf, +1 Level] Damage: 1d10+3 (offhand)
Ranged:+5 (+2, +2 Prof, +1 Level) Damage: 1d10+2 range 20/40
Powers
Careful Attack Mellee +7 vs AC, Damage:1d10+4 Careful Attack Ranged +5 vs AC Damage: 1d10+2 range 20/40
Twin Strike Melee +7/+6 vs AC, Damage:1d10+4/+3 Twin Strike Ranged +5 vs AC, Damage: 1d10+2 range 20/40
Dire Wolverine Strike +7 vs AC; Damage:1d10+4
Disruptive Strike Melee +7/+6 vs AC Immediate interrupt, hit 1d10+4, if hit penalty to attack of -5 to attack.
Disruptive Strike Ranged +5 vs AC Immediate interrupt, hit 1d10+2, if hit penalty to attack of -5 to attack.
Dragon Breath +6 [strength + 2, level +1] vs reflex; damage1d6+2 [con]; Close blast 3
Yield Ground Utility power – Immediate reaction, Enemy Damages me...Shift 2 squares and gain +2 to all defences to end of my next turn.
Hunter's Beartrap (melee) +7 vs AC, Damage:2d10+4 Hit target slowed; ongoing 5 dmg, Miss: ½ damage and target slowed.
Hunter's Beartrap (ranged) +5 vs AC Damage:2d10+2 ongoing 5 dmg, Miss: ½ damage and target slowed.
On checking this I discovered two mistakes. I had given Joshua training in Perception. That shouldn't have been. So I'm changing it to Insight. Joshua only has 2 feats (+ Ritual Caster). As a human he should have had three at 2nd level so I'm giving him Action Surge as well.
Racial & class Features Armour Profs (Cloth); Weapon Profs (Dagger, quarterstaff) Bonus to Defence: +2 Will Staff Mastery: +1 AC and once per encounter bonus gives +3 to any defence as immediate interrupt Cantrips Gain ‘Ritual Casting’ feat Spellbook; Rituals:Tenser's Floating Disk, Animal Messenger, Comprehend Languages.
Basic Ranged (dagger): Dex (+4) vs AC: Damage 1d4 (Lvl+1, prof +3=+4) ; Range 5/10;
OR use Magic Missile!
------------------------------------------------------------------------ At Will Cantrips: Ghost Sound - ranged 10, One object or square. Light - Ranged 5, lasts 5 minutes. Mage Hand - sustainable (minor) indefinite - moves <20 lbs. Prestidigitation - amusing magical trick. -----------------------------------------------------------------------------------
At will spell 1: Scorching burst: Burst 1* within 10. Each creature in burst; +6 vs Ref (Int +4, Lvl +1, staff +1); 1d6 +4 (Int mod) +1 (staff) fire damage. *If Staff of the War Mage daily power used, area becomes Burst 2 within 10.
At Will Spell 2: Thunderwave: Close Blast 3*: Each creature in blast; +6 vs Fort (Int +4, Lvl +1, Staff +1); 1d6 +4 (Int mod) +1 (staff) thunder damage. *If Staff of the War Mage daily power used, area becomes Close Blast 4.
At Will Spell: Magic Missile: Ranged 20; One creature; +6 vs Ref (Int +4, Lvl +1, staff +1); 2D4 +4 (Int mod) +1 (staff) force damage. ------------------------------------------------------------------------------- Encounter Spell: Force Orb; Ranged 20; One creature or object; +6 vs Ref: (Int +4 Lvl +1, staff +1); 2D8 +4 (Int mod) +1 (staff) force damage - make secondary attack; Each enemy adjacent to Primary Target. Secondary Attack; +6 vs Ref: (Int +4 Lvl +1, staff +1): 1D10 +4 (Int mod) +1 (staff) force damage.
Encounter Spell: Colour Spray; Radiant: Implement: Close blast 5*; Each creature in blast; Int (+6) vs Will (Int +4, Lvl +1, Staff +1); damage= 1d6 +5 (Int +4: staff +1) Target is dazed until the end of my next turn
-------------------------------------------------------------------------------- Daily spell: Sleep: Area Burst 2* within 20; Each creature in burst; +6 vs Will: (Int +4, Lvl+1, Staff +1); HIT: Target slowed (save ends) If target fails first save he becomes unconscious (save ends). MISS: Target is slowed (save ends) *If Staff of the War Mage daily power used, area becomes Area Burst 3 within 20.
Daily spell: Flaming sphere: Conjuration: Fire: Implement: Ranged 10: Target 1 creature adjacent to sphere: Int (+6) vs Reflex: Damage 2d6+Int (+6): Conjure sphere in unoccupied square within range; Any creature that starts move next to sphere takes 1d4+6 fire damage. As move action I can move sphere up to 6 squares. Sustain Minor: can be sustained until end of encounter, As standard action I can attack with sphere.
------------------------------------------------------------------------------- Utility Spell: (Encounter) Shield : Personal: Immediate Interrupt: Trigger: Hit by an attack: Effect: Gain +4 power bonus to AC and Reflex till end of my next turn.
Utility Spell: (Daily) Expeditious Retreat: Personal: Move action: Shift up to twice my speed -------------------------------------------------------------------------------
Gear Victorious Leather Armour +1 15lbs Standard Kit 33lb 3 x daggers 3lbs Staff of the war mage +1 4lb Spell book 3lb Ritual components 60gp worth Journeybread Staff of the War Mage
142gp left
Weight carried (58lbs)
Normal Load: 120lbs Heavy Load: 240lbs Push or Drag: 600lbs
Staff of the War Mage Level 3: (Implement) +1 enhancement to attack and damage rolls. On critical +1d8 damage per plus Daily Power: (Free action) Use when using a power with a blast or burst effect. Increase the size by 1.
Victorious Leather Armor +1 (homebrewed) - property: when you score a critical hit, you gain a +2 item bonus to all defenses until the start of your next turn. (For area attacks, only the first attack roll counts).
Last edited by The Digger; 9th October 2008 at 11:54 PM..
Reason: adding updated character sheet
Changes:
Switched 14 Str and 16 Int before racial bonuses (respec)
Retrained Tactical Assault with Toughness (extra HP added)
5 additional HP for level 3
Level 3 attack power selection: Steel Monsoon
Everyone: don't forget you get a +2 to initiative if you are within 10 squares of me and can see and hear me when you roll (which should pretty much be always)
Apparently, I had insight and perception wrong in the top section (corrected)
I believe that is all.
Todarr Rheland, Dragonborn Tactical Warlord 3
Initiative: +3 [+0 Dex, +1 level, +2 class]
Senses: Perception +2 (+3 within 5 squares of Karis), Normal vision
Passive Insight: 12
Passive Perception: 12 [13 within 5 squares of Karis]
Alignment: Unaligned (Kord)
Languages: Common, Draconic
Str 18 (+4) [+2 racial]
Dex 11 (+0)
Con 12 (+1)
Int 14 (+2)
Wis 8 (-1)
Cha 16 (+3) [+2 racial]
HP 39; Bloodied 19; Healing Surge 10 [+1 racial] (8/day)
AC 19 [+7 enchanted chainmail, +1 shield, +1 level]; Fort 16, Ref 13, Will 15
Speed 5 [-1 armor]
Action Points 1
Adventurer's Kit: Backpack, Bedroll, Flint and Steel, Belt pouch, 2 sunrods, 10 days of trail rations, 50' of hemp rope, and a Waterskin. Climber's Kit: Grappling Hook, Hammer, 10 Pitons.
Dragonborn Fury: When bloodied, +1 racial bonus to attack roll
Draconic Heritage: +Con modifier to Healing Surge value [already added]
Dragon Breath: Encounter power: close blast attack. See below.
Combat Leader: +2 initiative for me and all allies w/in 10 squares.
Commanding Presence (Tactical Presence): +2 Int bonus to attacks from Action Point.
Inspiring Word: words of encouragement grant inspiring word encounter power.
Life Drink: when melee attack with LD weapon brings enemy to 0 or fewer HP, gain 5 temp HP.
Powers
----------------------------------------------------------------- basic melee attack (standard; at will, martial, weapon)
+9 vs AC; 1d8+5 damage [+1 damage if using 2nd hand; +1d6 necrotic damage on critical]
Furious Smash (standard; at will, martial, weapon)
+9 vs Fortitude; 4 damage and ally adjacent to me or target gets +3 power bonus to attack and damage against next attack versus target (ends at end of ally's turn)
Wolf Pack Tactics (standard; at-will, martial, weapon)
+9 vs AC; 1d8+5 damage [+1 damage if using 2nd hand; +1d6 necrotic damage on critical]. Before attack, one ally adjacent to me or target may shift 1 square as free action.
Hammer and Anvil (standard; encounter, martial, weapon)
+9 vs Reflex; 1d8+5 damage [+1 damage if using 2nd hand; +1d6 necrotic damage on critical]. One ally adjacent to target makes basic melee attack against target as free action, with +3 damage.
Steel Monsoon (standard; encounter, martial, weapon)
+9 vs Reflex; 2d8+5 damage [+1 damage if using 2nd hand; +1d6 necrotic damage on critical]. Any 2 allies within 5 squares may shift 1 square each.
Dragon Breath (minor; encounter, fire)
+7 vs Reflex; 1d6+1 damage Target: close blast 3; all creatures in area.
Aid the Injured (standard; encounter, healing, martial) Target: you or one adjacent ally Effect: target can spend a healing surge
Inspiring Word (minor; encounter, healing, martial) Special: power use is twice per encounter, but only once per round. Target: myself or one ally within 5 squares. Effect: target can spend a healing surge and regain an additional 1d6.
Bastion of Defense (standard; daily, martial, weapon)
+9 vs AC; 3d8+5 damage [+1 damage if using 2nd hand; +1d6 necrotic damage on critical] Hit: allies within 5 squares gain +1 to all defenses until end of encounter Effect: allies within 5 squares gain 8 temporary hit points
"The armor must have absorbed it" (free; daily, healing) Effect: Regain hit points as if you had spent a healing surge
__________________ Flash, don't heckle the super villian
---GL, Justice League
Protectors of Greensfen OOC Short
Todarr Rheland:- male Dragonborn Warlord level 3
Passive Perception: 12 (13 w/in 5 squares of Karis)
Passive Insight: 12
AC:19, Fort:16, Reflex:13, Will:15
Speed: 5
HP:39/39, Bloodied:19, Surge Value:10, Surges left:7/8
Initiative +3: Action Points: 1,
Second Wind Powers:- Furious Smash, Wolf Pack Tactics Hammer and Anvil
Steel Monsoon*
Dragon Breath*
Aid the Injured
Inspiring Word (2 uses)* Bastion of Defense
"The armor must have absorbed it" *Used this encounter/day
Last edited by PennStud77; 9th October 2008 at 06:52 AM..
Excellent. Have fun editing those character sheets! When they're all in, we can get started on part II. I am offering everyone a one-time opportunity to tweak ability scores any way you see fit. Act now while supplies last!
Random Thought One
Dang, with nimble blade and CA Karis gets +13 with her dagger. Sick.
Random Thought Two I never had a chance to bring it up without being obnoxious, but don't forget about Charge (standard action). It combines moving with an attack, and can be handy for front-line fighters who can't reach enemies in a single move. So you could move twice your speed and get a melee basic attack off. It does have some restrictions - see PHB (charging ends your turn, gotta end up in the nearest enemy square, must move at least 2 squares... am I forgetting anything? Gives +1 to hit as well...)
Random Thought Three From my limited experience so far, you probably want at least a 16 in your primary stat *cough Rellek cough* 4e doesn't give you anything to help attributes, like, ever (except from levelling of course).
Arbanax, could you put your basic attack bonuses on your sheet somewhere? (Or maybe I just missed them). I think you can consolidate all your weapon stuff to the following three entries (just a suggestion - whatever you want is fine)
Magic axe = +7 vs ac (+3 str, +1 lvl, +2 prof, +1 magic)
Regular axe = +6 vs ac(+3str, +1 lvl, +2 prof)
Bow = +5 vs ac (+2 dex, +1 lvl, +2 prof)
Also, your magic armor gives you +2 _additional_ ac on first attack, so it is +3/+5* ac from the armor.
Also, any reason you went with shortbow as opposed to longbow? (Just curious).
Joshua just make sure you notate somewhere in the adventure which spells you have chosen
Absolutely. The other thing I've noticed here and in other adventures is that we need to either remember or note somewhere when we use Encounter/Daily powers, especially now we have more magic items. I have several times forgotten about this and trid to use the same power twice (naughty). Then I've had to comb back through the threads to find out what I've used.
One of the games uses the following in an ooc box with powers noted where used.
OOC
Joshua dar Rhest- male human Wizard level 3 Passive Perception: +17, Passive Insight: +12 AC:18, Fort:15, Reflex:16, Will:15 - Speed: 6 HP:34/34, Bloodied:17, Surge Value:8, Surges left:9/9 Initiative +5: Action Points: 1, Second Wind: not used Powers:-Scorching Burst, Thunderwave, Magic Missile Force Orb, Colour Spray Sleep (selected) Flaming Sphere Shield (selected) Expeditious Retreat
Absolutely. The other thing I've noticed here and in other adventures is that we need to either remember or note somewhere when we use Encounter/Daily powers, especially now we have more magic items. I have several times forgotten about this and trid to use the same power twice (naughty). Then I've had to comb back through the threads to find out what I've used.
One of the games uses the following in an ooc box with powers noted where used.
OOC
Joshua dar Rhest- male human Wizard level 3 Passive Perception: +17, Passive Insight: +12 AC:18, Fort:15, Reflex:16, Will:15 - Speed: 6 HP:34/34, Bloodied:17, Surge Value:8, Surges left:9/9 Initiative +5: Action Points: 1, Second Wind: not used Powers:-Scorching Burst, Thunderwave, Magic Missile Force Orb, Colour Spray Sleep (selected) Flaming Sphere Shield (selected) Expeditious Retreat
Yes that would be great if everybody did that, thanks for bringing it up.
I should probably track power uses too in the 'status' sections, so if there's a disagreement it will become immediately apparent.
Arbanax, could you put your basic attack bonuses on your sheet somewhere?
Done - Hope it reads clearer now, I did have it all in boxes but the code kept getting thrown out so I went back to tabs.
Quote:
Originally Posted by nerdytenor
Also, your magic armor gives you +2 _additional_ ac on first attack, so it is +3/+5* ac from the armor.
Thanks - so glad I can pass this by you, I am so rubbish at rolling characters. But is it me or is the PBM also badly laid out for logical character creation?
Quote:
Originally Posted by nerdytenor
Also, any reason you went with shortbow as opposed to longbow? (Just curious).
No reason, other than what I said above. Thanks for pointing out what I missed, I'm glad of the d10 damage over the d8 and the only set back seems to be weight- hardly an issue.
OK I think if you're happy I'll print this off as my new character sheet.
In character thread is here
I just posted a synopsis of what has happened so far, we will likely start for real tomorrow or later tonight (Pacific Time).
Additional tweaks to character sheets are allowed until we get to an actual skill challenge or a battle, but from now on let me know what changes you are making in a separate post to this thread (in addition to editing your charsheet).