For those who want to know, I seem to have developed two ideas. One is a dragonborn melee Cleric/Angelic Avenger/Harbinger of Doom of the Raven Queen, with a big scythe (mechanically a fullblade - sorry for stealing the idea Cabana, but it's just too awesome to have a RQ cleric with a scythe!). At this point he's got a mix of damage, buff, and healing powers. I fully expect to tweak power and possibly feat selection once we have a better idea of what our party looks like, though, and that goes for whatever character I end up playing.
The other is sort of an experiment: a Cha paladin/dark-pact warlock made using the hybrid class rules, with Dark Reckoner PP and Harbinger of Doom ED. Again a servant of the Raven Queen (dark pact just representing another connection to her), though probably without the scythe. Don't have all the blanks filled out on him yet, so I'm not sure how viable that is, and of course Cov could decide he doesn't want hybrids in the game (which is fine with me - I was just curious how it would work). One thing that's great about the hybrid rules, though, is that you can use either class's implement to power both classes' implement powers, so all he would need is a pact blade or holy avenger and he's got all his bases covered. That helps a lot for making him viable.
I've got a lot of options for expended a healing surge for a year and a day rituals... How should I handle these?
And do I need to make a place for my phylactery? Should I protect said phylactery, I'll be doing many different preparations depending on how you want to handle my death... 0 HP or below is automatic dust and 24 hour wait?
EDIT: I like the pallock L.S.
My wizard will likely be focused on controlling everything on the board, all at once, few if any single target powers. Not going to bring much in the way of damage, but should really shine on imposing effects and making them stick.
speaking of which, not that I plan on it, but could I use the PH heroes series powers?
EDIT 2: Does PbP gaming effect immediate interrupts in any significant way?
Last edited by CaBaNa; 4th July 2009 at 06:04 AM..
0 HP = dust is how I read it, and appearing next to the phylactery "the next day". It's not clear that that implies 24 hours, necessarily. I'd suggest that it happens at a fixed time of day, such as sunrise or sunset.
You should certainly tell me what your phylactery is, where you keep it, what protections it has, and any preparations you make in the event that you need it. It doesn't matter to me whether you keep it with you or the party, or if you build a safe place for it elsewhere.
Which specific PH heroes series powers do you have in mind?
I don't plan to change the rules for immediate interrupts. They do present some unique challenges for PbP, but with quick posting, I hope we can get by. It would help if you give me an indication of when you're likely to use your interrupt powers, e.g. "use Shield if an attack beats my AC by less than 4" or whatever.
Oy, guys!! You went along without me!! Kidding... I'm sorry I disappeared, my internet connection went out and I'm waiting for my provider to fix it... I'm at a friend's place now and I don't have the time to write the 15-20 posts I should. So... wait for me for a couple more days!! (hopefully!)
In the meanwhile, I know what I'm going to play. Duran senior, Alexander's father, a rageblood barbarian and an epic mischievous scoundrel in his extraplanar adventures away from the Shifting Isles.
Here's a work-in-progress character sheet, I haven't read through this thread yet but if there are team redundancies I'll change it...
Powers:
-will:
Howling Strike: 2d12+3d6+20 (during charge, move +2 if raging)
Pressing Strike: shift 2 squares and 2d12+20(+1d6 if raging) and push 1
Recuperating Strike: 2d12+2d6+20 and gain 5 temp hp(10 if raging)
-encounter:
S-Swift Charge
2-Tiger's Leap*
7-Curtain of Steel
12-Destined for Greatness*(P)
13-Storm of Blades
13-Storm of Blades(P)
13-Blade Whirlwind(17)
Come join us in the Shifting Seas and Transitive Isles of Living 4th Edition, amazing adventures and great fun guaranteed!
Then to play community 4e in Eberron join us in LEB too! Give life to your characters and contribute to the living settings!
Please excuse my poor English. It is not my first language.
lvl 15 attack spell shunt between worlds from dragon 366 (in my spellbook)
lvl 10 utility spell repelling shield from PH heroes series 1 (in my spellbook)
lvl 10 utility spell feywild spellsurge from dragon 366 (prepared)
lvl 1 at-will spell chilling cloud from PH heroes series 1 (prepared)
these are the spells which access needs be asked. Everything else I have in the way of spells is AP/PHB.
also how do I handle these rituals;
Forbiddance - PHB
Teleport Catcher - Dragon Magazine 366 (do I have access?)
Planar Portal in combination with Create Teleportation Circle - PHB/ Manual of the Planes
Guards and Wards - AP
Depending on how these work, and how long I have had to work them, really changes which ones I'll pick.
The Lich transformation was recent, however my wizard has been preparing for a long time. Would my character meet the year requirement, or will he have to keep expending surges to continue his rituals?
If he has had the ritual going for a year, do I need to spend the costs out of my gold?
So far the rituals have been the most difficult monkey...
I've got a lot of options for expended a healing surge for a year and a day rituals... How should I handle these?
I missed this. Are you talking about, say, setting up a permanent forbiddance around where you keep your phylactery or something? I'm open to the possibility. What I'm thinking is that you can have done this as part of your backstory, so long as you a) know the ritual, and b) pay the component costs out of your starting wealth. Let me know what you have in mind specifically.
In other news, after some reading I've decided to say no to hybrids for this campaign. It's not like there aren't enough other epic character options to explore, and I think FtF games are a better venue for playtesting than PbP.
Welcome back, Ata Renau is on holiday until the 13th, though, so we won't be starting at least until then.
Do you actually have all the things you listed there, or are they ideas? For example, I don't think you have the stats to get heavy blade expertise, and it looks like you've spend too much money on magic items by about 60,000 gp. I'm also wondering about Reckless Attacker - how many fighter powers do you have? Seems like a bit of a gamble, but if there aren't any other feats you'd like then I suppose it can't hurt to have it Oh, and cov is giving us the Expertise bonus for free, so you don't need the feat. Looks like a very solid character though, should be fun.
Quote:
Originally Posted by covaithe
In other news, after some reading I've decided to say no to hybrids for this campaign. It's not like there aren't enough other epic character options to explore, and I think FtF games are a better venue for playtesting than PbP.
No hybrid it is. I was about to say I wasn't going to go with the paladin-warlock hybrid if Oni and Ata are both playing strikers, because he was ending up more striker than defender. Anyway, I think I'd like to try playing a leader anyways - I've played the other three, but never a leader.
So, with that in mind:
Sarenax the Reaper
Sarenax the Reaper
Dragonborn Cleric/Angelic Avenger/Harbinger of Doom 21
Core Stats
Alignment: Unaligned
Languages: Common, Draconic
Vision: Normal
Conditional Defense modifiers:
+2 AC and Reflex each encounter until hit.
Enemies dont gain +2 to attack when they have CA on Sarenax
Conditional Attack modifiers:
+1 to attack rolls when bloodied.
+2 melee damage vs. bloodied foes.
Saves:
+2 vs. ongoing damage
Speed 6
Action points: 1
Attacks and Powers
Basic Attacks:
Melee: +5 jagged fullblade: +27 vs. AC, 2d12+15 damage, 19-20 high crit
Ranged: +3 distance javelin: +24 vs. AC, 2d6+10 damage, 15/30 range
Attack Powers:
Righteous Brand * Divine, Weapon (Cleric At-Will 1) Standard Action; Melee weapon; Target: One creature Attack: +27 vs. AC Hit: 2d12+15 damage, and one ally within 5 squares of Sarenax gains a +7 bonus to melee attack rolls against the target until the end of Sarenaxs next turn.
Priests Shield * Divine, Weapon (Cleric At-Will 1) Standard Action; Melee weapon; Target: One creature Attack: +27 vs. AC Hit: 2d12+15 damage, and Sarenax and one adjacent ally gains a +1 power bonus to AC until the end of Sarenaxs next turn.
Strengthen the Faithful * Divine, Healing, Weapon (Cleric Encounter 7) Standard Action; Melee weapon; Target: One creature Attack: +27 vs. AC Hit: 2d12+15 damage, and Sarenax and each ally adjacent to the target can spend a healing surge and regain hit points equal to their surge value + 8.
Astral Wave * Divine, Implement, Radiant (Angelic Avenger Encounter 11) Standard Action; Close burst 8; Target: Each enemy in burst Attack: +20 vs. Will Hit: 2d8+8 radiant damage.
Inspiring Strike * Divine, Healing, Weapon (Cleric Encounter 13) Standard Action; Melee weapon; Target: One creature Attack: +27 vs. AC Hit: 2d12+15 damage, and Sarenax or an ally within 5 squares regains 23 hit points.
Blinding Light * Divine, Radiant, Weapon (Cleric Encounter 17) Standard Action; Melee weapon; Target: One creature Attack: +27 vs. Fortitude Hit: 2d12+15 radiant damage, and the target is blinded until the end of Sarenaxs next turn.
Divine Power * Divine, Healing, Radiant, Weapon (Cleric Daily 9) Standard Action; Close burst 2; Target: Each enemy in burst Sarenax can see Attack: +27 vs. AC Hit: 2d12+15 radiant damage, and Sarenax pushes the target 1 square. Effect: Until the end of the encounter, Sarenax gains regeneration 5, and he and each ally within the burst gain a +2 power bonus to AC.
Holy Spark * Divine, Lightning, Weapon (Cleric Daily 15) Standard Action; Melee weapon; Target: One creature Attack: +27 vs. Will Hit: 2d12+15 damage, and ongoing 10 lightning damage (save ends). While this powers ongoing damage is in effect, any ally of the target that starts its turn within 3 squares of the target takes 2d10+8 lightning damage. Miss: Half damage, and no ongoing damage
Indomitable Spirit * Divine, Healing, Weapon (Cleric Daily 19) Standard Action; Melee weapon; Target: One creature Attack: +27 vs. AC Hit: 3d12+15 damage Miss: Half damage. Effect: Sarenax and each ally within 5 squares of him regain hit points as if they had each spent a healing surge, plus an additional 5 hit points.
Angel Ascendant * Divine, Weapon (Angelic Avenger Daily 20) Standard Action; Melee weapon; Target: One creature Attack: +27 vs. AC Hit: 5d12+15 damage. Effect: Sarenax gains a speed of fly 6 (hover) until the end of the encounter.
Class Features and Utility Powers: Channel Divinity: Turn Undead * Divine, Implement, Radiant (Cleric class feature) Standard Action; Close burst 2; Target: Each undead creature in burst Attack: +20 vs. Will Hit: 5d10+8 radiant damage, and Sarenax pushes the target 6 squares. The target is immobilized until the end of Sarenaxs next turn. Miss: Half damage, and the target is not pushed or immobilized. Special: A character may only use one Channel Divinity power per encounter, regardless of how many they know.
Channel Divinity: Divine Fortune * Divine (Cleric class feature) Free Action; Personal Effect: Sarenax gains a +1 bonus to your next attack roll or saving throw before the end of his next turn. Special: A character may only use one Channel Divinity power per encounter, regardless of how many they know.
Channel Divinity: Raven Queens Blessing * Divine (Feat power) Free Action; Ranged 10 Trigger: Sarenaxs attack drops an enemy with range to 0 hit points or fewer. Effect: Sarenax or an ally within 5 squares of the enemy can spend a healing surge. Special: A character may only use one Channel Divinity power per encounter, regardless of how many they know. A character must take Raven Queens Blessing feat to use this power.
Healing Word * Divine, Healing (Cleric class feature) Special: Sarenax can use this power three times per encounter. Minor Action; Close burst 15; Target: Sarenax or one ally Effect: The target can spend a healing surge and regain an additional 5d6+5 hit points.
Dragon Breath * Acid (Dragonborn Racial Power) Minor Action; Close blast 3; Target: All creatures in area Attack: +23 vs. Reflex Hit: 3d6+1 acid damage.
Bastion of Health * Divine, Healing (Avenger Utility 6) Minor Action; Ranged 10; Target: Sarenax or one ally Effect: The target can spend a healing surge and heal their surge value +8 hit points.
Bless * Divine (Cleric Utility 2) Standard Action; Close burst 20; Targets: Sarenax and each ally in burst Effect: Until the end of the encounter, all targets gain a +1 bonus to attack rolls.
Mass Cure Light Wounds * Divine, Healing (Cleric Utility 10) Standard Action; Close burst 5; Targets: Sarenax and each ally in burst Effect: The targets regain hit points equal to their surge value + 8 hit points.
Angelic Presence * Divine, Fear (Angelic Avenger Utility 12) Minor Action; Personal Effect: Enemies gain a -2 penalty to attack rolls against Sarenax until the end of the encounter or until he is bloodied.
Divine Armor * Divine, Healing (Cleric Utility 16) Standard Action; Close burst 3; Targets: Sarenax and each ally in burst. Effect: Sarenax gains a +2 power bonus to AC, and all targets gain resist 5 to all damage until the end of the encounter.
Magic Item Powers: +5 Impostors Nagascale Power (At-Will * Polymorph): Minor Action. You can transform this armor into a normal-looking set of clothes. While in clothes form, the armor does not provide an armor bonus, but neither does it impose an armor check penalty or speed reduction. You can add this armors enhancement bonus to any Bluff check made to attempt to disguise your appearance. You can change this armor back into its true form as a minor action.
+4 Cloak of Displacement Power (Daily * Teleportation): Immediate Interrupt. Use this power when you would be hit with a melee or ranged attack. The attacker must reroll the attack, using the second result even if its lower. If the attack misses you, you can teleport 1 square.
+3 Black Feather of the Raven Queen Power (Daily * Cold): Free Action. Use this power when you reduce a target to 0 hit points or fewer with an attack using this holy symbol. One creature within 5 squares of the target takes 3 cold damage and is immobilized (save ends).
Race/Class Features, Feats, Skills
Racial Features:
Speed: 6
Normal vision
+2 History, +2 Intimidate
Dragonborn Fury: +1 racial bonus to attack rolls when bloodied
Draconic Heritage: surge value = ĵ hp + Con mod
Dragon Breath
Class Features: Channel Divinity Healers Lore Healing Word
Holy symbol implement Angelic Action: When Sarenax spends an action point to take an extra action, he also gains a +4 bonus to attack rolls until the start of his next turn. Astral Vibrance: When a bloodied enemy is within 5 squares of Sarenax at the start of its turn, it takes 3 radiant damage. Weapon Training: Sarenax is proficient with the fullblade. Blood and Radiance: An enemy that bloodies Sarenax with an attack is outlined in holy radiance, granting CA to him and his allies until the end of the enemys next turn. Shield of Ill Fortune: get one reroll on natural 1. When any enemy rolls nat 1 on attack against Sarenax, that enemy is stunned until the end of his next turn, and he can slide the enemy 3 squares as an immediate reaction.
Background:
Birth: Cursed. Add Bluff to class skills.
Equipment
Equipment: Item Weight Cost (gp)
+5 staggering fullblade (looks like scythe) - (Level 22)
+5 impostors nagascale - (Level 21)
+4 cloak of displacement - (Level 20)
+3 black feather of the Raven Queen - 21,000 gp
+3 distance javelin - 9000 gp
Gloves of storing (fullblade & javelin) - 4200 gp
Total Weight: 58 lbs
Money: 94,800 gp
Shocking, I know - not even a hint of avenger in there!
Even though most of the blanks are filled in, he's still a work in progress. I'm open to suggestions, and of course making him work better with the rest of the party would be good. And I have to pick rituals ...
I was thinking about setting up Guards and Wards, as well as forbiddance, in my Wizards tower.
Leaving my phylactery there.
Setting up a permanent portal with the create portal ritual.
And being able to set up portals where I would likely need travel.
i.e.
I have a permanent tower on one of the planes (haven't decided which is most appropriate yet).
That tower has Guards and Wards placed permanently over it.
Somewhere in the tower is a room or multiple rooms, if my casting goes well, that have Forbiddance permanently cast over it/them.
In that room lay my phylactery. With whatever other small enchanments I can layer over it. Though none so important as the first two.
Elsewhere in the tower (still under guards and wards, if casting goes well) is my permanent teleportation circle, which I use to travel the planes.
When I know I may be facing a challenge that will likely kill me, and I am on another plane or otherwise FAR from my phylactery, I create a teleportation circle for quick travel back to the location. Usually hiding the portal within travel distance of my goal.
I made sure I would have enough healing surges to cast and sustain both Guards and Wards, and Forbiddance. (6 wizard class, 1 con mod, 2 durable feat, 1 item belt of vigor = 10 total = 5 each for Guards and Wards/Forbiddance)
I have enough money to buy Guards and Wards after taking Planar Portal and Forbiddance as my 21st level free rituals.
This helps me to get back to the party quickly, if I happen to die, no matter what plane they happen to be on.
I think posting the dnd4e file would be fine, since whoever can open it has access to all the copyright material in it anyway. Posting the pdf on a message board, though, could be frowned upon, since it fully details how all of your powers works. I think sheets like mine are OK, since the numbers are filled in and sort of 'hide' the mechanics from people who don't know. At least, that's how pretty much all PbP sheets are and there hasn't been a crack-down on them, so I assume it's ok.
So, here's my idea (a defender, since there were none): A Shadar-Kai Assaulting Swordmage/Ghost Blade/Punisher of the Gods. Essentially, a phasing/insubstantial teleporting machine. I'm attaching the CB Summary (which one can cut-and-paste into the CB to get the full version).
Batin, The Raven's Shadow Blade
Batin is a weapon for his Queen; a master of the arts of all places and time. Batin seems more reserved than his more driven kin, but that is an illusion. In fact, all of Batin's zest and zeal and drawn internally. Even at rest, Batin's mind is racing though mazes in his mind, paths only he can see, as he analyzes the flow and connectivity between everything. It is this mastery that enables him to twist the space between places, because, as Batin knows, all places are really one.
Batin made a name for himself as being the first in ages to unlock the secrets of the Subtle Ones, a lost arcane society that pierced the illusion of space. Hunted long ago by those hungry and jealous of their secret, the Subtle Ones vanished into history. Thought lost and dead, rumors persisted that some fragment of them still existed throughout the planes. How Batin found them and what he found he does not say, but only smiles an inscrutable smile and says, Something scattered to all places is easy to find when all places are one.
It was this unique mastery that brought Batin to the attention of his Queen, who has called him into service as one of personal tools of vengence. Though he has yet to see Her face, Her sorrowsworn guide his shadow blade and he follows.
CB Summary
====== Created Using Wizards of the Coast D&DI Character Builder ======
Batin, level 21
Shadar-kai, Swordmage, Ghost Blade, Punisher of the Gods
Build: Assault Swordmage
Swordmage Aegis: Aegis of Assault
Arcane Admixture: Arcane Admixture Cold
Quickened Spellcasting: Sword Burst
Arcane Admixture: Greenflame Blade
FINAL ABILITY SCORES
Str 22, Con 14, Dex 16, Int 24, Wis 12, Cha 10.
STARTING ABILITY SCORES
Str 16, Con 12, Dex 12, Int 16, Wis 10, Cha 8.
ITEMS
Guardian's Cape +4, Magic Feyleather Armor +5, Planestrider Boots (paragon tier), Rapidstrike Bracers (paragon tier), Belt of Vigor (paragon tier), Potion of Vitality (paragon tier) (2), Adventurer's Kit, Jagged Bastard sword +5
====== Created Using Wizards of the Coast D&DI Character Builder ======
The only non-book things are the race (and its associated feats) from Dr372 and Punisher of the Gods also from Dr372. Feedback would be welcome on the build or the background (especially to tie better with other PCs). Let me know your thoughts!
__________________ stonegod -- LEB judge and spawn of Khyber since 2005 (Blog)
Looks pretty cool! I like the cryptic personality - fits arcane very well. It is the art of secret knowledge, is it not?
For Sarenax, here's an outline of what I was thinking for his background.
Upon his birth, his black scales marked him as different from the rest of his small tribe. They were superstitious, pronounced him a 'curse', and exiled him while he was still very young. Even though the tribal elders based the decision solely on his coloring, they were partially correct. Sarenax was chosen before his birth by the Raven Queen to become her agent, to bring the sweet embrace of oblivion upon some entity, though the identity of that entity is still unknown to Sarenax.
Over the course of his adult life Sarenax has learned to channel the Queen's power, becoming a deadly vessel of the final sleep and earning a reputation as such. When his black scythe appears in his hands whoever faces him knows their doom has been pronounced - death's agent has come. That is, if they see him coming.
Also, I have an experiment. You say that copying that summary into the CB should generate the right character. "Well, it's just a bunch of text," I say to myself. "I don't have the CB, but what if I copied my stuff over what stonegod posted?" So, here's the experiment: someone paste this into the CB and see if it gives you Sarenax
Sarenax for the CB
====== Created Using Wizards of the Coast D&DI Character Builder ======
Sarenax the Reaper, level 21
Dragonborn, Cleric, Angelic Avenger, Harbinger of Doom
Build: Battle Cleric
FINAL ABILITY SCORES
Str 24, Con 13, Dex 16, Int 10, Wis 20, Cha 16.
STARTING ABILITY SCORES
Str 16, Con 11, Dex 14, Int 8, Wis 14, Cha 12.
ITEMS
Cloak of Displacement +4, Imposter's Nagascale Armor +5, Gloves of Storing, Jagged Fullblade +5, Distance Javelin +3, Black Feather of the Raven Queen +3
====== Created Using Wizards of the Coast D&DI Character Builder ======
Also, I have an experiment. You say that copying that summary into the CB should generate the right character. "Well, it's just a bunch of text," I say to myself. "I don't have the CB, but what if I copied my stuff over what stonegod posted?" So, here's the experiment: someone paste this into the CB and see if it gives you Sarenax
Mostly works. You didn't save your write your actual final stats (the ones you wrote above don't match the stat block you posted earlier) and you mispelled a few items in your equipment, but otherwise looks good. It misses a few things such as which dragonbreath you chose; the summary does not seem to have a place for this.
__________________ stonegod -- LEB judge and spawn of Khyber since 2005 (Blog)
Tweaked Batin: Swapped out Arcane Reach for Arcane Admixture. Batin has only one close power (even if it is at will) and I was concerned that his other at will being a fire attack would be nerfed too often, so its now cold and fire.
__________________ stonegod -- LEB judge and spawn of Khyber since 2005 (Blog)
lvl 15 attack spell shunt between worlds from dragon 366 (in my spellbook)
lvl 10 utility spell repelling shield from PH heroes series 1 (in my spellbook)
lvl 10 utility spell feywild spellsurge from dragon 366 (prepared)
lvl 1 at-will spell chilling cloud from PH heroes series 1 (prepared)
yes
Quote:
Originally Posted by Cabana
Teleport Catcher - Dragon Magazine 366 (do I have access?)
yes
Quote:
Originally Posted by Cabana
The Lich transformation was recent, however my wizard has been preparing for a long time. Would my character meet the year requirement, or will he have to keep expending surges to continue his rituals?
If he has had the ritual going for a year, do I need to spend the costs out of my gold?
I think I covered this already, but just for completeness: no, you don't have to keep paying surges. Yes, you have to pay the component cost.
Quote:
Originally Posted by CaBaNa
I'd like the Eladrin ring of passage from P1 king of the trollhaunt warrens. Covaithe, is this item allowed?
yes
Quote:
Am I considered Fey or Undead?
Both, I should think. Am I missing something?
Quote:
Originally Posted by CaBaNa
is the Undead Servitor ritual from Open Grave an accessible ritual? I think it would be funny to have an undead butler...
Yes
Quote:
EDIT: also rituals I'd like from dragon 366; conceal object, and bolster object, for obvious phylactery reasons...
yes
Quote:
Originally Posted by stonegod
The only non-book things are the race (and its associated feats) from Dr372 and Punisher of the Gods also from Dr372. Feedback would be welcome on the build or the background (especially to tie better with other PCs). Let me know your thoughts!
The description for Archlich never specifies that I receive the undead keyword, nor does it say that I am undead for effects that relate to creature origin.
Don't get me wrong, not having to eat, breathe, or worry about ambient temperature would be great! I don't mind to be both fey and undead at all.
Except for when Sarenax Turns Undead and blows me to kingdom come.
Toss up, you're the DM so you get to make the call. What are Orelal "Massacre" Lunareth's creature origin keywords? (finally decided on a name.)
I'll post The character sheet as soon as I get access to my Windows side, mac...
I'm considering running a PbP E1 myself, so if you don't mind, I'd like to lurk and see how yours goes, especially the character creation part, which I am dreading at the moment.
Happy gaming!
__________________ He knows the score... he gets the women... and he kills the bad guy. If you hire him to kill the bad guy... better make damn sure the bad guy isn't you! EN World Community Supporter
Currently running "In the Shadow of Giants" [OOC] | [IC] | [RG]