Here's the basic sheet for Kylek. I might still move some stuff around and I still have to get some ritual components and potions but the basic gist is there. The only Dragon Magazine material I used is Reaper's Touch instead of Sorcerous Blade Channeling since I'm using a rod as my main implement. The rod's the only real "trick" here, to make everything frosty. Should be a steady consistent offense with a decent defense, nothing too goofy.
Items:
Anathema Leather Armour of Resistance +5 (Resist 15 Necrotic)
Ring of Tenacious Will
Rod of the Dragonborn +4
18,465gp
Bloodthirsty Dagger +3 (17000gp)
Cloak of Displacement +3 (25000gp)
Belt of Vim +1 (3400gp)
Counterstrike Guards (840gp)
Dragonborn Greaves (13000gp)
Gauntlets of the Ram (3400gp)
Eagle Eye Goggles +2 (13000gp)
Reading Spectacle (520gp)
Handy Haversack (5000gp)
Exodus Knife (13000gp)
Rituals:
Wyvern Watch (360gp)
Control Weather (4500gp)
Call Wilderness Guide (360gp)
Affect Normal Fires (125gp)
Transfer Enchantment (175gp)
Animal Messenger (50gp)
Arcane Lock (150gp)
Brew Potion (75gp)
Cure Disease (360gp)
Disenchant Magic Item (360gp)
Endure Elements (100gp)
Enchant Magic Item (175gp)
Gentel Repose (50gp)
Hand of Fate (175gp)
Knock (175gp)
Linked Portal (680gp)
Magic Circle (250gp)
Make Whole (50gp)
Magic Mouth (50gp)
Phantom Steed (360gp)
Raise Dead (680gp)
Remove Affliction (680gp)
Speak with Dead (360gp)
Tenser's Floating Disc (50gp)
Arcane Mark (20gp)
Feat of strength (75gp)
Shadow Bridge (600gp)
Share Husk (400gp)
Status (250gp)
Shadow Passage (680gp)
WIP
Kylek
"I am the cold in your bones, I am the teeth of winter, I...AM...KYLEK!"
Male Dragonborn Sorcerer 21 Experience 175,000/210,000 Initiative +11; Senses Passive Insight 22, Passive Perception 22 HP 124; Bloodied 62; Healing Surge 32; Surges Per Day 14 AC 36; Fort 33, Ref 30, Will 35 Resist 15 cold, 15 necrotic Speed 6 Action Points 1
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*Damage modifiers from Draconic Arrogance not included in Powers, original energy descripters noted for clarity.*
At Wills Reaper's Touch (Dragon Frost) (standard; at-will) ✦ Arcane, Cold, Implement
+26 vs Fort; 2d8+27 cold damage, and you push the target 2 square and gain 8 temporary hit points. Special: This power can be used as a melee basic attack.
Dragon Frost (standard; at-will) ✦ Arcane, Cold, Implement
Ranged 10; +26 vs Fort; 2d8+27 cold damage, and you push the target 2 square and gain 8 temporary hit points. Special: This power can be used as a ranged basic attack.
Burning Spray (standard; at-will) ✦ Arcane, Fire, Implement
Blast 3; +26 vs Refl; 2d8+27 cold damage, and gain 8 temporary hit points. Dragon Magic: The next enemy that hits you with a melee attack before the end of your next turn takes 8 cold damage.
Encounters Rimestorm (standard; encounter) ✦ Arcane, Cold, Implement
Blast 3, Enemies only; +26 vs Fort; 2d8+27 cold damage, and you knock the target prone. Dragon Magic: The target also takes a –2 penalty to Fortitude until the end of your next turn.
Winter's Clutch (standard; encounter) ✦ Arcane, Cold, Implement
Ranged 20; +26 vs Refl; 3d8+27 cold damage. You slide the target 1 square, and the target is immobilized until the end of your next turn. Also, you slide each ally within 20 squares of you 2 squares.
Downbeat of Wings (standard; encounter) ✦ Arcane, Implement
Ranged 10; +26 vs Fort; 3d6+27 cold damage, and you push the target 3 squares and knock it prone. Dragon Magic: You shift 8 squares.
Stalking Frost (standard; encounter) ✦ Arcane, Cold, Implement
Burst 3; +26 vs Fort; 2d8+27 cold damage. If the target does not end its turn at least 4 squares away from where it started its turn, it takes 10 cold damage.
Dailies Adamantine Echo (standard; daily) ✦ Arcane, Implement, Thunder
Blast 3; +26 vs Fort; 2d6+27 cold damage, and ongoing 5 cold damage (save ends). Miss: Ongoing 5 cold damage (save ends). Effect: You gain a +8 power bonus to your AC.
Lightning Daggers (standard; daily) ✦ Arcane, Implement, Lightning
Ranged 10; +26 vs Refl; 2d4+27 cold damage. Effect: Until the end of the encounter, you can repeat the attack as a free action once per round during your turn.
Blackfire Serpent (standard; daily) ✦ Arcane, Conjuration, Fire, Implement
Ranged 10; Effect: You conjure a blackfire serpent in an unoccupied square within range. The serpent lasts until the end of your next turn. The serpent occupies 1 square. Enemies cannot move through its space, but allies can.
When it appears, the serpent makes the following attack, which is a close blast 3. As a move action, you can move the serpent 8 squares. Blast 3; +26 vs Refl; 2d12+27 cold damage.
Sustain Minor: The snake persist, and it can repeat the attack.
Blizzard (standard; daily) ✦ Arcane, Cold, Implement
Burst 10, Enemies only; +26 vs Refl; 4d10+27 cold damage, and you knock the target prone. Effect: Each ally in the burst gains resist 10 cold until the end of the encounter.
Until the end of the encounter, you are surrounded by freezing wind and snow. At the start of each of your turns, each enemy within 10 squares of you takes 2d6+19 cold damage, and you slide it 2 squares.
Utilities Spatial Trip (move; encounter) ✦ Arcane, Teleportation
Effect: You may teleport a number of squares equal to half your speed.
Sudden Scales (immediate interrupt; encounter) ✦ Arcane
Trigger: You are hit by an attack.
Effect: You gain a +11 bonus to all defenses against the triggering attack.
Narrow Escape (immediate reaction; encounter) ✦ Arcane, Teleportation
Trigger: You are hit by an attack.
Effect: You take half damage from the attack. You then teleport 8 squares.
Cloak of Freezing Wind (minor; daily) ✦ Arcane, Cold
Effect: Until the end of the encounter, each creature that hits you with a melee attack takes 1d8+20 cold damage, and you push that creature 1d4+2 squares.
Draconic Majesty (minor; encounter) ✦ Arcane, Fear, Zone
Burst 3; Effect: The burst creates a zone of fear that lasts until the end of your next turn. When you move, the zone moves with you, remaining centered on you. The zone is difficult terrain for your enemies. While within the zone, any enemy takes a -8 penalty to attack rolls.
Items Circlet of Mental Onslaught (minor; daily) ✦
Gain a +1 power bonus to attack rolls and damage rolls when making Wisdom, Intelligence, and Charisma attacks until the end of the encounter.
Cloak of Displacement (immediate interrupt; daily) ✦ Teleportation
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 it’s lower. If the attacker misses you, you can teleport 1 square.
Counterstrike Guards (immediate reaction; daily) ✦
Use this power when a melee attack misses you. You make a melee basic attack against the attacker.
Exodus Knife (standard; daily) ✦
When you use the exodus knife to trace a doorway onto a solid object, it opens a portal into an empty extradimensional space 4 squares wide, 4 squares high, and 4 squares long. While the door is open, anyone can enter, see into, or affect the extradimensional space. Only creatures inside the space can open or close the door (a minor action). Once closed, the door becomes invisible to anyone outside the extradimensional space. Creatures on the inside of the closed door can see out, but those outside can’t see in. Creatures on one side of the closed door cannot affect creatures on the other side. The extradimensional space lasts for 8 hours. Any creatures still in the space when the effect ends reappear in the closest unoccupied squares outside the door.
Pouch of Frozen Passage (standard; daily) ✦
You fling ice crystals from the pouch onto an area of open liquid, freezing up to 20 contiguous squares of the liquid’s surface. The frozen surface is normal terrain and can support the weight of up to twenty Medium creatures, five Large creatures, or one Huge creature.
The pouch of frozen passage can solidify any sort of liquid, from water to lava. The frozen surface has the following statistics: AC 3, Fortitude 15, Reflex 3, hp 20 per square. It lasts for 4 hours or until destroyed.
Dragonborn Fury
When you’re bloodied, you gain a +1 racial bonus to attack rolls.
Dragon Soul
Resist 15 cold. Your arcane powers ignore any target’s resistance to that damage type up to the value of your resistance.
Scales of the Dragon
The first time you become bloodied during an encounter, you gain a +2 bonus to AC until the end of the encounter.
Icy Action
Whenever you spend an action point to make an attack, each creature you hit or miss with the attack is slowed (save ends).
Walk through Winter
While you are immobilized you can shift 1 square. While you are slowed, you speed is 3 instead of two.
Chill Winds
Whenever you score a critical hit, you can slide any single creature within 10 squares of you 1 square.
Battle Awareness
Once per encounter, whenever an enemy that is adjacent to you shifts or makes an attack that does not include you as a target, you can make a melee basic attack against that enemy as an immediate interrupt.
Draconic Arrogance
Whenever you push an enemy or knock an enemy prone, you deal 8 damage to that enemy.
Wintertouched
When attacking a creature that is vulnerable to cold, you gain combat advantage when you use a power that has the cold keyword.
Lasting Frost
Any target you hit with a power that has the cold keyword gains vulnerable cold 5 until the end of your next turn.
Rod of the Dragonborn
When you use a power with this implement, the damage you deal with the power is of the same damage type as the damage dealt by your dragon breath.
Bloodthirsty Dagger
Gain a +1 item bonus to attack rolls against bloodied targets, and add an item bonus equal to the enhancement bonus of this weapon (+3) to damage rolls against bloodied targets.
Cloak of Displacement
Each encounter, you gain a +2 item bonus to AC and Reflex defenses until an attack hits you.
Dragonborn Greaves
While you are bloodied, gain a +2 item bonus to speed and a +1 item bonus to AC and Reflex defense.
Reading Spectacles
You can read any language while wearing this item.
Handy Haversack
This backpack can hold up to 1,000 pounds in weight or 100 cubic feet in volume, but it always weighs only 1 pound.
Drawing an item from a handy haversack is a minor action.
----------------------------------------------------------------- Alignment Unaligned; Languages Common, Draconic Str 26 (+8)[+18] Dex 13 (+1)[+11] Wis 14 (+2)[+12] Con 12 (+1)[+11] Int 10 (+0)[+10] Cha 26 (+8)[+18] Acrobatics +11, Arcana +15*, Athletics +23*, Bluff +23*, Diplomacy +18, Dungeoneering +12, Endurance +11, Heal +12, History +12, Insight +12, Intimidate +25*, Nature +17*, Perception +12, Religion +10, Stealth +11, Streetwise +18, Thievery +11
* Trained Skill Feats: Armour Proficiency: Leather, Ritual Caster, Battle Awareness, Draconic Arrogance, Draconic Spellcaster, Dual Implement Spellcaster, Wintertouched, Lasting Frost, Arcane Implement Proficiency: Rod, Reaper's Touch, Draconic Spellfury, Paragon Defense, Epic Reflexes Gear 10,025gp, 2x Potion of Vitality, 2x Potion of Regeneration (Heroic), 1x Potion of Mimicry, 2x Fundamental Ice, 1x Glowstone, 1x Oil of Flesh Returned, 3x Nails of Sealing, 2x Sunrods, Anathema Leather Armour of Resistance +5 (Resist 15 Necrotic), Ring of Tenacious Will, Rod of the Dragonborn +4, Bloodthirsty Dagger +3, Cloak of Displacement +3, Belt of Vim +1, Counterstrike Guards (Heroic), Dragonborn Greaves, Gauntlets of the Ram, Circlet of Mental Onslaught, Reading Spectacle, Exodus Knife, Pouch of Frozen Passage, Handy Haversack, Ritual Book 1 (full), Ritual Book 2 (105 free pages), Bedroll, Flint & Steel, Belt Pouch, Silk Rope, Waterskin, 3x Candle, Grappling Hook, Hammer, 10x Pitons, Everburning Torch, 1 set of Fine Clothing, Tent, Alchemical Reagents (1500gp), Mystic Salves (1000gp), Rare Herbs (2000gp), Sanctified Incense (300gp)
Rituals
Control Weather
Call Wilderness Guide
Affect Normal Fires
Transfer Enchantment
Arcane Lock
Brew Potion
Cure Disease
Disenchant Magic Item
Endure Elements
Enchant Magic Item
Gentle Repose
Hand of Fate
Knock
Linked Portal
Magic Circle
Make Whole
Magic Mouth
Phantom Steed
Raise Dead
Remove Affliction
Speak with Dead
Tenser's Floating Disc
Arcane Mark
Feat of strength
Shadow Bridge
Share Husk
Status
Shadow Passage
Wyvern Watch
Animal Messenger
Background
A massive figure emerged from the temple shrine that sat atop the ziggeraut dominating the city of Ch'thuul. Moonlight glinted off of alabaster scales as it moved with a slow, powerful gait, talons clicking against the cold hard stone. It's breath came with a low rumble, sending a trail of frozen vapor skyward. Neither man, nor dragon, it was something in between, one of the dragonborn. This one was known by many names, but Kylek was the first of them.
He looked out over the city, his city, grim introspection writ across draconian features. The dreams had come again, more powerful, more real than ever. Tonight they had caused him to stir from his slumber. A restlessness was growing in him, comforts that once held meaning now seemed empty.
His eyes fell to his open hands, flexing them he studied the powerful muscles that rippled under the fine scales there. These people had made him a god, their worship carried the weight of fervent belief. He should have been bent with age, flesh withered, scales dull, yet here he stood filled with more vitality than ever.
Decades had passed since Kylek first ascended the steps to this temple, it had not been his then. In that time Ch'thuul had been under the thrall of another god, that one had been cruel and his title derived only of fear. Kylek had slain him, cast him down from this place for no greater reason than to take the throne to rest his bones on. The people that had slaved under the tyrant's yoke though saw it differently when that head had tumbled down those stairs and lay staring at them blankly from the crimson stained snow. That day everything changed, a legend had been born, one that had grown in the telling and passing of time, his legend.
But what had he done with this? He had encouraged their worship, been empowered by it, and as the years turned he had seen a new path, his eyes set on a new prize. And yet nothing had changed, his days were spent in idle pleasure while the priests ran the city. With sudden certainty Kylek knew his divine spark would simply go out if it was not fed. His frame shook with fury at his own inaction. Stone cracked as his heavy fist slammed into a column, the sound echoed through the massive chambers.
No. Though once he would never have imagined the possibility, he had come too far not to reach out and grasp the destiny that hung before him. These dreams he had been having, had meaning. Kylek knew they were the key to unlocking the next step of his apotheosis, to stoking the fires of that divine spark. But how? He had grown unaccustomed to looking to others for council, however council was what he needed. In that moment, Kylek made up his mind, he would travel to the Shadowfell and seek out his one time companion Orelal. The wizard's fragmented vision had proven useful in the past, perhaps he would have some insight. The people of Ch'thuul would have their god, a real god, and the White Host would sweep across the land as their reward.
Long ago, Kylek was nothing more than a young and minor sorcerer, part of the wild and savage Red Claw Tribe. His scales had been brown then, but his confidence was always as it is now. Ultimately his story begins like so many others, he set out seeking fortune and glory. His earliest exploits were remarkable only in that he managed to survive them. It was also early in his career that Kylek discovered he had an inherent affinity not just for dragon magic, but white dragons and their power over the ice and cold in particular. Over the year his connection to the Whites had grown so strong that his scales had turned an icy white, at first at the edges and then finally all over.
As Kylek had grown in power, his wandering had taken him well beyond the boundaries of his homeland. As a mercenary and soldier of fortune he found himself on battlefields all over the world, and even beyond it. In that time he met, and served beside, a host of interesting individuals, some who went on to become friends and companions through many a campaign.
Years of never ending war will weary even the strongest soul. Eventually Kylek returned to his world with only one final conquest on his mind, a throne to grow old on. Fate would eventually lead him to the gates of Ch'thuul and a ruler that no one would mourn. In the heart of winter Kylek came and in the bitter cold he had cast down the self-styled god that enslaved the city. The streets had run red with blood after that, as the city purged itself of the remaining oppressors. Worship that had once been taken under the lash was now freely given with earnest. The only prize he'd sought was the throne, but what he received was so much more.
And so was born the Cult of Kylek. The people of Ch'thuul know of many other gods, but Kylek is their god, patron and guardian of the city, and their savior. Kylek himself is rarely seen by anyone but the priest, except in times of great duress, his presence is felt mostly through his priest-administrators and his teachings. The Cult teaches that the world is harsher than the coldest winter and even the mighty can fall to it, that Kylek only helps those who are strong enough to help themselves, that you must carve your own place in the world, and you must be willing to fight and to die for it. These values have slowly melded the citizens of Ch'thuul into a formidable people, the most exemplar of which are the warriors of the White Host, a fanatical division of the army that paint themselves white in honor of their god before going into battle.
In the most recent days of his reign Kylek has been troubled by disturbing dreams, the meaning of which eludes him. He has informed the highest ranking among his priesthood that he will enter a period of contemplation, retreating into the depths of his temple for an indefinite period of time, and that he is to be disturbed under no circumstances upon pain of death. From his inner chambers he slipped out of the city through a secret tunnel and has begun his journey once more.
Personality and Appearance
Height: 7'3"
Weight: 446lb
Kylek is a massive, heavily muscled dragon born. He is covered in alabaster scales that gleam like winter ice, and his eyes are two orbs of pale, baleful blue perched over a powerful, jutting jaw that seems like it is all teeth. Black leather armour made from the hide of some great serpent covers his chest, below which hangs a black loincloth. His waist and lower arms and legs are girded in shining silvered armour. Over all of this is worn a tattered black mantle and on his head rest a silver diadem. Kylek has a deep rumbling voice, and sometimes wisp of frozen mist curl lazily from his mouth as he speaks.
While some might expect a cooler personality given his affinity for the cold, Kylek tends to be vain, rash, and overconfident. He despises cowardice and will fearlessly throw himself into the breach if necessary. While the years have installed in him some guile, he favors a straightforward and direct approach in most situations. Indecision and inaction make him restless.
Now it acts like it will open, saying there are no current updates and asking if I want to launch. When I say "Yes, I'd like to launch, *click*." The program says "Configuration system failed to initialize", whatever that means.
So I uninstalled and reinstalled, and that didn't work.
I clicked the little repair button, and that didn't work.
HELP! or I may have an aneurism...
On a serious note though, I backed up my character sheet before this all happened, so it's not that big a deal, but it is...
ok I'm done ranting.
About rituals. I bought a few more before the CB crashed on me, and wavered back and forth on a Mount. Are there any high level rituals someone would like Massacre to pick up? The ones he has currently are mostly for his protection and to shift planes... Or that thematically fit.
Hmm ... have you changed anything to do with you .NET framework? Might be worth checking to see if it's up-to-date, since CB uses one of the more recent updates. Are you on XP or Vista? Probably not much more I can help you with from here, though, since I don't have the full version to play with.
That does remind me, though - are we going to just post our sheets in a RG thread, in a similar format to Oni's WIP a couple posts up? As an alternative, I wouldn't mind using PDFs and just keeping a copy of everyone's sheets on my computer. I realize many of you post from several computers, though, so that may not be ideal for you. Just want to get us all on the same page - I don't mind either method, though making PDFs does allow the use of more formatting to make them easier to read. ENWorld wreaks havoc on proper whitespace usage, I'm sure you all know
Edit: Oh, and I've made a few changes to Sarenax. Mostly the same, just shuffled a few feats around, rituals are on the sheet now, finished up buying magic items.
Edit 2: I'm just going to keep editing this post to bring Sarenax up to date, rather than keep posting new sheets into the thread.
Sarenax
Sarenax the Reaper, level 21
Dragonborn, Cleric (Raven Queen)/Angelic Avenger/Darklord
Str 24, Con 15, Dex 16, Int 10, Wis 20, Cha 14
6480 gp
Black Feather of the Raven Queen +3 (17,000 gp)
Cord of Divine Favor (17,000 gp)
Gloves of the Healer (paragon) (13,000 gp)
Dragonborn Greaves (13,000 gp)
Distance Javelin +3 (9000 gp)
Handy Haversack (5000 gp)
Starlight Goggles (3400 gp)
Iron Armbands of Power (heroic) (1800 gp)
Ruby Scabbard (1000 gp)
Potion of Vitality x2 (1000 gp x 2)
Ritual Components: Arcana (3000 gp), Religion (5000 gp), Nature (1500 gp), Heal (500 gp)
Everburning Torch x2 (50 gp x 2)
Rituals:
Gentle Repose (free)
Comprehend Language (free)
Brew Potion (75 gp)
Make Whole (50 gp)
Endure Elements (100 gp)
Last Sight Vision (100 gp)
Preservation (100 gp)
Water Walk (100 gp)
Enchant Magic Item (175 gp)
Hand of Fate (175 gp)
Transfer Enchantment (175 gp)
Magic Circle (250 gp)
Cure Disease (360 gp)
Discern Lies (360 gp)
Disenchant Magic Item (360 gp)
Leomund's Secret Chest (360 gp + 200 gp focus)
Sending (360 gp)
Speak with Dead (360 gp)
Wyvern Watch (360 gp)
Linked Portal (680 gp)
Raise Dead (680 gp)
Remove Affliction (680 gp)
Shadow Passage (680 gp)
Status (680 gp)
Consult Mystic Sages (1000 gp)
Shadow Walk (2600 gp)
Waterborn (2000 gp)
Consult Oracle (9000 gp)
Far Sending (4200 gp)
=26,220 gp
WIP
Saranax the Reaper
You fear Death, but you should not. Death comes to all, and I am merely Death's emissary. The Raven Queen has decreed your time has come, thus I have come. I am the Reaper.
Male Dragonborn Cleric/Angelic Avenger/Darklord 21 Experience 175,000/210,000 Initiative +13; Senses Passive Insight 30, Passive Perception 25 HP 142; Bloodied 71; Healing Surge 37; Surges Per Day 11; see Blood and Radiance AC 37; Fort 34, Ref 29, Will 33; see Cloak of Displacement, Dragonborn Greaves Aura see Astral Vibrance Speed 6 (8 while bloodied) Action Points 1
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At Wills Melee Basic Attack (standard; at-will) ✦ Weapon
+27 vs AC; 2d12+17 damage, high crit 19-20.
Ranged Basic Attack (standard; at-will) ✦ Weapon
Range 15/30; +24 vs AC; 2d6+10 damage.
Righteous Brand (standard; at-will) ✦ Divine, Weapon
+27 vs AC; 2d12+17 damage, and one ally within 5 squares of you gains a +7 bonus to melee attack rolls against the target until the end of your turn.
Priest's Shield (standard; at-will) ✦ Divine, Weapon
+27 vs. AC; 2d12+17 damage, and you and one adjacent ally gain a +1 bonus to AC until the end of your next turn.
Encounters Strengthen the Faithful (standard; encounter) ✦ Divine, Healing, Weapon
+27 vs AC; 2d12+17 damage, and you and each ally adjacent to the target can spend a healing surge and regain hit points equal to their surge value +7, and one healing recipient regains an extra 1d6 hit points.
Inspiring Strike (standard; encounter) ✦ Divine, Healing, Weapon
+27 vs AC; 2d12+17 damage, and you or one ally within 5 squares regains 22+1d6 hit points.
Blinding Light (standard; encounter) ✦ Divine, Radiant, Weapon
+27 vs AC; 2d12+17 radiant damage, and the target is blinded until the end of your next turn.
Reserve Maneuver
Arc of the Righteous (standard; encounter) ✦ Divine, Lightning, Weapon
+27 vs AC; 2d12+17 lightning damage. Make a secondary attack.
Secondary Target: One creature within 3 squares of you; +27 vs. AC; 1d12+17 lightning damage.
Dailies Divine Power (standard; daily) ✦ Divine, Healing, Radiant, Weapon
Burst 2, Enemies you can see; +27 vs AC; 2d12+17 radiant damage, and you push the target 1 square. Effect: Until the end of the encounter, you gain regeneration 5, and you and each ally within the burst gain a +2 power bonus to AC.
Holy Spark (standard; daily) ✦ Divine, Lightning, Weapon
+27 vs Will; 2d12+17 damage, and ongoing 10 lightning damage (save ends). While this power's 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, no ongoing damage.
Indomitable Spirit (standard; daily) ✦ Divine, Healing, Weapon
+27 vs. AC; 3d12+17 damage. Miss: Half damage. Effect: you and each ally within 5 squares of you regain hit points as if you had each spent a healing surge plus an additional 5 hit points, and one healing recipient regains an extra 1d6 hit points.
Angel Ascendant (standard; daily) ✦ Divine, Weapon
+27 vs AC; 5d12+17 damage. Effect: you gain a speed of fly 6 (hover) until the end of the encounter.
Utilities Channel Divinity: Turn Undead (standard; encounter) ✦ Divine, Implement, Radiant
Burst 2; Undead only; +20 vs Will; 5d10+8 raidant damage, and you push the target 5 squares. The target is immobilized until the end of your next turn. Miss: Half damage, and the target is not pushed or immobilized.
Channel Divinity: Divine Fortune (free; encounter) ✦ Divine
Effect: You gain a +1 bonus to your next attack roll or saving throw before the end of your next turn.
Channel Divinity: Raven Queen's Blessing (free; encounter) ✦ Divine, Healing
Ranged 10; Trigger: your ally drops an enemy within range to 0 hit points or fewer. Effect: you or an ally within 5 squares of the enemy can spend a healing surge.
Healing Word (minor; encounter) ✦ Divine, Healing
Burst 15, you or an ally; Effect: the target can spend a healing surge and regain an additional 5d6+5+1d6 hit points.
Special: you can use this power three times per encounter.
Student of the Sword (free; encounter) ✦
Effect: Add a +1 bonus to the next attack roll you make with a two-handed weapon. Whether the attack hits or misses, you mark the target until the end of your next turn.
Bless (standard; daily) ✦ Divine
Burst 20, you and each ally in burst; Effect: Until the end of the encounter, all targets gain a +1 bonus to attack rolls.
Bastion of Health (minor; encounter) ✦ Divine, Healing
Ranged 10, you or an ally; Effect: the target can spend a healing surge and heal their surge value +7+1d6 hit points.
Mass Cure Light Wounds (standard; daily) ✦ Divine
Burst 5, you and each ally in burst; Effect: The targets regain hit points equal to their surge value +7 hit points, and one target regains 1d6 extra hit points.
Angelic Presence(minor; daily) ✦ Divine, Fear
Effect: Enemies gain a -2 penalty to attack rolls against you until the end of the encounter or until you are bloodied.
Divine Armor (standard; daily) ✦ Divine, Healing
Burst 3, you and each ally in burst; Effect: You gain a +2 power bonus to AC, and all targets gain resist 5 to all damage until the end of the encounter.
Items Jagged Fullblade +5
Critical: Ongoing 20 damage (save ends). Property: This weapon scores a critical hit on a 19 or 20.
Impostor's Nagascale +5
Property: +1 Fortitude. 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 armor's 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.
Cloak of Displacement +4
Property: Each encounter, you gain a +2 item bonus to AC and Reflex until an attack hits you. 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 it's lower. If the attacker misses you, you can teleport 1 square.
Black Feather of the Raven Queen +3
Critical: +3d6 col damage 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).
Cord of Divine Favor
Power (Encounter ✦ Healing): Free Action. Use this power when you use healing word on an ally or use another power that grants an ally the use of a healing surge. You can spend a healing surge as well and regain hit points equal to your healing surge value.
Dragonborn Greaves
Property: While you are bloodied, gain a +2 item bonus to speed and a +1 item bonus to your AC and Reflex defenses.
Gloves of the Healer (Paragon)
Property: When you use a power that has the healing keyword, one target regains an extra 1d6 hit points. Power (Daily ✦ Healing): Standard Action. Spend a healing surge. An adjacent ally regains hit points equal to the value of the healing surge you lost.
Distance Javelin +3
Critical: None. Property: Increase the weapon's normal range by 5 squares and the long range by 10 squares.
Handy Haversack
Property: This backpack can hold up to 1000 lbs in weight or 100 cubic feet in volume, but it always weighs only 1 pound. Drawing an item from a handy haversack is a minor action.
Starlight Goggles
Property: Gain low-light vision.
Iron Armbands of Power (heroic)
Property: Gain a +2 item bonus to melee damage rolls.
Ruby Scabbard
Property: This scabbard resizes to fit any light blade or heavy blade. You can draw a weapon from this scabbard as part of the same action used to make an attack with that weapon. Power (Encounter): Free Action. Use this power when you attack with the weapon most recently sheathed in the scabbard. Gain a +1 power bonus to the next damage roll you make with that weapon before the end of your next turn. The weapon must have been sheathed in the scabbard within the past 24 hours to regain this power.
Potion of Vitality
Power (Consumable ✦ Healing): Minor Action. Drink the potion and spend a healing surge. Instead of the hit points you would normally regain, you regain 25 hit points and make one saving throw against an effect that a save can end.
Dragonborn Fury
When you’re bloodied, you gain a +1 racial bonus to attack rolls.
Healer's Lore
When you grant healing with one of your cleric powers that has the healing keyword, add your Wisdom modifier to the hit points the recipient receives.
Angelic Action
When you spend an action point to take an extra action, you also gain a +4 bonus to attack rolls until the start of your next turn.
Astral Vibrance
When a bloodied enemy is within 5 squares of yo at the start of its turn, it takes 3 radiant damage.
Weapon Training
You gain proficiency with the fullblade.
Blood and Radiance
An enemy that bloodies you with an attack is outlined in holy radiance, granting CA to you and your allies until the end of the enemy's next turn.
Stand in Two Worlds
Once per day, you can use either Planar Portal or Shadow Walk without expending components. If you use Planar Portal, you much travel to the Shadowfell, or to the natural world if you are already in the Shadowfell.
Restful Healing
After you take a short rest or an extended rest, any healing power you use before your next encounter restores the maximum number of hit points possible.
Uncanny Dodge
Enemies do not gain the normal +2 bonus to attack rolls against you when they have combat advantage. Any other benefits derived from combat advantage still apply
Epic Resurgence
The first time you score a critical hit during an encounter, you regain the use of one encounter attack power of your choice. If you use an attack that targets multiple foes, you gain this feat's benefit only on the first attack roll you make.
----------------------------------------------------------------- Alignment Unaligned; Languages Common, Draconic Str 24 (+7)[+17] Dex 16 (+3)[+13] Wis 20 (+5)[+15] Con 15 (+2)[+12] Int 10 (+0)[+10] Cha 14 (+2)[+12]
Feats: Toughness, Ritual Caster, Weapon Focus (Heavy Blades), Armor Proficiency (Scale), Skill Training (Stealth), Student of the Sword (Intimidate; two-handed), Raven Queen's Blessing, Restful Healing, Durable, Armor Specialization (Scale), Reserve Maneuver (Arc of the Righteous), Uncanny Dodge, Epic Resurgence, Robust Defenses.
Gear
Jagged Fullblade +5, Impostor's Nagascale +5, Cloak of Displacement +4, Black Feather of the Raven Queen +3, Cord of Divine Favor, Gloves of the Healer (paragon), Dragonborn Greaves, Distance Javelin +3, Handy Haversack, Starlight Goggles, Iron Armbands of Power (heroic), Ruby Scabbard, Potion of Vitality x2, Ritual Book x2, Everburning Torch x2, Adventurer's Kit (minus backpack), Alchemical Reagents (3000 gp), Mystic Salves (500 gp), , Rare Herbs (1500 gp), Sanctified Incense (5000 gp).
64 pp, 80 gp
Rituals
Gentle Repose, Comprehend Language, Brew Potion, Make Whole, Endure Elements, Last Sight Vision, Preservation, Water Walk, Enchant Magic Item, Hand of Fate, Transfer Enchantment, Magic Circle, Cure Disease, Discern Lies, Disenchant Magic Item, Leomund's Secret Chest, Sending, Speak with Dead, Wyvern Watch, Linked Portal, Raise Dead, Remove Affliction, Shadow Passage, Status, Consult Mystic Sages, Shadow Walk, Waterborn, Consult Oracle, Far Sending
Background
Chapel of Death's Reach - a grand cathedral resting on the crown of a hill in the midst of a forest in the Shadowfell. Composed of towering buttresses, dark stained-glass windows, and bleak granite, the cathedral's chilling appearance is enhanced by the gnarled trees and swirling mists of the forest, the ever-present black thunderheads and their sky-splitting bursts of lightning, and, of course, the stream of shrieking, recently claimed souls flowing down around the cathedral's bell tower and onwards towards Lethera, the Raven Queen's icy realm.
The Chapel's bell tolls, an eerily deep and dissonant note shaking the mightiest trees of the forest and the very earth, a sonic manifestation of the inescapable advance of death. Someone stumbles out of the forest's mist; a man. His head whips to and fro, terrified, looking for the nightmare which has chased him here. It emerges from the mists behind him - a death knight, advancing slowly on the lone man. The great oak doors of the Chapel, bleached with age and weather, slowly groan open of their own accord as a shadowed figure steps through and walks towards the death knight. The man runs towards the figure - the first living thing he has seen in hours of terror - but stops short. The figure is much larger than he thought, towering over him, towering over even the profane undead pursuing him. The soaring height of the cathedral made it seem smaller. The figure comes into focus as it walks past the man without a glance. It's a dragonborn, larger than any the man has seen before, and every inch of him covered in black, making it impossible to tell where the armor stops and the scales begin. The massive dragonborn walks straight towards the death knight, both moving calmly.
"You have chosen the wrong domain to intrude upon today, undead," he declares, his voice imitating the bell's toll as much as any mortal voice had a right to. The death knight's eternal grin is emphasized by an intensifying glow in its eyes as it replies by charging across the intervening distance and slicing straight through Sarenax's belly ... or so it seems. As soon as the stroke is made, it's clear he wasn't where the sword passed. He reaches behind his shoulder and whips forward a long wooden handle with a length of metal running parallel back down the wood. As he draws the wooden handle back as if to strike, the metal snaps out perpendicular to the handle, showing that it's an enormous scythe. Sarenax strikes at the death knight with lightning speed, nearly scoring a deadly blow. A short battle ensues, both combatants ignoring the distraught man on the sidelines who has slumped to his knees, agape at the might of the two being clashing before him. Soon it becomes apparent that Sarenax has the upper hand, and as the earth-rattling bell tolls again his scythe divides the death knight's head and right arm from its body in one clean stroke. The pieces of its body fall to the ground, lifeless once more.
Once the undead monstrosity has fallen, Sarenax turns to the man and stands the scythe blade up, holding it with one hand. "You are lost," he states, still with the same dreadful weight. The man barely nods, mouth agape, gratitude showing clearly on his face. "Worry not. If She has brought you here, there is but one place you are meant to go," he says, though there is no comfort in his cold tone. He brings the scythe down to hold in both hands again. "You are overburdened for your journey, my child," he thunders. The blade glints icy blue as he draws the scythe to the side, the same movement as when he was about to strike at the death knight. "Your body is not needed where you are going. Relay the Reaper's to the Raven Queen."
The man scrabbles his hands in the cold, moist dirt, fumbling over himself as he tries to make his legs work together to stand, or run, or crawl, or anything to get away from this saviour turned destroyer. "N-n-n-no!" the man tries to scream, but it comes out a hoarse whisper. How pathetic, so afraid of death, Sarenax thinks. "P-p-please, I don-" The man is cut short as the scythe flashes again, shoulder to hip, and there is a soft thump as the right half of the man's torso hits the ground, followed by a second thump as his left half and legs slump to the earth. An ethereal, blue-white specter flies from the corpse up into the air, joining the stream of similar spirits swirling around the bell tower and away, towards Lethera. "Blessed Queen, watch over these souls," he intones as he watches the cloud of shrieking souls.
Breaking from his reverie, Sarenax cleans and stows his scythe, then walks back through the great doors as they groan closed behind him. Climbing the stairs with a measured pace, he stands on the balcony facing the altar at the front of the Chapel of Death's Reach. Unmoving, he stands as a sentinel over this conduit of souls, waiting for the next intruder or hapless wanderer.
Upon his birth, his black scales marked Sarenax as different from the rest of his small tribe. The tribe was superstitious and the elders pronounced him 'cursed', then left him on a rock to die so the curse wouldn't spread to the rest of the tribe. In a way, the tribal elders were right - the black scales marked Sarenax as a future chosen servant of the Raven Queen. The Dark Lady guided one of her followers to the place where the wyrmling Sarenax lie, and this man and his brothers raised Sarenax in the ways of the Raven Queen. His raising was fairly unremarkable, as was the beginning of his service to his Queen. He became a traveling priest and partook of many adventures, sending their adversaries into his Dark Lady's hands in return for keeping his companions out of them.
As he grew in power, his Queen's mark upon his life became more and more apparent. He became a trusted servant, undying in his loyalty and surpassing in his ability to carry out his duty. The Raven Queen led him to increasingly more difficult and important tasks as his power grew, causing him to continue to grow into her power and her fold. Many lives have been felled by Sarenax, or by blades guided by his blessings. Of note, the blue dragon Arunassil, the Demon King of Thanor, and the death giant Ruskvold, recently residing in the Chapel of Death's Reach in the Shadowfell.
The Raven Queen had sent Sarenax after Ruskvold because the Chapel is a waypoint for souls entering the Shadowfell on their way to Letherna, many of whom were being fed upon by the death giant. As a reward for the victory the Raven Queen granted Sarenax lordship over the Chapel, charging him with the duty of guarding this waypoint from any future attacks on the souls passing through it. To aid in this task, her Dark Majesty planted a seed of her power over the Shadowfell within Sarenax. This seed has begun manifesting in Sarenax, though he has yet to tap its true power.
After nearly a decade of watchfulness at the Chapel of Death's Reach and away from adventuring, the Raven Queen brought his old companion Orelal, or "Massacre" as most call him, to an abandoned tower near the Chapel. Sarenax helped the wizard fortify the tower, but then saw or heard nothing of him in the two years since. The mighty dragonborn wondered at this, but was unbothered. Orelal constituted no threat to the Chapel or the souls passing through it, therefore it mattered not.
Even more recently, dreams have troubled the dragonborn. Mere dreams! The simple idea of dreams troubling him has been just as worrying as the portents in the dreams themselves. Sarenax the Reaper - the dragonborn saved from death to become the servant of death, the last sight of so many dying upon the blade of his scythe, denizen of the world of Shadow, surrounded by the ever-shrieking souls of the recently dead, troubled by dreams?! The very thought was ludicrous, and yet it was true. The most recent dream finally drove Sarenax to discover the source and meaning of them. He decided his old companion's solitude had gone on long enough. It was time to meet the old eladrin once more, and if his keen intellect or oracular abilities could not reveal the meaning of the dreams he would continue seeking until the matter was resolved. Dreams would trouble the Reaper no more.
Personality and Appearance
Height: 6'9"
Weight: 395 lbs.
Sarenax is an imposing dragonborn, larger than most of his kind and wrapped in heavy cords of muscle. His jet black coloration has no variation, even his teeth and talons are the same shade of black. The only areas of different colour are his purple irises, which have recently begun to glow enough to be seen in a dim room, but only when he wills it. A suit of similarly jet black scale mail exaggerates his already impressive frame, and a heavy cloak with jagged edges perpetually flies behind and around him, defying the wind (or lack of it). A deadly scythe rests in a sheathe over his shoulder - the magical weapon can fold where the blade meets the haft, allowing it to be sheathed similarly to a greatsword - with a sleek javelin in another sheathe next to it. The scythe's black blade shines an icy blue when the light hits at the right angle and bears the inscription "Reaper's Edge" in Draconic, and seems to slice apart the very air when swung.
Sarenax is cold and uncaring, like his Queen and her icy domain. When given a task by her Dark Majesty, he implacably pursues it until completion no matter what the task entails. He equally favors subtlety and straightforward approaches, using whichever he deems most appropriate to the situation at hand. Rare is any emotional display (some would say the Reaper has no emotions to display), though he continually preaches with a certain calm assurance when in battle. It is said that he views blood-soaked battlefields as his pulpit and those who feel the bite of his scythe as his congregation. Few are those who have heard more than one of his 'sermons'.
ministats
Sarenax the Reaper- Male Dragonborn Cleric 21
Initiative: +13, Passive Perception: 25, Passive Insight: 30
AC:37, Fort:34, Reflex:29, Will:33 -- Speed:6 (8 when bloodied)
HP:142/142, Bloodied:71, Surge Value:37, Surges left:11/11
Action Points: 1
Powers - Righteous Brand
Priest's Shield Strengthen the Faithful
Astral Wave
Inspiring Strike
Blinding Light
Bastion of Health
Channel Divinity
Healing Word 1 2 3
Dragon Breath
Student of the Sword
Second Wind Divine Power
Holy Spark
Indomitable Spirit
Angel Ascendant
Bless
Mass Cure Light Wounds
Angelic Presence
Divine Armor Cord of Divine Favor
Ruby Scabbard Cloak of Displacement
Black Feather of the Raven Queen
Gloves of the Healer
Bye-the-Bye, Covaithe: If Punisher of the God's is a problem, Batin is not married to it as his Epic Destiny. Main thing for the concept would be his Paragon Path. Arcane Sword from AP is another possible choice (and one I was looking at).
__________________ stonegod -- LEB judge and spawn of Khyber since 2005 (Blog)
EDIT: Updated Orelal "Massacre" Lunareth, and such...
My character builder is working again! Yay!
====== Created Using Wizards of the Coast D&D Character Builder ======
Orelal "Massacre" Lunareth, level 21
Eladrin, Wizard, Divine Oracle, Archlich
Arcane Implement Mastery: Orb of Imposition
Arcane Admixture Damage Type: Arcane Admixture Thunder
Birth - Among Another Race: Among Another Race (Shadar-kai)
Arcane Admixture Power: Chilling Cloud
Quickened Spellcasting: Thunderwave
Background: Birth - Among Another Race (Among Another Race (Shadar-kai))
FINAL ABILITY SCORES
Str 10, Con 12, Dex 15, Int 28, Wis 20, Cha 12.
STARTING ABILITY SCORES
Str 8, Con 10, Dex 11, Int 18, Wis 14, Cha 10.
FEATS
Wizard: Ritual Caster
Level 1: Enlarge Spell
Level 2: Dual Implement Spellcaster
Level 4: Improved Initiative
Level 6: Arcane Familiar
Level 8: Twist the Arcane Fabric (retrained to Fey Step Trailblazer at Level 20)
Level 10: Initiate of the Faith
Level 11: Destructive Wizardry
Level 12: Durable
Level 14: Paragon Defenses
Level 16: Resounding Thunder
Level 18: Arcane Admixture
Level 20: War Wizardry (retrained to Quickened Spellcasting at Level 21)
Level 21: Spell Accuracy
POWERS
Wizard at-will 1: Chilling Cloud
Wizard at-will 1: Thunderwave
Wizard encounter 1: Grasping Shadows
Wizard daily 1: Horrid Whispers
Wizard utility 2: Shield
Wizard utility 2 Spellbook: Expeditious Retreat
Wizard encounter 3: Color Spray
Wizard daily 5: Grasp of the Grave
Wizard utility 6: Wizard's Escape
Wizard utility 6 Spellbook: Dispel Magic
Wizard encounter 7: Twist of Space
Wizard daily 9: Face of Death
Wizard daily 9 Spellbook: Visions of Ruin
Wizard utility 10: Feywild Spell Surge
Wizard utility 10 Spellbook: Repelling Shield
Wizard encounter 13: Orbmaster's Umbral Assault (replaces Grasping Shadows)
Wizard daily 15: Prismatic Beams (replaces Grasp of the Grave)
Wizard daily 15 Spellbook: Shunt Between Worlds
Wizard utility 16: Displacement
Wizard utility 16 Spellbook: Clever Escape
Wizard encounter 17: Furnace of Sand (replaces Twist of Space)
Wizard daily 19: Evard's Black Tentacles (replaces Horrid Whispers)
Wizard daily 19 Spellbook: Disintegrate
ITEMS
Spellbook, Robe of Eyes Efreetweave Armor +5, Cloak of Distortion +4, Orb of Mental Dominion +5, Carcanet of Psychic Schism (paragon tier), Belt of Vigor (heroic tier), Orb of Inescapable Consequences +2, Boots of Eagerness (heroic tier), Eladrin Ring of Passage (paragon tier), Gloves of Eldritch Admixture (heroic tier), Symbol of Hope +1, Bracers of Mental Might (heroic tier)
RITUALS
Forbiddance, Planar Portal, Guards and Wards, Create Teleportation Circle, Reverse Portal, Conceal Object, Remove Affliction, Raise Dead, Linked Portal, Analyze Portal, Undead Servitor, Speak with Dead, Leomund's Secret Chest, Fey Passage, Disenchant Magic Item, Cure Disease, Bolster Object, Knock, Arcane Lock, Preservation, Secret Page, Make Whole, Comprehend Language, Brew Potion, Safeguard, Mordenkainen's Joining, Discern Lies, Stasis Shell, Aura Mask, Wizard's Escape, Solace Bole, Seeming, Banish Illusions, Inquisitive's Eyes
====== Copy to Clipboard and Press the Import Button on the Summary Tab ======
He has a few more rituals and lost the mount. I saved 33,535.00 gold to pay for my ritual expenses. Do I have to buy mundane equipment, I don't think so, but before I go on an adding spree, I thought it prudent to check.
Out of that 33,535.00 gold I'll be creating my Domain of Dread, Tower, Phylactery Enchantments, Trinkets of Interest, and Teleportation Portals.
Orelal is working on the Oath that would be required to enter his domain. Covaithe: Do you mind if I use a refluffed version of Pact of the Iron Ring ritual from FRCG?
I'll have a full list of what rituals Orelal has cast, in what order, and how much they cost, as soon as the backstories come together. Orelal will need to know how many participants he'll have in each of his rituals.
Covaithe will there be any NPC's who may have visited Massacre in the past? For reasons of warding, and of my teleportation circle. Trying to decide how strict to be on the warding, and how large to go on the teleportation circle...
I looked up the Baelnorn, WOW. Crazy creature.
This probably won't be the last version of this character, as his backstory changes and morphs into a final product, his rituals, powers, and feats are subject to change. I'll email you the final dnd4e file Covaithe.
Last edited by CaBaNa; 8th July 2009 at 07:25 AM..
Catching up on unanswered questions. If I've missed any, please remind me.
Quote:
Originally Posted by CaBaNa
Toss up, you're the DM so you get to make the call. What are Orelal "Massacre" Lunareth's creature origin keywords?
We'll go with both fey and undead.
Quote:
Originally Posted by Lord Sessadore
A question: Gloves of the Healer, AV p 135. Does the healing bonus only apply to powers where the target of the power is the recipient of healing, like healing word or mass cure light wounds? Or does the healing bonus also apply to powers such as healing strike, where healing happens as a result of the power but it isn't the "target" that gets healed?
It applies to powers with the Healing keyword, so healing strike applies. We'll use common sense about who gets the extra healing.
Quote:
Originally Posted by CaBaNa
Orelal already has a chest... but I'm open to the idea depending on how Covaithe takes it.
This is the shared Leomund's Secret Chest, where several people can summon it? Yeah, that's fine. Would you guys have performed the ritual beforehand, or is this something you would do after the party is formed, as part of your preparations for whatever it is that you're going to do?
Looking at LSC, it looks like, as written, you have to have a chest worth 200g that gets expended to summon your actual chest. But that seems silly; surely the chest component is used during the process of mastering the ritual, not performing the ritual that summons your chest.
Quote:
Originally Posted by Atanatotatos
I also took Improved grab for sheer fun, I doubt I'll use it in combat. In that regard, here's a request for a custom magic item, covaithe. I looked with interest at a couple of items in AV, the Goliath's belt and the Giant Gloves (which are listed in my equipment). Would it be possible to merge their effects in a ring? I still have some more money to spend so a bit higher-level item is fine.
I'm going to say no to this. I couldn't find any rings with remotely comparable powers, and 4e completely lacks any suggestions for how to go about creating custom magic items. I think there are better things to be doing with my time than inventing such rules.
Quote:
Originally Posted by Ata
Finally, I didn't like any of the PHB2 backgrounds much, is it okay to make my own? Shameless Scoundrel: Anostor abandoned his country, his army, his father, wife, and a huge quantity of illegittimate sons. Benefit: Bluff is selectable as a trained skill.
Sure, that's fine.
Quote:
Originally Posted by Oni
Here's the basic sheet for Kylek. I might still move some stuff around and I still have to get some ritual components and potions but the basic gist is there. The only Dragon Magazine material I used is Reaper's Touch instead of Sorcerous Blade Channeling since I'm using a rod as my main implement. The rod's the only real "trick" here, to make everything frosty. Should be a steady consistent offense with a decent defense, nothing too goofy.
Reaper's touch seems all right in this context. I'm a little concerned about Lasting Frost / Wintertouched combined with all that cold. It looks like powers whose damage type is changed by the Rod of the Dragonborn don't actually gain the Cold keyword, which helps a lot. I'm still vaguely worried, though. Should I be? I'll withhold judgement until you finish the character sheet, at least.
Quote:
Originally Posted by CaBaNa
Is the Eberron players guide an open source?
Uh, I guess so. Does the CB have this content yet? I don't have the EPG yet, so if you use something from it, I'd appreciate if you could point it out for me so I can look it up in the compendium.
Quote:
Orelal is working on the Oath that would be required to enter his domain. Covaithe: Do you mind if I use a refluffed version of Pact of the Iron Ring ritual from FRCG?
Sure, if you want, but... What does the curse for breaking it actually do? "Your peers consider you pactbroken" doesn't seem like much of a curse to me. Besides, a Remove Affliction ritual gets you out of it, and that doesn't seem terribly hard to come by for an epic character.
I'm thinking you probably have something in mind where you use an item as a focus, and do a quick ritual where the other participant swears not to track mud on the carpets or whatever, and thereafter when they're wearing the item, your wards will not affect them. If they break the oath, the item crumbles to dust and your wards will affect them thereafter. Is that about what you have in mind?
Quote:
Originally Posted by Cabana
Covaithe will there be any NPC's who may have visited Massacre in the past? For reasons of warding, and of my teleportation circle. Trying to decide how strict to be on the warding, and how large to go on the teleportation circle...
Probably not, at least not since you went undead. It sounds like you want your lich-ness, and subsequent fortifications, to be a recent thing and fairly secretive.
Quote:
Originally Posted by Sessadore by PM
Necrotic Transference and Darklord from Dragon 372?
Yes, those are ok.
Quote:
Originally Posted by stonegod
Shadar-kai race and feats? Punisher of the Gods?
I'll allow these. I reserve the right to nerf Punisher of the Gods after seeing it in play, but if I do you'll get a chance to switch.
Uh, I guess so. Does the CB have this content yet? I don't have the EPG yet, so if you use something from it, I'd appreciate if you could point it out for me so I can look it up in the compendium.
The EPG material was added yesterday.
Quote:
Originally Posted by covaithe
I'll allow these. I reserve the right to nerf Punisher of the Gods after seeing it in play, but if I do you'll get a chance to switch.
Thanks!
__________________ stonegod -- LEB judge and spawn of Khyber since 2005 (Blog)
Reaper's touch seems all right in this context. I'm a little concerned about Lasting Frost / Wintertouched combined with all that cold. It looks like powers whose damage type is changed by the Rod of the Dragonborn don't actually gain the Cold keyword, which helps a lot. I'm still vaguely worried, though. Should I be? I'll withhold judgement until you finish the character sheet, at least.
About the Rod of the Dragonborn and keywords. It is my understanding that powers gain keywords based on the type of damage they deal. So if you add a type or change a type of damage for a power you also add the appropriate keyword. So when I built him I was operating under that notion.
That said, I don't think it's something to worry about. The feats are actually being used as intended for once, a caster and not some melee cheese (i.e multi-attacks out the wazoo or sneak attacks without flanking et c). The party hasn't loaded up on frost weapons to abuse it. I actually had to take a less powerful implement to make this work than I otherwise would have done. I.E. compare Rod of the Dragonborn +4 vs Rod of the Star Spawn +5 for instance. And it only applies to targets that have been hit within the previous round anyway. Even with the feat, I think you can expect a pretty normal level of striker damage, rather than some of the silly things you can actually do with a sorcerer.
I think you'll find with those feats that Kylek has good consistent damage due to accuracy, but Ata's Barb is going to blow him out of the water when it comes to burst. I've been looking over his sheet to make sure they were roughly comparable (not wanting to overshadow, or be overshadowed) and I think they are.
__________________ Oni
"Each man, one way.
Each horse, one stance.
Each church, one buddha.
Each master to his own technique."
About the Rod of the Dragonborn and keywords. It is my understanding that powers gain keywords based on the type of damage they deal. So if you add a type or change a type of damage for a power you also add the appropriate keyword. So when I built him I was operating under that notion.
Hmm. You must be right, or there wouldn't be any problem with Frost weapons and LF/WT. It's slightly irksome that I couldn't find chapter and verse on this, though.
Quote:
That said, I don't think it's something to worry about. The feats are actually being used as intended for once, a caster and not some melee cheese (i.e multi-attacks out the wazoo or sneak attacks without flanking et c). The party hasn't loaded up on frost weapons to abuse it. I actually had to take a less powerful implement to make this work than I otherwise would have done. I.E. compare Rod of the Dragonborn +4 vs Rod of the Star Spawn +5 for instance. And it only applies to targets that have been hit within the previous round anyway. Even with the feat, I think you can expect a pretty normal level of striker damage, rather than some of the silly things you can actually do with a sorcerer.
I think you'll find with those feats that Kylek has good consistent damage due to accuracy, but Ata's Barb is going to blow him out of the water when it comes to burst. I've been looking over his sheet to make sure they were roughly comparable (not wanting to overshadow, or be overshadowed) and I think they are.
Ok, I'll trust you. I'm sure you're better at predicting effective damage than I am.
So, where do we stand? Here are the currently submitted characters:
Sessadore: Sarenax the Reaper, Dragonborn Cleric/Angelic Avenger/Harbinger of Doom or Darklord
Ata: Anostor Duran, human Rageblood Barbarian/Adroit Explorer/Eternal defender
Oni: Kylek the Ice Lord, Dragonborn, Sorcerer(Draconic)/Blizzard Mage/Demigod
renau1g: on vacation
Candidates for the last spot:
stonegod: Batin, Shadar-kai, Swordmage, Ghost Blade, Punisher of the Gods
Pyrex: half elf prescient bard / Adroit Explorer / Eternal Seeker, lots of multiclass.
I don't think anyone's sheet is really-actually-finished yet, but some of them are getting close. I note that the only defender listed is stonegod's swordmage. Anyone know what renau1g had in mind to play?
It applies to powers with the Healing keyword, so healing strike applies. We'll use common sense about who gets the extra healing.
Alright, sounds good. The powers Sarenax has that I think it applies to are Strengthen the Faithful and Inspiring Strike for attack powers. I think it's clear that it applies to utility powers and Healing Word, where the 'target' gets healed.
Quote:
Originally Posted by covaithe
This is the shared Leomund's Secret Chest, where several people can summon it? Yeah, that's fine. Would you guys have performed the ritual beforehand, or is this something you would do after the party is formed, as part of your preparations for whatever it is that you're going to do?
Looking at LSC, it looks like, as written, you have to have a chest worth 200g that gets expended to summon your actual chest. But that seems silly; surely the chest component is used during the process of mastering the ritual, not performing the ritual that summons your chest.
I would think it's something we would do after the party is formed, as part of our preparations. Unless we were particularly close before now, but it does sound like Orelal has secluded himself for at least a year. Cabana, Oni, what do you think?
Also, is it possible to know the ritual once, and have different chests that you can summon? For example, let's say if Sarenax and/or Kylek had their own chests before the party was formed, could Orelal let us study his chest and then we'd be able to choose whether to summon his chest or our own chest when the ritual is performed? Just curious ... I haven't thought of a need for a chest for just myself yet, so I'm not necessarily planning to do this.
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Originally Posted by covaithe
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Originally Posted by Sessadore by PM
Necrotic Transference and Darklord from Dragon 372?
Yes, those are ok.
Thanks! I'm going to switch to Darklord and take Necrotic Transference, then. This could be interesting in combination with Orelal - the fluff on Darklord sounds like I get a domain in the Shadowfell, which means we'd have two domains in the Shadowfell.
Do you have to do anything mechanically to set up a domain? Either way, I think I'd get someone to create a permanent TP circle in Sarenax's domain, if he has one. He could have hired Orelal to do this or someone else, or just bought a scroll and did it himself, doesn't matter much to me. Having Orelal do it would be cool for tying the party together, though.
Edit: I suppose you could interpret Darklord as making you master of a domain at the peak of the epic destiny, instead of at the beginning. I'm not sure it makes a huge difference, but if you'd rather we didn't have another domain int he Shadowfell, that's fine. I don't see much advantage in having a domain in the Shadowfell as opposed to a base of operations in the material world, just an idea I'm throwing around. I don't think we particularly need another base of operations - Orelal already has a tower, and it sounds like Kylek probably has some sort of keep at least.
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Originally Posted by covaithe
I don't think anyone's sheet is really-actually-finished yet, but some of them are getting close. I note that the only defender listed is stonegod's swordmage. Anyone know what renau1g had in mind to play?
I believe renau1g said in the Monster Mash thread that he either wanted to play a cleric of the Raven Queen (), or a defender of some kind.
I like the idea of Orelal knowing most everyone in the party before his ritual, most of them could even have helped him to create his "home". That way they could be included in most of the rituals.
L.S.: I think you are trapped in your domain at the end of your epic destiny. The domain is available at all times before as well. -Sarenax could be Massacre's neighbor!- You could borrow my teleportation circle...
Massacre has secluded himself for two and a half years, but preparations have been under way for over five decades, that is when the other characters would have been asked to help put together the keep, in return for some ritual or other service later on. Everyone involved swears an Oath that bestows a ring, the basic of the Oath is that participants will not harm one another directly or indirectly.
If everyone is ok with it, the leomund's secret chest could have been made on a previous adventure, when our Paragon crew, was called together for some great task. Or when I hired out to build the tower.
(Everyone who was involved knew that one room was overly enchanted, and when asked Massacre replied that My most powerful magics will be done in the fortification of that room. However nobody was specifically told that there would be a phylactery or that the room would be it's resting place. )
Ata: I'd like to tie Orelal to Anostor Duran in some way, maybe having to do with his long exploring/exploiting career. I thought that maybe Anostor Duran could have been the one to help when Massacre's shadow found a way to cut the strings and run off. (The shadow is Massacre's familiar, who will pretty much always be in passive mode for RP reasons.)
Oni: Orelal is becoming very adept with Thunder as this goes along, would it be in Kylek's character to have tutored Massacre on elemental control?
I'm a big fan of Stonegod and Pyrex's builds, however we need a defender currently, so that takes precedince.
If Ren takes Defender Role, it will come down to backstory for the last character.
Hmm. You must be right, or there wouldn't be any problem with Frost weapons and LF/WT. It's slightly irksome that I couldn't find chapter and verse on this, though.
I think you'll find what you're looking for under the keywords section on page 55 and under the powers subsection on magic items on page 226.
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Ok, I'll trust you. I'm sure you're better at predicting effective damage than I am.
I appreciate the vote of confidence, if anything is terribly off we can change it if it becomes a problem.
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Originally Posted by Lord Sessadore
I don't think we particularly need another base of operations - Orelal already has a tower, and it sounds like Kylek probably has some sort of keep at least.
Kylek resides in a huge temple ziggeraut thingummy at the center of a walled city. I imagine it as mostly fluff though. All the revenues of the city and temple go back into running them (or were already counted in his starting wealth). He's pretty (over?)confident and things like wards and such he just hasn't bothered with beyond the mundane things like guards. Being a city I'm assuming there's a teleportation circle, though I've not factored that in wealth wise. No one else there is powerful enough to contribute in a meaningful way to an epic level adventure (part of why he's regarded with awe in Ch'thuul). In short the place really doesn't have much to offer as a base of operations other than a (fancy) roof and possibly some hot Sword & Sorcery style slave girls and temple priestesses.
That's the way I envision it anyway, it could be made into more if the group so desired to put the resources into it.
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Originally Posted by CaBaNa
Everyone involved swears an Oath that bestows a ring, the basic of the Oath is that participants will not harm one another directly or indirectly.
Heh, make sure you fine tune the wording so you don't curse yourself by being overly aggressive AoE spells.
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Oni: Orelal is becoming very adept with Thunder as this goes along, would it be in Kylek's character to have tutored Massacre on elemental control?
It's possible he might have done something like that when he was a full time adventurer, before he got on his god kick.
__________________ Oni
"Each man, one way.
Each horse, one stance.
Each church, one buddha.
Each master to his own technique."
Massacre would gladly install a teleportation circle in Ch'thuul, quid pro quo, Kylek takes part in a few rituals to strengthen his strong hold.
The first square is free, each subsequent square is 1000gp.
Everyone:
If you want to be allowed inside Massacre's Domain, your character would have to have met with each other character that participated, during the ritual ceremony that created it. This is due to the nature of the Rituals being used.
One of the rituals used will be Leomund's Secret Chest, anyone present would donate an item, and be able to summon the chest.
Last edited by CaBaNa; 9th July 2009 at 12:29 AM..
covaithe, while we're on the topic of keywords and Lasting Frost, I've a couple questions on the finer points of the rules and how you want to handle them.
First Lasting Frost (and similar feats). My current reading of the rules is that an attack is farther broken down into parts that occur in sequence, but are actually separate events. This seems to be the general consensus and is necessary for attacks to interrupted midstream by some powers are they are. However it also leads to some weirdness like Echoes of Thunder and Lasting Frost being applied on the initial attack that activates them. Having given it some thought, I don't believe that was the intent. Personally I'm leaning more and more toward on hit powers being applied along with the hit line of a power, rather than immediately upon fulfilling the requirement (so that they don't apply to the initial attack), but wanted to see how you're doing it since it is pertinent.
Secondly keywords. It seems like we're in agree about adding keywords, but what the rules don't mention is losing keywords (no reason it should, there is nothing in the PHB to warrant it). The rod of the dragonborn doesn't add a damage type, it changes the damage type. It seems logical to me that instead of adding a keyword, that it should replace the keywords related to damage type. The upside is less immunities to worry about, the downside is less ways to sidestep a particular resistance. And it avoids some weirdness such a fire immune creature being immune to cold damage, because the power still has the fire keyword. What is your opinion on the matter, as it is again pertinent.
Well that's enough minutia for me, I think I might make the Lasting Frost/ Echoes of Thunder fix a L4W proposal.
__________________ Oni
"Each man, one way.
Each horse, one stance.
Each church, one buddha.
Each master to his own technique."