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Old 20th August 2009, 08:57 AM   #1 (permalink)
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[4e] From the Ruins (closed) - OOC

Recruiting for a 4e game.

Tantas - a brief history of a ruined world:
Tantas was a world ravaged by war. Three vast empires controlled the known world.

Laraba, in the southern half of the eastern continent, was an empire of wealth and power, bent on conquering the world and ordering it to the liking of the Council of Twelve. The Council was a group of arcanists that used their knowledge and arts to create the largest of the three major powers of the world. Their armies were more vast than those of the other empires, but were far more cautious and deliberate.

Tornal, to the north of Laraba, was a land rich in the raw materials of war. Iron, wood, and the gold to pay its warriors was abundant in its mountain ranges and vast forests. Tornal was a nation of near lawlessness, held together only by the armies of the king and their willingness to “recruit” malcontents and troublemakers. The warriors of Tornal were more than happy to fight any force that invaded their lands, and the superior arms they brought to bear were more than an equalizer for their reckless tactics and lack of discipline.

Mathu lay across the sea from Tornal and Laraba, but even five weeks of sailing could not keep any of the three empires from warring with each other. Mathu had long since conquered the western continent and was turning its eye toward the east. The strong naval forces of Mathu could raid up and down the coast of the eastern continent, vexing both Laraba and Tornal, but they could not maintain a foothold for long as the armies would descend upon them and push them back out to sea. Still, the Mathul forces continued to fight, slowly grinding at the coast.

The three empires were warring constantly, each winning and losing ground, and all of them losing soldiers at an alarming rate. The Old Wars, as they are now called, may have gone on until each empire crumbled in upon itself, but the gods had other ideas. Tantas, as though it were a great beast shaking flies off itself, shook to the roots of the mountains and seas. Cities crumbled, mountains collapsed and were reborn, and the capitals of Mathu, Tornal, and Laraba were sundered so completely that they can no longer be found.

Almost one hundred years have passed since Tantas shook itself clean of the Old Wars. The landscape has long since settled, and cities that were not damaged beyond repair have recovered. The world of empires is no more, and each city that can holds only the land nearby. Ruins of the empires lay scattered about the now wild world, eerie tombstones for a dead age.
Races:
Humans are the dominant race of the world. They were found in all of the old empires, and very few of the cities that now rise from the rubble are not primarily inhabited by them. Ever quick to adapt to change, humans have recovered the most from the destruction of the Old Wars and their cataclysmic end.

Dragonborn were never very numerous on Tantas, and the Old Wars did not do them any favors in that regard. What dragonborn are left are mostly remnants of tribes that were part of Tornal, though there are still small pockets in other parts of the world.

Dwarves were the backbone of the Tornal war machine during the Old Wars, mining and crafting for the armies at an alarming rate. Strangely, though almost all dwarven enclaves were underground, the quakes that ended the Old Wars left them mostly intact—except for the ore. Dwarves are now mostly reduced to wandering clans, searching for the life that all but the younger ones once knew.

Eladrin live in the lands once held by Laraba almost exclusively. Though records of the empires are hard to come by, it is generally held that the Council of Twelve was mostly—if not completely—eladrin. Though their cities were decimated by the end of the Old Wars, the people were mostly able to escape the destruction, now seeking to rebuild.

Elves have retreated deep within the forests of the world, with very few venturing out into areas still inhabited by other races. Some elven societies hold that the end of the Old Wars was a call to return to a more natural state of living, and some have taken the notion to the extreme—dedicating their lives to the destruction of the remaining cities to finish the job the world had started.

Half-elves are very rare now with so few points of coexistence between humans and elves. Still, there are some out there. Their natural abilities have seen many half-elves rise to positions of authority in communities both large and small as they slowly rebuild.

Halflings were never much for the Old Wars, but that did not spare their communities from the ravages of Tantas. Most halflings have left their old homes and now form their own districts in cities large enough to have a sizable population.

Tieflings were rare and strange sights even during the Old Wars, and they do not speak of a homeland if they do have one. Smaller villages are likely to react with fear to the sight of a tiefling, though stories and memories of them in large towns and cities keeps the most of the people there from more than a raised eyebrow.

Devas hailed mostly from the western continent during the Old Wars, and the navies of Mathu were indeed almost one fourth devas. Since the catastrophic earthquakes, devas have been reborn in far flung lands, with very few returning to the western continent when they die. What this means is unknown to them, and some that have keen recollections of the times before are filled with fear and doubt.

Gnomes are spread throughout the world in small, isolated communities. During the Old Wars they typically offered tribute to whatever empire they happened to be located in to avoid fighting. While they are still isolated for the most part, those who's homes were destroyed have found that they can do quite well in the cities as they rebuild.

Goliaths are an entirely new and fantastic race on the face of Tantas. When chasms of the world opened up, some of them bore whole families of goliaths up into the sun. Of their lives before they knew nothing, and since then they have been embraced in those places where their strength can be used to help put the pieces of society back together.

Half-orcs are rare to the point of myth. If there are half-orcs in the world, they may be one of only a handful of such creatures on the entirety of Tantas.

Shifters, drow and genasi are not known on Tantas.
Tyral, City of the Shimmering Sea
The campaign will begin in Tyral, a coastal city that was once a primary seaport of Tornal. Though it was damaged at the end of the Old Wars, reconstruction has been rapid due to a large influx of refugees from all three empires. The city has a clear delineation between the old and the new, as hundreds of new buildings were constructed—with hundreds of different styles and amounts of know how—within a few years after the end of the Old Wars. Where Old Town is well planned and easily navigable, the Districts are often a warren of haphazard streets and garishly juxtaposed buildings. At least some members of all races are to be found living in Tyral.
Campaign Basics and House Rules:
Books allowed: PHB, PHB 2, FRPG (with the exception of races), Martial Power, Arcane Power, and Divine Power.

Permanent magic items will not be in use. Characters will receive enhancement bonuses to weapons, implements, armor and defenses inherently (items will function like magic +x versions, or amulets of protection +x in the case of neck slot items). The bonuses will follow this path: +1 at level 3; +2 at level 8; +3 at level 13; +4 at level 18; +5 at level 23 and +6 at level 28. Special artifacts may appear in the campaign at a later time. Consumable magic and alchemical items are allowed.

Characters will begin play at level 3. Generate stats using method 2 in the PHB. All characters must be approved, though I don't think I'll be too difficult. All characters will begin with 300 gp to purchase equipment. If you are wanting to make a divine character, please let me know and I will give you any information you want about the deities of Tantas.
Recruitment is now closed. There will be seven characters in the game.

Approved Characters:
eblue562: Sathi - dwarf shaman
Walking Dad: Grayven Glimmershadow - gnome wizard
Vertexx69: Cole Cinder - dwarf warlock
Voda Vosa: Mondel Darkbark - dwarf fighter
Phaezen: Karesh - deva avenger
The Digger: Honag Stoneborn - goliath warden
Characters in progress:
HolyMan: Norian Brightsoul - human cleric (backstory)

Last edited by Duelpersonality; 28th August 2009 at 12:47 AM..
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Old 20th August 2009, 09:07 AM   #2 (permalink)
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Sounds interesting. Will start working on a character today.

Maybe I will try to re-create an old 3.5 character of me: Grayven Glimmershadow, Gnome Wizard (Illusionist)

Are there mage guilds in your world? Do the races have their own pantheons?
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Old 20th August 2009, 10:22 AM   #3 (permalink)
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There is an arcane school in Tyral. There aren't any race specific deities, though some races do tend to worship sme deities over others. I'll try to have the deities listed by tomorrow.
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Old 20th August 2009, 11:00 AM   #4 (permalink)
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Someone like Barawar Cloakshadow (FR) would be great. Favors forethought and striking before the enemy, a bit paranoid, favors stealth.

Crunch:

Grayven Glimmershadow, Wizard 3

Stats

Name Grayven Glimmershadow Player: WD
Gnome Wizard XP ? Level 3
Initiative +2 Senses Low-Light Vision
Passive Insight 14; Passive Perception 17
HP 32; Bloodied 16; Surge Value 8; Surges Per-Day 8
AC 18; Fortitude 14; Reflex 16; Will 17
Saving Throws +5 vs illusion
Speed 5
Alignment Unaligned
Languages Common, Elven

Str 08 Dex 13 Wis 10
Con 14 Int 18 Cha 16


Racial Abilities
Fey Origin, Master Trickster, Reactive Stealth, Trickster’s Cunning, Fade Away

Class Features
Arcane Implement Mastery, cantrips, Ritual Casting, spellbook

At-Will Powers
Illusory Ambush (Range 10; +7 vs Will / 1d6+5 psychic; -2 to hit until eynt)

Storm Pillar (Range 10; conjure pillar in unoccupied sq, last eynt, any enemy who moves into adjacent sq take 1d6+4 lightning damage)


Encounter Powers
Fade Away (become invisible upon taking damage until the eynt)

Orb of Deception (after miss with illusion power, target other enemy in 3 sq)

Grasping Shadows (burst 1 in 10; +7 vs Will / 2d8+5 psychic and slowed; effect: burst zone lsts until eynt, entering suffers 4 damage and is slowed until ehnt)

Maze of Mirrors (burst 1 in 10; +7 vs Will / until eynt, any enemy is immobilized and have -4 penality on attacks)


Daily Powers
Horrid Whisper
(Summon Fire Warrior)


Utility Powers
Shield (Hit by attack; gain AC and Reflex +4)
(Summon Shadow serpent)

Feats
Ritual Casting, Gnome Phantasmist, Armor Proficiency (leather)

Skills
Arcana* +11
Diplomacy* +9
Insightl* +6
Nature* 10
Stealth +4

Rituals
Brew Potion, Unseen Servant and Make Whole.

Equipment unfinished
Standard adventurers pack (15gp), leather armor (25gp), crossbow (25gp), sling (1gp), 2 daggers (2gp), ritualbook (class feature), Residium (185gp), 10 empty fasks (3gp), 20 sling bullets (1gp), 20 bolts (1gp), Tanglefootbag lev 2 (25gp)

17gp still to spend


Character Description

Background

Grayven's family lives now for three generations in the gnome district of Tyral, where the gnomes live nearly isolated from the rest of the population. Having shown a great intellect and an edge in manifesting illusions even at an early age, Grayven started his formal studies in the local arcane school. Never having lost his caution for the machinations of the other races, grayven waits what the future holds for him.


Personality

Grayven is quick to befriend, but it is hard to win his trust. He favors forethought and striking before the enemy, is a bit paranoid and favors stealth over a direct approach.

Appearance

Born of the feywild but grown up in a city, Grayven has a fine angular face with smoky blue eyes. Looking joyful most of the time, some forget that Grayven is a bit paranoid and quick to lash at perceived dangers. Her wears not the occupation betraying robes other wizards seem to favor but a good honest blackened leather armor, designed not to look like it's true armor value. Even though he fancies himself a mighty illusionist, he hasn't forgotten that that his people are known for guile and trickery. Grayven is normal in height and weight (for a gnome), but lacks a bit the natural stealth so many members of his race exhibit.
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Last edited by Walking Dad; 24th August 2009 at 01:12 PM..
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Old 21st August 2009, 01:10 AM   #5 (permalink)
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Not bad, WD. There are a few issues with the character that I noticed:
You've shorted yourself one daily and one utility power (spellbook class feature). The daily you selected, however, is level 5 and not level 1, so choose one additional level 2 utility power and 2 new level 1 dailies.

Is the ritualist feat you list supposed to be ritual casting? If so, okay. If not, I can't find a feat that's just called ritualist, and you're one feat too many.

From what I see, you should have 17 gp left after all of your purchases, not 13.

Also, don't forget to add +1 to all of your defenses and attacks for the inherent enhancement bonus you get at level 3.
Other than that, it looks good. Please provide a short backstory for the character as well.

Deities:
Mysina - Goddess of lore and the dawn.
Pulno - God of the seas and music.
Vina - Goddess of trickery and the wind.
Turba - Goddess of earth and love.
Lino - God of fire and the arcane.
Culvo - God of death and the moon.
The gods of Tantas are all unaligned, and each embodies both the positive and negative aspects of their domains. There are multiple religions based on the gods, from those worshiping all aspects of all the gods to those revering only the negative or positive aspects of one god. While these are the primary spheres of influence of the gods, they are by no means the only things they have control over. If you want to add a smaller facet to a god to round out a concept for a character's beliefs, please let me know.

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Old 21st August 2009, 05:03 AM   #6 (permalink)
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Am interrested as I have not gotten into a 4e game (RL or EW) but I like the depth and fore thought of what I have read so far...

and of course being the HolyMan I would like to play the cleric as my first 4e character

give me the weekend to hammer something out as I have two heavy work days ahead

HM
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Old 21st August 2009, 06:13 AM   #7 (permalink)
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Quote:
Originally Posted by HolyMan View Post
Am interrested as I have not gotten into a 4e game (RL or EW) but I like the depth and fore thought of what I have read so far...

and of course being the HolyMan I would like to play the cleric as my first 4e character

give me the weekend to hammer something out as I have two heavy work days ahead

HM
I know the feeling, HM.

As far as clerics (or any divine characters, for that matter) go, you can select one Channel Divinity feat that seems to fit with your character's beliefs and traditions since I didn't use the base pantheon or the FR pantheon.
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Old 21st August 2009, 06:32 AM   #8 (permalink)
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I could go with a dwarf. The setting seems interesting and solid, and the dwarves position in this world appeals to me greatly. I'll have something tomorrow.
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Old 21st August 2009, 10:10 AM   #9 (permalink)
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Made the changes and choosing Vina over Lino. Working on the background. Do we use background traits?
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Old 21st August 2009, 10:21 AM   #10 (permalink)
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Originally Posted by Walking Dad View Post
Made the changes and choosing Vina over Lino. Working on the background. Do we use background traits?
No background traits for this one.

Updated character looks good. Any other questions about the setting?

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Old 21st August 2009, 01:00 PM   #11 (permalink)
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Sathi.pdf

Would definitely be interested. Do you still have spots remaining? If so, I'm itching to try out a healer in this world.

Here is Sathi, a level 3 dwarf shaman. I'm a little confused about the magic item system, however. Can we buy regular +1 items or are we going to be enhanced with them throughout the game?
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Old 21st August 2009, 03:32 PM   #12 (permalink)
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If there is space I would like to book a spot, most likely a Warden or a striker of some stripe if needed. Will do up a character and post tomorrow.

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Old 21st August 2009, 05:17 PM   #13 (permalink)
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The enhancement bonuses are given for free at the specified levels, eblue. Other than that, Sathi looks good. Please provide a short background for her.

There are still spots open, Phaezen. Either character type should fit.
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Old 21st August 2009, 06:48 PM   #14 (permalink)
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Quote:
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The enhancement bonuses are given for free at the specified levels, eblue. Other than that, Sathi looks good. Please provide a short background for her.
Oh duh, sorry. I guess I was in such a hurry that I glanced over that information and didn't process it all the way. This means, then, that the chainmail, javelin, and totem I am using as items all become +1 items?

I will update the character sheet and resubmit as soon as I get home today. Also, I will provide a character update for her, but it may not be until the end of the weekend. Hope that's ok.
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Old 21st August 2009, 07:16 PM   #15 (permalink)
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Originally Posted by eblue562 View Post
Oh duh, sorry. I guess I was in such a hurry that I glanced over that information and didn't process it all the way. This means, then, that the chainmail, javelin, and totem I am using as items all become +1 items?

I will update the character sheet and resubmit as soon as I get home today. Also, I will provide a character update for her, but it may not be until the end of the weekend. Hope that's ok.
Yes, but keep the costs the same as non-magical versions. Also, don't forget about the enhancement to non-AC defenses.

That should be fine.
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Old 21st August 2009, 10:57 PM   #16 (permalink)
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Sathi(3).pdf

Here is the second rendition of Sathi. I changed her second feat (she was originally a level 5 shaman and I de-leveled her using the Character Builder and didn't re-choose that skill. I also added the +1 item bonuses to her equipment. For the character builder purposes, I bought a +1 ammy to the neck to give the bonus to non-AC defenses.

A character description is below the showblock.

Character Description


Like most of her kin, Sathi is an outcast of her own world. Thrown from her enclaves by the violent eruptions that ended the Old War, her clan chose to stay above ground while others moved back the Lower Earth. Sathi was born to her clan as a nomdic child, moving from place to place. It is here that she began to understand the ways of the shaman and their natural linkage to spirits and nature itself. As a young dwarf, Sathi traveled alone through the now dangerous world, learning the crevacies and the cracks in the broken land, bewildered at the wild and untamed earth that stood before her.

After many years of wandering the land filled with new earth, forest and sea, Sathi has returned to Tyral to begin to show the world the ways of nature and understanding, and to defeat those that would seak to defile it.

Personality

Sathi is quick to forgive and has a kind heart. She trusts the spirits fully in their knowledge, and knows they will not willingly guide her into harm. Although trusting, Sathi has intiution from the spirits of nature and can understand (if only mildly) if someone she is speaking with has good or evil intentions.

Appearance

Born to the wild but to the dwarves of steel, Sathi has a hard face but is not ugly in appearance. Looking stern most of the time, some forget that Sathi is mild in manner. Her swatches of leather and cloth cover the chainmail underneath, which was a gift from her father before leaving the tribe to explore the wild lands. Even though she embraces nature, Sathi does not forget that her people were forged in steel and sweat. Sathi is normal in height and weight for a dwarf.

Spirit Companion

Indomito is Sathi's spirit companion. Called to her from the lush jungles that are now exposed in some of the deeper crevices, Indomito appears as a pale white puma but flashes into black as night when angered or attacking. His eyes are the color of the setting sun.

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Old 22nd August 2009, 12:39 AM   #17 (permalink)
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Very nice, eblue. Sathi looks good to go. Using the magic versions for the purposes of building is just fine. You should have 255 gp left, so feel free to pick up some other equipment if you would like (or just have the remaining be part of the gift she received if you don't want any other equipment).

I like the story you put together for her. Do you have any other questions about the game or setting?
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Old 22nd August 2009, 03:02 AM   #18 (permalink)
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I have a few questions if you have a minute.

a)What do people call the time that Tantas shook?
b)What is the governing system of Tyral? (king, council or other?)
c)How many items should we give the +1 bonus to?
d)Which deity would be best to have a following of warriors/guardians?
e)Can we multiclass was thinking to add Warlord (inspiring) maybe

My character is coming along nicely liking 4e so far
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Old 22nd August 2009, 07:48 AM   #19 (permalink)
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Originally Posted by HolyMan View Post
I have a few questions if you have a minute.

a)What do people call the time that Tantas shook?
b)What is the governing system of Tyral? (king, council or other?)
c)How many items should we give the +1 bonus to?
d)Which deity would be best to have a following of warriors/guardians?
e)Can we multiclass was thinking to add Warlord (inspiring) maybe

My character is coming along nicely liking 4e so far
Absolutely

a) Most people simply refer to it as the end of the Old Wars. Certain elven and primal societies refer to it as the Cleansing. Some dwarves call it Turba's Abandonment, or simply the Abandonment. There are certainly hundreds of different local names for the phenomenon, though in small, primarily human communities the whole event is fading into a mythical status.

b) Tyral is ruled by a council of representatives from merchant houses throughout the city. Currently there are six houses powerful enough to warrant representation, and a number of minor houses trying to gain membership.

c) Enhancement bonuses should be given to all weapons, implements, armor and neck slot items. These items are not actually magical, the enhancement bonuses reside within the characters (however, this does not mean that unarmed attacks and implement powers used without implements get the bonus--the characters need something to focus their abilities through).

d) None of the gods are directly concerned with mortal wars or martial pursuits, however each has at least one such sect devoted to them. The largest of these are devoted to Culvo, Pulno and Turba.
The Order of the Red Moon is a sect devoted to Culvo which studies and practices methods of death as their worship. They are not mindless murderers, nor do they perform sacrifices--Culvo takes things when he wills it. The primary face of the Order is actually as enbalmers, however each member of the sect is trained extensively in personal combat. The sect as a whole is not a group of assassins, however some do tend to come out of the sect from time to time. The Order of the Red Moon functions as a funerary home and investigative organization in Tyral--when there is a murder, a family can pay a tribute to the temple to have a priest personally look into it.

Pulno represents both the calm serenity of gentle waves and the violence of the storm. It is this latter aspect that a very militaristic wing of his church focuses on. They maintain a large temple in Tyral, though there is a larger and more peaceful temple of Pulno there (the people of Tyral are rightly concerned with keeping the god of the seas happy). This sect has no official name and considers itself to be a part of the larger church of Pulno. The members focus on letting the fury of the storm carry them into battle.

The Ironsong is a rapidly growing cult of Turba. Primarily dwarven, the Ironsong believes that by understanding and controlling their weapons they can bring the favor of Turba--and Turba's gifts--back onto themselves. The Ironsong is nearly fanatical in its discipline, holding that the end of the Old Wars was not a condemnation of fighting but of wanton slaughter. The Ironsong has established a small temple in the Districts of Tyral and is currently recruiting new members to bolster its ranks--the leadership hopes to gain a reputation as a reliable group of mercenaries and guards for hire.
e) Multiclassing is definitely open. Be sure to familiarize yourself with the rules on page 208 of the PHB as multiclassing is vastly different in 4e than in previous editions of the game.
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Old 23rd August 2009, 12:01 AM   #20 (permalink)
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The Digger Goblin Sharpshooter (Lvl 2)
Might be a bit late but I was considering a warden - either dwarven or perhaps even goliath. I have to drive to Scotland tomorrow and won't be back till evening so can't really get started till then.
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