Eyes Of The Lich Queen OOC

Velmont

First Post
I've downloaded 4th edition book yesterday and we started a game. We had the time to play only a single combat: a figther, a wizard and a fey pact warlock against a few goblin minions and I must tell I liked to play the Warlock.

I am not sure how I could convert Jango to 4th edition. I feel him something between a Warlock (pact with a Dragon?) and a Wizard. Maybe I'll do a multicalss.
 

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drothgery

First Post
stonegod said:
Similar idea here; I'll be doing 4E converts of most of my "iconic" chars to get a feeling for the system.

Yup.
So Khalia as a cleric with a touch of wizard, Sanne (half-elf swashbuckler/artificer/windwright captain) as a rogue trained in Arcana (though we don't have dragonmarks yet), Daen (human warmage, former tabletop PC) as a wizard with a few warrior-ish feat choices, and Neel (human fighter, my current tabletop PC) probably fighter, but maybe Paladin (he's a heavy armor sword & board guy).
 

Velmont

First Post
An attempt to convert Jango...

Jango Silversun
Male Elf Wizard 6
Alignement: Good

Initiative +1; Senses Perception 16, Insight 19
HP 44; Bloodied 22; Healing Surge 11; Surges Per Day 6
AC 18; Fort 15, Ref 17, Will 17
Speed 7
Action Points 1

-----------------------------------------------------------------
Racial Features:
Vision: Low-Light
Skill Bonuses: +2 Nature, +2 Perception
Elven Weapon Proficiency: Proficiency with Longbow and Shortbow
Fey Origin: Considered a fey related to effects
Group Awarness: You grant non-elf allies within 5 squares +1 Perception
Wild Step: Ignore difficult ground while shifting

Class Features:
Staff Defence: +1 to AC.

Proficiencies:
Armor: Cloth
Weapon: Dagger, Quatterstaff
implement: Orb, Staff, Wand

Armor:

Weapon:

-----------------------------------------------------------------
Str 8 (-1) Dex 13 (+1) Con 14 (+2)
Int 18 (+4) Wis 13 (+1) Cha 14 (+2)

Languages Common, Elven, Draconic

Feats:
Ritual Caster
Astral Fire: +1 to Fire and Radiant Damage
Jack-of-all-trade: Trained in Arcane and gain one at-will power as en encounter power.
Durable: Gain 2 healing surge
Elven Precision: +2 to reroll with elven accuracy

Skills:
Arcane +12*, Diplomacy +10*, History +12*, Insight +9*, Nature +6, Perception +6
* Trained Skill

Rituals:
Animal Messenger (1)
Comprehend Language (1)
Secret Page (1)
Endure Element (2)
Magic Circle (5)

Gears:
? gp; 0/80 lbs

-----------------------------------------------------------------
Powers:
At-Will:
Ghost Sound - Wizard Cantrip
Standard Action - Arcane, Illusion - Ranged 10
One object or unnoccupied square - N/A
Effect: Can cause a sound as loud as a yelling or figthing person to a whisper that only a single person can hear.

Light - Wizard Cantrip
Minor Action - Arcane - Ranged 5
One object or unnoccupied square - N/A
Effect: Create a light that fill a burst of 4 squares for 5 minutes. It is a free action to put it out. You can only have one light at a time.

Mage Hand - Wizard Cantrip
Minor Action - Arcane, Conjuration - Ranged 5
Effect: Manipulate an object of 20. It take a move action to move it 5 squares and a free to drop it. You can only have one mage hand at a time.
Sustain Minor

Prestidigitation - Wizard Cantrip
Standard Action - Arcane - Ranged 2
Effect: Varies

Magic Missile - Wizard Attack 1
Stadard Action - Arcane, Force, Implement - Ranged 20
One creature – Int vs. Refl
Hit: 2d4 + 4[Int] force Damage
Special: Count as a ranged basic attack

Scorching Burst - Wizard Attack 1
Stadard Action - Arcane, Fire, Implement - Burst 1 within 10 squares
Each creature in burst – Int vs. Refl
Hit: 1d6 + 5[Int + Astral Fire] fire Damage

Encounter:
Elven Accuracy - Elf Feature
Free Action - N/A - N/A
Personal - N/A
Effect: Reroll one attack roll and take the second result.

Staff Defence - Wizard Arcane Implement Mastery
Immediate Interrupt - N/A - N/A
Personal - N/A
Effect: +2 [Con] to defence against one attack

Ray of Enfeeblement – Wizard 1
Standard Action - Arcane, Implement, Necrotic - Ranged 10
One creature - Int vs. Fort
Hit: 1d10 + 4[Int] necrotic damage and target is weakened until the end of your next turn

Fire Shroud - Wizard 3
Stadard Action - Arcane, Fire, Implement - Close Burst 3
Each creature in burst – Int vs. Fort
Hit: 1d8 + 5[Int + Astral Fire] fire Damage and ongoing fire damage of 5 (save ends)

Daily:
+Flaming Sphere – Wizard 1
Standard Action - Arcane, Conjuration, Fire, Implement - Ranged 10
One creature next to the sphere - Int vs. Refl
Hit: 2d6 + 5[Int + Astral Fire] fire damage
Effect: Conjure a sphere of fire in an unoccupied square. Any creature starting his turn next to teh sphere take 1d4 + 4 [Int] fire damage. Move the sphere up to 6 squares as a move action.

Sleep – Wizard 1
Standard Action - Arcane, Implement, Sleep - Burst 2 within 20 squares
Each creature in burst - Int vs. Will
Hit: Target is slowed (save ends) and fall unconscious if fail first saving throw (save ends).
Miss: Target is slowed (save ends)

Expeditious Retreat – Wizard 2
Move Action - Arcane - N/A
Peronsal - N/A
Effect: Shift twice your speed

+Shield – Wizard 2
Immediate Interrupt - Arcane, Force - N/A
Peronsal - N/A
Effect: Gain +4 to AC or Reflex defence until the end of your next turn

+Fireball – Wizard 5
Standard Action - Arcane, fire, implement - Burst 3 within 20 squares
Each Creature in Burst - Int vs. Refl.
Hit: 3d6 + 5[Int + Astral Fire] fire Damage
Miss: Half damage

Web – Wizard 5
Standard Action - Arcane, Implement, Zone - Burst 2 within 20 squares
Each Creature in Burst - Int vs. Refl.
Hit: Immobolized (Save Ends)
Effect: Zone of web until teh end of encounter or 5 minutes. Zone is difficult terrain and anyone finishing in the zone is immobolized (save ends)

+Invisibility – Wizard 6
Standard Action - Arcane, Illusion - Range 5
You or one creature - N/A
Effect: Become invisible until the end of your next turn. Become visible if target attack.
Sustain Standard: As long as teh target stay within range.

Levitate – Wizard 6
Move Action - Arcane -N/A
Personal - N/A
Effect: Can move up to four square vertically. Cannot be higher then 4 square high. -2 Ac and Refl while aloft. No falling damage.
Sustain Move: Until the end of the encounter or 5 minutes. While sustaining, you can move 3 square up/down or 1 square horizontally.
 

DEFCON 1

Legend
Supporter
My books are on order from Amazon, so it'll be a little while before I see what's what. But changing over characters from 3.5 to 4E is an interesting idea. I'll be curious to see what some of my characters might look like.
 

stonegod

Spawn of Khyber/LEB Judge
DEFCON 1 said:
My books are on order from Amazon, so it'll be a little while before I see what's what. But changing over characters from 3.5 to 4E is an interesting idea. I'll be curious to see what some of my characters might look like.
Here is my conversion of Ari (with others). Had to tweak the Warlock multiclassing as it seems borked and didn't do what I wanted it to do.

I've made one approach to Jarrith as a Rogue with the some cleric multiclassing; seems more in character than the other way around.
 

drothgery

First Post
Stealing stonegod's template...

Khalia ir'Indari

The Concept
Khailia is a variant of what I call the 'noble sorceress' archetype, educated, usually noble-born young women with magical powers. The most popular example I can think of is Moiraine Damodred from Robert Jordan's Wheel of Time (or Elayne Trakand, from the same series). Though Khalia much more strongly resembles the young Moiraine from New Spring than the mature adult we see in the mainline novels. In 3e, she's an Archivist - a class from Heroes of Horror that granted divine spells and bonuses to allies fighting monsters based on her knowledge.

Moving to 4E
In combat, she relied mostly on party buffing spells and abilities, divne/sacred attacks, and healing. So in 4e she clearly has the Leader role, and as a spellcaster who used weapons at range if at all, and a devotee of the Silver Flame, she seems much better suited as a cleric rather than a warlord.

The Conversion

Khalia ir'Indari Level 6 Human Cleric
Initiative +1; Senses Perception +9
HP 47; Bloodied 23; Healing Surge 11; Surges Per Day 7
AC 20; Fort 16, Ref 19, Will 22
Speed 6
Action Points 1
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:bmelee:dagger (standard; at-will) ? Weapon
+5 vs AC; 1d4 damage.
:bmelee:staff (standard; at-will) ? Weapon
+4 vs AC; 1d8 damage.
:ranged:dagger (standard; at-will) ? Weapon
+7 vs AC; 1d4+2 damage
:ranged:crossbow (standard; at-will) ? Weapon
+6 vs AC; 1d8+2 damage
:ranged:lance of faith (standard; at-will) ? Divine, Implement, Radiant
+9 vs Ref; 1d8+5 damage, and one ally you can see gainss +2 power bonus to next attack
:ranged:sacred flame (standard; at-will) ? Divine, Implement, Radiant
+9 vs Ref; 1d8+5 damage
:melee:Priest's Shield (standard; at-will) ? Divine, Weapon
Attack: +3 staff +1 vs AC
Hit: 1d8+1. You and 1 ally gain a +1 power bonus to AC until end of next turn.

(at this point I gave up marking out powers...
divine glow (enc., divine)
bless (util/daily, divine)
beacon of hope (daily, divine)
daunting light (enc, divine)
consecrated ground (daily)
cure serious wounds (util/daily)

[class abilities]
channel divinity
healer's lore
healing word
ritual casting
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Alignment Lawful Good; Languages Common, Draconic, Deep Speech, Supernal, Abyssal (in 3.5, she spoke Common, Daelkyr, Draconic, and Infernal)
Str 8 (-1) Dex 13 (+1) Con 10 (+0)
Int 16 (+3) Wis 18 (+4) Cha 14 (+2)
base: ability modifier+5 (3 + 2 from Jack of all trades)
arcana +11, diplomacy +10, history +11, insight +12, religion +12

* Trained Skill
Feats: human preserverence, Pelor's The Silver Flame's Radience, linguist, jack of all trades, astral fire
Gear holy symbol +2, leather armor +2, staff +1, amulet of protection +1, crossbow, other stuff

rituals known
- comprehend languages, silence, secret page, detect secret doors, magic circle, cure disease, discern lies, remove affliction

Thoughts
The main divergence Khalia has from the Archivist build is that almost none of her abilities key off of intelligence, which was her primary stat in 3.5. She also has armor proficiencies she doesn't use, and a weapon-oriented power she took because she had no choice (as a human, she got 3 of 4 Cleric at-will powers). She's a somewhat better healer in this build, but probably a sub-optimal cleric, and wizard multi-classing doesn't really give her access to any powers that match well with her concept.
 

DEFCON 1

Legend
Supporter
Rogue with a cleric multiclass is probably the best way to go. Jarrith has always been mainly about the rogue abilities with the cleric bits for flavor (and to qualify for the prestige class).

I wonder what a 'templar' class (a divine striker) might look like and if that might be the best possible option for Jarrith if/when a divine striker is ever made.
 

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