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Feylight and Dragonbreath 4E [Closed. Accepting Alternates]

arcanaman

First Post
4e Campaigns seem to be rare, so I'm certainly interested.

I'm quite flexible with what I need to play. I personally have my eye on a nomad Halfling warlord or fighter. Perhaps this Halfling isn't a nomad anymore and now is a mercenary or trader who lives within civilization. Whatever the campaign needs.

well most people seem to be going with the teifling empire so you would most likely fit in as a slave if your race besides teifling or human
 

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Shalimar

First Post
If Walking dad were to play an Artificer we'd have
3 Defenders (2 Spellblades, and a Fighter)
1 Striker (Ranger)
1 Leader (Artificer)

I see Controller as the least neccessary of the mechanical roles, especially given that Spellblades have semi-controllerish abilities, between two we should be fine. I can have Tris take Ritualist at level up so that we have access to those.

Our biggest problem is probably going to be deciding who gets to mark what since each mark wipes out preceeding marks on the target.
 

Velmont

First Post
Sounds interesting.

Up to now, I see you have three serious pretender to this game:

Shalimar: Tiefling Swordmage
Walking Dad: Tiefling Warlock
Brother Shatterstone: Bugbear Figther/Rabger.

And two more have shown interest.

Justinbot: ??? Wizard
Rayex: Halfling Figther

As people have told, there will be missing a leader, and it's been a while I wanted to try a Cleric.

The concept I have in mind is a Dragonborn Cleric of Karis who is a diplomat and has been sent to the nation of Baelturath in a mission to open some negotiation on one aspect of the alliance between the Ashkoria nation and the Baelturath.
 

arcanaman

First Post
Sounds interesting.

Up to now, I see you have three serious pretender to this game:

Shalimar: Tiefling Swordmage
Walking Dad: Tiefling Warlock
Brother Shatterstone: Bugbear Figther/Rabger.

And two more have shown interest.

Justinbot: ??? Wizard
Rayex: Halfling Figther

As people have told, there will be missing a leader, and it's been a while I wanted to try a Cleric.

The concept I have in mind is a Dragonborn Cleric of Karis who is a diplomat and has been sent to the nation of Baelturath in a mission to open some negotiation on one aspect of the alliance between the Ashkoria nation and the Baelturath.
I love it oh and before I forget everyone is first level
 

Shalimar

First Post
Here is a rough mock up for Tris, Rolls were 13, 8, 16, 11, 13, 15 . I dropped the 8 and replaced it with the free 18.


Tris Inflamari

Level 1 Tiefling Swordmage
Initiative +5; Senses Perception +1
HP 30; Bloodied 15; Healing Surge 7; Surges Per Day 11
AC 20(17); Fort 13, Ref 15, Will 13
Speed 6
Action Points 1
Alignment Unaligned
-----------------------------------------------------------------
[sblock=Race and Class Features]
Racial Features:
Vision: Lowlight vision
Ability Scores: +2 intelligence, +2 Charisma
Fire Resistance: 5+ ½ level (5)
Languages: Common, Draconic
Skill Bonuses: +2 Bluff, +2 Stealth
Bloodhunt: You gain a +1 racial bonus to attack rolls against bloodied foes
Infernal Wrath: Infernal Wrath Encounter Power

Class Features:
Swordbond: You can summon your bonded blade to your hand from up to 10 spaces away as a Standard Action. You can also rebuild or repair your bonded blade from even the smallest fragment by meditating on it for an hour. To bond a weapon you must meditate upon the blade for 1 hour.

Warding: Gain a +1 to AC, this bonus becomes +3 when you have a free hand

Proficiencies:
Armor: Cloth, Leather
Weapon: Simple Melee, Military Light Blades, Military Heavy Blades, Simple Ranged

Armor:
Leather Armor (+2 AC, 15 lbs.)
Weapon:
Long Sword (+5, 1d8+2, 4 lbs., Heavy Blade)[/sblock]

-----------------------------------------------------------------
Str 15 (+2) Dex 11 (0) Con 16 (+3)
Int 20 (+5) Wis 13 (+1) Cha 15 (+2)
Feats: Pact Initiate (Infernal)
Skills:
Arcana +10, Athletics +7, Bluff +9, Diplomacy +7, Insight +6, Stealth +2

Gear 45 gp. 52/150 LBs
Standard Adventurer’s kit

-----------------------------------------------------------------
[sblock=Powers]
Powers:
At Will:
AEGIS of Shielding
Minor Action – Close Burst 2
Keyword: Arcane
You mark the target, they take a -2 to attacks that do not include you as a target. In addition, if the target of the attack is within 10 squares of you, you can reduce the damage as an immediate interrupt reducing the damage by 5 + 3(Constitution). The marking remains until the end of the encounter, or until AEGIS of Shielding is used again.

Green Flame Blade
Standard Action – Melee – Intelligence vs. AC
Keyword: Arcane, Fire, Weapon
1d8+5 Damage to the target and deal 2 damage to all enemies adjacent to the

Lightning Lure
Standard Action – Ranged 3 – Intelligence vs. Fortitude
Keyword: Arcane, Implement, Lightning
Hit: 1d6+5 damage and you pull the target to the nearest unoccupied space adjacent to you

Encounter:
Flame Cyclone
Standard Action – Close Blast 3 – Intelligence vs. Reflex
Keyword: Arcane, Fire, Implement
1d8+ 8 (Intelligence + Constitution) fire damage

Hellish Rebuke
Standard Action – Ranged 10 – Constitution vs. Reflex
Keyword: Arcane, Fire, Implement
1d6+3(Constitution) damage, and the target takes another 1d6+3 damage if you take damage before the end of your next turn.

Infernal Wrath
Minor Action – Personal
+1 to Attack against a foe that has hit you since your last turn. If you hit, deal +2 (Charisma) extra damage



Daily:
Frost Backlash
Immediate Interrupt – Intelligence vs. Reflex
Keyword: Arcane, Cold, Weapon
Trigger: An adjacent enemy hits you
Effect: 3[W]+5(Intelligence) damage
Miss: Half damage
[/sblock]

attachment.php
 
Last edited:

arcanaman

First Post
Here is a rough mock up for Tris, Rolls were 13, 8, 16, 11, 13, 15 . I dropped the 8 and replaced it with the free 18.


Tris Inflamari

Level 1 Tiefling Swordmage
Initiative +5; Senses Perception +1
HP 30; Bloodied 15; Healing Surge 7; Surges Per Day 11
AC 20(17); Fort 13, Ref 15, Will 14
Speed 6
Action Points 1
Alignment Unaligned
-----------------------------------------------------------------
[sblock=Race and Class Features]
Racial Features:
Vision: Lowlight vision
Ability Scores: +2 intelligence, +2 Charisma
Fire Resistance: 5+ ½ level (5)
Languages: Common, Draconic
Skill Bonuses: +2 Bluff, +2 Stealth
Bloodhunt: You gain a +1 racial bonus to attack rolls against bloodied foes
Infernal Wrath: Infernal Wrath Encounter Power

Class Features:
Swordbond: You can summon your bonded blade to your hand from up to 10 spaces away as a Standard Action. You can also rebuild or repair your bonded blade from even the smallest fragment by meditating on it for an hour. To bond a weapon you must meditate upon the blade for 1 hour.

Warding: Gain a +1 to AC, this bonus becomes +3 when you have a free hand

Proficiencies:
Armor: Cloth, Leather
Weapon: Simple Melee, Military Light Blades, Military Heavy Blades, Simple Ranged

Armor:
Leather Armor (+2 AC, 15 lbs.)
Weapon:
Long Sword (+5, 1d8+2, 4 lbs., Heavy Blade)[/sblock]

-----------------------------------------------------------------
Str 15 (+2) Dex 11 (0) Con 16 (+3)
Int 20 (+5) Wis 13 (+1) Cha 15 (+2)
Feats: Pact Initiate (Infernal)
Skills:
Arcana +10, Athletics +7, Bluff +9, Diplomacy +7, Insight +6, Stealth +2

Gear 45 gp. 52/150 LBs
Standard Adventurer’s kit

-----------------------------------------------------------------
[sblock=Powers]
Powers:
At Will:
AEGIS of Shielding
Minor Action – Close Burst 2
Keyword: Arcane
You mark the target, they take a -2 to attacks that do not include you as a target. In addition, if the target of the attack is within 10 squares of you, you can reduce the damage as an immediate interrupt reducing the damage by 5 + 3(Constitution). The marking remains until the end of the encounter, or until AEGIS of Shielding is used again.

Green Flame Blade
Standard Action – Melee – Intelligence vs. AC
Keyword: Arcane, Fire, Weapon
1d8+5 Damage to the target and deal 2 damage to all enemies adjacent to the

Lightning Lure
Standard Action – Ranged 3 – Intelligence vs. Fortitude
Keyword: Arcane, Implement, Lightning
Hit: 1d6+5 damage and you pull the target to the nearest unoccupied space adjacent to you

Encounter:
Flame Cyclone
Standard Action – Close Blast 3 – Intelligence vs. Reflex
Keyword: Arcane, Fire, Implement
1d8+ 8 (Intelligence + Constitution) fire damage

Hellish Rebuke
Standard Action – Ranged 10 – Constitution vs. Reflex
Keyword: Arcane, Fire, Implement
1d6+3(Constitution) damage, and the target takes another 1d6+3 damage if you take damage before the end of your next turn.

Infernal Wrath
Minor Action – Personal
+1 to Attack against a foe that has hit you since your last turn. If you hit, deal +2 (Charisma) extra damage



Daily:
Frost Backlash
Immediate Interrupt – Intelligence vs. Reflex
Keyword: Arcane, Cold, Weapon
Trigger: An adjacent enemy hits you
Effect: 3[W]+5(Intelligence) damage
Miss: Half damage
[/sblock]
Tris Inflamari is check :)
 




Velmont

First Post
Damned, I had almost done my character sheets and I lost it because of the slowed ENWorld... grrr :rant: Ok, I'll redo it tomorrow, waste too much time for today.
 

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