[OOC] Heroes of the Middle Reaches : Wandering Star

Here is the old character. I will start to update tomorrow.

[sblock=Jorje's Statblock]

Code:
Race: Human         Class: Wizard
Str: 10 +0         Level: 1        XP: -
Con: 14 +2         BAB: +0         HP: 24
Dex: 13 +1         Grapple: +0     Dmg Red: -
Int: 18 +4         Speed: 6       Spell Res: N/A
Wis: 14 +2         Init: +1        Spell Save: N/A
Cha: 11 +0         ACP: -          Alignment: Unaligned
AC: 16
FORT: 13
REF: 15
WILL: 15

Hit Points: 24
Bloodied: 12

Healing Surges/HP healed: 6
Healing Surges/day: 8

Second Wind:

Attacks:
Dagger +3 vs AC 1d4 Range 5/10
M.Missile +4 vs Reflex 2d4+4 20

[sblock=Race and Class Features]
Bonus At-Will Power: You know one extra at-will power from your class.

Bonus Feat: You gain a bonus feat at 1st level. You must meet the feat’s prerequisites.

Bonus Skill: You gain training in one additional skill from your class skill list.

Human Defense Bonuses: +1 to Fortitude, Reflex, and Will defenses.

Arcane Implement Mastery
Cantrips
Ritual Casting
Spellbook[/sblock]

Feats:
Bonus: Ritualist
Human: Dark Fury
1 - Armor Prof (leather)

Skills:
Passive Insight 17
Passive Perception 12

Arcana +11
Diplomacy +5
Dungeoneering +11
History +4 (untrained)
Insight +7
Nature +7

Languages: Common, Supernal

Powers:
At Will:
Ghost Sound
Light
Mage Hand
Prestidigitation

Magic Missile
Cloud of Daggers
Illusory Ambush

Encounter:
Grasping Shadows

Daily:
Flaming Sphere
Phantom Chasm

Rituals:
Animal Messenger
Make Whole
Tenser’s Floating Disk

Equipment (100 gp):
Leather armor (25), 3 daggers (3), orb (15), standard adventurer's pack(15) [backpack, bedroll, flint and steel, belt pouch, 2 sunrods, 10 days' trail rations, 50 ft. of hempen rope, waterskin], residium worth 35gp, 7gp
[/sblock]

With the exception of the ability scores, everything looks fine. By my calcs you spent 25 points to get that array. The point buy method in the PHB only has you spending 22 points. What am I missing here?

[sblock=Background]
-What does the character look like?
[sblock=Pic]
100471.jpg
[/sblock]

-What's his story?
Born in a small village, he remembers most of his life as citizen in the arcane district of Nesiah, selling his particulary talent to the highest bidder, before he started to work as an adventurer out of the city (nothing much to explore in there.)

-Where does he come from?
Jorje was born and raised in the small village Applewood.
But after manifesting his talet for arcane magic, his parents sent him to Nesiah to study at the shadowdream academy, that specializes in illusion and ... darker magic, in the arcane district. He later left the city for more lucerative jobs out there.

-What's his personality?
A bit dark and calculating, he isn't evil per se, but hasn't yet expirienced the true values of sacrifice and friendship, but is up to learn tem...

-Why is he an adventurer?
Profit and exitement. The magic items and rituals adventurers typically find on their explorations would cost him a fortune on the free market.

His past time mentor, that says he is always acting on self interest and won't never change the world has nothing to do with this...[/sblock]

Cool picture. Did you draw that yourself? Are "Applewood" and "Nesiah" from an old build or did you want to specify an foreign birthplace for Jorje? That's fine, but a little more detail would be helpful. If Nesiah is a city, it's likely to be closer to Old Nerath, which is to the North.

I will perhaps change 'Animal Messanger' to one of the rituals from the new dragon article. I can repost the specific ritual here, if you like.

The name should be sufficient. They aren't charging us for access to Dragon yet.
 

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Don't know about the caller but the 'all knowing each other' should be easy. It's already been suggested that we all frequent the same inn. i.e. we are all regulars who meet up.

Perhaps the local 'Daggers' team, perhaps we could all love singing and attend the weekly 'K'raoke' session:D

As I understand it, the "Caller" is an old school D&D term. I've never been in a game that had one before, but it seems to me that in a PbP they'd be very useful.

Basically, the Caller isn't making decisions for the group or anything. Simply put, when the DM asks the party a question the official answer has to come from the Caller. That way, instead of me asking a question and having to interpret what to take from six different responses, I let y'all discuss and then the Caller tells me the answer once the discussion's done.

I think it'll make things go much more smoothly in those instances when I pose a question to the party.
 

With the exception of the ability scores, everything looks fine. By my calcs you spent 25 points to get that array. The point buy method in the PHB only has you spending 22 points. What am I missing here?

That is my fault. The other game started with 25 points. I will reduce Dex to 11 and Cha to 10.

Cool picture. Did you draw that yourself? Are "Applewood" and "Nesiah" from an old build or did you want to specify an foreign birthplace for Jorje? That's fine, but a little more detail would be helpful. If Nesiah is a city, it's likely to be closer to Old Nerath, which is to the North.
The picture is from 'Complete Mage'. The artist read successfully my future mind. I think it fits perfect for Jorje.

Yes, both loctions are from the old game.

Applewood is just my creation and shall showw the rural birthplace of Jorje.

Nesiah is an invention from the other DM:
Nesiah is their largest and most ancients city. It is perhaps the most populated city of Barnost, and is strictly divided in seventeen districts, each
governed by one of the founding guilds.

Perhaps you can subsume the concept into one of the cities of your world. I only really need the shadowy wizard academy and perhaps an 'arcane district'.

The name should be sufficient. They aren't charging us for access to Dragon yet.
I would like to take 'Banish Vermin' from dragon 366.
 
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Here's Varilar as a brutal scoundrel. I'll have to adjust his story a bit, as he no longer quite fits the gambler archetype.

[sblock=stats]Name: Varilar
Male Elf Rogue 1
Alignment: Unaligned

Medium Humanoid, 5’7” tall, 152 lbs, 22 yrs old
Brown hair, Green eyes, Golden skin

Languages: Common, Elven
Vision: Low-Light

Ability Scores
Str: 15
Con: 12
Dex: 18 (16+2 racial)
Int: 10
Wis: 12 (10+2 racial)
Cha: 12

Basic Combat Stats
Hit Points: 24
Bloodied: 12
Healing Surge: 7/day
Healing Value: 6
Initiative: +4
Speed: 7 squares (Base 7)
Action Points: 1

Defenses
AC: 16 (+2 armor, +4 dex)
Fort: 12 (+2 str)
Ref: 16 (+2 Class, +4 dex)
Will: 11 (+1 cha)

Basic Attacks
Melee: Short Sword Hit: +5 damage: 1d6+2
Melee: Dagger Hit: +6 Damage: 1d4+2
Ranged: Dagger Hit: +8 Damage: 1d4+4 Range 5/10
Ranged: Hand Crossbow Hit: +6 Damage: 1d6+4

Weapon & Implement Attack Bonuses for use with Powers
Melee: Short Sword Hit: +3 (+3 prof)
Melee: Dagger Hit: +4 (+3 prof, +1 rogue weapon talent)
Ranged: Dagger Hit: +4 (+3 prof, +1 rogue weapon talent)
Ranged: Hand Crossbow Hit: +2 (+2 prof)

Passive Skills
Perception 11
Insight 13

Skills
Acrobatics (+4 dex, +5 trained)
Arcana (+0 int)
Athletics (+2 strr, +5 trained)
Bluff (+1 cha)
Diplomacy (+1 cha)
Dungeoneering (+0 int, +5 trained)
Endurance (+1 con)
Heal (+1 wis)
History (+0 int)
Insight (+1 wis)
Intimidate (+1 cha)
Nature (+1 wis, +2 racial)
Perception (+1 wis, +2 racial)
Religion (+0 int)
Stealth (+4 dex, +5 trained)
Streetwise (+1 cha, +5 trained)
Thievery (+4 dex, +5 trained)

Feats
Backstabber

Racial Traits and Powers
Elven Weapon Proficiency--proficient in longbow and shortbow
Fey Origin--You are considered a fey creature
Group Awareness--non-elf allies within 5 squares get +1 perception bonus
Wild Step--Ignore difficult terrain when you shift
Elven Accuracy--Use Elven Accuracy as an enconter power

Class Features
First Strike--You have combat encounter against creatures that haven't yet acted in an encounter
Brutal Scoundrel -- add str mod (+2) to sneak attack damage
Rogue Weapon Talent--Shuriken damage die increases by one, +1 to attack rolls with a dagger
Sneak Attack--deal an additional +2d8+2 damage when you have combat advantage. You can use this once per round.

At Will Powers
Piercing Strike: Martial, Weapon
Standard Action Melee Weapon
Requirement: You must be wielding a light blade
Target: One Creature Dex vs. Reflex
Hit: 1[W] +4

Riposte Strike: Martial, Weapon
Standard Action Melee Weapon
Requirement: You must be wielding a light blade
Target: One Creature Dex vs. AC
Hit: 1[W] +4. If the target attacks you before the start of your next turn, you make your riposte against the target as an immediate interrupt, a Str vs. AC attack that deals 1[W] +2 damage.

Encounter Powers
Torturous Strike: Martial, Weapon
Standard Action Melee Weapon
Requirement: You must be wielding a light blade
Target: One Creature Dex vs. AC
Hit: 2[W] +6 damage.

Elven Accuracy: Racial
Free Action Personal
Effect: Reroll an attack roll. Use the second roll, even if it's lower.

Daily Powers
Trick Strike: Martial, Weapon
Standard Action: Melee or Ranged Weapon
Requirement: You must be wielding a crossbow, a light blade or a sling
Target: One Creature Dex vs. AC
Hit: 3[W] +4 damage and you slide the target 1 square.
Effect: Until the end of the encounter, each time you hit the target you slide it 1 square.

Utility Powers

Rituals

Equipment
Short Sword
Dagger (2)
Leather Armor
Standard Adventurer’s Kit
Hand Crossbow
20 bolts

12 gp[/sblock]
 
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That is my fault. The other game started with 25 points. I will reduce Dex to 11 and Cha to 10.

Cool.

The picture is from 'Complete Mage'. The artist read successfully my future mind. I think it fits perfect for Jorje.

Heh. Good to know. There will definitely be a shadow component to some of the quests.

Yes, both loctions are from the old game.

Applewood is just my creation and shall showw the rural birthplace of Jorje.

Nesiah is an invention from the other DM:
Nesiah is their largest and most ancients city. It is perhaps the most populated city of Barnost, and is strictly divided in seventeen districts, each
governed by one of the founding guilds.

Perhaps you can subsume the concept into one of the cities of your world. I only really need the shadowy wizard academy and perhaps an 'arcane district'.

The Middle Reaches used to be a province of the greater Empire of Nerath. The Imperial Seat of Nerath was in the city of the same name. To avoid confusion the city (when being referred to specifically) was often referred to as Old Nerath. After the fall of the Empire the name stuck and now most folk refer to it by that.

So, Old Nerath would be a good substitute. It's the closest city that would be most likely to have an arcane district and a guild of mages devoted to shadow magic.

I would like to take 'Banish Vermin' from dragon 366.

That's fine by me. It's just a ritual and frankly the rituals in the PHB are a bit sad and lonely to begin with. Generally speaking though, I'm going to try and run a core books (1st set) game.
 

Here's Varilar as a brutal scoundrel. I'll have to adjust his story a bit, as he no longer quite fits the gambler archetype.

[sblock=stats]Name: Varilar
Male Elf Rogue 1
Alignment: Unaligned

Medium Humanoid, 5’7” tall, 152 lbs, 22 yrs old
Brown hair, Green eyes, Golden skin

Languages: Common, Elven
Vision: Low-Light

Ability Scores
Str: 15
Con: 12
Dex: 18 (16+2 racial)
Int: 10
Wis: 12 (10+2 racial)
Cha: 12

Basic Combat Stats
Hit Points: 24
Bloodied: 12
Healing Surge: 7/day
Healing Value: 6
Initiative: +4
Speed: 7 squares (Base 7)
Action Points: 1

Defenses
AC: 16 (+2 armor, +4 dex)
Fort: 12 (+2 str)
Ref: 16 (+2 Class, +4 dex)
Will: 11 (+1 cha)

Basic Attacks
Melee: Short Sword Hit: +5 damage: 1d6+2
Melee: Dagger Hit: +6 Damage: 1d4+2
Ranged: Dagger Hit: +8 Damage: 1d4+4 Range 5/10
Ranged: Hand Crossbow Hit: +6 Damage: 1d6+4

Weapon & Implement Attack Bonuses for use with Powers
Melee: Short Sword Hit: +3 (+3 prof)
Melee: Dagger Hit: +4 (+3 prof, +1 rogue weapon talent)
Ranged: Dagger Hit: +4 (+3 prof, +1 rogue weapon talent)
Ranged: Hand Crossbow Hit: +2 (+2 prof)

Passive Skills
Perception 11
Insight 13

Skills
Acrobatics (+4 dex, +5 trained)
Arcana (+0 int)
Athletics (+2 strr, +5 trained)
Bluff (+1 cha)
Diplomacy (+1 cha)
Dungeoneering (+0 int, +5 trained)
Endurance (+1 con)
Heal (+1 wis)
History (+0 int)
Insight (+1 wis)
Intimidate (+1 cha)
Nature (+1 wis, +2 racial)
Perception (+1 wis, +2 racial)
Religion (+0 int)
Stealth (+4 dex, +5 trained)
Streetwise (+1 cha, +5 trained)
Thievery (+4 dex, +5 trained)

Feats
Backstabber

Racial Traits and Powers
Elven Weapon Proficiency--proficient in longbow and shortbow
Fey Origin--You are considered a fey creature
Group Awareness--non-elf allies within 5 squares get +1 perception bonus
Wild Step--Ignore difficult terrain when you shift
Elven Accuracy--Use Elven Accuracy as an enconter power

Class Features
First Strike--You have combat encounter against creatures that haven't yet acted in an encounter
Brutal Scoundrel -- add str mod (+2) to sneak attack damage
Rogue Weapon Talent--Shuriken damage die increases by one, +1 to attack rolls with a dagger
Sneak Attack--deal an additional +2d8+2 damage when you have combat advantage. You can use this once per round.

At Will Powers
Piercing Strike: Martial, Weapon
Standard Action Melee Weapon
Requirement: You must be wielding a light blade
Target: One Creature Dex vs. Reflex
Hit: 1[W] +4

Riposte Strike: Martial, Weapon
Standard Action Melee Weapon
Requirement: You must be wielding a light blade
Target: One Creature Dex vs. AC
Hit: 1[W] +4. If the target attacks you before the start of your next turn, you make your riposte against the target as an immediate interrupt, a Str vs. AC attack that deals 1[W] +2 damage.

Encounter Powers
Torturous Strike: Martial, Weapon
Standard Action Melee Weapon
Requirement: You must be wielding a light blade
Target: One Creature Dex vs. AC
Hit: 2[W] +6 damage.

Elven Accuracy: Racial
Free Action Personal
Effect: Reroll an attack roll. Use the second roll, even if it's lower.

Daily Powers
Trick Strike: Martial, Weapon
Standard Action: Melee or Ranged Weapon
Requirement: You must be wielding a crossbow, a light blade or a sling
Target: One Creature Dex vs. AC
Hit: 3[W] +4 damage and you slide the target 1 square.
Effect: Until the end of the encounter, each time you hit the target you slide it 1 square.

Utility Powers

Rituals

Equipment
Short Sword
Dagger (2)
Leather Armor
Standard Adventurer’s Kit
Hand Crossbow
20 bolts

12 gp[/sblock]

Cool. Looks good to me.
 

Everything looks good, but it seems like your reflex defense should be 13, not 14. What am I missing?

I use an excel character generator and couldn't figure that out myself. So I looked up Reflex defense and whaddya know... Shields grant their bonus to Reflex. PHB, 275.

Got some PCs ACs to adjust.
 


Well. Im sadly announcing that i got a new big work contract and will have my internet time reduced a bit. As this game havent started yet i rather pull out so i dont make the posting unnecessarily slow as im in other games as well that will alone keep me busy.

Have fun people and im sorry i cant join.

-DH
 

Sorry to hear it, Hero. Good luck with work.

So that's our leader disappearing? How do you want to handle this, Helium? I can't remember if there was another Leader applicant or not. If not, I could easily switch Varilar, our somewhat superfluous second rogue, out for a warlord. I'm pretty flexible, and could keep the elven flair by switching his race to half-elf.
 

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