[4e] IG's The Witchlight Strand [OOC]

Thanks - expect me to be a bit more combat effective then ! This is a really big change for my character then.

IG: Scratch the rapier then. I'll try this ranged attack thing and see how it goes. I'll have to have a think tho a ring of fire resistance would be quite useful ;)

No rapier then. As an aside, rings are a bit harder to come by here, as there are none (that I've seen) that are less than a level 14 item. So you probably won't be seeing one until close to paragon levels.

But there might be something of fire resistance out there if I look hard enough...


-IG
 

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Jarl O'Beth Wolffangs

Race: Human
Class: Cleric
Level: 1
Alignment: Good
Deity: Falkyr
Affiliation:

Code:
[U]Stat       Base    Points    Racial  Level  Finished[/U]
STR        10        9         +2      0      18
CON        10        3          0      0      13
DEX         8        2          0      0      10
INT        10        2          0      0      12
WIS        10        5          0      0      14
CHA        10        1          0      0      11

Defenses:
AC: 16 = 10 (base) + 0 (1/2 lvl) + 0 (dex) + 6 (chainmail)
Fort: 15 = 10 (base) + 0 (1/2 lvl) + 4 (str) + 1 (human)
Reflex: 11 = 10 (base) + 0 (1/2 lvl) + 1 (int) + 1 (human)
Will: 15 = 10 (base) + 0 (1/2 lvl) + 2 (wis) + 2 (class) + 1 (human)

Initative: + 0 = + 0 (dex) + 0 (1/2 lvl)
Speed: 5 squares = 6 (base) - 1 (armor)
Vision: normal
Passive Insight: 17 = 10 (base) + 2 (wis) + 5 (trained) + 0 (1/2 lvl)
Passive Perception: 12 = 10 (base) + 2 (wis) + 0 (1/2 lvl)
Action Point(s): 1
Languages: Common and Goblin

[sblock=Skills]
Acrobatics: + 3 = + 0 (dex) + 0 (1/2 lvl) - 1 (ACP)
Arcana: + 6 = + 1 (int) + 0 (1/2 lvl) + 5 (trained)
Athletics: + 8 = + 4 (str) + 0 (1/2 lvl) + 5 (trained) - 1 (ACP)
Bluff: + 0 = + 0 (cha) + 0 (1/2 lvl)
Diplomacy: + 0 = + 0 (cha) + 0 (1/2 lvl)
Dungeoneering: + 2 = + 2 (wis) + 0 (1/2 lvl)
Endurance: + 0 = + 1 (con) + 0 (1/2 lvl) - 1 (ACP)
Heal: + 7 = + 2 (wis) + 0 (1/2 lvl) + 5 (trained)
History: + 6 = + 1 (int) + 0 (1/2 lvl) + 5 (trained)
Insight: + 7 = + 2 (wis) + 0 (1/2 lvl) + 5 (trained)
Nature: + 2 = + 2 (wis) + 0 (1/2 lvl)
Perception: + 2 = + 2 (wis) + 0 (1/2 lvl)
Religion: + 6 = + 1 (int) + 0 (1/2 lvl) + 5 (trained)
Stealth: - 1 = + 0 (dex) + 0 (1/2 lvl) - 1 (ACP)
Streetwise: + 0 = + 0 (cha) + 0 (1/2 lvl)
Thievery: - 1 = + 0 (dex) + 0 (1/2 lvl) - 1 (ACP) [/sblock]
[sblock=Feats]
Armor Proficiencies: cloth, leather, hide, chainmail
Weapon Proficiencies: simple melee and simple ranged
Ritual Caster
Weapon Proficiency: Warhammer
MultiClass Feat: Student of Battle [/sblock]

COMBAT:
HP: 25 Bloodied: 12
Surges/Day: 8 Surge Value: 6
BA(melee): STR vs AC warhammer, +6 (1d10+5)
BA(ranged): DEX vs AC dagger, +3 (1d4) range 5/10

[sblock=Powers]
Implement: Holy Symbol
Healing Lore: Add Wisdom modifier to hit points gained when healing with a clerical power that has the healing keyword.

Channel Divinity: Divine Fortune

Encounter * Divine
Free Action, Personal
Effect: You gain a +1 bonus to your next attack roll or saving throw before the end of your next turn.

Channel Divinity: Healer's Mercy

Encounter * Divine, Healing
Standard Action, Close burst 5
Target: Each bloodied aly in burst.
Effect: Each target can spend a healing surge. You are weakened until the end of your next turn.

Healing Word

Encounter(Special) * Divine, Healing
Special: You can use this power twice per encounter, but only once per round. At 16th level, you can use this power three times per encounter.
Minor Action, Close burst 5 (10 at 11th level, 15 at 21st level)
Target: You or one ally.
Effect: The target can spend a healing surge and regain an additional 1d6 hit points. Increase the amount of additional hit points regained to 2d6 at 6th level, 3d6 at 11th level, 4d6 at 16th level, 5d6 at 21st level and 6d6 at 26th level.

Astral Seal

At-Will * Divine, Healing, Implement
Standard Action, Ranged 5
Target: One creature
Attack: Wisdom +2 vs Reflex
Hit: Until the end of your next turn, the target takes a -2 penalty to all defenses. The next ally who hits it before the end of your next turn regains hit points equal to 2 + your Charisma modifier.

Righteous Brand

At Will * Divine, Weapon
Standard Action, Melee weapon
Target: One creature
Attack: Strength vs. AC
Hit: 1[W] + Strength modifier damage, and one ally within 5 squares of you gains a +3 power bonus to melee attack rolls against the target until the end of your next turn.
Increase damage to 2[W] + Strength modifier at 21st level.

Priest's Shield

At Will * Divine, Weapon
Standard Action, Melee weapon
Target: One creature
Attack: Strength vs. AC
Hit: 1[W] + Strength modifier damage, and you and one ally gain a +1 power bonus to AC until the end of your next turn.
Increase damage to 2[W] + Strength modifier at 21st level.

War Priest's Strike

Encounter * Divine, Radiant, Weapon
Standard Action, Melee weapon
Target: One creature
Attack: Strength vs. AC
Hit: 2[W] + Strength modifier radiant damage. Until the end of your next turn, you and your allies have combat advantage against the target.

Moment of Glory

Daily * Divine, Fear, Implement
Standard Action, Close blast 5
Target: Each enemy in blast.
Attack: Wisdom vs. Will
Hit: You push the target 3 squares and knock it prone.
Effect: You and each ally in the blast gain resist 5 to all damageuntil the end of your next turn.
Sustain Minor: The effect persists.

Inspiring Word

Daily, Encounter(special) * Martial, Healing
Special: You can use this power twice in an encounter, but only once per round. At 16th level you can yes inspiring word three times in an encounter.
Minor Action, Close burst 5 (10 at 11th level, 15 at 21st level)
Target: You or one ally in burst
Effect: The target can spend a healing surge and regain an additional 1d6 hit points. The amount of additional hit points gained is 2d6 at 6th level, 3d6 at 11th level, 4d6 at 16th level, 5d6 at 21st level, and 6d6 at 26th level.
[/sblock]
[sblock=Equipment]
Code:
Item                      Cost  Weight
Basic clothing            free    0lb
Chainmail                 40gp   40lb
Warhammer                 15gp    5lb
Dagger                     1gp    1lb
Adventure's Kit           15gp   33lb
Holy Symbol               10gp    1lb
Ritual Book               free    3lb
-Gentle Repose
-Comprehend Languages
Ritual Components - none yet

Total Weight:83lb
Treasure:
GP: 19
SP:
CP:
GEMS: [/sblock]

[sblock=Appearance]
Size: Medium
Age: 38
Gender: Male
Height: 6-3"
Weight: 240lbs.
Hair Color: brown with gray starting to show
Eye Color: ice blue

Tall and muscular O'Beth is a hairy wild northman. The scraggly hair on his head is long and unkempt his beard is rough and needs rebraided, and he even has hair on his bare arms and legs in great quantity. He wears a vest of chainmail that leaves his mighty arms bear and covers mid thigh. He wears a kilt over this and furry leggings to the mid of his shins. A great wolf pelt covers his armor and the head of the beast is on his left shoulder. A necklace of wolf fangs from all he has killed is around his neck with his holy symbol at their center. The maul headed hammer he uses is also inscribed on both sides with the symbol of his god the great gold bull.
[/sblock]

[sblock=Background]Jarl O'Beth was plagued by death (and no pun intended but that was how it was). The wolf packs every year, a new sickness between those times, and warring clans all conspired to bring the world as he new it to an unavoidable end, for him and his people. Times where before the hearty folk in and around Tyrborg would just say it hsn't killed us yet so we are stronger for it. But that is mentioned only have heartedly as the people have come to their wits end as how to have a better life.

And this is what drove O'Beth to sleepless nights and long walks out under the stars. As a warrior O'Beth was formidable and had defeated many wolves and brigands to keep his countrymen safe. But as a healer the Jarl was lacking, what was it he was suppose to do against an enemy he couldn't see anyway. Disease and death, the plague a foe he could not best, and so he walked and walked wondering what it is he could do.

It was during on of these nights that he came to a tree struck by lighting and split down the middle. The two halves strecthing away from each other almost like the horns of The Great Bull himself. And the knob in the center almost like the great beasts nostrils. O'Beth took this all for a sign and bent down to pray as he had done but this time he didn't ask why. This time he knelt and ask, "What wuild ye have me do Great Bull."

Falkyr surprised at this after years of the young Jarl's moanings decide it was time to test the man again in battle. Falkyr sent an emmisary to tell O'Beth of the happenings in the lands of the Strand, and that answers were to be found there along with glory and honor. If the Jarl wished to help his people he must first help others, and that meant he should look to the barbarians and the troubles they now face.

O'Beth now some years older than that evening stands on a hill looking done on the city of Hania. He had traveled far and seen much coming out of the plaugelands and across the Uzuids. He feels invigorated though perhaps this is the place he was meant to come to perhaps here he will learn something of the barbarian's plight. [/sblock]
 
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Ok working on rough background, was thinking of growing up near Tyrborg. Moving out when the priest hood called, villiage was attacked by major wolf packs yearly. So fending them off his a great honor. Mixing vikings and scotchmen but thining only Jarl's (priest) wear kilts. Didn't give him a pointy helm like his god wanted to "find" a special one. What else oh anything you can link that would be useful your wiki is a seriously big place.

HM
 

I've only given your character a VERY quick cursory glance, and the only thing that's jumped out at me is you've taken the Supernal language as a first level character. Unless I'm missing something, you can't take Supernal or Abyssal at 1st level.

When I get more time tonight I'll run O'Beth through the CB and upload a pdf for you since, if I recall, you don't have access to the character builder.


-IG
 

Yep there it is in black and white that you can't (pg 25) well I am 4e-lliterate :erm:

I changed it to goblin as to speak to the waring goblin nations nearby. I was wondering how does one "get" a character builder??

HM
 
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Yep there it is in black and white that you can't (pg 25) well I am 4e-lliterate :erm:

I changed it to goblin as to speak to the waring goblin nations nearby. I was wondering how does one "get" a character builder??

HM

Dungeons & Dragons Roleplaying Game Official Home Page - Tools

That'll get you the demo version on which you can build characters of levels 1-3. Any higher levels, you need a subscription...unfortunately mine has expired, so I can't create anything from PH3, which sucks.
 


Are you saying I do 1[W] + 3 or give any one ally +3 to his attack roll?

And why would they change it shouldn't your at will powers grow in strength as you do?

HM (who is already mad it would take 2 feats to give his cleric a heavy shield)
 

Here's the PDF. A couple of things that were corrected in the builder:

1. Weight/Price values for the adventurer's kit are reversed (should be 33 lbs. and 15 gp), thus giving you more gold on hand.

2. Fort is changed to 14, since it uses the higher of STR or CON modifiers, instead of just CON.

That's all I recall at the moment, and they both work out in your favor.
 

Attachments


Opps to the money but I can use it for rituals so that is good. And a couple more points to my saves is also good. Well just need a few answers to the questions above and I will have a background tonight I do believe.

HM
 

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