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Discussion of Scotley's upcoming 4e Swashbuckler Game

Possible pics for my character:

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Excellent Pics. I especially like the middle one with the assassin blending in with the wall.
 

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Manous Artouche

Sorry, Scotley, I thought I had already built Manous! :heh: I'll try to get him done this weekend.

[sblock=Manous Artouche, sheet in progress]
Manous Artouche, Human (Protecting) Paladin 1, 25 pts
Str 14 +2
Dex 13 +1
Con 13 +1
Int 09 -1
Wis 13 +1
Cha 17 +3
HP=28
Healing Surges per day: 11

Feats:
Healing Hands [Manous's Lay on Hands power cures an extra 3 hp (charisma mod.)]
Action Surge [Human bonus feat, +3 to attacks when Manous spends an AP]

Paladin Class Features:
Channel Divinity: Divine Mettle - Encounter
Channel Divinity: Divine Strength - Encounter
Divine Challenge - At-Will
Lay on Hands - At-Will special - use # of times equal to Wis mod. = 1 :-(

At-Will Powers:
Bolstering Strike
Enfeebling Strike

Encounter Power:
Shielding Smite

Daily Power:
Radiant Delirium
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[sblock=Manous Artouche background]
For a character, I was thinking of a "Barbarian Indian" type named Manous Artouche who was born in the recently discovered "America," but was brought back to "France" as a very small boy (about 12/13?) by a sea captain as an oddity to be widely displayed and poked and prodded by various folks. Then said waif was seen by a Duchess and her heart went out to the poor lad, so she adopted him and had him trained/schooled by the best Masters in the land, and given very much religious instruction in the 'accepted' faith. Ultimately, young Manous became a Paladin, but he still looks very unusual, having been copiously tattooed by his people and subjected to the body modifications of his tribe. I'm thinking Manous's entire body is tattooed with geometric patterns and star charts, his earlobes have been greatly pierced with objects of ever-increasing size during his early childhood, so he has great flapping "rings" of flesh hanging from his ears. Manous Artouche also has a row of "earrings" around his navel (navel rings?) (but he keeps that covered most of the time), and he also has a "bone in his nose." (Not a real bone, but a ring of brass much like a bull.)

So Manous looks like a total freak, but he is unswervingly loyal to his benefactor the Duchess, and he is as faithful to his new religion as anyone in "France." Now, the Duchess is on the outs with the mainstream of nobility in "France" because she resisted the amorous intentions of the Prince, and he ruined her socially once he got over the rejection. She may have even been exiled to "Scotland" or wherever, but Manous Artouche was undergoing his tutelage at that time and had to stay behind in "France" with the Duchess's cousin, Grand Duke Siegfried von Koln, who was (as it happens) the boy's Paladin Instructor. Now Siegfried, once Manous was fully trained and set out on the proper path of Paladinhood, fell victim to temptations of the flesh possibly brought about by arcane mind control, and he wound up as an Anti-Paladin. [Built-in future BBEG!] His fall from Paladinhood finished off the Duchess's family's fall from grace and they are all wanted/hunted/shot on sight, and their vast holdings have mostly been confiscated by the throne. My Paladin-to-be-named-later does, arguably, still have a valid, legal claim to at least a portion of the Duchess's family holdings, since he was legally adopted by the Duchess before her downfall.
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[sblock=Character Building info from Scotley in Post #1]
Characters will be point buy with 25 points to work with. That's a little better than standard as you are Swashbuckling Heroes. Note that this is 4e point buy as found in Chapter 2 of the PH.

9 is -1 10 is 0 11 is 1
12 is 2 13 is 3 14 is 5
15 is 7 16 is 9 17 is 12
18 is 16
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...
[sblock=Character Building info]
Characters will be point buy with 25 points to work with. That's a little better than standard as you are Swashbuckling Heroes. Note that this is 4e point buy as found in Chapter 2 of the PH.

9 is -1 10 is 0 11 is 1
12 is 2 13 is 3 14 is 5
15 is 7 16 is 9 17 is 12
18 is 16
[/sblock]
Oops, I used only 22 points. Will update the sheet soon (and finally enter a background.
 

We just about ready for a Rogues Gallery? Then we can start developing our group dynamic.

I'll be tooling my wizard here in a more swashbuckly way, throwing little exploding kegs of black powder (scorching bursts), and an outlandish belly-gun (magic missile). Sprinkling hallucinogenic or flash powders and covertly depositing explosives around a battlefield to explain other grander powers. Using the powers of persuasion mixed with honeyed words, considering the hot tempered nature of men during this age, any perceived insult or slight true or insinuated would be enough, to get an enemy to strike out at his allies or start to run somewhere for a few moments (hypnotism). He can claim a higher level of expertise as to why his bombs seem to bypass fire protection and have greater effect. Hidden allies can come swinging down from rafters and chandeliers (summoning a flying fire warrior) wildly swinging lit torches.

Are we going to be engaging only with people (humanoid races) in this campaign, or will there be monsters sprinkled in as guards and such, set to hide the cardinal's secrets?[sblock=Thayoon, the Sharmind Street Illusionist]Thayoon
Shardmind Mage
Level 4
HP: 38 (bloodied 19)
speed: 6

STR 10 (+0)
CON 16 (+3)
DEX 13 (+1)
INT 20 (+5)
WIS 08 (-1)
CHA 15 (+2)

AC: 20
Fort: 18
Ref: 18
Will: 17[sblock=Def Calculations]AC equation: 20 + stat (5) + armor (0) + enhancement (1) + feat (2) + race/class (0) + 1/2 (2)
Fort equation: 18 + stat (3) + armor (0) + enhancement (1) + feat (2) + race/class (0) + 1/2 (2)
Ref equation: 18 + stat (5) + armor (0) + enhancement (1) + feat (0) + race/class (0) + 1/2 (2)
Will equation: 17 + stat (2) + armor (0) + enhancement (1) + feat (0) + race/class (2) + 1/2 (2)[/sblock]
TRAINED SKILLS:
Arcana +12, Insight +4, History +10, Streetwise +9
UNTRAINED SKILLS
Endurance +5

Initiative: +1

Healing surges: 9 (value: 9)

Feats
1. Unarmored Agility - +2 AC in cloth or no armor
2. Surging Flame - Fire powers used against targets with fire resistance deal 5 more dmg.
3. Superior Fortitude - +2 Fort, and resist 3 to ongoing dmg.

Attack equation: 1/2 (2) + stat (5) + enhancement (1) + feat (0) + misc. (0)
Attack bonus: 8

Damage equation: stat (5) + enh (1) + feat (0)
Damage bonus: damage die + 6

RESISTANCES:
3 Ongoing damage
5 Psychic
10 Force

ABILITIES:
Apprentice Mage (Evoker)- Reroll dmg die of 1.
Apprentice Mage (Enchantment)- Increase forced distance of charm powers by 2 squares.
Cantrips
Spellbook
Languages - Common, Thiayan (Deep Speech), Franzian
Telepathy - range 5 any language
Crystaline Mind - Resist 5 Psychic
Living Construct - No need to eat, drink, breath or sleep
Immortal Origin - Count as Immortal for creature origin

SPELLBOOK: (* are spells in book that are not prepared)
At-Will
Light - Ranged 5; Create a burst 5 bright light until end of encounter. Can end as free action.
Mage Hand - Ranged 5; Move object up to 20 pounds
Prestidigitation - Create up to 3 various minor visual effects at a time.
Magic Missle - Ranged 20; deal 8 dmg to one target.
Hypnotism - Ranged 10; +8 vs Will of one enemy, EITHER enemy makes MBA vs target I choose with +4 power bonus to hit. OR Slide enemy 5 squares.
Scorching Burst - Area Burst1 within 10; +8 vs Ref, 1d6+6 fire dmg.

Encounter
Shard Swarm - each enemy in burst 1 grants CA TENT and teleport 3 squares.
*Spectral Image - Range 5; Def 10 conjuration of any medium sized creature, can move within its space until hit. DC 22 to realize its an illusion.
Burning Hands - Close Blast 5; +8 vs Ref, 2d6+6 fire dmg. Half dmg on miss.
Fire Shroud - Burst 3; +8 vs Ref, 1d8+6 fire dmg and ongoing 5 fire dmg to enemies only.

Daily
Summon Fire Warrior
- Can summon warrior to attack for him.
*Phantom Chasm - Area Burst1 within 20; +8 vs Will, 2d6+6 Psychic dmg, Knocked Prone and Immobilized TENT
Guardian Blades - Until End of Encounter, Adjacent enemies that make an attack roll take 5 force dmg.

Background (Urban - Streetwise)
Hailing from the ice covered volcanic cities of Thiaya (Iceland) this crystaline trickster really likes people, and strives to move them. Seeing the smiles on their warm faces lets him experience his effect on others that had been missing from the eternally still visages of his own icy people.

Coming to the streets of Franzia, and the bustling streets that ran through it like the veins of a living thing left Thayoon speechless. So its a good thing he's telepathic. So many different peoples and ideas stirred across the reflective surfaces of both his body and mind that he simply could not contain himself. The warmth inside him came bubbling out in a pyroclastic performance where he doubled himself while juggling fire and teleporting around the square where he had been so moved.

The nice young recruits of the guard began filing into the square and were kind enough to escort the visitor to the local magistrate. But given that the shardmind had not injured anyone, there wasn't much he could do. Especially since the street performer seemed able to teleport short distances at will. So they let him go back to what he was doing without too much fuss. This impressed the wizard to no end he eventually saught to join the guard in protecting this wondrous place.

Equipment:
+1 Tome of Undeniable Fire - reduce enemy fire resist by 10. Contains 2 daily fire powers (Flaming Sphere1 and Fireball5). Daily: Exchange prepared Daily attack power of equal level or higher to cast one of these oout of the tome.
+1 Staff of the Traveller - Can teleport instead of shifting
+1 Brooch of Shielding - Resist 10 Force
+1 Cloth Armor of the Veteran - Daily: Spend AP to regain expended Daily attack power[/sblock]
 
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Not to kibosh anything Vertexx, but by RAW, Mages do not get Tome proficiency (HotFL has them having Wands, Rods, and Staffs). Unfortunately, the compendium entry for Mage doesn't clear that issue up and it is unclear if Arcane Power grants the tome to "all" wizards or just the non-Essentials one.

Of course, Scotley could just wave it way, but I thought I'd mention it at least.
 

Gosh, Stonegod, my impression was that Essentials rules were an update to PH rules, not merely designed to co-exist with them?
 

Gosh, Stonegod, my impression was that Essentials rules were an update to PH rules, not merely designed to co-exist with them?
It's more like alternative, compatible rules. Actual changes were errata. Only the rules compendium was kind of an updated / errated PH without classes and races.
 



Into the Woods

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