24 - 4e style (closed)


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I do intend to be teleporting constantly...well, whenever I can anyway.

Yes, I do plan on learning swordmage powers eventually...but the time for needing a Pact Sword might be too early, since it is clearly NOT as good as some other options open to me. If I survive day 1, I'll likely bring in a Pact Sword once I have some Swordmage Powers. Until then, I'll take the 1/day +3 AC until end of the encounter.

As for the magic items, I guess when I saw the level 4, 5, and, 6 items, I, in my head, went ahead and applied the making characters higher than level 1 section that gives you 4, 5, and 6 items, plus cash equal to one level lower than yours...which is how I bought the pact sword.

As for shimmering...eh, I don't know how THAT happened. Reworking my sheet...
 
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Hmm... sounds like an interesting idea. :)

Would be willing to make (another ;)) cleric, since healing is certainly desperately missing right now.

Bye
Thanee
 

I'm interested too. Looks like many of the roles have been covered, though Velmont you're choice of wizard or not is still in the air for covering controller. I'd be willing to take that on if you are wanting to go swordmage more. If you are leaning strongly towards wizard I'll have a look at a striker of some sort (drow rogue perhaps).
 

Peacekeeper Leyra, Cleric of Corellon

[SBLOCK=Leyra]Leyra

Female Elf
6th-Level Cleric of Corellon
Unaligned

Str 8 -1 (0 PB)
Con 12 +1 (2 PB)
Dex 16 +3 (5 PB; +2)
Int 10 +0 (0 PB)
Wis 20 +5 (12 PB; +2; +1)
Cha 14 +2 (3 PB; +1)

Speed 7 (6 with armor)

Hit Points 49
Bloodied 24
Surge Value 12
Healing Surges 8

Initiative +3
Action Points 1

Armor Class 22
Fortitude 15
Reflex 17
Will 21

Racial Traits
Elven Weapon Proficiency
Fey Origin
Group Awareness
Wild Step

Languages
Common
Elven

Skills
Arcana +8
Heal +13
Insight +13
Nature +10
Perception +15
Religion +8

Feats
Ritual Caster
Warrior of the Wild
Corellon's Grace
Novice Power
Astral Fire

At-Will
Melee Basic Attack (Unarmed +2, 1d4-1)
Ranged Basic Attack (Lightning Longbow +9, 1d10+4, 20/40)
Lance of Faith
Sacred Flame

Encounter
Elven Accuracy
Hunter's Quarry
Channel Divinity: Corellon's Grace
Channel Divinity: Divine Fortune
Channel Divinity: Turn Undead
Healing Word
Healing Word
Divine Glow
Fox's Cunning
Bastion of Health

Daily
Beacon of Hope
Shield of Faith
Consecrated Ground

Rituals
Gentle Repose
Comprehend Language
Eye of Alarm
Detect Secret Doors
Hand of Fate
Brew Potion
Enchant Magic Item

Equipment
Veteran's Finemail Armor +2
Magic Holy Symbol +2
Lightning Longbow +1
Healer's Brooch +1
Arrows (30)
Fine Clothing
Backpack
Bedroll
Flint and Steel
Everburning Torch
Belt Pouch
Waterskin
Holy Symbol
Ritual Book
Ritual Components (??? gp; "whatever you wish" :lol: )
Tanglefoot Bag
Potion of Healing
? gp, ? sp[/SBLOCK]

Bye
Thanee
 
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*with the voice of professor Fornsworth*

-''Good news, anyone!''

Hum, I changed my mind about the starting level.

I'll make it level 6. If the game goes well, a simple scheme of +5 level for every 'day' will be very satisfactory (level 11, 16 and 21 are all meaningful on the Paragon / Epic path, for example).

Also, IMO, level 6 is a bit of a power level compared to level 5. Level 5 only grants 4 to 6 hp and 1 daily. Level 6: Utility, +1 to everything, a feat, 4 to 6 hp and even some class features that increases (Healing word will be +2d6, for example).

The augmentation in the PCs capacity is more subtsantial. Therefore I expect that a hard encounter (level +3) is more manageable for a level 6 party than for a level 5, for example.

So I'll add a level 7 magic items for everyone and leave the level 5 items. So that's 4 magic items a piece.

It shouldn't be too much book keeping to modify the PC, I hope.

---

Thanee, looks good. Except of course for the fact that it now needs to be a level 6 PC. ;) EDIT : Holy... you did that fast.
 
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Not sure what you are working on Velmont, but thought I'd prepare for either character I'm thinking of. Mal, would you allow the Illusion wizard powers from Dragon 364?
 

Barrion is all leveled up. Went back to my pact sword as the +2 version is a level 7 item, and I was able to get Intelligent Blademaster, making melee basic attacks an actual possibility for me.

The more I look at it, the more ocnvinced I am that I may not actually have to walk in combat. I'll be crazy mobile, especially once we start dropping people.
 

I made my raw choices, I got some other stuff to do before I post my math.
I'm basically an orphan, raised by the state, effectively. Parents were Brokhelm miners, and were killed in an accident. Undhil is my home, my mother, and my father. I've been having rreeally intense dreams that foretell my impending death and I've been getting a little erratic because of it.

[sblock=Raw Choices]Dwarf
Fighter
STrength 18=17+1
Contertu 17=14+2+1
Dexterty 13
Intelige 10
Widsom 14=12+2
Charisma 8

Endurance
Intimidate
STreetwise

Fighter Weapon talent (2H)

Cleave, Reaping strike
Steel Serpent Strike
Brute Strike
Unstoppable
Crushing Blow
Dizzying Blow
Unbreakable

Dwarven Weapon Training
Potent Challenge
Toughness
Powerful Charge

Equipment
7 Weapon - Resounding Maul +2
6 Armor - Magic Scale +2
5 Girdle of the Oxen
4 Cloak of the Walking Wounded +1[/sblock]
 
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Looks good, Gene.

But Dwarven Weapon Training and Weapon focus (Hammers) both grant a feat bonus so they don't stack.

AFAIK, anyway.

I'd suggest toughness as a replacement since a defender without shield is getting hit a bit more often.
 
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