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[4e] Campaign discussion thread (Full)

Hey folks, I'm laid up a bit, had my wisdom teeth out. I had a nicely crafted post to all of you yesterday that I thought I posted. Guess not.

I'll recreate it later.

But the gist is... looking great!

Sound off for if you're going to build your Mythic PCs all the way up to 30 or not. Your option. I'm just curious.
 

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Sound off for if you're going to build your Mythic PCs all the way up to 30 or not. Your option. I'm just curious.

I decided on 16 because that gets you all of your base paragon path powers, and, well, because I'm too lazy to go all the way to epic. :) That and I have even less idea what epic plays like than paragon, so there it is.
 

I'm doing 30. Should be done later today.

Edit - Question on items. There's no items of level 31, so how can a level 30 character select a level +1 item? Can I instead select two items of lesser power? Like 28 or 29?

Edit 2 - I think I see how it works. Each item level (in the epic tier at least) corresponds to a gp value shift of 500,000...so 28 is 500k less than 29, which is 500k less than 30 and so on...

So a level 28 item would be 1.5 million less than a level 31 item. So!

What I will do, with approval of course, is "refund" myself the difference in value between the level I'm entitled to (31) and the level I'm buying (28) and use that, in addition to the cash from the level -1 thing to fund the purchase of another level 28 item...

This'll work.

If there's a problem, please let me know.
 
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Well, I though again and I decided that if Trasimakos has to be known as an archmage, well, I'll play him as an archmage! So, here's Trasimakos Arkeion at 22nd lvl. The build is more or less consistent with the 20th and 30th lvl ones, so they're reasonably the same person at different times (or even ages). The build is complete, though I might give him some more equipment since I have a lot of money left...

Pic: trasimakos.jpg

[sblock=Trasimakos lvl 22]Trasimakos Arkeion, Eladrin Wizard/Divine Oracle/Archmage 22

Str 10 (+2 lvl)
Dex 16 (+2 race,+2 lvl)
Con 14 (+2 lvl)
Int 24 (+2 race,+6 lvl)
Wis 21 (+6 lvl)
Cha 14 (+2 lvl)

Languages: Common, Elven, Draconic, Primordial, Supernal
Alignment: Evil
Religion: ??

Init: +18
Senses:Low-light Vision, Perception 33, Insight 33
Speed: 8 (fly 8)

AC: 25
For: 20
Ref: 25
Will: 26

HP: 123
Surge value: 30
Surges/day: 8

Saves:+5 vs charm

Racial Features:
+2 Arcana and History
Eladrin Education
Eladrin Weapon Proficiency
Eladrin Will
Fey Origin
Trance
Fey Step

Class features:
Arcane Implement Mastery (Orb)
Cantrips
Ritual Casting
Spellbook

Paragon Path features:
Foresight
Prophetic action
Terrifying insight

Epic Destiny:
Spell Recall

Feats (*bonus):
*Ritual Caster
Linguist
Improved Initiative
Skill Focus:Arcane
Toughness
Initiate of the Faith
__________________
Arcane reach
Great fortitude
Psychic Lock
Spell Focus
Iron Will
Lightning Reflexes
Fleet Footed
_________________
Spell Accuracy
Epic Resurgence


Skills (*trained; °armor penalty):
Acrobatics° +14
Arcana* +30
Athletics° +11
Bluff +13
Diplomacy* +18
Dungeoneering +16
Endurance° +13
Heal +16
History* +25
Insight* +23
Intimidate +13
Nature +16
Perception* +23
Religion* +25
Stealth° +14
Streetwise +13
Thievery° +14



Powers (*Utility, °item):
-will: Illusory ambush, Thunderwave, Ghost sound, Ligh, Mage Hand, Prestidigitation


-encounter: Spectral Ram, Prismatic burst, Crushing Titan's Fist, Shield*, Prophecy of Doom, Fey step, Orb of Imposition, Displacement*

-daily: Wall of Fire, Prismatic beams, Evard's black tentacles, Dispel Magic*, Blur*, Time stop*, Good Omens*, Hammer of Fate, Healing word, Cloak of Resistance°, Ring of Wizardry°, Staff of Power°, Orb of inevitable Continuance°

Rituals (*bonus*): *Tenser's floating disk, Comprehend language , Animal Messenger, Enchant magic item, Magic Circle, Linked Portal, Detect Object, Eye of Warning, 15, View Object, Planar Portal*, Arcane lock, Commune with nature, Consult Oracle, Disenchant magic item, Phantom Steed, Sending, Speak with dead, Water Breathing

Equipment (225,000 gps):

23rd-Mantle of the Seventh Wind +5
22nd-Cloak of Resistance +5
21st-Ring of Wizardry
Staff of Power +4 (105,000)
Orb of inevitable continuance +1 (680)
Boots of striding (4,200)
Gauntlets of the ram (3,400)
Diadem of Acuity (3,400)
Bag of holding (1,000)
Rituals (11,630)
Crystal ball (1,000)
Residuum (50,000)
80,310 gps[/sblock]
 

Now I feel a little bad about sticking with my level 30 build. But it's been such a PITA to make, I'm not inclined to revise backwards now unless it's needed. Consider this Thorn at her prime, which is the most important time to consider anyway, since as far as I'm aware, these writeups won't be played but instead exist mostly to inform our future choices and growth.

I think this is basically done now. I can touch things up a bit more, but unless I'm missing something, this should be ready to play. Even if it won't actually be played. :) Some item slots have more than one item in them. Generally she wears the more powerful of the two, unless a specific need for the alternate comes up...then she switches. A few items have names in quote marks. These are her 'signature' items as I see it, and are associated with her in tales of her exploits.

Many items are from the Adventurer's Vault. I can provide expanded descriptions of their effects if needed.

[sblock=Thorn, Rogue 30][Name: Thorn
Class: Rogue 30
Alignment: Unaligned
Race: Doppelganger
Size: Medium
Gender: Female

Abilities
Str: 12 [+1], Dex: 25 [+7], Wis: 14 [+2]
Con: 16 [+3], Int: 25 [+7], Cha: 18 [+4]

Hit Points: 173 Bloodied: 86
Healing Surges: 9 out of 9/day Healing Surge hp gained :43 HP per level: 5
Action Points: 1
Speed: 9 squares

Armour Class: 41 (10+15 levels + 9 armor + 7 dex)
Fortitude Defence: 39 (10 + 15 levels + 3 con + 6 enhancement + 3 item + 2 feat)
Reflex Defence: 42 (10 + 15 levels + 7 dex + 6 enhancement + 2 class + 2 armor )
Will Defence: 38 (10 + 15 levels + 4 cha + 6 enhancement + 2 feat + 1 race)
Initiative: +7

Skills:
Arcana +30
Stealth +33
Thievery +32 (+2 open lock/disarm trap)
Acrobatics +27
Athletics +27
Bluff +32
Perception +26

Insight (Untrained) +23

Languages: Common, Elven, Dwarven, Draconic

Feats:
1 Arcane Initiate (Gain training in Arcana, gain Wizard at-will attack as Encounter)
2 Ritual Caster (gain ability to cast rituals)
4 Novice Power (Swap encounter powers)
6 Linguist (gain 3 languages)
8 Acolyte Power (swap utlity powers)
10 Adept Power (swap daily powers)
11 Agile Athlete (reroll acrobatics and athletics checks)
12 Combat Anticipation (+1 defenses against ranged, bursts and blasts)
14 Evasion (no damage from area attack misses targeting reflexes)
16 Mettle (No damage from area attack misses targeting Will and Fort)
18 Secret Stride (Movement doesn't penalize Stealth checks)
20 Fleet Footed (+1 speed)
21 Arcane Mastery (regain daily spell w/action point)
22 Blind Fight (ignore concealment/invis for adjacent spaces)
24 Unfettered Stride (movement unaffected by difficult terrain)
26 Inescapable Force (Force powers do full damage plus 1d10 to insubstantial creatures)
28 Great Fortitude (+2 Fort)
30 Iron Will (+2 Will)

Race Traits:
+2 Intelligence, +2 Charisma
+2 Bluff, +2 Insight
Mental Defense: +1 Will
Change Shape (At-will, Minor action)

Class Abilities:
First Strike - Combat Advantage against anyone who hasn't yet acted
Artful Dodger - +3 to AC vs opportunity attacks
Weapon talent - Inc shuriken dmg die, +1 to hit w/dagger
Sneak Attack +5d6

Epic Destiny: Deadly Trickster
Sly Fortune's Favor: Reroll any d20 roll 3/day
Trickster's Control: Enc or Daily power unexpended on 18 or more
Trickster's Disposition: 1/day force a 1 on GM roll

At-Will
Sly Flourish- +32 vs AC, 2W+7+4+6
Magic Missile - +28 vs Ref, 4d4+7+6+3 force, 20 sq
Shadow Stride, Move, From hiding move full speed to another hiding place and make unpenalized Stealth check, if successful your movement is hidden
Change Shape, Minor action, alter physical form to take on the appearance of any medium Humanoid, including unique individuals

Encounter
Thunderwave +28 vs Fort, 2d6+7+6 thunder, blast 3
Tornado Strike +32 vs AC, 2W+7+6 (slide targets up to 5, move 3), 1 or 2 foes, melee or range
Hounding Strike +32 vs Will, 3W+7+6 (combat ad 1 turn, gain +4 defenses vs that target), melee or range
Steel Entrapment +30 vs Fort, 3W+7+4 (immobilized 1 turn), blast 5, ranged only
Spectral Ram +28 vs Fort, 2d10+7+6+3 force (push 3 sq and knock prone), 10 sq
Master of Deceit, reroll Bluff
Leaping Dodge, interrupt - Roll Athletics +5 to jump away before attack hits

Daily
Assassin's Point +32 vs AC, 7W+7+6 (1/2 on miss), double sneak attack/crit, melee or range
Feinting Flurry +32 vs Will, 5W+7+6 (target defenses -4 for 1 turn, sustain minor), melee or range
Wall of Fire 1d6+7+6 adj, 3d6+7+6 pass through, 1 turn (sustain minor), wall 8x4 10sq
Disintegrate +28 vs Ref, 5d10+7+6 (ongoing 10, save - Ongoing 5 save), 10 sq
Dispel Magic, +28 vs Will (of creator), Conjuration/zone destroyed on hit, 10 sq
Arcane Gate, 2 empty squares, range 20, minor action, 1 turn (sustain minor), pass between target squares
Hide from the Light, from hiding become invis for enc, moving more than 2/turn or using other than basic attack ends
Epic Trick, minor action, regain HP and surges, save against all effects, recover encounter or daily powers (not this one)

Rituals
Arcane Barrier, 3200
Arcane Lock, 150
Comprehend Language 50
Conceal Object, 2000
Detect Object 1000
Disenchant Magic Item 360
Enchant Magic item 175
Endure Elements 100
Eye of Warning 4200
Fastidiousness, 50
Forbiddance 25000
Hallucinatory Creature, 2600
Hallucinatory Item, 250
Knock, 175
Linked Portal, 680
Magic Circle, 250
Magic Mouth, 50
Make Whole, 50
Memory Seal, 25000
Passwall, 2600
Phantom Steed, 360
Preservation, 100
Secret Page, 50
Sending, 360
Signal of Pursuit, 680
Silence, 75
Tenser's Floating Disc, 50
View Location, 5200

Cash: 67,345

Weapons
"Last Laugh" - Lucklender Dagger +6 (gains 1 charge every natural 1 or enemy crit, can spend charges to boost attacks)
"Hive of Motes" - Wand of Swarming Force +6 (Bonus to hit/dmg w/implement spells, +3 damage w/force spells, has Cloud of Daggers as Encounter power)
Bracers of Infinite Blades, 45000 (create +4 shuriken at will)

Armor
Swordwing Sylvan Armor +6 (Bonus to AC, Stealth and Athletics)

Neck
"Wink" - Liar's Trinket +6 (Bonus to defenses, also to Bluff, DC38 check to detect magic, contests Bluff vs divinations)

Head
"Clarity" - Eye of Discernment, 225,000 (+4 insight/perception, immune to blinding)
Goggles of Night, 21,000 (gain darkvision)

Feet
Sandals of Avandra, 625,000 (+2 speed, shift 1/2 speed at will, immune to OA per encounter)

Hands
Hedge Wizard's Gloves, 840 (mage hand and prestidigitation at will)
Guildmaster's Gloves, 425,000 (+5 Thievery and reroll 1/day)

Ring
Ring of Retreat, 65,000 (+1 sq when teleporting, daily to teleport to predetermined location, and back if within 10 hours)
Ring of Fey Travel, 325,000 (+1 speed, daily minor to teleport speed, lasts 1 turn on milestone)
Magician's Ring, 21,000 (Ghost sound and prestidigitation at will)

Waist
Belt of Vitality, 425,000 (+3 fortitude, use healing surge when making death save 1/day)

Wondrous
Flying Carpet, 125,000 (fly 6, up to 10 high at will, -2 AC/Reflex while on carpet)
Exodus Knife, 13,000 (create extradimensional hiding place)
Foe Stone, 13,000 (determine enemy type/vulnerabilities at will)
Unfettered Thieves Tools, 9000 (+2 thievery to open locks/disarm traps, can be used 5 sq away)
Rital Candle, 9000 (+2 to ritual skill rolls)
Handy Haversack, 5000 (store 1000lbs, weighs 1lb)
Rope of Climbing, 5000 (100' long, can climb 10' per turn and secure self)
[/sblock]

[sblock=Thorn's Story] Excerpt from 'Last Days - A History of Endings' by the honorable scholar Lars Jemen.

The name Thorn means different things to different people. Those who labor long and hard to impose law on others curse and use it as an epithet. Those who have been oppressed by restrictive tyrants often regard her as a sort of folk hero. Many in power believe that 'Thorn' was actually a movement, an organization of anarchists. Others strike closer to the truth and speculate a single operator who changes names and faces with the ease others change their clothes.

Thorn was a doppelganger; strange creatures that were never shaped by divine hands and lack souls to anchor them into one form. They can change themselves to exactly resemble other races...even other individuals. Sinister and sly, the race was all but wiped out in the great wars but sometimes lived openly in the ages before, when Thorn lived. Like all doppelgangers, Thorn was doomed to die a final death. With no soul to carry on, she had neither afterlife nor hope of resurrection to look forward to. She lived for the moment therefore and was a creature of whim. She was driven by only a few real ambitions that shaped her actions.

Her first drive was simply to satisfy her own desires. She gathered wealth by fair means and foul, from legitimate business enterprise and from theft, extortion and cunning confidence games. With these funds she created a sanctuary for herself which has to this day never been discovered.

Thorn's calling card was unpredictability. She seemed to take a perverse joy in varying her patterns, goading those who hunted her into thinking they understood her next move, and then changing the game. She almost certainly had sympathetic ears close by her foes, feeding her their plans at crucial moments. Making matters worse was the fact that Thorn had made an intensive study of magic, giving her the means to use potent mystic protections and giving her unusual resources to draw on in her exploits. With a formidable arsenal of tools at her disposal, both magic and mundane, Thorn proved impossible to catch, impossible to stop.

Informing all her actions was the only real pattern to her behavior ever found; her sympathy for underdogs. Her very name was taken from the expression 'thorn in the side,' specifically referring to how she needled those who abused authority and power...which eventually came to be anyone who HAD authority and power by all appearances. Though this often placed her in the role of 'hero,' she was anything but heroic in her methods. Through infiltration, deception and sometimes a skillfully placed assassination, Thorn brought more than one powerful lord to ruin and disgrace. Of course, the cumulative effect of her efforts was to create chaos that contributed towards the ultimate collapse. At one point she even had the audacity to confront the emperor himself, one can assume intending to kill him. This went badly for her, and in fact nearly led to her death. She vanished for long years after that, and was much changed when she returned.

Thorn's return coincided with the discovery of the Egg of Aeons, it's now understood. Unfortunately at the time most believed her to be dead...a fact that played into her hands. It is speculated that her near-death reminded her of the grim fact of her mortality, and of the oblivion that awaited her. There are fanciful tales that spoke of Thorn breaching the very veil between worlds and bracing the gods themselves in their durances, to demand souls for herself and her kind. Proof that in the absence of the real article, imaginations run wild. Even so, one thing became certain; Thorn desired the Egg not for itself, but for what she could use it as a bargaining chip to attain. She was beyond the need for anything mortal agency could provide...now she sought leverage that would gain the attention of gods, demons and angels. The Egg of Aeons.

By her twin crafts of magic and deception, Thorn infiltrated not only the guardians of the Egg, but those who hunted the Egg. In the end she betrayed them both, and as they fought one another she took the Egg and vanished...presumably to a safe location from which to make her demands. Unfortunately for her, no plan, however subtle and intricate, long survives contact with the enemy...and she had made powerful enemies indeed.

The final confrontation of the Egg remains one of mystery. The warring factions were united, temporarily, by the theft of the Egg, and they managed to divine Thorn's intentions and moved as one to recover it. Their fate, and Thorn's, are unknown. The Egg never resurfaced, and the favor of the gods was lost. Mortal empires crumbled and the great war that had been started for the Egg consumed all in an age of darkness.[/sblock]
 
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I went to level 20 with Rhoskan, figuring he probably died valiantly defending the egg, rather than ascending to demigod status. :)

I'm working on Balash, my paladin, even as we speak.
 

A question, Sparky: Will the mythic characters interact, and how? It'd be difficult if there's such a difference in levels... I mean, if we're talking 20 and 22, ok... but 20 and 30?
 

I see no problem at all with level 30 and level 20 characters interacting, they just won't interact as peers. It will divide the threads of their history, which is totally fine.

---

Nice historical document there, Shayuri. :)

---

I have one request of all of you (it really only applies to 3 of you at the moment), it's a little goofy and I am remiss in not mentioning it sooner... but can your modern PCs each have a different letter starting their first names? Holler if you'd like to keep your 'B' name and if there're more than one claimant I'll roll to see who gets it. Sorry for not mentioning this sooner.

---

Can't wait for Freedom's 'spark' to meet up with Krik.

Also - don't forget to update the Wiki with your names and classes - as we're in flux and developing stuff still, it's easier on me if you guys make the edits. If you're not sure how ask here or PM me with the info you need updated.

Thanks!

Toranthar - Dramatis Personae - ENWiki
 

Goodbye Balash, hello
[sblock=Heskrash]Name: Heskrash
Male Dragonborn Paladin 1
Alignment: Lawful Good
Background:

Medium Humanoid, 6’7” tall, 247 lbs, 18 yrs old
Silver Scales, Green eyes

Languages: Common, Draconic
Vision: Normal

Ability Scores
Str: 16 (+2 Racial)
Con: 14
Dex: 8
Int: 12
Wis: 14
Cha: 16 (+2 Racial)

Basic Combat Stats

Hit Points: 29
Bloodied: 14
Healing Surges: 12/day
Healing Value: 8

Initiative: -1
Speed: 5 squares (6 Base -1 armor )
Action Points: 1
Saving Throws:

Defenses

AC: 20 (+8 Armor +2 Shield)
Fort: 14 (+3 Str +1 Class)
Ref: 14 (+1 Int +2 Shield +1 Class)
Will: 14 (+3 Cha +1 Class)

Basic Attacks

Melee: Battleaxe Hit: +5 (+3 str +2 Proficiency) damage: 1d10+3
Melee: Handaxe Hit: +5 Damage: 1d6+3
Ranged: Handaxe Hit: +5 Damage: 1d6+3 Range: 5/10

Passive Skills

Perception 12
Insight 12

Skills

Acrobatics -5 (-1 Dex -2 armor -2 shield)
Arcana +1 (+1 Int)
Athletics -1 (+3 Str -2 armor -2 shield)
Bluff +3 (+3 cha)
Diplomacy +8 (+3 cha +5 trained)
Dungeoneering +2 (+2 Wis)
Endurance +3 (+2 Con -2 armor -2 shield +5 trained)
Heal +7 (+2 Wis +5 trained)
History +3 (+1 Int +2 Racial)
Insight +2 (+2 Wis)
Intimidate +5 (+3 Cha +2 Racial)
Nature +1 (+1 Int)
Perception +2 (+2 Wis)
Religion +6 (+1 Int +5 Trained)
Stealth -5 (-1 Dex -2 Armor -2 Shield)
Streetwise +3 (+3 Cha)
Thievery -5 (-1 Dex -2 Armor -2 Shield)

Feats
Healing Hands

Racial Traits and Powers
Dragon Breath
Draconic Heritage
Dragonborn Fury

Class Features
Channel Divinity
Divine Challenge
Lay on Hands

At Will Powers
Bolstering Strike: +5 vs. AC, 1d10+3 damage, 2 temp. hit points
Valiant Strike: +5 (+1 per enemy adjacent to you) vs. AC, 1d10+3 damage
Lay on Hands: +3 hp
Divine Challenge

Encounter Powers
Fearsome Smite: +5 vs. AC, 2d10+3 damage, target takes -2 penalty to attack rolls until end of your next turn.

Daily Powers
Paladin’s Judgement: +5 vs. AC, 3d10+3 damage, and one ally within 5 squares can spend a healing surge. Miss: one ally within 5 squares can spend a healing surge.

Utility Powers

Rituals

Equipment
Plate Mail
Heavy Shield
Battleaxe
Standard Adventurer’s Kit
2 Handaxes

Coins- 0gp, 0sp, 0cp

[/sblock]
 

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