• NOW LIVE! Into the Woods--new character species, eerie monsters, and haunting villains to populate the woodlands of your D&D games.

[4e] Campaign discussion thread (Full)

Hey Guys,

I've been silent for a while, sorry...RL...

So, in my off time, I've become enamored with the concept of a human wizard for a first level PC. So, I'll keep the thiefling feylock as the mythic PC, and go for a human wizard for the 1st level PC.

I was thinking that this human is a descendent of the mythic thiefling. The Mythic thiefling made a pact with dragons to create a ritual that would allow his decendents not to bear the curse of the demons (and basically be normal humans). In return, he swore to protect the dragon's decents, in this case, the egg. Fair enough?
Cheers,

SG

[sblock=Human_wizard_lvl1]
The character
Name: Ulrik
Race: Human
Class: Wizard
Role: Controller
Level: 1

[sblock=Abilities]
Code:
[U]Ability scores[/U]
Strength     : [B] 8 (-1)[/B]     Hit points : [B]22[/B]
Constitution : [B]12 (+1)[/B]     Bloodied   : [B]11[/B] 
Dexterity    : [B]14 (+2)[/B]     Surges     : [B]5 [/B]
Intelligence : [B]18 (+4)[/B]     Surges/day : [B]7 [/B]     
Wisdom       : [B]13 (+1)[/B]     Initiative : [B]+6[/B]
Charisma     : [B]13 (+1)[/B]     

[U]Defenses:[/U]
Armor class  : [B]14 [/B] [spoiler] +4 Int [/spoiler]
Fortitude    : [B]13 [/B] [spoiler] +1 human, +1 human resilience, +1 con [/spoiler]
Reflex       : [B]16 [/B] [spoiler] +1 human, +1 human resilience, + 4 int[/spoiler]
Will         : [B]15 [/B][spoiler] +1 human, +1 human resilience, +2 wizard +1 wis[/spoiler]


[U]Skills[/U]
Arcana  (Int): [B]+ 9 [/B] (trained)
Religion (Int): [B]+ 9 [/B] (trained)
History (Int):[B]+ 9 [/B] (trained)
Insight (Wis): [B]+ 6 [/B] (trained) 
Nature (Int):[B]+ 9 [/B] (trained, human)
Languages:
Common, elven, draconic

Racial traits
extra feat, extra at will, extra skill.
Size: Medium
Speed: 6 squares


Class features
Class: Cantrips, Spellbook, orb focus
At-Will: Cantrips, Scorching Burst, cloud of daggers, thunderwave
Encounter: Grasping shadows (http://wizards.com/files/Dragon_364.pdf)
Daily: Sleep (normally prepared) & flaming sphere


Feats
Ritual Casting, human resilience, improved initiative


Weapon Proficiency:
Simple melee, simple ranged
[/sblock]


[sblock=Powers]

Basic attack
Quarterstaff
:melee: Attack: +1 vs. AC; Damage: 1d8-1


At-will:
Ghost Sound (Arcane, Illusion)
:ranged: Standard Action; ranged 10:
--- Target: One object or unoccupied square
Effect: You cause a sound as quiet as a whisper or as loud as a yelling or fighting creature to emanate from the target.
You can produce nonvocal sounds such as the ringing of a sword blow, jingling armor, or scraping stone.
If you whisper, you can whisper quietly enough that only creatures adjacent to the target can hear your words.​


At-will:
Light (Arcane, Illusion)
:ranged: Minor Action; ranged 5
--- Target: One object or unoccupied square
Effect: You cause the target to shed bright light. The light
fills the target’s square and all squares within 4 squares of
it. The light lasts for 5 minutes. Putting out the light is a
free action.
Special: You can have only one light cantrip active at a time. If
you create a new light, your previously cast light winks out.​


At-will:
Mage Hand (Arcane, Conjuration)
:ranged: Minor Action; ranged 5
--- Target: One object or unoccupied square
Effect: You conjure a spectral, floating hand in an unoccupied square within range. The hand picks up, moves, or manipulates an adjacent object weighing 20 pounds or less and carries it up to 5 squares. If you are holding the object when you use this power, the hand can move the object into a pack, a pouch, a sheath, or a similar containerand simultaneously move any one object carried or worn anywhere on your body into your hand.
As a move action, you can move the hand up to 5 squares. As a free action, you can cause the hand to drop an object it is holding, and as a minor action, you can cause the hand to pick up or manipulate a different object.
Sustain Minor: You can sustain the hand indefinitely.
Special: You can create only one hand at a time.​


At-will:
Prestidigitation (Arcane)
:ranged: Minor Action; ranged 2
---Effect: Use this cantrip to accomplish one of the effects given below.
- Move up to 1 pound of material.
- Create a harmless sensory effect, such as a shower of sparks, a puff of wind, faint music, or a strong odor.
- Color, clean, or soil items in 1 cubic foot for up to 1 hour.
- Instantly light (or snuff out) a candle, a torch, or a small campfire.
- Chill, warm, or flavor up to 1 pound of nonliving material for up to 1 hour.
- Make a small mark or symbol appear on a surface for up to 1 hour.
- Produce out of nothingness a small item or image that exists until the end of your next turn.
- Make a small, handheld item invisible until the end of your next turn.
Nothing you create with this cantrip can deal damage, serve as a weapon or a tool, or hinder another creature’s actions.
This cantrip cannot duplicate the effect of any other power.
Special: You can have as many as three prestidigitation effects active at one time.


At-will:
Scorching burst (Arcane, Fire, Implement)
:area: Standard Action; Ranged burst 1 within 10 squares: +4 vs. Ref Damage: 1d6+4


At-will:
Cloud of daggers (Arcane, Force, Implement)
:ranged: Standard Action, Ranged 10, : +4 vs. Ref Damage: 1d6 +4 force damage
----Effect: The power’s area is filled with sharp daggers of force.
Any creature that enters the area or starts its turn there takes force damage equal to your Wisdom modifier (2). The cloud remains in place until the end of your next turn. You can dispel it earlier as a minor action.


At-will:
Thunderwave (Arcane, Implement, Thunder)
:close: Standard Action, Close blast 3 : +4 vs. for Damage: 1d6 +4, push the target 2 square


Encounter:
wand of accuracy
:ranged: Free action,
Effect: gain a bonus to a single attack roll equal to your Dexterity modifier. You must wield your wand to benefit from this feature.


Encounter:
Grasping Shadows (Arcane, Illusion, Implement)
:ranged: Standard Action, Area burst 1 within 10 squares: +4 vs. wil Damage: 2d8 +4 psychic damage
---target is slowed until the end of your next turn.
Effect: Shadows writhe in the designated area and continue until the end of your next turn.
Any creature that enters the area of the grasping shadows takes psychic damage equal to your Intelligence modifier and is slowed until the end of its next turn.​


Daily:
Flaming sphere (Arcane, Fire, Implement)
:Ranged: Standard Action; Ranged attack 10: +3 vs. Wil Damage: 3d6 +3
--- Hit: Target is immobilized until the end of your next turn. ---
--- Effect: Target takes -2 to Will defence (save ends) ---
[/sblock]

[sblock=Equipment]
Code:
[U]Currency:[/U] 
30 gp. 

[U]Equipment           Price    Weight    Other[/U]
Leather armor       25 gp    20 lb.    Light armor
Staff		     5 gp     4 lb.
Dagger               1 gp     1 lb.    light thrown


Adventurer's kit    28 gp    30 lb.    
  Backpack           2 gp     2 lb.
  Bedroll            1 sp     5 lb.
  Flint & Steel      1 gp      -
  Pouch, belt        1 gp   1/2 lb.
  Rations, trail   2.5 gp     5 lb.    5 days
  Rope, silk        10 gp     5 lb.    50 ft.
  Sunrod (2)         4 gp     2 lb.   
  Waterskin          1 gp     4 lb.      

Gold		    12 gp     1 lb.	

[B]Total           100 gp   78.5 lb.[/B]

Normal load:    80 lb.
Heavy load:     160 lb.
Max. drag load: 400 lb.
[/sblock]

[sblock=Background/appearance]
TBD
[/sblock]
[/sblock]​
 

log in or register to remove this ad

I statted up my level 1 Warforged Warlord with the DDI Character Builder today. :) His name will be Resolute, by the way.

Now, if only it was the full version, and not the level 1-3 beta, so as to make creating Freedom at level 25 easier. ;)
 

I statted up my level 1 Warforged Warlord with the DDI Character Builder today. :) His name will be Resolute, by the way.

Now, if only it was the full version, and not the level 1-3 beta, so as to make creating Freedom at level 25 easier. ;)

Oh! How does the beta seem to you?
 

Oh! How does the beta seem to you?

My biggest problem is it takes a bit of gymnastics to get the character sheet into a format you can share with someone not using the CharGen program (like a PDF). Other than that, it's really easy, very fast to put together a PC, and only has a few small beta-expected issues. I'm really liking it!
 

Thanks for sorting out where I was supposed to post Arawn! It was something I was a bit concerned about, but I'm not good enough with wiki-fu to get it sorted myself. :)
 

I would like to talk about the character sheets on the wiki.

I find them over-complicated, in terms of stuff that needs to be edited, frankly. I really appreciate the hard work that's gone into creating them, and I think they look fantastic, but having gone to all the trouble to create a character and put it clearly in my .sig, to then have to go through this very long character sheet and put up all that information again is more than I have time for.

Like I said, I think they're great if you've got time to fill them in. I don't.

If you're absolutely insistent that I use this character sheet for my Mythic PC, then I'm going to have to leave the game. It's a shame, but I'm not interested in that much work to play in a pbp.

To be clear, I'm not leaving the game yet. But I'd like to have a discussion about whether or not that character sheet, in the wiki, is an essential part of the game or not.
 

Doing a wizard, eh Steve?

Alrighty...I can remake Mask as a rogue with multiclass wizard...following in the footsteps of her predecessor...

I'm pretty happy with how Thorn worked, so that would be fine. And I notice there's no rogue in the new bunch.

So...yeah. Hee.

Or...hmm...maybe a fey pact warlock with multi wizard...there's some synergy there...HMM...
 
Last edited:

Doing a wizard, eh Steve?

Alrighty...I can remake Mask as a rogue with multiclass wizard...following in the footsteps of her predecessor...

I'm pretty happy with how Thorn worked, so that would be fine. And I notice there's no rogue in the new bunch.

So...yeah. Hee.

Or...hmm...maybe a fey pact warlock with multi wizard...there's some synergy there...HMM...

Hey Sayuri! I think I lost track of the threads. I thought you were going for the rogue, that's why I went wiz. If you want the wizard slot, I can go back to my original idea of an eladrin rogue... If you really don't mind, I'd rather stick with the wizard. Just let me know, ok?
Cheers,

SG
 

Hee...remember, we each have two characters though.

Thorn (level 30) is a rogue, multiclassed with wizard.

Mask (level 1) is a wizard, multiclassed with feylock.

Or she was.

If you really want the wizard, I can change Mask to a feylock though. I've been reading warlock powers, and they're pretty COOL. I like.

I can work it into her story too.

I am trying to decide if I want to multiclass too...feylock/wizard has some synergy. Feylock/rogue, oddly enough, does too.
 

Well, if it's going to allow you to play a cool feylock, maybe I'll stick with the wiz! ;-) Seriously though, it's your call. It's my fault for not keeping track of the thread, and if you take the wiz, I'll go with Eladrin rogue for my lvl 1 char (wich is fine by me!).

I dunno about the multiclassing. The incremental benefit seems marginal, especially if you consider what you'd be sacrificing (like improved initiative - key for both wizards & rogues!).
Cheers,

SG
 

Into the Woods

Remove ads

Top