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[4e] Campaign discussion thread (Full)

That works, Atan. Stat your Ancient PC as much as you like. Walking through his life and levels seems like a great way to build an epic past.
 

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I'm feeling a dragonborn duo. The ancient PC a cleric of Bahamut, maybe even a high priest by the time he was tasked with protecting the egg that was destined to save the dragon race. With the divine power and guidance of his god, he sacrificed his life in his quest.

Now, centuries later, a young dragonborn finds himself in a conversation with Bahamut, and is chosen to take oaths and become a paladin. As yet, he is unaware of the importance of his ancestor.
 

Thanks Sparky. Also, if you have any info, detailed or not, on the setting, I think it'd be a great help in the process.
I'll write more soon.
 

I'm liking the idea that perhaps no one knows where the soul or spark that animates warforged comes from, but perhaps they all are spun back out once they return to that source. There's no recorded instance of a warforged remembering past lives, but... sometimes a young warforged emerges from the creation forges with a sense of destiny, of great things both past and future, that the wise can discern.

Naturally, my modern warforged would have the spark of the great legend from the past.
 

Lots of interesting buzz so far - keep it coming! :D

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As far as the setting, it's a brand-spanking new homebrew, Atan! Give me some topics and I'll spin out some ideas. What do you want to know (and let me know your preferences)?

Same goes for the rest of ya!
 


I have a couple questions right back about the nature of divinity... do you (as players and PCs) want to know one way or another if the gods are 'real'?
 

I have a couple questions right back about the nature of divinity... do you (as players and PCs) want to know one way or another if the gods are 'real'?

To some extent, I guess it doesn't matter. I've always seen cleric and paladin powers as a result of belief more than divine intervention. It can be fun to have the gods intervene or speak with the characters, but I don't think it's necessary as far as I'm concerned. The question itself can lead to a lot of fun role-playing.
 

Thanks for the link, Atan. The paragon/epic PCs were drawn from Steve Gorak's comments.

In that regard - Steve, would fast PC advancement scratch the itch to get into the higher tiers?

Hey guys. Sorry for not keeping up. Dang, the discussion pace has been lightning fast!

So, if the game itself has this pace, I won't be able to keep up. I can do 1 post per day, except when I travel for work.

Now, this disclaimer having been said, I'm still definitely in if y'all have me ;-)

As it was mentioned before, PBP "fast PC advancement games" aren't that fast... so I like the idea of the 2 PCs. Now, I didn't catch what's the level of the elder character. Could we get some guidelines? Also, which one are we going to play, the low level or the high level character?

Here's a draft of my 1st level Eladrin rogue
[sblock]
History: need more info on the setting.
I'd like to use the pact initate feat as a hook.


Eladrin rogue

F 14
D 16+2
C 13
I 8+2
W 10
C 14

Saves:
AC: 16 (+2 leather +4 dex)
ref: 16 (+2 rogue + 4 dex)
For: 12 (+2 str)
Will: 13 (+2 cha, +1 racial)

+5 racial bonus to saving throws against charm effects.


Feat: Pact initiate (fey pact)

Powers
At will: riposte strike (dex vs ac, if target attacks before start of your next turn, get 1 str vs ac basic attack)
piercing strike (dex vs ref, damage: w+dex).

Encounter:
dazing strike: dex vs AC, and the target is dazed until the end of your next turn
fey step: teleport 5
Eyebite: Arcane, Charm, Implement, Psychic, Standard Action Ranged 10
Target: One creature
Attack: Charisma vs. Will
Hit: 1d6 + Charisma modifier psychic damage, and you are invisible to the target until the start of your next turn.

Daily: easy target. dex vs. AC. Hit: 2[W] + Dexterity modifier damage, and the target is slowed and grants combat advantage to you (save ends both). Miss: Half damage, and the target grants combat advantage to you until the end of your next turn.



Weapons: dagger, longsword, suriken, Sling

Dagger: attack +8 vs. ac (+3 base +1 rogue +4 dex) , damage 1d4+4
Longsword: attack +5 vs. ac (+3 base +2 str), damage, 1d8+2
suriken
Sling

Skills:
Stealth (Dex)
Thievery (Dex)
Acrobatics (Dex)
Athletics (Str)
Bluff (Cha)
Perception (Wis)
Eladrin 1 (any): insight (Wis)
Warlock: streetwise (Cha)
[/sblock]

Cheers,

SG
 

Grobble...fey pact initiate rogue?

Bah. That's what I was working on.

Okay. Um.

And we have a wizard too.

Dang, I kinda dunno what to do then. A ranger, maybe...but I was really hoping to hold out until I could do a beastmaster build...
 

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