[4e] covaithe's E1: Death's Reach

Just a heads-up, I'm going on a little trip this weekend to visit an old buddy. Leaving Friday and coming back Sunday, so I should be back before renau1g, or at least around the same time. I think I have Sarenax mostly ironed out, at least mechanics-wise, so I'll finish polishing things up and post a sheet hopefully today sometime.

On that note, is there a preferred format for the final sheets? It would probably make things easier when referencing sheets if we all used the same format, with the sheer amount of information for a character of this level.
 

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On that note, is there a preferred format for the final sheets? It would probably make things easier when referencing sheets if we all used the same format, with the sheer amount of information for a character of this level.
As Oni noted, I'm preferential towards this format :) Thinking about using it for LEB (but w/ more math at the bottom like L4W).
 

Will be away the first few days next week.

Insight, when will your game start?

Sorry. Just now catching up on this thread. The answer is: not in the short term. I've been asked to run a short adventure in my F2F group and that takes precedence for now. I'll continue to lurk for now.
 

Sarenax is the only person participating in the ritual ceremony creating Domaine de Massacre at current.

If any other party members (or potential members) would like to have participated in the ritual I'd like to know.

The goal is to know (except for Ren) how many and who will be participating, in order to have an accurate gauge of how much gold, time, and healing surges it will take for Massacre to build and fortify his home. Thus making my backstory mechanically sound, and thereby useful during the campaign.

Participation nets a character entrance to Domaine de Massacre, one square teleportation circle, in a place of the characters choosing (outside the domain), access to Sarenax's Secret Chest, and a binding lifelong Oath with an Archlich to effectively "have each others back". (Breaking said Oath negates free movement in Massacre's Domain, and gets your character hunted by mine...;))
 

I think Kylek will have participated. I've only half finished the background so far, will have more tomorrow.
 
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Yay! That's two who can relax in the gloomwrought comfort of Domaine de Massacre!

I wondered if Sarenax may even have orders to chaperon so that Massacre won't try to get frisky with Her Dark Majesty ;)

Let me know how Massacre has interacted with Kylek when you get it banged out Oni, I'm sure you'll come up with something creative!:)
 

Whew, I think I've pretty much got it all done. I switched around a couple feats and items but it's basically as it was before. Anything that's not noted separately is already factored in where appropriate.

Here's what I'm thinking regarding the connection between Orelal and Kylek. Before Kylek was ruling over Ch'thuul he was a mercenary adventurer who traveled to the Shadowfell and eventually ended up embroiled in the same conflict as Orelal and was possible even present at Orelal's Massacre. Subsequently they have known each other for quite a long time. Long enough that under normal circumstances Kylek could have been geriatric or dead by now. Kylek though has been retired as an adventurer for quite some time now though he has assisted his old friend where he could, and in the last decade he's seen less and less of Orelal, in the last few years not at all. Now Kylek has finally got up off his butt to come seek Orelal for council on the meaning of the dreams he has been having.

As for a general tie in and hook, maybe Kylek needs the Ravens Queen's patronage to continue his ascension.

[sblock=Kylek]Kylek

"I am the cold in your bones, I am the teeth of winter, I...AM...KYLEK!"

Male Dragonborn Sorcerer 21
Experience 175,000/210,000
Initiative +12; Senses Passive Insight 22, Passive Perception 22
HP 124; Bloodied 62; Healing Surge 32; Surges Per Day 14
AC 36; Fort 34, Ref 32, Will 36
Resist 15 cold, 15 necrotic
Speed 6
Action Points 1
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*Damage modifiers from Draconic Arrogance not included in Powers, original energy descripters noted for clarity.*

At Wills
:bmelee:Reaper's Touch (Dragon Frost) (standard; at-will) ✦ Arcane, Cold, Implement
+26 vs Fort; 2d8+27 cold damage, and you push the target 2 square and gain 8 temporary hit points. Special: This power can be used as a melee basic attack.

:ranged:Dragon Frost (standard; at-will) ✦ Arcane, Cold, Implement
Ranged 10; +26 vs Fort; 2d8+27 cold damage, and you push the target 2 square and gain 8 temporary hit points. Special: This power can be used as a ranged basic attack.

:close:Burning Spray (standard; at-will) ✦ Arcane, Fire, Implement
Blast 3; +26 vs Refl; 2d8+27 cold damage, and gain 8 temporary hit points. Dragon Magic: The next enemy that hits you with a melee attack before the end of your next turn takes 8 cold damage.

Encounters
:close:Rimestorm (standard; encounter) ✦ Arcane, Cold, Implement
Blast 3, Enemies only; +26 vs Fort; 2d8+27 cold damage, and you knock the target prone. Dragon Magic: The target also takes a –2 penalty to Fortitude until the end of your next turn.

:ranged:Winter's Clutch (standard; encounter) ✦ Arcane, Cold, Implement
Ranged 20; +26 vs Refl; 3d8+27 cold damage. You slide the target 1 square, and the target is immobilized until the end of your next turn. Also, you slide each ally within 20 squares of you 2 squares.

:ranged:Downbeat of Wings (standard; encounter) ✦ Arcane, Implement
Ranged 10; +26 vs Fort; 3d6+27 cold damage, and you push the target 3 squares and knock it prone. Dragon Magic: You shift 8 squares.

:close:Stalking Frost (standard; encounter) ✦ Arcane, Cold, Implement
Burst 3; +26 vs Fort; 2d8+27 cold damage. If the target does not end its turn at least 4 squares away from where it started its turn, it takes 10 cold damage.

Dailies
:close:Adamantine Echo (standard; daily) ✦ Arcane, Implement, Thunder
Blast 3; +26 vs Fort; 2d6+27 cold damage, and ongoing 5 cold damage (save ends). Miss: Ongoing 5 cold damage (save ends). Effect: You gain a +8 power bonus to your AC.

:ranged:Lightning Daggers (standard; daily) ✦ Arcane, Implement, Lightning
Ranged 10; +26 vs Refl; 2d4+27 cold damage. Effect: Until the end of the encounter, you can repeat the attack as a free action once per round during your turn.

:ranged:Blackfire Serpent (standard; daily) ✦ Arcane, Conjuration, Fire, Implement
Ranged 10; Effect: You conjure a blackfire serpent in an unoccupied square within range. The serpent lasts until the end of your next turn. The serpent occupies 1 square. Enemies cannot move through its space, but allies can.
When it appears, the serpent makes the following attack, which is a close blast 3. As a move action, you can move the serpent 8 squares.
:close:Blast 3; +26 vs Refl; 2d12+27 cold damage.
Sustain Minor: The snake persist, and it can repeat the attack.

:close:Blizzard (standard; daily) ✦ Arcane, Cold, Implement
Burst 10, Enemies only; +26 vs Refl; 4d10+27 cold damage, and you knock the target prone. Effect: Each ally in the burst gains resist 10 cold until the end of the encounter.
Until the end of the encounter, you are surrounded by freezing wind and snow. At the start of each of your turns, each enemy within 10 squares of you takes 2d6+19 cold damage, and you slide it 2 squares.

Utilities
Spatial Trip (move; encounter) ✦ Arcane, Teleportation
Effect: You may teleport a number of squares equal to half your speed.

Sudden Scales (immediate interrupt; encounter) ✦ Arcane
Trigger: You are hit by an attack.
Effect: You gain a +11 bonus to all defenses against the triggering attack.

Narrow Escape (immediate reaction; encounter) ✦ Arcane, Teleportation
Trigger: You are hit by an attack.
Effect: You take half damage from the attack. You then teleport 10 squares.

Cloak of Freezing Wind (minor; daily) ✦ Arcane, Cold
Effect: Until the end of the encounter, each creature that hits you with a melee attack takes 1d8+20 cold damage, and you push that creature 1d4+3 squares.

:close:Draconic Majesty (minor; encounter) ✦ Arcane, Fear, Zone
Burst 3; Effect: The burst creates a zone of fear that lasts until the end of your next turn. When you move, the zone moves with you, remaining centered on you. The zone is difficult terrain for your enemies. While within the zone, any enemy takes a -8 penalty to attack rolls.

Racial
:close:Dragon Breath (minor; encounter) ✦ Cold
Blast 3, Enemies only; +24 vs Relf; 3d6+1 cold damage.

Items
Circlet of Mental Onslaught (minor; daily) ✦
Gain a +1 power bonus to attack rolls and damage rolls when making Wisdom, Intelligence, and Charisma attacks until the end of the encounter.

Cloak of Displacement (immediate interrupt; daily) ✦ Teleportation
Use this power when you would be hit with a melee or ranged attack. The attacker must reroll the attack, using the second result even if it’s lower. If the attacker misses you, you can teleport 1 square.

Counterstrike Guards (immediate reaction; daily) ✦
Use this power when a melee attack misses you. You make a melee basic attack against the attacker.

Exodus Knife (standard; daily) ✦
When you use the exodus knife to trace a doorway onto a solid object, it opens a portal into an empty extradimensional space 4 squares wide, 4 squares high, and 4 squares long. While the door is open, anyone can enter, see into, or affect the extradimensional space. Only creatures inside the space can open or close the door (a minor action). Once closed, the door becomes invisible to anyone outside the extradimensional space. Creatures on the inside of the closed door can see out, but those outside can’t see in. Creatures on one side of the closed door cannot affect creatures on the other side. The extradimensional space lasts for 8 hours. Any creatures still in the space when the effect ends reappear in the closest unoccupied squares outside the door.

Pouch of Frozen Passage (standard; daily) ✦
You fling ice crystals from the pouch onto an area of open liquid, freezing up to 20 contiguous squares of the liquid’s surface. The frozen surface is normal terrain and can support the weight of up to twenty Medium creatures, five Large creatures, or one Huge creature.
The pouch of frozen passage can solidify any sort of liquid, from water to lava. The frozen surface has the following statistics: AC 3, Fortitude 15, Reflex 3, hp 20 per square. It lasts for 4 hours or until destroyed.

Ring of Feather Fall (minor; daily) ✦
Allies within 5 squares of you also benefit from this ring’s property until the end of the encounter.
If you’ve reached at least one milestone today, allies within 10 squares of you also benefit.

Dragonborn Fury
When you’re bloodied, you gain a +1 racial bonus to attack rolls.

Dragon Soul
Resist 15 cold. Your arcane powers ignore any target’s resistance to that damage type up to the value of your resistance.

Scales of the Dragon
The first time you become bloodied during an encounter, you gain a +2 bonus to AC until the end of the encounter.

Icy Action
Whenever you spend an action point to make an attack, each creature you hit or miss with the attack is slowed (save ends).

Walk through Winter
While you are immobilized you can shift 1 square. While you are slowed, you speed is 3 instead of two.

Chill Winds
Whenever you score a critical hit, you can slide any single creature within 10 squares of you 1 square.

Battle Awareness
Once per encounter, whenever an enemy that is adjacent to you shifts or makes an attack that does not include you as a target, you can make a melee basic attack against that enemy as an immediate interrupt.

Draconic Arrogance
Whenever you push an enemy or knock an enemy prone, you deal 8 damage to that enemy.

Wintertouched
When attacking a creature that is vulnerable to cold, you gain combat advantage when you use a power that has the cold keyword.

Lasting Frost
Any target you hit with a power that has the cold keyword gains vulnerable cold 5 until the end of your next turn.

Rod of the Dragonborn
When you use a power with this implement, the damage you deal with the power is of the same damage type as the damage dealt by your dragon breath.

Bloodthirsty Dagger
Gain a +1 item bonus to attack rolls against bloodied targets, and add an item bonus equal to the enhancement bonus of this weapon (+3) to damage rolls against bloodied targets.

Cloak of Displacement
Each encounter, you gain a +2 item bonus to AC and Reflex defenses until an attack hits you.

Dragonborn Greaves
While you are bloodied, gain a +2 item bonus to speed and a +1 item bonus to AC and Reflex defense.

Ring of Feather Fall
You take no damage from a fall and always land on your feet.

Reading Spectacles
You can read any language while wearing this item.

Handy Haversack
This backpack can hold up to 1,000 pounds in weight or 100 cubic feet in volume, but it always weighs only 1 pound.
Drawing an item from a handy haversack is a minor action.

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Alignment Unaligned; Languages Common, Draconic
Str 26 (+8)[+18] Dex 12 (+2)[+11] Wis 14 (+2)[+12]
Con 12 (+1)[+11] Int 10 (+0)[+10] Cha 26 (+8)[+18]
Acrobatics +11, Arcana +15*, Athletics +23*, Bluff +23*, Diplomacy +18, Dungeoneering +12, Endurance +11, Heal +12, History +12, Insight +12, Intimidate +25*, Nature +17*, Perception +12, Religion +10, Stealth +11, Streetwise +18, Thievery +11
* Trained Skill
Feats: Armour Proficiency: Leather, Ritual Caster, Battle Awareness, Draconic Arrogance, Draconic Spellcaster, Dual Implement Spellcaster, Wintertouched, Lasting Frost, Arcane Implement Proficiency: Rod, Reaper's Touch, Draconic Spellfury, Robust Defense, Epic Reflexes
Gear 9,025gp, 2x Potion of Vitality, 2x Potion of Regeneration (Heroic), 1x Potion of Mimicry, 2x Fundamental Ice, 1x Glowstone, 1x Oil of Flesh Returned, 3x Nails of Sealing, 2x Sunrods, Anathema Leather Armour of Resistance +5 (Resist 15 Necrotic), Ring of Tenacious Will, Rod of the Dragonborn +4, Bloodthirsty Dagger +3, Cloak of Displacement +3, Belt of Vim +1, Counterstrike Guards (Heroic), Dragonborn Greaves, Gauntlets of the Ram, Circlet of Mental Onslaught, Ring of Feather Fall, Reading Spectacle, Exodus Knife, Pouch of Frozen Passage, Handy Haversack, Ritual Book 1 (full), Ritual Book 2 (105 free pages), Bedroll, Flint & Steel, Belt Pouch, Silk Rope, Waterskin, 3x Candle, Grappling Hook, Hammer, 10x Pitons, Everburning Torch, 1 set of Fine Clothing, Tent, Alchemical Reagents (1500gp), Mystic Salves (1000gp), Rare Herbs (2000gp), Sanctified Incense (300gp)

Rituals
Control Weather
Call Wilderness Guide
Affect Normal Fires
Transfer Enchantment
Arcane Lock
Brew Potion
Cure Disease
Disenchant Magic Item
Endure Elements
Enchant Magic Item
Gentle Repose
Hand of Fate
Knock
Linked Portal
Magic Circle
Make Whole
Magic Mouth
Phantom Steed
Raise Dead
Remove Affliction
Speak with Dead
Tenser's Floating Disc
Arcane Mark
Feat of strength
Shadow Bridge
Share Husk
Status
Shadow Passage
Wyvern Watch
Animal Messenger

Background
A massive figure emerged from the temple shrine that sat atop the ziggeraut dominating the city of Ch'thuul. Moonlight glinted off of alabaster scales as it moved with a slow, powerful gait, talons clicking against the cold hard stone. It's breath came with a low rumble, sending a trail of frozen vapor skyward. Neither man, nor dragon, it was something in between, one of the dragonborn. This one was known by many names, but Kylek was the first of them.

He looked out over the city, his city, grim introspection writ across draconian features. The dreams had come again, more powerful, more real than ever. Tonight they had caused him to stir from his slumber. A restlessness was growing in him, comforts that once held meaning now seemed empty.

His eyes fell to his open hands, flexing them he studied the powerful muscles that rippled under the fine scales there. These people had made him a god, their worship carried the weight of fervent belief. He should have been bent with age, flesh withered, scales dull, yet here he stood filled with more vitality than ever.

Decades had passed since Kylek first ascended the steps to this temple, it had not been his then. In that time Ch'thuul had been under the thrall of another god, that one had been cruel and his title derived only of fear. Kylek had slain him, cast him down from this place for no greater reason than to take the throne to rest his bones on. The people that had slaved under the tyrant's yoke though saw it differently when that head had tumbled down those stairs and lay staring at them blankly from the crimson stained snow. That day everything changed, a legend had been born, one that had grown in the telling and passing of time, his legend.

But what had he done with this? He had encouraged their worship, been empowered by it, and as the years turned he had seen a new path, his eyes set on a new prize. And yet nothing had changed, his days were spent in idle pleasure while the priests ran the city. With sudden certainty Kylek knew his divine spark would simply go out if it was not fed. His frame shook with fury at his own inaction. Stone cracked as his heavy fist slammed into a column, the sound echoed through the massive chambers.

No. Though once he would never have imagined the possibility, he had come too far not to reach out and grasp the destiny that hung before him. These dreams he had been having, had meaning. Kylek knew they were the key to unlocking the next step of his apotheosis, to stoking the fires of that divine spark. But how? He had grown unaccustomed to looking to others for council, however council was what he needed. In that moment, Kylek made up his mind, he would travel to the Shadowfell and seek out his one time companion Orelal. The wizard's fragmented vision had proven useful in the past, perhaps he would have some insight. The people of Ch'thuul would have their god, a real god, and the White Host would sweep across the land as their reward.

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Long ago, Kylek was nothing more than a young and minor sorcerer, part of the wild and savage Red Claw Tribe. His scales had been brown then, but his confidence was always as it is now. Ultimately his story begins like so many others, he set out seeking fortune and glory. His earliest exploits were remarkable only in that he managed to survive them. It was also early in his career that Kylek discovered he had an inherent affinity not just for dragon magic, but white dragons and their power over the ice and cold in particular. Over the year his connection to the Whites had grown so strong that his scales had turned an icy white, at first at the edges and then finally all over.

As Kylek had grown in power, his wandering had taken him well beyond the boundaries of his homeland. As a mercenary and soldier of fortune he found himself on battlefields all over the world, and even beyond it. In that time he met, and served beside, a host of interesting individuals, some who went on to become friends and companions through many a campaign.

Years of never ending war will weary even the strongest soul. Eventually Kylek returned to his world with only one final conquest on his mind, a throne to grow old on. Fate would eventually lead him to the gates of Ch'thuul and a ruler that no one would mourn. In the heart of winter Kylek came and in the bitter cold he had cast down the self-styled god that enslaved the city. The streets had run red with blood after that, as the city purged itself of the remaining oppressors. Worship that had once been taken under the lash was now freely given with earnest. The only prize he'd sought was the throne, but what he received was so much more.

And so was born the Cult of Kylek. The people of Ch'thuul know of many other gods, but Kylek is their god, patron and guardian of the city, and their savior. Kylek himself is rarely seen by anyone but the priest, except in times of great duress, his presence is felt mostly through his priest-administrators and his teachings. The Cult teaches that the world is harsher than the coldest winter and even the mighty can fall to it, that Kylek only helps those who are strong enough to help themselves, that you must carve your own place in the world, and you must be willing to fight and to die for it. These values have slowly melded the citizens of Ch'thuul into a formidable people, the most exemplar of which are the warriors of the White Host, a fanatical division of the army that paint themselves white in honor of their god before going into battle.

In the most recent days of his reign Kylek has been troubled by disturbing dreams, the meaning of which eludes him. He has informed the highest ranking among his priesthood that he will enter a period of contemplation, retreating into the depths of his temple for an indefinite period of time, and that he is to be disturbed under no circumstances upon pain of death. From his inner chambers he slipped out of the city through a secret tunnel and has begun his journey once more.

Personality and Appearance
Height: 7'3"
Weight: 446lb

Kylek is a massive, heavily muscled dragon born. He is covered in alabaster scales that gleam like winter ice, and his eyes are two orbs of pale, baleful blue perched over a powerful, jutting jaw that seems like it is all teeth. Black leather armour made from the hide of some great serpent covers his chest, below which hangs a black loincloth. His waist and lower arms and legs are girded in shining silvered armour. Over all of this is worn a tattered black mantle and on his head rest a silver diadem. Kylek has a deep rumbling voice, and sometimes wisp of frozen mist curl lazily from his mouth as he speaks.

While some might expect a cooler personality given his affinity for the cold, Kylek tends to be vain, rash, and overconfident. He despises cowardice and will fearlessly throw himself into the breach if necessary. While the years have installed in him some guile, he favors a straightforward and direct approach in most situations. Indecision and inaction make him restless.

[/sblock]

[sblock=ministats]Kylek- Male Dragonborn Sorcerer 21
Initiative: +12, Passive Perception: 22, Passive Insight: 22
AC:36, Fort:34, Reflex:32, Will:36 -- Speed:6
HP:124/124, Bloodied:62, Surge Value:32, Surges left:14/14
Action Points: 1
Powers -
Burning Spray
Dragon Frost

Rimestorm
Winter's Clutch
Downbeat of Wings
Stalking Frost
Spatial Trip
Sudden Scales
Narrow Escape
Draconic Majesty
Dragon Breath
Battle Awareness
Second Wind

Adamantine Echo
Lightning Daggers
Blackfire Serpent
Blizzard
Cloak of Freezing Wind
Circlet of Mental Onslaught
Cloak of Displacement
Counterstrike Guards
Exodus Knife
Pouch of Frozen Passage
Ring of Feather Fall


Conditions:

Full character sheet[/sblock]
 
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Also, is it possible to know the ritual once, and have different chests that you can summon? For example, let's say if Sarenax and/or Kylek had their own chests before the party was formed, could Orelal let us study his chest and then we'd be able to choose whether to summon his chest or our own chest when the ritual is performed? Just curious ... I haven't thought of a need for a chest for just myself yet, so I'm not necessarily planning to do this.

Sure, you can have multiple chests. The fluff says that the chest's construction has to include an item that has personal significance to you, which would seem to make it difficult to add someone later. If it comes up, I'm sure we can make up a ritual that permanently adds an object - a sock, or a lock of hair, or a bit of fuzz from your teddy bear or something - to the chest's construction and so permits you to summon it.

I'm not inclined to worry too much about stuff like this until it comes up. This feels like nickel-and-dime stuff, and you guys are epic; you'll find a way to make it work.


I don't plan on fleshing out his domain too much ... the idea I seem to be going with (at least for now) is that it's a cathedral to the Raven Queen (there may or may not be a mirror cathedral in the natural world) on a hill in a dark, gnarly forest, accompanied by a lot of thunder and lightning, rain, and fog. Very Gothic ;) I don't imagine there being many others there for inhabitants ... possibly a few inobtrusive servants. He would mainly use it as a solitary retreat or resting place. [...]

Maybe the cathedral is sort of a waypoint for the souls of the dead on the way to the Raven Queen? Would kind of make sense for her to put a darklord in her service in charge of an area like that, if such places exist. I'm going to do some reading on the Shadowfell in the Manual of the Planes; I assume that book works as a baseline for the planes in this game.

I like this; it makes a good hook. Having the domain be near Massacre's tower could save you guys the cost of a second TP circle. Actually, thinking about it, I'm going to give out some free TP circles:

Sarenax's cathedral gets one; I like the idea that the Raven Queen set you up as being in charge of the area, so she provides a way for you to get there quickly.

I'm picturing Ch'thuul as a fairly good-sized city, e.g. the capital of a small ice-bound nation. So there will certainly be some circles there that its ruler would have the use of. It helps me if Ch'thuul has some pretty respectable resources, since sooner or later you guys will pick up a fair amount of cash loot, and you'll need somewhere to go shopping. This saves me some world-building.

As for Massacre's tower, I'll give you a choice: you can pay for the TP circle yourself as part of the construction of a completely new tower that's entirely under your control, or you can have it for free as part of an abandoned tower that you found and took over, but that may still have a few mysteries...

covaithe said:
chapter-and-verse
I think you'll find what you're looking for under the keywords section on page 55 and under the powers subsection on magic items on page 226.

Eh. I read those, and it's still annoyingly vague. The p.226 bit clarifies that a Frost weapon would apply the cold keyword to powers used with a frost weapon, but it does so by adding the keywords of the magic item's power:
PHB said:
When you use a magic item as part of a racial power or a class power, the keywords of the item’s power and the other power all apply. For instance, if a paladin uses a flaming sword to attack with a power that deals radiant damage, the power deals both fire damage and radiant damage.

But the Rod of the Dragonborn changes damage types based on a Property, not a power, which has no keywords! Maddening. Also:

Oni said:
Secondly keywords. It seems like we're in agree about adding keywords, but what the rules don't mention is losing keywords (no reason it should, there is nothing in the PHB to warrant it). The rod of the dragonborn doesn't add a damage type, it changes the damage type. It seems logical to me that instead of adding a keyword, that it should replace the keywords related to damage type. The upside is less immunities to worry about, the downside is less ways to sidestep a particular resistance. And it avoids some weirdness such a fire immune creature being immune to cold damage, because the power still has the fire keyword. What is your opinion on the matter, as it is again pertinent.

The quote above from the PHB makes it seem like the power should keep both keywords. On the other hand, it suggests that the damage the power does should be both types, i.e. half of each type! (PHB p.55) That seems to contradict the intent, if not necessarily the letter, of the magic item's text. But the example used in the quote from PHB p.226 is a flaming weapon, so if there were a specific-vs.-general issue here, it would still be covered by that.

Eh. Screw it. I hereby declare that powers with your Rod of the Dragonborn do all cold damage, and only have the cold keyword. (as opposed to other damage type keywords, naturally.)

Kylek resides in a huge temple ziggeraut thingummy at the center of a walled city. I imagine it as mostly fluff though. All the revenues of the city and temple go back into running them (or were already counted in his starting wealth). He's pretty (over?)confident and things like wards and such he just hasn't bothered with beyond the mundane things like guards. Being a city I'm assuming there's a teleportation circle, though I've not factored that in wealth wise. No one else there is powerful enough to contribute in a meaningful way to an epic level adventure (part of why he's regarded with awe in Ch'thuul). In short the place really doesn't have much to offer as a base of operations other than a (fancy) roof and possibly some hot Sword & Sorcery style slave girls and temple priestesses. :)

Sweet! :) See above comments about somewhere to shop, though; I'm open to other suggestions if you don't want this to be a big enough city for epic adventurers to shop there.


First Lasting Frost (and similar feats). My current reading of the rules is that an attack is farther broken down into parts that occur in sequence, but are actually separate events. This seems to be the general consensus and is necessary for attacks to interrupted midstream by some powers are they are. However it also leads to some weirdness like Echoes of Thunder and Lasting Frost being applied on the initial attack that activates them. Having given it some thought, I don't believe that was the intent. Personally I'm leaning more and more toward on hit powers being applied along with the hit line of a power, rather than immediately upon fulfilling the requirement (so that they don't apply to the initial attack), but wanted to see how you're doing it since it is pertinent.

I'm not sure I follow the technical discussion about sequential parts, but I do agree that Lasting Frost isn't intended to apply on the initial hit. Does that answer the question?
 

I'm picturing Ch'thuul as a fairly good-sized city, e.g. the capital of a small ice-bound nation. So there will certainly be some circles there that its ruler would have the use of. It helps me if Ch'thuul has some pretty respectable resources, since sooner or later you guys will pick up a fair amount of cash loot, and you'll need somewhere to go shopping. This saves me some world-building.

Sweet! :) See above comments about somewhere to shop, though; I'm open to other suggestions if you don't want this to be a big enough city for epic adventurers to shop there.

Feel free to make it useful or useless as you need it to be, I didn't go into too much detail on purpose so fiddle with it as you like.

Does that answer the question?

Yep,yep, my questions are answered, thank you. :)
 

Oni, it looks like Kylek as one more point to spend in his point buy. I make his initial array as 16, 10, 11, 8, 14, 16, yes? That's 21 points, if so.

Narrow Escape lets you teleport 9, not 8.

Cloak of Winter's push effect should benefit from the Gauntlets of the Ram, I think, so it's 1d4+3, yes?

Great background, and the kicker is just perfect. :)

Other than that, I'm happy with him.
 

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