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[4e] From the Ruins (closed) - OOC

Yes, Sanctuary can help your AC, but it will only be for one round a fight. 4e encounters are a lot different than 3e where a single well placed spell can end a fight in a round or two. 4e combats are dynamic, and one round of protection is only going to go so far. Like I said, I'd be happy to help you out with getting a character that both fits what you want and works well within the game and the group.

@ holyman - you have too many stat points. The standard 22 point buy can get you a 17/15/12/11/10/8 before racial mods. So basically your 14 should be a 12 to be right.

Actually, on further inspection he's got it spot on. The 17 is actually a 15 with his +2 from human slotted in. His array before adjustments is 15/15/14/12/11/8, which comes out to 22 points spent.
 
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Sorry for any delay but things have been hectic in RL recently. here is a quickly put together
sheet for Honag. For some reason I've never managed to get to grips with CB.
I can fill out the character OK but never seem to be able to access the file afterwards (I don't have a subscription)

Honag Stoneborn Level 3

Race: Goliath Class: Warden MC Barbarian Alignment: Unaligned
Deity: Size: Medium Age: 18
Gender: Male Height 7’6” Weight: 245 lbs
Eyes: Green Hair: None
Background: Lost Ancestral Home
===============================================

At start inc racial:
Str 18 Con 18 Dex 10 Int 9 Wis 13 Cha 10
+4 +4 +0 -1 +1 +0


Hp = 54 bloodied 27 Surges 12 @ 13

Initiative + Passive perception 10 Passive Insight 10
Vision: Normal

Armour Class: 21 (10 +1 level +4 Con +3 hide +2 shield +1 enhancement)
Fort 17 (10+ 1 level +4 Con +1 Class +1 necklace)
Ref 17 (10 +1 level +3 Int +2 shield +1 necklace)
Will 15 (10 + 1 level + 1 Will +1 class +1 race +1 necklace)


Skills ([T] Denotes Trained Skills:
[Endurance from Paladin][-2 from heavy shield]
Acrobatics -1 Arcana +0 Athletics +12 (T)
Bluff +1 Diplomacy +1 Dungeoneering +2
Endurance +8 (T) Heal +2 History +0
Insight +2 Intimidate +1 Nature +8 (T)
Perception +6 (T) Religion +0 Stealth -1
Streetwise +1 Thievery -1



Feats: Toughness, Weapon Expertise, Hammer

=================================================

Racial Features
+2 to Athletics & Nature
Mountain’s Tenacity: +1 racial bonus to Will
Powerful Athlete: Using Athletics to jump or climb,
roll twice and chose result
Stone’s Endurance: Encounter Power

Class Features
Font of Will: Can make a save at start of turn.
Earthstrength: With light armour use Con instead of Dex or Int for AC
Also - using 2nd Wind gain +4 to AC till end of next turn
Nature’s Wrath: Once in each turn I can mark each adjacent enemy.
Lasts till end of my next turn
Gain Warden’s Fury and Warden’s Grasp At-will powers.
===================================================
At Will:
Warden’s Fury: Primal; Weapon; Immediate Interrupt: Melee Weapon
Trigger: An enemy marked by me makes an attack that doesn’t include me as a target
Target: The triggering enemy
Attack: Str vs Fort: 4 (str) + 2 (Prof) + 1 (Feat) + 1 (enhancement) + 1 (level)
= +9
Damage: 1W + Str: 1d10+ 4 (Str) + 1 (enhancement) = +5
And the target grants Combat Advantage to self and allies till end of my next turn.

Warden’s Grasp: Primal; Immediate Reaction; Close Burst 5
Trigger: An enemy marked by me, that is within 5 squares of me, makes an attack that doesn’t include me as a target.
Target: The triggering enemy in burst
Effect: I slide the target 1 square. The target is slowed and cannot shift
until the end of its turn.


Thorn Strike: Primal; Weapon; Standard; Melee 2
Target: One creature
Attack: Strength vs AC
Hit: 1W + Str mod and I pull the target 1 square

Weight of Earth; Primal; Weapon; Standard; Melee Weapon
Target: One creature
Attack: Strength vs AC
Hit: 1W + Str mod and the target is slowed till the end of my next turn

Encounter
Thunder Ram assault: Primal; Thunder; Weapon; Standard; Melee Weapon
Primary Target: One creature
Primary Attack: Str vs AC
Hit: 1W+ Str Mod damage; Make a secondary attack that is a close blast 3
And push the primary target 5 squares (Con Mod = Earthstrength)
Secondary Target: Each creature in Blast
Secondary Attck: Str vs Fort
Hit: 1d6 Thunder damage and push the target 1 square


Earthgrasp Strike; Primal; Weapon; Standard; Melee Weapon
Target: One creature
Attack: Str vs AC
Hit: 1W+ Str Mod damage and knock target prone; The target cannot stand till the end of my next turn and the first time it stands up before the end of the encounter it takes 1d10+Str damage (1d10+5)

Daily
Form of Winter’s Herald; Cold Polymorph, Primal, Minor; Personal
Effect: I assume the guardian form of Winter’s Herald. Whilst in this form
I gain +1 AC and resist 5 cold. Also each square within 2 squares of me
wherever I move is difficult terrain for my enemies.
Once per encounter whilst in this form I can make the following attack
Standard Action: Close Burst 1
Target: Each enemy in burst
Str vs AC
Hit 1W + Str mod cold damage and target immobilized (save ends)
Miss: Half damage and target immobilized till end of my next turn.

Utility
Triumphant vigour: Daily, Healing, Primal, Personal; Minor Action
Requirement; I must have reduced an enemy to 0HP during this turn
Effect: I regain HP equal to 1d6 + Wis mod + Con mod.


Equipment
Hide Armour +1
Warhammer +1
Necklace +1
Adventurer’s kit
 
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some help would be great...

I started with a Cleric/Warlord this morning and then after looking at the wiki i thought thatthe Ironsong guys would need medical support for themsleves and I mistook the powers Tubra is not Fire/Arcane it's Lino when I said giving the light i meant from the flame also the flame destroys and hurts but it helps as well same with magic just got my deities in a mix some cleric i am <---- failed religion check by a mile----> I coded the stats so they are easier to understand don't know why it does that everytime I copy paste and THANKS FOR LOOKING AT MY CHARACTER VERTEXX69 I NEED HELP IN EVERYTHING

now a short comment on Sanctuary:

WHAT THE STUPID @#$%^@$!^!!!!!

Round 1: I cast sanctuary as a standard action.
Round 2: Attack and lose sanctuary now or..... wait till now and lose it.
Round 3:????

What kind of mess up is this a standard Cleric spell (core to say the least) and you do what to it?? And make it a second level ability??

I thought it said till you attack or end of the encounter. Pretty much a pointless ability so it's out.

And yes help will be great any at will powers that are helpful to party members I don't have the book but tomorrow I could WIFI from Borders and have it there a cup of java, a cookie and... yes I think a trip to the bookstore sounds great lol.

Note: I believe my character doesn't need any attack powers we have plenty of guys to dish it out I'm here so they can keep on beating up the bad guys.
 

Suggestions:

[sblock=Powers]
At will
Astral Seal Cleric Attack 1
You outline your enemy with the silver glow of the Astral Sea.
and its healing light bathes your friend.
At - Will • Divine, Healing , Implement
Standard A c t i o n Ranged 5
Target: O n e creature
Attack: Wisdom +2 vs. Reflex
Hit: Until the end of your next turn, the target takes a -2
penalty to all defenses. The next ally who hits it before
the end of your next turn regains hit points equal to 2 +
your Charisma modifier.

Encounter
Exacting Utterance Cleric Attack 1
The suffering of your enemy instills your comrades with righteous
vigor.
Encounter • Divine, Implement
Standard Action Ranged 5
Target: One creature
Attack: Wisdom vs. Will
Hit: Until the end of your next turn, the target gains
vulnerability to all damage equal to your Wisdom
modifier, and any ally who attacks the target gains
temporary hit points equal to your Wisdom modifier.

Bane
You lay a divine curse upon your foe that shrouds it in enervating
shadows.
Encounter • Divine, Implement
Standard Action Ranged 10
Target: O n e creature
Attack: Wisdom vs. Will
Hit: Until the end of your next turn, the target takes a
penalty to attack rolls and all defenses equal to 1 + your
Charisma modifier.

Daily

Moment of Glory Cleric Attack 1
You call down a brilliant column of light that drives your enemies
to the ground and bolsters your allies against harm.
Daily • Divine, Fear, Implement
Standard Action Close blast 5
Target: Each enemy in blast
Attack: Wisdom vs. Will
Hit: You push the target 3 squares and knock it prone.
Effect: You and each ally in the blast gain resist 5 to all
damage until t he end of your next turn.
[/sblock]

[sblock=Feats]
DEFENSIVE HEALING WORD
Prerequisite: Cleric , healing word power
Benefit: When you use your healing word, the
target also gains a power bonus to all defenses equal
to your Charisma modifier against the next attack
made against him or her.

PACIFIST HEALER
When you use a healing power that allows a character to spend a healing surge, the target regains additional 1d6 hp + your charisma modifier.
Also when you deal damage to a bloodied enemy you are stunned until the end of your next turn.
[/sblock]
 

Actually, on further inspection he's got it spot on. The 17 is actually a 15 with his +2 from human slotted in. His array before adjustments is 15/15/14/12/11/8, which comes out to 22 points spent.
Ah ok. I'll just sit over here quietly and burn ants with a magnifying glass then ;p.

I've never seen someone go the unoptimized route with stats considering how underpowered 4ED is compared to 3.5. Granted I have yet to be in a 4ED game that has lasted past the first combat. Even our Living Eberron game has seemed to bog down in its first combat, as people can't stay focused for more than 3 days on any one game. I've actually coined a phrase to explain this theory: Statistical Mathturbation is the phenomenon where people love building characters for RPGs, but have absolutely no interest in actually playing them. :angel:
 

Did you copy right that phrase i may just use it lol

The stats were my fought such an ugly post

And I 'm one of the old gamers here i got my hit fast and hard out long ago I put the stats were the character would have them no twhere it would be best for numbers just wait till lvl 4 and I raise both WIS and CHA by one and it won't be an opps lol

As an old gamer I 'm starting not to like this hack & slash feel I'm getting maybe i should invest in other books nut know one here plays so glad for EnWorld or this PHB(4e) would have another inch of dust on it by now

HM
 

The powers Voda suggests would be very good for you, HM. I can see where you would go with Lino as your god for this, and it fits quite well with the description you gave. How does this sound:

  • Replace Priest's Shield with Astral Seal.
  • Replace Turn Undead with Healer's Mercy.
  • Replace Divine Glow with Bane or Exacting Utterence.
  • Replace Daunting Light with Astral Flare or Hymn of Resurgence.
  • Move up to chainmail.

I think this would work out very well for your character concept. It provides a lot of bonuses and healing for the group while allowing you to be a non-damaging cleric (none of the suggested replacement powers do damage). We can work on reflavoring the chainmail if you like, but I would strongly recommend getting into it. One more thing, Supernal is not available as a bonus language at level 1, so you'll need to choose a different language (if you want Supernal, you can swap a feat out to pick up Linguist and get a couple of additional languages as well).

Also, a comment on Sanctuary: remember that it can be put on another character as well, and probably works better that way. If a non-defender is accidentally hung out to dry for some reason (lurker enters after the initial rounds of combat, defender goes down, etc.) Sanctuary is a great way to let them run to a better position with boosted defenses against OAs. Also, it could be used to allow a character with low defenses to get good positioning before unleashing a powerful blast or burst power in the midst of the enemies. Think of it as more of a tactical shield than a permanent boost.

@The Digger: There are a few problems with the build - we're not using backgrounds for this game, so you need to adjust your skills. Also, the items you picked are permanent magic items and are therefore out (except the warhammer, which is fine as a +1 for the inherent bonus.
 
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Looks good, WD. A note on the cosmology of Tantas: while the feywild is there, none of the primary races of the world are actually from the plane anymore. Gnomes and eladrin do feel more comfortable there than other races, however the plane is much more forbidding and dangerous than the feywild is in the assumed setting.

Am I reading it right in that you have Horrid Whispers and Shield prepared? Also, is Grayven still a member of the College of Fire or has he moved on?

The original hook to get the group together will have a common thread, but I want to get all the characters' backstories and builds before I decide if I'm going to ask anyone to have a new element in their history.
Don't know much about the college, but what about a secret society in the college, calling itself the Conjurers of the Hidden Flame? All illusion specialists. More thought to be a joke by the other attendants, but truly only hiding the true power of their illusions.

Yes, Horrid Whispers and Shield are prepared.

Choosing magenta as speaking color.

:p I looked all over, but the "Burnt" Umber got updated right off the list.

One thing I don't understand is why the tiefling doesn't get a con bonus when the infernal pact (all of who's powers are con based) is the natural choice for them? I think they should get +2 Int and either +2 cha or +2 con.
Perhaps they thought it overpowered combined with hellfire blood.
But a revenant former tiefling hellock with hellfireblood is nice :devil:

How about a paranoid pacifist sectarian cleric???

Hey, paranoia is my shtick.
 


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