[4e] GM wanted: Paragon tier adventure?

I dunno, we should put him to some kind of test to see if he measures up to our high expectations.

Answer the following questions and we'll consider your application:

1) Are you going to run a game for us?

2) Really?

3) Seriously, a paragon game?

4) What is the setting you're thinking of doing, and what is the general campaign set up you're thinking of? ie: setting, style, and expectations.

5) What resources do you have, including DDI and the CB, and whatever 4e books? (I ask this last part as I have a swordmage (FRPG) and you might not have that book or Adventurer's Vault 2, both of which should be int he CB)

6) If I had a perfectly legal character who could teleport around whacking stuff, would you work with that or would you do things to totally gimp him/her/eladrin? (ie: ignore natural 20 saving throws, destroy all weapons he's earned just to "scare" the player, and have uber NPCs fight the BBEG after reminding the PCs how pathetic they are; true stories all)


Otherwise: hello! See, I was right!
 

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At the moment, I'm thinking of a Frost focused Dragon Sorceror.

Hero4hire, if you'd rather I find something else to play(So as not to step on your toes), I don't mind changing it though.
 

I dunno, we should put him to some kind of test to see if he measures up to our high expectations.

I'll do my best to answer these questions fully and without falsehood. Either that or give you two types of answers. I'll leave it to you to figure out which is true :D

1) Are you going to run a game for us?

Yes. {Miserable lot, I already told 'em I'd try! *swigs beer*}

2) Really?

Yes, of course! {More beer}

3) Seriously, a paragon game?

I'd love to give it a shot! {Kill 'em all an' strip 'em naked on the first adventure, I say!}

4) What is the setting you're thinking of doing, and what is the general campaign set up you're thinking of? ie: setting, style, and expectations.

Style and setting wise, I'm into high fantasy. It usually involves magick, but to varying degrees and power. In my DM'ing experience, I don't disallow any magic that is found in any of the core books, and others. I even allow players (beginng at higher levels, hint hint) to be able to craft their own spells and abilities, mostly through RP. As far as expectations go, I will post those in a seperate thread once I get the general idea up and running. {Peeing beer now}

5) What resources do you have, including DDI and the CB, and whatever 4e books? (I ask this last part as I have a swordmage (FRPG) and you might not have that book or Adventurer's Vault 2, both of which should be int he CB)

I have access to the Character Builder along with a full DDI subscription. I also have access (hard copy) to all the core books and supplemental books. I like D&D quite the bit :D {*falls down drunk*}

6) If I had a perfectly legal character who could teleport around whacking stuff, would you work with that or would you do things to totally gimp him/her/eladrin? (ie: ignore natural 20 saving throws, destroy all weapons he's earned just to "scare" the player, and have uber NPCs fight the BBEG after reminding the PCs how pathetic they are; true stories all)

That's an interesting scenario, and one not unlike I have encountered before. As far as character sheets go, I'm pretty much a RAW (Rules As Written) kinda guy. I would pour over your character sheet and make sure such things are actually possible, or if you've just overlooked something (which is usually the case). If you haven't and really can teleport at-will and one-shot, I would be able to work your abilities into special adventures.

In my aforementioned problem, I gave my PC a choice (that was rolled into the adventure); he could not use some of his powers for the current part of the adventure and allow the party access to special items, or he could use them and the loot would be inaccessible for his party. Usually, the choice was clear (and giving most people have some sort of RP moral compass). As I said, it's not a perfect solution, but it sort of plays out, and most people are pretty ok with what they do. {Huh? What? Adventure? *Beer*}

Otherwise: hello! See, I was right!

Hi :)
 

EEEeeeeeeexcellent! {Heeere you go! *slides beer across the counter, spinning it enough so the hypnosis drugs dissolve and blend seamlessly with the swill*} Now you are getting sleeepy.

The build I posted (above) is about right, though he needs some armor to top him off; not teleporting at-will, just acouple times an encounter; good for minions and changing the battlefield up a bit; I've never tried him in play, so it should be fun. Can I use the gold to bump up one of my items a plus?


Dragon Sorcerer: Are you thinking of going Scion of Arkhosia?
 

EEEeeeeeeexcellent! {Heeere you go! *slides beer across the counter, spinning it enough so the hypnosis drugs dissolve and blend seamlessly with the swill*} Now you are getting sleeepy.

The build I posted (above) is about right, though he needs some armor to top him off; not teleporting at-will, just acouple times an encounter; good for minions and changing the battlefield up a bit; I've never tried him in play, so it should be fun. Can I use the gold to bump up one of my items a plus?


Dragon Sorcerer: Are you thinking of going Scion of Arkhosia?

Not sure. I'd definitely do it if I could somehow make my breath weapon count as an "Arcane Spell" so it works with my Dragon resistance.

So, I'm debating between Dragonsoul Heir or Scion of Arkhosia.

My idea was based around a heavy frost focus, making use of Lasting Frost and Wintertouched rather than distant advantage to give my sorc a heavy punch with cold attacks.
 

I'll go with the Monk Build then.

====== Created Using Wizards of the Coast D&D Character Builder ======
Chai, level 11
Githzerai, Monk, Storvakal
Monastic Tradition: Centered Breath
Background: Curious Archeologist (Curious Archeologist Benefit)

FINAL ABILITY SCORES
Str 11, Con 15, Dex 22, Int 11, Wis 19, Cha 9.

STARTING ABILITY SCORES
Str 10, Con 14, Dex 17, Int 10, Wis 14, Cha 8.


AC: 26 Fort: 22 Reflex: 24 Will: 23
HP: 77 Surges: 9 Surge Value: 19

TRAINED SKILLS
Thievery +18, Acrobatics +20, Athletics +14, Perception +16

UNTRAINED SKILLS
Arcana +7, Bluff +6, Diplomacy +6, Dungeoneering +11, Endurance +9, Heal +11, History +7, Insight +11, Intimidate +6, Nature +11, Religion +7, Stealth +13, Streetwise +6

FEATS
Level 1: Githzerai Blade Master
Level 2: Focused Expertise (Fullblade)
Level 4: Melee Training (Dexterity)
Level 6: Coordinated Explosion
Level 8: Miryath's First Strike
Level 10: Improved Initiative
Level 11: Githzerai Mobility

POWERS
Monk at-will 1: Five Storms
Monk at-will 1: Dancing Cobra
Monk encounter 1: Drunken Monkey
Monk daily 1: Masterful Spiral
Monk utility 2: Fast Hands
Monk encounter 3: Dance of Swords
Monk daily 5: One Hundred Leaves
Monk utility 6: Mighty Sprint
Monk encounter 7: Strike the Avalanche
Monk daily 9: Strength to Weakness
Monk utility 10: Spider Technique

ITEMS
Monk Unarmed Strike, Adventurer's Kit, Everburning Torch, Vigorous Resolve Vestments Githweave Armor +3, Sacrificial Fullblade +3, Belt of Vim (heroic tier), Bracers of Mighty Striking (heroic tier), Periapt of Cascading Health +2, Ioun's Revelation (level 3), Precise Forgery, Alter Ego
====== Copy to Clipboard and Press the Import Button on the Summary Tab ======
 



Hey cabana, wouldn't you mind if I make a wizard too? You know what they say, you'll never got too much controllers!
Love it.

Never been one for party balance, just feels contrived. Play what you enjoy, and enjoy what you play!

eblue562! Yay!

I vouch for this DM, he's rock and roll.
 

Great! Well here's my icy illusory weaver mage. Still needs background and items.
As for a concept I was thinking on an oriental monk, Master od an ancient arcane discipline, the Chilling Wind, given that such things could exist in the world.

====== Created Using Wizards of the Coast D&D Character Builder ======
Fung Khan, level 11
Human, Wizard, Weaver of Chance
Build: Control Wizard
Arcane Implement Mastery: Tome of Readiness

FINAL ABILITY SCORES
Str 11, Con 16, Dex 16, Int 21, Wis 14, Cha 9.

STARTING ABILITY SCORES
Str 10, Con 14, Dex 14, Int 16, Wis 13, Cha 8.


AC: 20 Fort: 19 Reflex: 21 Will: 20
HP: 66 Surges: 9 Surge Value: 16

TRAINED SKILLS
Diplomacy +9, Arcana +15, Insight +12, Dungeoneering +12, Nature +12

UNTRAINED SKILLS
Acrobatics +8, Bluff +4, Endurance +8, Heal +7, History +10, Intimidate +4, Perception +7, Religion +10, Stealth +8, Streetwise +4, Thievery +8, Athletics +5

FEATS
Wizard: Alchemist
Human: Destructive Wizardry
Level 1: Enlarge Spell
Level 2: Human Perseverance
Level 4: Expanded Spellbook
Level 6: White Lotus Enervation
Level 8: White Lotus Evasion
Level 10: Arcane Reserves
Level 11: Improved Tome of Readiness

POWERS
Bonus At-Will Power: Ray of Frost
Tome of Readiness: Chill Strike
Wizard at-will 1: Magic Missile
Wizard at-will 1: Chilling Cloud
Wizard encounter 1: Icy Terrain
Wizard daily 1: Freezing Cloud
Wizard daily 1 Spellbook: Horrid Whispers
Wizard daily 1 Spellbook: Sleep
Wizard utility 2: Shield
Wizard utility 2 Spellbook: Expeditious Retreat
Wizard encounter 3: Icy Rays
Wizard daily 5: Acid Mire
Wizard daily 5 Spellbook: Visions of Avarice
Wizard daily 5 Spellbook: Stinking Cloud
Wizard utility 6: Dimension Door
Wizard utility 6 Spellbook: Invisibility
Wizard encounter 7: Winter's Wrath
Wizard daily 9: Ice Storm
Wizard daily 9 Spellbook: Lightning Serpent
Wizard daily 9 Spellbook: Taunting Phantoms
Wizard utility 10: Mass Resistance
Wizard utility 10 Spellbook: Blur

ITEMS
Spellbook, Cloth Armor (Basic Clothing), Implement, Tome
RITUALS
Brew Potion, Create Holy Water, Explorer's Fire
====== Copy to Clipboard and Press the Import Button on the Summary Tab ======
 

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