[4e] GM wanted: Paragon tier adventure?

I'm good for all this stuff, though there are some things that make me uncomfortable: torture films and long descriptions of torture and/or rape. Empire Strikes Back had it just right: you know it's happening to Han, but it's not as bad as, like, the cartoon sequence in Kill Bill vol. 1, or the hostel/saw films (which after saw 1 was just repetitive). I suppose the seduction is ok, though, so that's fine.

No, nothing like that, I don't do gratuitous violence. It'll be there, but it'll be real, and not over the top.

Setting-wise, how colorful are you going for? Like, avoiding cuddly animals and frilly coats (please), if this were anime would we say Berserk or Final Fantasy? Or in D&D terms, are we talking Planescape/Spelljammer, or something more low-key, like Middle Earth?

A good combination of everything you mentioned here, minus the pink bunnies and frilly coats.

renau1g said:
Umm...so eblue.... is there a spot open for another here? I'm pretty open to try anything at this level.

As I said before, I'm not entirely sure myself at this point. I'll be taking a much larger in - depth look at this thread (and the characters within it) in a few days to a week or so, then re-post all the relevant info and stuff. For now, it is fine if everyone just tossed around ideas, etc. If I get a good snipit of plot ready to go, I might post it here to give some an idea of what I'm thinking.
 

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Dibs on the Chainsaw of Bloody Dismemberment!


There are some good items, but one needs me to have elves or eladrin nearby.

Ok, so we've got a Cleric/Mage (divine Oracle; dare I say it mystic theurge?); an Eladrin Swordmage; a frosty Dragonborn.

is that about right?

Don't forget the frosty human crazy mage
 

I'd like for the group to know each other beforehand, but if anyone is opposed they can opt out.

Did I mention how excited I am about the maturity rating of this game?
 

[sblock=Current Heros]
what's the rule for starting gold for 11th level PCs? Or items, specifically. There's two items I'd like that are both about lvl 13 if they're +3; but that means level (what) 8th?

Here's what I've got right now. Thing is, the items I'd like are higher level that just one up, one on, one down.

[sblock=Swordmage Summary]
====== Created Using Wizards of the Coast D&D Character Builder ======
Ardaeryth Bladesinger, level 11
Eladrin, Swordmage, Feytouched
Build: Assault Swordmage
Swordmage Aegis: Aegis of Assault
Pact Initiate: Pact Initiate (fey pact)
Background: Eladrin - Noble Birth, Auspicious Birth (Auspicious Birth Benefit)

FINAL ABILITY SCORES
Str 14, Con 14, Dex 14, Int 22, Wis 11, Cha 14.

STARTING ABILITY SCORES
Str 13, Con 13, Dex 10, Int 17, Wis 10, Cha 12.


AC: 21 Fort: 17 Reflex: 21 Will: 20
HP: 97 Surges: 10 Surge Value: 24

TRAINED SKILLS
Religion +16, Arcana +18, History +18, Athletics +12, Diplomacy +12, Intimidate +12

UNTRAINED SKILLS
Acrobatics +7, Bluff +7, Dungeoneering +5, Endurance +7, Heal +5, Insight +5, Nature +5, Perception +5, Stealth +7, Streetwise +7, Thievery +7

FEATS
Level 1: Intelligent Blademaster
Level 2: Weapon Proficiency (Bastard sword)
Level 4: Escalating Assault
Level 6: Eladrin Swordmage Advance
Level 8: Pact Initiate
Level 10: Student of Malediction
Level 11: Fey Death

POWERS
Swordmage at-will 1: Frigid Blade
Swordmage at-will 1: Sword Burst
Swordmage encounter 1: Blazing Pursuit
Swordmage daily 1: Whirling Blade
Swordmage utility 2: Dimensional Warp
Swordmage encounter 3: Dual Lightning Strike
Swordmage daily 5: Dimensional Bond
Swordmage utility 6: Armathor's Step
Swordmage encounter 7: Spikes of Agony
Swordmage daily 9: Hellspike Assault
Swordmage utility 10: Quickling Stride

ITEMS
Jagged Bastard sword +3, Aegis Blade Bastard sword +2
====== Copy to Clipboard and Press the Import Button on the Summary Tab ======
[/sblock]

Updated character...

Wanted to make the character more durable, much has changed since last he was posted.

He's changed his name to Vermillion.

He left his wife, in search of the means to prevent the prophesied destruction of his people. Unfortunately he was the one who had the vision, and related the prophecy. So he was labeled a mad man and excommunicated.

The prophecy is still hazy however, though he is certain his bounty hunting ways will help him to survive the hardships.

[sblock=Vermillion new CB summary]



====== Created Using Wizards of the Coast D&D Character Builder ======
Vermillion , level 11
Human, Wizard|Cleric, Divine Oracle
Hybrid Talent: Cleric Armor Proficiency
Background: Occupation - Bounty Hunter (Perception class skill)

FINAL ABILITY SCORES
Str 13, Con 11, Dex 9, Int 20, Wis 20, Cha 12.

STARTING ABILITY SCORES
Str 12, Con 10, Dex 8, Int 17, Wis 15, Cha 11.


AC: 27 Fort: 21 Reflex: 25 Will: 26
HP: 62 Surges: 6 Surge Value: 15

TRAINED SKILLS
Heal +15, Insight +15, Perception +15, Arcana +15

UNTRAINED SKILLS
Acrobatics +4, Bluff +6, Diplomacy +6, Dungeoneering +10, Endurance +4, History +10, Intimidate +6, Nature +10, Religion +10, Stealth +3, Streetwise +6, Thievery +3, Athletics +5

FEATS
Human: Hybrid Talent
Level 1: Implement Expertise (staff)
Level 2: Coordinated Explosion
Level 4: Action Surge (retrained to Paragon Defenses at Level 11)
Level 6: Enlarge Spell
Level 8: Human Perseverance
Level 10: Stubborn Survivor
Level 11: Shield Proficiency (Light)

POWERS
Bonus At-Will Power: Thunderwave
Hybrid Cleric at-will 1: Sacred Flame
Hybrid Wizard at-will 1: Cloud of Daggers
Hybrid encounter 1: Chill Strike
Hybrid daily 1: Font of Tears
Hybrid utility 2: Life Transference
Hybrid encounter 3: Astral Flare
Hybrid daily 5: Grasp of the Grave
Hybrid utility 6: Wizard's Escape
Hybrid encounter 7: Denunciation
Hybrid daily 9: Dismissal
Hybrid utility 10: Word of Vigor

ITEMS
Staff of Ruin +2, Feytouched Earthhide Armor +3, Periapt of Cascading Health +2, Light Shield, Coif of Mindiron (heroic tier), Acrobat Boots (heroic tier), Phylactery of Action (heroic tier)
====== Copy to Clipboard and Press the Import Button on the Summary Tab ======


[/sblock]


The concepts here are simple; have a huge AC (27), perform healing adequately (3 encounter powers), daze enemies (6 powers total), and look good doing it.

Hybrids don't get the ritual caster bonus feat... It's sad, because the free rituals are one of the best parts of being a wizard. However, I could never put together this character any other way.

He also has a decent to-hit, even better if an ally is in the blast or burst.


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 ======

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 ======

As a note to everyone, I am still not fully comprehensive on 4th editions magic item rules, so I would appreciate a bit of help in this regard. Additional note, I have only access to the PHB and PHB2, though I've no issues using magic items and the like from other approved sources so long as I know what they are and how they work, I am just unlikely to know about them. Sulos here has a very major focus on cold magic(though it seems Sorcerer's don't have many good cold spells), which I also intended to help with controlling effects, so any hints there would be appreciated. Gear help would be additionally appreciated.

[sblock=Sulos Rothym (WiP)]
Sulos Rothym, level 11
Dragonborn, Sorceror, Dragonsoul Heir
Power Source: Dragon Magic
Background:

FINAL ABILITY SCORES
Str 21, Con 14, Dex 12, Int 10, Wis 12, Cha 21.

STARTING ABILITY SCORES
Str 16, Con 13, Dex 11, Int 8, Wis 10, Cha 16.


AC: 26 Fort: 22 Reflex: 24 Will: 23
HP: 75 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:
Level 2:
Level 4:
Level 6:
Level 8:
Level 10:
Level 11:

POWERS
Sorcerer at-will 1: Dragon Frost
Sorcerer at-will 1: Burning Spray
Sorcerer encounter 1: Thunder Slam
Sorcerer daily 1: Lightning Breath
Sorcerer utility 2: Dragonflame Mantle
Sorcerer encounter 3: Ice Dragon's Teeth
Sorcerer daily 5: Serpentine Blast
Sorcerer utility 6: Sudden Scales
Sorcerer encounter 7: Rimestorm
Sorcerer daily 9: Adamantine Echo
Sorcerer utility 10: Narrow Escape

ITEMS

[/sblock]

[/sblock]

This is a consolidation of current entries, please point out if I've missed you...
 


The Party: (throwing stuff out and seeing what sticks)

I guess, if eblue is working on the setting then we can throw out ideas for stuff we might like.

What do you lot think of us having an Airship or a Spelljammer? I mean, we'v got a Githzerai (primordial chaos?) and an Eladrin from the Feywild, so there are likely portals of some sort.

Do we have any rivals or foes that we as a group overcame during Heroic Tier? In my campaign I have this collective of Tieflings that are up to no good.

Maybe there's a big war of some sort; like the Eberron Last War, but larger in scale; which would explain the intrigue and the violence (which is cool: firehose blood and exploding minions ftw!). It would also allow for intrigue and more violence in-game... or whatever.

My character just took up with the Feypact Warlock MC the last couple of levels. Mostly for the PP, but there you go. Still, what if our group helped him get there, or some how that was a sub-plot that worked for the group.

Githzerai Monk: Do you have a thing against Illithids, or is that the Githzerai? How do you feel about them, also?
Maybe we fought some Illithids and escaped with the Monk?

I have Drowmesh Leather armor. I suggest that either my character or all of us at some point interacted with Drow, and I got this great armor (woot).

Frost: The Feywild Prince of Winter could have had an underling with a magic crystal of knowledge that you two got hold of, and it made you two Wintertouched; then you learned Lasting Frost later on, or something.
AND we rescued a princess of Winter, who gave my Eladrin a single rose of pure snow-substance: the essence of soft snowfall. ...and then he totally tapped that! Giggity! :devil: No, okay, but maybe it *did* happen is all I'm saying.
Wait, maybe that was a Ghael of Winter! We fulfilled some quest as part of becoming a Feypact Warlock, right?
 


My only caveat, fire, is that you don't focus on what could happen; let that play out in the story as it comes along. I'm going off a few basic assumptions, one of which is that all of the adventurers have not yet met. This will not be a party that has adventured from the first level together; each of you have your own histories.

Speaking of your swarm druid, I have one reservation about your character; it seems (according to the MM2) that Duergar are almost universally cruel and are treated as outcasts. The adventure will begin in a city where I'm pretty sure that won't be liked very much. If you can give me a good (great) backstory as to how your character has become accepted into normal society, we should be fine.
 

Will work on the backstory. How he left I already told. But how he got accepted will be a different story. :)

If it isn't good enough, he can be retconned to normal dwarf (loose 1 speed and darkvision, but gain other nifty bonuses).
 

Ok here's my first crack at the melee cleric/fighter (MC'd)

I'm working on a backstory right now.

[sblock=CB Summary]
====== Created Using Wizards of the Coast D&D Character Builder ======
level 11
Human, Cleric, Pit Fighter
Battle Cleric Armaments: Weapon Proficiency (Battleaxe)
Background: Found Religion Among Others (Athletics class skill)

FINAL ABILITY SCORES
Str 22, Con 16, Dex 11, Int 9, Wis 16, Cha 11.

STARTING ABILITY SCORES
Str 17, Con 15, Dex 10, Int 8, Wis 13, Cha 10.


AC: 31 Fort: 24 Reflex: 20 Will: 23
HP: 78 Surges: 10 Surge Value: 20

TRAINED SKILLS
Endurance +9, Athletics +12, Religion +9, Insight +13, Heal +13, Diplomacy +10

UNTRAINED SKILLS
Acrobatics +1, Arcana +4, Bluff +5, Dungeoneering +8, History +4, Intimidate +5, Nature +8, Perception +8, Stealth +1, Streetwise +5, Thievery +1

FEATS
Cleric: Ritual Caster
Human: Battle Awareness
Level 1: Armor Proficiency (Scale)
Level 2: Armor Proficiency (Plate)
Level 4: Battle Cleric Armaments
Level 6: Novice Power
Level 8: Shield Proficiency (Heavy)
Level 10: Greater Divine Fortune
Level 11: Deadly Axe

POWERS
Bonus At-Will Power: Righteous Brand
Channel Divinity: Turn Undead
Cleric at-will 1: Invigorating Assault
Cleric at-will 1: Gaze of Defiance
Cleric encounter 1: Wrathful Thunder
Cleric daily 1: Beacon of Hope
Cleric utility 2: Life Transference
Cleric encounter 3: Hammer of the Gods (retrained to Rain of Blows at Novice Power)
Cleric daily 5: Rune of Peace
Cleric utility 6: Cure Serious Wounds
Cleric encounter 7: Strike of Judgment
Cleric daily 9: Divine Power
Cleric utility 10: Mass Cure Light Wounds

ITEMS
Ritual Book, Jagged Battleaxe +3, Summoned Gith Plate Armor +3, Heavy Shield, Periapt of Cascading Health +2, Iron Armbands of Power (heroic tier), Belt of Vigor (heroic tier), Boots of the Fencing Master (heroic tier), Gravespawn Potion (heroic tier)
RITUALS
Gentle Repose, Purify Water
====== Copy to Clipboard and Press the Import Button on the Summary Tab ======
[/sblock]
 

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