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4e Scales of War PbP (CLOSED DO NOT POST)

They did a "Playing Gnolls" article in Dragon 367.

If it's too melee heavy, I guess I could switch over to a RANGEr. I'm really not that picky, I just thought the barbarian would be something different.

I haven't read every Dragon yet, cool. (I just found them in the Compendium!)

The barb isn't the problem. The Order of Pointy-Eared Pious Defenders is the problem. Or not, maybe they all kinda know each other.

I like the beginning of this module. It is very original. "You are in a Tavern in a remote town..."
 

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An order of Pious Pointy-eared defenders might actually be interesting. Are there any local Elf or Eladrin settlements that could be fielding a troop of knights?
 

An order of Pious Pointy-eared defenders might actually be interesting. Are there any local Elf or Eladrin settlements that could be fielding a troop of knights?

I think if there isn't there is now one just off the map. Seriously, the orignal party was quite interesting, for all I poked fun, the Elven Guardians all were different takes, and adding two "freaks" Hyena head and Element-dude might balance out and work if we can come up with a good balance.
 

Haha. Charwoman Gene you rock. "Freaks", "Element-dude", and "Pious-Pointyeared". This sounds like fun. Do we all get nicknames. :)

Anything specific that would help balance the current party?
 

Anything specific that would help balance the current party?

Not really. We're missing a true Controller, but that is a "half-role". It's nice to have, but you really can skip it especially if people have ways to deal with minion hordes.

We have a leader and a defender so looks Good. I'd like a roll call by Monday evening of everyone's Class/Race to see what every wants to play.

And I've decided to drop my arbitray race theories.
 

Keyleth, Elven Cleric of Melora

Initiative +2

Hit Points 24/24
Temporary HP 0
Healing Surges 8/8

Action Points 1
Milestones 0

Armor Class 15
Fortitude 11
Reflex 12
Will 16

OA :bmelee: Unarmed -1, 1d4-1

Vision: Low-Light
Passive Perception 21
Passive Insight 19

[SBLOCK=Power Tracker]Second Wind
Elven Accuracy
Hunter's Quarry
Channel Divinity: Divine Fortune
Channel Divinity: Turn Undead
Healing Word
Healing Word
Divine Glow

Beacon of Hope[/SBLOCK]

[SBLOCK=Character Sheet]Keyleth

Female Elf
1st-Level Cleric of Melora
Unaligned

Str 8 -1 (0 PB)
Con 12 +1 (2 PB)
Dex 15 +2 (3 PB; +2)
Int 10 +0 (0 PB)
Wis 19 +4 (12 PB; +2)
Cha 14 +2 (5 PB)

Speed 7

Initiative +2

Hit Points
Maximum 24
Bloodied 12
Surge Value 6
Healing Surges 8

Defenses
Armor Class 15
Fortitude 11
Reflex 12
Will 16

Racial Traits
Low-Light Vision
Elven Weapon Proficiency
Fey Origin
Group Awareness
Wild Step

Class Features
Channel Divinity
Healer's Lore

Languages
Common
Elven

Skills
Arcana +5
Heal +9
Insight +9
Nature +6
Perception +11
Religion +5

Feats
Ritual Caster
Warrior of the Wild

Powers
:melee: Melee Basic Attack (Unarmed -1, 1d4-1)
:ranged: Ranged Basic Attack (Longbow +4, 1d10+2, 20/40)
:ranged: Lance of Faith
:ranged: Sacred Flame
P.png
Elven Accuracy
__ Hunter's Quarry
P.png
Channel Divinity: Divine Fortune
:close: Channel Divinity: Turn Undead
:close: Healing Word
:close: Divine Glow
:close: Beacon of Hope

[SBLOCK=Power Details]:melee: Melee Basic Attack (Unarmed -1, 1d4-1)
__ At-WillWeapon
__ Standard ActionMelee weapon
__ Target: One creature
__ Attack: Strength vs. AC
__ Hit: 1[W]+STR damage.
__ Special: You can use an unarmed attack as a weapon to make a basic melee attack.

:ranged: Ranged Basic Attack (Longbow +4, 1d10+2, 20/40)
__ At-WillWeapon
__ Standard ActionRanged weapon
__ Target: One creature
__ Attack: Dexterity vs. AC
__ Hit: 1[W]+DEX damage.

:ranged: Lance of Faith
__ At-WillDivine, Implement, Radiant
__ Standard ActionRanged 5
__ Target: One creature
__ Attack: Wisdom vs. Reflex
__ Hit: 1d8+WIS radiant damage, and one ally you can see gains a +2 power bonus to the next attack roll against the target.

:ranged: Sacred Flame
__ At-WillDivine, Implement, Radiant
__ Standard ActionRanged 5
__ Target: One creature
__ Attack: Wisdom vs. Reflex
__ Hit: 1d6+WIS radiant damage, and one ally you can see gains ½LVL+CHA temporary hit points or makes a saving throw.

P.png
Elven Accuracy
__ Encounter
__ Free ActionPersonal
__ Effect: Reroll an attack roll. Use the second roll, even if it's lower.

__ Hunter's Quarry
__ Encounter
__ Minor Action
__ Effect: Designate nearest enemy as your quarry until the end of your next turn.
__ _ _ _ _ Once per round you can deal 1d6 extra damage to your quarry.

P.png
Channel Divinity: Divine Fortune
__ EncounterDivine
__ Free ActionPersonal
__ Effect: Gain +1 bonus to your next attack roll or saving throw before the end of your next turn.

:close: Channel Divinity: Turn Undead
__ EncounterDivine, Implement, Radiant
__ Standard ActionClose burst 2
__ Target: Each undead creature in burst
__ Attack: Wisdom vs. Will
__ Hit: 1d10+WIS radiant damage, push target 3+CHA squards, target is immobilized until the end of your next turn.
__ Miss: Half damage, target is not pushed or immobilized.

:close: Healing Word
__ EncounterDivine, Healing
__ Special: This power can be used twice per encounter, but only once per round.
__ Minor ActionClose burst 5
__ Target: You or one ally
__ Effect: Target can spend a healing surge and regain 1d6 additional hit points.

:close: Divine Glow
__ EncounterDivine, Implement, Radiant
__ Standard ActionClose blast 3
__ Target: Each enemy in blast
__ Attack: Wisdom vs. Reflex
__ Effect: Allies in the blast gain +2 power bonus to attack rolls until the end of your next turn.

:close: Beacon of Hope
__ DailyDivine, Healing, Implement
__ Standard ActionClose burst 3
__ Target: Each enemy in burst
__ Attack: Wisdom vs. Will
__ Hit: Target is weakened until the end of your next turn.
__ Effect: You and each ally in burst regain 5 hit points.
__ _ _ _ _ Your healing powers restore +5 hit points until the end of the encounter.[/SBLOCK]

Rituals
Gentle Repose (Heal (no check); 10 gp; 1 hour; special)
Make Whole (Arcana (no check); [Item's Cost / 5] gp; 10 minutes; permanent)

Equipment
Hide Armor
Longbow
Arrows (30)
Backpack
Bedroll
Flint and Steel
Belt Pouch
Waterskin
Holy Symbol of Melora
Ritual Book
Ritual Components (Alchemical Reagents 12 gp)
11 gp, 9 sp

Appearance
Keyleth is an elf of average height (5 ft. 6 in.) with a slender and willowy built (120 lbs.). She is 22 years old. Her auburn hair is waist-long and worn open, and her eyes are emerald green. She typically dresses in comfortable clothes of green and brown color, protected by a hide armor, and carries a longbow. Her whole appearance makes it easy to mistake her for a hunter or ranger. On a leather cord around her neck, Keyleth wears the holy symbol of Melora, a shell with a blue wave symbol painted on it.

Background
Coming soon...[/SBLOCK]

Bye
Thanee
 
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Brock, the Human Ranger

[sblock=Brock] Brock

Male Human
Ranger, Archer Build
Good

Str 14 +2 (5 PB)
Con 12 +1 (2 PB)
Dex 18 +4 (9 PB; +2)
Int 10 +0 (0 PB)
Wis 14 +2 (5 PB)
Cha 9 -1 (1 PB)

Speed 6

Hit Points 24
Bloodied 12
Surge Value 06
Healing Surges 08

Armor Class 17
Fortitude 13
Reflex 16
Will 13

Racial/Class Features
Human Bonuses: Feat,Skill,Power,Def
Hunter's Quarry

Languages
Common
Elven

Skills
Endurance +05
Heal +07
Nature +07
Perception +07
Stealth +08

Feats
Agile Hunter
Human Perseverance
Defensive Mobility

At-Will
Melee Basic Attack (Longsword +5, 1d8+2, V)
Ranged Basic Attack (Longbow +6, 1d10+4, 20/40)
Careful Attack
Nimble Attack
Hit n Run

Encounter
Evasive strike

Daily
Split the Tree

Equipment
Hide Armor
Longsword
Longbow
Arrows (60)
Backpack
Bedroll
Flint and Steel
Belt Pouch (2)
Waterskin
Rope
Journeybread (2)
Sunrods (4)

9g/65'[/sblock]
 

Mognyr, Gnoll Barbarian
[sblock=Prelim CS]
Name: Mognyr
Gnoll Barbarian
Alignment: Unaligned

Humanoid, 7'4"tall, 276 lbs, 8 yrs old
Brown Mottled hair, Yellow eyes, dark skin

Languages: Common, Abyssal
Vision: Low-Light

Ability Scores

Str: 16
Con: 16
Dex: 16
Int: 9
Wis: 12
Cha: 10

Basic Combat Stats

Hit Points: 31
Bloodied: 15
Healing Surges: 11
Healing Value: 7

Initiative: +3
Speed: 7 squares (7 Base)
Action Points: 1

Defenses

AC: 16 (+3 Armor +3 Dex)
Fort: 15 (+3 Con, +2 Class)
Ref: 13 (+3 Dex)
Will: 11 (+1 Wis)

Basic Attacks

Melee: Falchion Hit: +6 damage: 2d4+3
Melee: Handaxe Hit: +5 Damage: 1d6+3
Ranged: Handaxe Hit: +5 Damage: 1d6+3 Range: 5/10

Passive Skills

Perception 18
Insight 11

Skills

Acrobatics (+3 Dex)
Arcana (-1 Int)
Athletics (+3 Str +5 Trained)
Bluff (+0 Cha)
Diplomacy (+0 Cha)
Dungeoneering (+1 Wis)
Endurance (+3 Con)
Heal (+1 Wis)
History (-1 Int)
Insight (+1 Wis)
Intimidate (+0 Cha +2 Racial)
Nature (+1 Wis +5 Trained)
Perception (+1 Wis +2 Racial +5 Trained)
Religion (-1 Int)
Stealth (+3 Dex)
Streetwise (+0 Cha)
Thievery (+3 Dex)

Feats
Powerful Charge: +2 to damage or bull rush attempt when charging


Racial Traits and Powers
Blood Fury: +2 to damage rolls when bloodied
Pack Attack: +2 to attack rolls vs. any enemy adjacent to two or more of your allies
Ferocious Charge (Encounter Ability)

Class Features
Rageblood Vigor: When you reduce an enemy to 0 hit points, you gain 3 temporary hit points.
Rage: Daily abilities are rages.
Rampage: Once per round when you score a critical hit with a barbarian power, make a melee basic attack vs. any legal target.

At Will Powers

Rage Strike (Standard, Primal, Weapon): +6 vs. AC, damage based on expended rage ability

Howling Strike (Standard, Primal, Weapon): +6 vs. AC, 2d4+1d6+3 damage. You can use this power as your charge attack, and if you are raging, you do not provoke opportunity attacks with the charge.

Recuperating Strike (Standard, Primal, Weapon): +6 vs. AC, 2d4+3 damage, gain 3 temp. hit points. If you are raging, gain 8 temp. hit points instead.


Encounter Powers

Swift Charge (Free): Trigger--your attack reduces an enemy to 0 hit points.
Effect: You charge an enemy

Ferocious Charge (Standard): You charge and deal an additional 2 damage on a successful attack.

Great Cleave (Standard, Primal, Weapon): Burst 1, target each enemy in burst, +6 vs. AC, 2d4+3 damage, +1 for each enemy adjacent to you.

Daily Powers

Bloodhunt Rage (Standard, Primal, Rage, Weapon): +6 vs. AC, 6d4+3 damage. Miss: half damage. Effect: Until rage ends, gain a +3 bonus to damage if either you or your target is bloodied.

Utility Powers

Rituals

Equipment
Hide Armor
Falchion
2 Handaxes
Standard Adventurer's Kit
Climber's Kit
Holy Symbol of Melora



Coins- 13gp, 0sp, 0cp
[/sblock]
I'm thinking he's an orphan, possibly raised by one of the feyblooded party members.
 
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[sblock=stats]
Kazim

Male Earthsoul Genasi
Shielding Swordmage
Lawful Good

Str 13 +1 (1 PB +2 racial)
Con 14 +2 (5 PB)
Dex 14 +2 (5 PB)
Int 18 +4 (9 PB +2 racial)
Wis 12 +1 (2 PB)
Cha 8 -1 (0 PB)

Speed 6

Hit Points 29
Bloodied 14
Surge Value 7
Healing Surges 10

Armor Class 19
Fortitude 13
Reflex 14
Will 13

Racial/Class Features
+1 on saving throws
+1 to fort defense
+2 to endurance/nature checks
Earthshock racial power
Swordbond
Aegis of shielding
Swordmage warding

Languages
Common
Primordial

Skills
Arcana +9
Athletics +6
Endurance +9
Insight +6

Passive Perception: 11
Passive Insight: 16


Feats
Earthshock Master

At-Will
Melee Basic Attack (Longsword +4, 1d8+1)
Ranged Basic Attack (Dagger +5, 1d4+1, 5/10)
Booming Blade (Longsword +7 vs AC, 1d8+4, if opp moves away 1d6+2 thunder damage)
Sword Burst (Longsword +4 vs Ref, Burst 1, 1d6+4 to all enemies in burst)
Aegis of shielding(minor action, close burst 2): Target is marked and takes a -2 to attack targets other than me. If marked creature attacks and hits a creature, I can use an immediate interrupt to prevent 7 damage from that attack.

Encounter
Earthshock(reliable), Close burst 1, +4 vs Fort(con based), 1d8 damage and knocks prone
Flame Cyclone, Close blast 3, +4 vs Ref, 1d8+5 fire damage

Daily
Frost Backlash(Immed interrupt, a creature hits you, Longsword +7 vs reflex, 3d8+4 cold damage, miss: half damage)

Equipment
Leather Armor
Longsword
5 Daggers
Standard Adventurers kit
40gp[/sblock]

Intertwine backgrounds Redclaw?
 

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