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4E tactical game (recruitment closed)

Zurai

First Post
I'm getting the urge to run another game, but as my current players will tell you, I have a lot on my plate already. So, rather than an in-depth RP-centric game, I'm thinking of running essentially a tactical combat game with a basic RPG shell to tie things together.

The meat of the game will be the fighting. Make no mistake, this is a hack-and-slash game. There'll be non-combat sections and skill challenges, but they'll be sparser and less detailed than people have come to expect from Play by Post games.

Anyway, I'm looking for a party of 5-6 4E PHB characters, starting at level 1. Background really isn't that important, but please no Evil characters. Unaligned/amoral is fine, but please leave your puppy-killers behind. I'm mainly interested in players that want tactically challenging fights and are willing to accept that you won't always be fighting fair fights.

Use a standard 22 point buy as described in the PHB. Use only PHB races; the MM races are balanced, but I want to keep this simple and straightforward. Any classes are acceptable, but I won't start until I can make a 5-6 person party with at least 1 of every role. As mentioned, you start at level 1. Please do include a little background, but there's no need to write a 10-page novella. Just a paragraph or two about their general personality and motivations is plenty.

The campaign setup will be that you're each members of a mercenary/adventuring band. You receive lists of jobs at your base in town and choose which to carry out. At first, your assignments will be simple things like "There have been reports of bandits attacking caravans nearby. Search the woods and get rid of them". Later on, you might get bigger assignments like "A local blacksmith has created a masterpiece sword and decided to give it as a gift to the Emperor. However, he fears that any normal messenger he sends it with will be attacked and the sword stolen and used against the Empire. Take the sword to the Imperial Capital and deliver it to the Emperor personally".

That's about the extent of the off-mission RP you're going to get, though. Once you're on missions, things will open up a little, but in the end it's a tactical wargame. You're gonna end up fighting 19 times out of 20. Diplomancers be warned.

Current roster:
Elf Ranger (Redclaw)
Dragonborn Warlord (renau1g)
Human Fighter (Charwoman Gene)
Eladrin Wizard (industrygothica)
Human Warlock (Jemal)
Dragonborn Paladin (Walking Dad)
 
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Redclaw

First Post
Raecan
Male Elf Ranger 1
Alignment: Good
Deity: Melora
Region:
Height: 5'9"
Weight: 152 lbs
Hair: Dark brown, cropped close to the scalp
Eyes: Deep emerald
Skin: Tan
Age: 43
XP: 0

Str: 14 (+2)
Dex: 18 (+4) +2 Racial
Con: 12 (+1)
Int: 11 (+0)
Wis: 15 (+2) +2 Racial
Cha: 10 (+0)

Hit Points: 24 Bloodied: 12
Healing Surge: 6 Surges per day: 7
Initiative: +4
Speed: 7
Perception: 19 Insight: 12 Low-Light Vision
Action Points: 1

AC 16 Fortitude 13 Reflex 15 Will 12

Basic Melee Attack: +4 (Scimitar) Damage: 1d8+2 High Crit
Basic Ranged Attack: +6 (Longbow) Damage: 1d10+4

Skills:
Code:
Acrobatics	        +10 (+5 Trained, +4 Str, +1 Feat)
Endurance		+6  (+5 Trained, +1 Con)
Nature			+9  (+5 Trained, +2 Wis, +2 Racial)
Perception		+9  (+5 Trained, +2 Wis, +2 Racial)
Stealth			+10 (+5 Trained, +4 Dex, +1 Feat)

Feats:
Defensive Mobility
Light Step

Languages:
Common
Elven

Class and Racial abilities:
Considered a Fey creature
Group Awareness
Wild Step
Elven Accuracy
Hunter's Quarry (+1d6)
Prime Shot

Powers:
Careful Attack (At-Will Attack, Standard, Accurate ranged attack)
+8 vs. AC, 1d10 damage

Twin Strike (At-Will Attack, Standard, Two weaker ranged attacks)
+6 vs. AC, 1d10 damage, two attacks

Fox's Cunning (Encounter Attack, Immediate Reaction, Shift + basic attack)
+8 vs AC, 1d10+4 damage

Elven Accuracy (Encounter Racial, Free Action, reroll attack)

Split the Tree (Daily Attack, Standard, Strong ranged attack at two targets, best of two rolls)
+6 vs AC (roll twice, take the best), 2d10+4 damage

Equipment:
Leather Armor, 25g, 15 lbs
Longbow, 30g, 3 lbs
60 arrows, 2g, 6 lbs
Scimitar, 10g, 4 lbs
Standard adventuring kit, 15g, 33 lbs
Lantern, 7g, 2 lbs

Money:
11 g

[sblock=background] Raecan looked grimly down at the crumpled body of the last orc, satisfaction momentarily eclipsing the anger and sorrow that had driven him for so long. It's finally finished, he thought to himself as he bent down to cut a final trophy.

He let his eyes and mind journey to the treeline in the distance as he stood, anticipating the return to the forest he had lived in his whole life. But it's not home anymore, he mused. They ended that. His gaze was once again turned on the body at his feet, and the three others scattered around the crude camp. He had been tracking this group of survivors for a week as they made their way out of the forest and beyond.

Somewhere in those trees were the bodies of the rest of their band, a trail of revenge and death that would lead any curious enough to follow it right back to the burned remains of the Raecan's forest home, and a very different set of corpses.

He had no reason to return, and no idea where to go next. It doesn't matter, anyway. With a last, resigned look at the orcs, Raecan returned his bow to his back and started walking, his back unwaveringly directed toward the distant forest. [/sblock]
 
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renau1g

First Post
This character was one I originally put forth for Redclaw's 4e game, but withdrew to create a rogue. I'd love to try him out, as I think the Warlord looks awesome.

P.S. Thanks for the format Redclaw... and Zurai

Kriv
Male Dragonborn Warlord 1
Alignment: Good
Deity: Bahamut
Region:
Height: 6'7"
Weight: 352 lbs
Hair: Long, almost like dreadlocks
Eyes: Gold
Skin: Dull, Scarlet Scales
Age: 16
XP: 0

Str: 18 (+4) +2 Racial
Dex: 11 (+0)
Con: 12 (+1)
Int: 14 (+2)
Wis: 10 (+0)
Cha: 15 (+2) +2 Racial

Hit Points: 24 Bloodied: 12
Healing Surge: 7 Surges per day: 8
Initiative: +2 (+2 from Combat Leader)
Speed: 5
Perception: 10 Insight: 10
Action Points: 1

AC 17 Fortitude 15 Reflex 12 Will 13

Basic Melee Attack: +7 (Longsword) Damage: 1d8+4
Basic Ranged Attack: +6 (Throwing Axe) Damage: 1d6+4
Range 5/10

Skills:
Code:
Heal 	                         +5 (+5 Trained, +0 Wis)
Diplomacy		+6  (+5 Trained, +2 Cha)
Intimidate		+9  (+5 Trained, +2 Cha, +2 Racial)
Athletics 		             +9  (+5 Trained, +4 Strl)
History			+2 (+2 Racial)

Feats:
Enlarged Breath - blast becomes 5 instead of 3

Languages:
Common
Draconic

Class and Racial abilities:
Dragonborn Fury - +1 racial atk bonus when bloodied
Draconic Heritage - Healing surge = 1/4 hp + Con Mod.
Dragon Breath (See Below): Relies on Str, Fire is the chosen energy type
Combat Leader - Kriv & all allies w/in 10 squares gain +2 init.
Tactical Presence - Whenever an ally Kriv sees uses an action point to gain an extra attack, they gain a +2 on atk rolls
Inspiring Word (See Below)

Powers:
Furious Smash (At-Will Attack, Standard)
+7 vs. Fortitude, 4 damage & ally gains a +2 power bonus on next atk & dmg rolls against target

Wolf Pack Tactics (At-Will Attack, Standard, ally shifts 1 square as free action)
+7 vs. AC, 1d8+4 damage

Hammer & Anvil (Encounter Attack, Standard, Coordinating Strike)
+7 vs Reflex, 1d8+4 damage & adjacent ally gains free basic attack against target, they gain +2 to damage.

Inspiring Word (Encounter Special, Minor Action, Close Burst 5) - can be used 2/encounter. Targets (self or ally), target can spend a healing surge and gain an additional 1d6 hp.

Dragon Breath (Encounter Racial, Minor Action, Close Blast 5)
+6 vs. Reflex , 1d6+1 mod. fire dmg.

Lead the Attack (Daily Attack, Standard)
+7 vs AC , 3d8+4 damage, Until end of encounter all allies within 5 squares gain a +3 power bonus to atk rolls.

Equipment:
Chainmail, 40g, 40 lbs
Longsword, 15g, 3 lbs
Light Shield, 5g, 6 lbs
Standard adventuring kit, 15g, 33 lbs
Handaxe (3), 15gp, 9 lbs

Money:
10 g

[sblock=background] Appearance: Kriv's dull scarlet scales cover his entire body, starting from his crest down to his toes. He keeps his hornlike scales (which resemble hair) tucked into the clothes he's wearing, which are usually plain and unadorned. Standing at 6'7" and weighing over 350 lbs. Kriv is an imposing sight. He has bright gold eyes that glimmer whenever he's excited, which is usually before a battle. Kriv keeps his talonlike claws well sharpened and usually has his toothy grin plastered on his face.

Personality: Kriv is inspired by tales of Arkhosia, the ancient dragonborn empire, and aspires to live up to the heroes of those tales. Kriv is good-natured and it pains him mightily to see the current state of the town he grew up in. He's proud and a bit arrogant and has learned to be a reserved in the town as when he spoke his mind, he was punished. His natural tendencies tend toward protecting others and Kriv will always stand up for the little guy.

Background: Kriv was born in town after his mother arrived carrying his egg with her. She was incoherent and delirious from her travels, without food or water. Luck was with Kriv that day as the local cleric of Pelor administered to the female, going against many of the townspeople's protests as they feared and mistrusted the dragonborn. His mother died shortly after his hatching and Kriv was left as an orphan. He was found a home in one of the guardsman's residences and was taken care of there. 16 years later, Kriv had already reached maturity and his 'father' thought to utilize his great strength and proposed to Bertran Mason that the young Kriv be trained and, perhaps, accompany patrols outside of town. The constable agreed, thinking that Kriv could be sent to some of the more dangerous locales and not have to worry as much about his men being lost. Kriv was trained in weapons and combat, learning quickly and practicing tirelessly. He began to travel with small groups of guards, cutting his teeth on patrols and quickly realized he had a knack for tactics. Kriv's suggestions were sound, but the humans of the town didn't want to listen to a dragonborn. Their jealously eventually caused them to bar Kriv from patrolling anymore and now Kriv will be wondering what the future holds for him as he can't strike out on his own, it's too dangerous, but he doesn't wish to stay here either. [/sblock]
 
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Charwoman Gene

Adventurer
Trevor, Human Fighter, give me some time for stats and such.

Human
Fighter

S 18
C 13
D 14
I 8
W 14
C 10

Athletics (Str)
Endurance (Con)
Heal (Wis)
Intimidate (Cha)

Human Perseverance Human +1 to saving throws
Weapon Focus — +1 damage with chosen weapon group

At Will
Cleave, Sure Strike, Tide of Iron
Encounter
Covering Attack
Daily
Comeback Strike

45 gp Scale mail
10 gp Heavy Shield
15 gp Longsword
15 gp Standard Adventuring Kit
15 gp Hand axe(3)
 
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Zurai

First Post
Haha, stealing my character sheet format, Redclaw? Fair enough, I originally stole it from Isida Kep'Tukari.
 





Zurai

First Post
EDIT: And lo, we have a 5th. I need a little time to create encounters for the first set of missions, but we should be able to get started in a day or two.

Redclaw, that character looks fine. I don't see any mistakes in the character sheet.
renau1g, I only see one mistake in yours: Furious Smash only does Strength modifier damage, not weapon+Str.
 

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