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4E tactical game (recruitment closed)

Zurai said:
Walking Dad: Only see three errors on your character sheet. One, your Healing Surge value should be 6 (1/4 of 25 = 6.25, rounded down to 6). Also, your Dragon Breath should be 1d6 + 1 from astral fire, not +2. My guess is that at one point you had 12 con and forgot about the surges and breath when you reduced it. The last mistake is that your Reflex defense should be 13: 10 base, +1 class, +1 dex, +1 light shield.

...

Edited my post. Don't forget the Draconic Heritage bonus to healing surge value.
 

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Walking Dad said:
Edited my post. Don't forget the Draconic Heritage bonus to healing surge value.
I didn't. At the time, you only had a 10 con, so no bonus. Anyway, you look ready to go.
 

Trevor
Male Human Fighter 1
Alignment: Unaligned
Deity: Kord
Region:
Height: 6'3"
Weight: 220 lbs.
Hair: Dark brown, somewhat shaggy
Eyes: Brown
Skin: Tan
Age: 21
XP: 0

Str: 18 (+4) +2 Racial
Con: 13 (+1)
Dex: 14 (+2)
Int: 8 (-1)
Wis: 14 (+2)
Cha: 10 (+0)

Hit Points: 28 Bloodied: 14
Healing Surge: 7 Surges per day: 10
Initiative: +2
Speed: 6
Perception: 12 Insight: 12
Action Points: 1

AC 19 Fortitude 17 Reflex 15 Will 13

Basic Melee Attack: +8 (Longsword) Damage: 1d8+5
Basic Ranged Attack: +7 (Hand Axe) Damage: 1d6+4 Range: 5/10

Skills:

Code:
Athletics   +9   (+5 Trained, +4 Str)
Endurance   +6   (+5 Trained, +1 Con)
Intimidate  +5   (+5 Trained, +0 Cha)
Streetwise  +5   (+5 Trained, +0 Cha)


Feats:
Human Perseverance (Human) - +1 to saving throws
Weapon Focus [Heavy Blades] — +1 damage with chosen weapon group

Languages:
Common
Giant

Class and Racial abilities:
Bonus Power / Skill / Feat
Human Defense Bonuses
Combat Challenge
Combat Superiority
Fighter Weapon Talent (One-Handed)

Powers:
Cleave (At-Will Attack, Standard, Strike second adjacent target)
+8 vs. AC, 1d8+5 damage, 4 damage to secondary target.

Sure Strike (At-Will Attack, Standard, Accurate melee attack)
+10 vs. AC, 1d8+1 damage.

Tide of Iron (At-Will Attack, Standard, Knock back enemy)
+8 vs. AC, 1d8+5 damage, push target 1 square, can shift into the space.

Covering Attack (Encounter Attack, Standard, Adjacent ally can shift)
+8 vs AC, 2d8+5 damage, an ally adjacent to the target can shift 2 squares.


Brute Strike (Daily Attack, Standard, Reliable, Strong Melee attack)
+8 vs AC , 3d8+5 damage.

Equipment:
Scale Armor, 45g, 45 lbs
Heavy Shield, 10g, 15 lbs
Longsword, 15g, 4 lbs
Handaxe (3), 15g, 9 lbs
Standard adventuring kit, 15g, 33 lbs


Money:
0 g

[sblock=Background]Trevor is the last surviving member of a great and powerful family of adventurers that was destroyed by a powerful ancient dragon. He was only a lad of 6, and he saw his entire family killed before his eyes. He was raised by a servant who spirited him away, who passed on when Trevor was 16. Trevor has been wandering around as a hired sword, never feeling at rest anywhere. His armor and weapons are in part made from broken pieces of armor and weaponry he recovered from his family's estate.[/sblock]
 
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Charwoman Gene:
Your attack bonus for the hand axe should be +7 (+4 str +2 proficiency +1 fighter weapon talent).
Your Cleave will only deal 4 damage to the secondary target (fixed damage doesn't add modifiers to damage rolls such as Weapon Focus).

Other than that, I don't see any mistakes.
 

Here's my wizard, Talia. I made her a female just because there are none. I'd like to say that she's done and ready to roll, but I'm not naive enough to think there are no mistakes. Let me know what I need to change, please.

[sblock=Talia, Female Eladrin Wizard 1]Talia
Felame Eladrin Wizard 1
Alignment: Good
Deity: Ioun
Height: 5'6"
Weight: 130 lbs
Hair: light blond, long
Eyes: green (no pupils)
Skin: pale
Age: 109
XP: 0

Str: 8 (-1)
Con: 13 (+1)
Dex: 13 (+1) +2 Racial
Int: 18 (+4) +2 Racial
Wis: 16 (+3)
Cha: 10 (+0)

Hit Points: 23 Bloodied: 11
Healing Surge: 5 Surges per day: 7
Initiative: +1
Speed: 6
Perception: 18 Insight: 18
Action Points: 1

AC 14 (Base 10, +4 Int) Fortitude 11 Reflex 14 Will 15

Basic Melee Attack: +3 (Dagger) Damage: 1d4

Skills:
Code:
Acrobatics +1
*Arcana +11
Athletics -1
Bluff +0
Diplomacy +0
Dungeonerring +3
Endurance +1
Heal +3
*History +11
*Insight +8
Intimidate +0
*Nature +8
*Perception +8
Religion +4
Stealth +1
Streetwise +0
Thievery +1

* Trained skill

Feats:
Class - Ritual Casting
1 - Burning Blizard (+1 damage to acid or cold powers)

Languages:
Common
Elven

Class and Racial abilities:
Elerdin Education
Eladrin Weapon Proficiency - longsword
Eladrin Will
Fey Origin
Trance
Fey Step - Encounter, teleport up to 5 squares
Arcane Implement Mastry - Orb of Imposition
Cantrips
Ritual Casting
Spellbook

Powers:
At-Will
- Ghost Sound
- Light
- Mage Hand
- Prestidigitation
- Cloud of Daggers
- Scorching Burst

Encounter
- Icy Terrain

Daily
- Freezing Cloud (prepared)
- sleep

Rituals
- Make Whole
- Silence
- Tenser's Floating Disk

Equipment:
Dagger, 1 g, 1 lb
Quarterstaff, 5 g, 4 lbs
Standard adventuring kit, 15g, 33 lbs
Orb, 15 g, 2 lbs
Alchemical Reagents 60 g
Spellbook free, 3 lb

Money:
10 gp
[/sblock]
 
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The only 'mistake' I see on your character sheet, industrygothica, is no spellbook. It's free of charge, for the record (same with a cleric's ritual book). I'd recommend you grab some ritual components with your excessive leftover starting cash. I'd also consider dropping Strength down to 8 and investing those two points elsewhere; carrying capacity shouldn't ever be a problem and Strength does nothing else for you that Con doesn't handle.
 

Duly noted and fixed. Thanks.

I hadn't really delved into the intricacies of components and whatnot until just now. Interesting, and quite different. I like the residuum aspect (though I didn't purchase any--seemed a bit off that a 1st level character would have access to it), reminds me of fairy dust. It has a good visual element to it.

Let me know if I need to add anything else.


-IG
 

Jemal, is there any reason you chose to boost Dex over Int? With the infernal pact, having a high Int will give some nice bonuses (see Vampicric Embrace, for instance), and you can use that instead of Dex for you AC and Ref defense.
 

That's a good point. Lose 2 Initiative and 2 Stealth but get secondary benefits on a lot of warlock powers.

Anyhow, the Rogue's Gallery is up. Please post your characters there once you've finalized them. I'll do a review of each and once everyone's been reviewed, the game will start.

EDIT: By the way, everyone please just add in the +2 Initiative from having a Warlord within 10 squares. I hate having to keep track of those fiddly auras. Same with the +1 Perception for working with an Elf (Redclaw's Ranger).
 

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