4e - Thunderspire Labyrinth - OOC

Evo: Check your skills, I think you get one more trained skill from the Wizard list. You get Religion from your multiclass, Intimidate from being Eladrin, Arcana for being a Wizard, plus 3 Wizard class skills. I only see two though - Dungeoneering and History.

Also, don't you get a second utility power from spellbook?

Otherwise, looks good! I can't wait to play with this crew :D
 

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Thunderwave does sound pretty cool, but I have my doubts as to how useful it would actually be without the wizard being on the front line. I imagine it would also be hard to avoid friendly-fire with.

If you take no single target at-wills we're looking at friendly fire more often. With 3 melee'ers it would be hard to use Thunderwave usually
I have yet to see any "friend fire" events.... there is less bunching in 4e and everyone (including party members) can move. If somebody is flanked by your party members and they're the only viable target?

We're winning the fight, and the wizard, as controller, isn't going to be doing more than contributing marginal damage anyway.

[d]--[/d]

Speaking as someone who's currently in danger of TPKing his entire party with a battle that includes a lot of minions and who is ALSO playing a wizard....

You will get swarmed and there will be minions (WotC loves minions... they are a new "feature" of the system.... and they're really awesome).

4e is not 3.5. Everything moves. So you need to have a strategy.

At the same time I see EveKB's point in taking fire shroud over an at will area.

Since you'll get swarmed a lot fire shroud will come up useful, it's enemies only and it's got a killer area.
And with that and an encounter teleport you have flexibility.

So you can probably drop thunderwave if you like and try to cover it with fire shroud.... having said that...

Controller=AoE ideally with "effects". Fire shroud just is ongoing five... who's it good against? Minions are already dead... the damage on a hit is ~4.5+5+8.5 (19) (assuming save 10+) which isn't a lot in 4e terms, with a 50% hit rate your talking about ~10 points of damage.

WotC really uses minions a lot for "weaker" foes; serious creatures have will have 50+ hit points. Obviously pulling 10 off of lots of guys (or 20 off of half of them) isn't nothing, but...

I think that powers like Icy Rays (immobilize) or Color Spray (daze) are slightly tougher to use but offer you a lot more control.

Anyone can do damage, taking control of the battlefield is something only a controller can do. I would consider playing to your unique strengths. Single target spells will only hit around 20% of the time around 50%~60% of the time so 40-50% of the time your action is effectively "do nothing".
A multitarget spell gets separate rolls for each target. Your odds of getting "no effect" with multiple targets is much smaller (the chance of missing all 3 targets with a 60% hit rate? ~6.4%)

If you're using single target spells and you hit a bad streak you could go two or three rounds without having any impact on a combat; I'd consider having a proper area at will, if you can manage it.
 
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r1: you really should remove the [Recruiting] tag in the title since you've chosen... here I was all ready to write something up... :)

Guess I'll have to go kill things in Barovia... ;)

I know... I tried to remove it... but when I edit the OP it doesn't let me change the title... any thoughts?

Edit: Nevermind...I realized I had to go to advanced...
 
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Defcon - You're Passive Insight/Perception should be 1 higher, in some of your skills you have a +1 WIS listed (it's not added to the total, which is correct), and you can take the Cash instead if you'd like.
Redclaw - Looks good to me
EvoKB - Looks Good
Lord S - the same
Graf - Can you repost your CS? I can't seem to find it…
 



Done. (fixed stats)

[sblock=Yanwer ]
NameYanwer
Class: Starlock 4
Race: Human
Region: Nentir Vale
Size:
Medium
Gender: Male
Deity: n/a
Alignment: Unaligned
Action Points: 1
XP: 0

Str: 8 -1
Dex: 10 0
Con: 18 +4
Int: 16 +3
Wis: 10 +0
Cha: 16 +3


Hit Points: 45/45 Bloodied: 22
Healing Surge: 11 Surges per day: 10
Initiative: +2
Senses: nada
Speed: 6 (+4 if run)
Perception: 12 Insight: 18
Action Points: 1 (remember action surge)

AC 18
Fortitude 18
Reflex 18
Will 16


Athletics +1u, Arcana +5u, Bluff +10, Dungeoneering +2u, Endurance+6u, History +5u, Intimidate +10, Insight +6, Perception +2, Stealth +2u, Thievery +7, Streetwise +10, Swim +1u,
u=untrained

Basic Attacks
:bmelee: Rod ✦ Weapon
+2 vs AC; 1d6 damage

:ranged:Eldritch Blast ✦ Arcane, Implement
+4vs Ref; 1d10+5 damage

Feats: Action Surge, Fast Runner, Improved Fate of the Voidb, Sacrific to Caiphon

Languages: Common


[sblock=[B]Racial abilities
]Bonus At-Will Power: You know one extra 1st level at-will power from your class.
Bonus Feat: You gain a bonus feat at 1st level. You must meet the feat’s prerequisites.
Bonus Skill: You gain training in one additional skill from your class skill list.
Human Defense Bonuses: +1 to Fortitude, Reflex, and Will defenses.[/sblock]

[sblock=[B]Class abilities
]Eldritch Blast
Star Pact -- Fate of the Void (Improved) +1 per enemy dropped +1
Prime Shot -- +1 if closer than all allies
Shadow Walk -- if move 3 squares concealed
Warlock’s Curse -- curse as minor, lasts for combat, +1d6 damage
[/sblock]

Rod of Corruption (Free!) ✦ Item
Crit: +1d6 damage
Property: Whenever your pact boon is triggered, instead of taking its normal benefit you can transfer your Warlock’s Curse to each enemy within 5 squares of the original target.
:ranged: Dire Radiance (standard; at-will) ✦ Arcane, Implement, Radiant
Range 10 | +7 vs Fort | Hit: 1d6+5 radiant damage
Special: If the target moves nearer to Yanwer on its next turn it takes an extra 1d6+5 radiant
:ranged: Eldritch Blast (standard; at-will) ✦ Arcane, Implement
Range 10 | +7 vs Ref | Hit: 1d10+5
Special: Basic ranged
:ranged: Eyebite (standard; at-will) ✦ Arcane, Charm, Implement, Psychic
Range 10 | +6 vs Will | Hit: 1d6 + 4 psychic damage, and Yanwer is invisible to the target until the start of his next turn.

:ranged:Starlock power from web enhancement cold and freeze(standard; encounter) ✦ Arcane, Implement
Range 10 | +7 vs Will(?)| Hit: 2d12+4 psychic damage and slow target
:ranged:Etherial Stride (move; encounter) ✦ Arcane, Teleport
Personal | Effect: Teleport 3 squares, and gain a +2 power bonus to until end of next turn..
:ranged:Frigid Darkness (standard; encounter) ✦ Arcane, Cold, Fear, Implement
Range 10 | +7 vs Fort | Hit: 2d8+5 damage and target AC -3 & grants combat advantage to you and all allies until end of next turn.

Armor of Agathys (standard; daily) ✦ Arcane, Cold
Personal | Effect: Gain 13 temporary hit points. Until the end of the encounter, an enemy that starts its turn adjacent to Yanwer takes 1d6 + 5 cold damage.

Bloodcut Leather Armor (minor; daily) ✦ Healing, Item
Power (Healing Surge): While you are bloodied, use this armor to gain resist 10 to all damage until the end of your next turn.
Cloak of Resistance (minor; daily) ✦ Item
Effect: Gain resist 5 to all damage until the start of your next turn.
Ironskin Belt (minor; daily) ✦ Item
Effect: Gain resist 5 to all weapon damage until the end of your next turn.


Total Weight:XXXlb Money: 0gp [/sblock]


[sblock=Background]Yanwer (also sometimes Blind Yanwer)
Race: Human
Class: Warlock (Starlock)
Background: Yanwer was always a dreamer, looking up at the stars. He'd spend his days dozing in his parents small hut near the edge of the forest and his nights staring up at the stars.
His father was really his uncle, a woodsman, he'd loved his sister deeply and took in her son after goblins raid claimed them. He considered the fact that the boy, always strange, survived the goblin attack was nothing less than a miracle and left the disfigured child alone to do as he liked. His wife, the town mid-wife, could bear no children of her own; they never grew close.
As he comes of age Yanwer has begun to have powerful dreams; he hears strange piping in the night and sings songs that no-one has heard of that don't seem to be in a proper language.
[/sblock]

[sblock=Appearance] Appearance: A skinny young man with ragged reddish-brown hair. His most distinctive feature is his right eye, rough scars like a star running out from the milky orb. It moves about in his head sometimes, like it can still see, but it never seems to be looking the same place as his good eye.[/sblock]
Age: 19
Height: 6'4"

[sblock=Personality (including quirks)]
Yanwer is considered quiet and odd by the town. People who get to know him find he's a faster talker and a bigger thinker than he lets on. He feels like he's been alseep his whole life he says, and he's just awakened.[/sblock]

[sblock=Logs]
XP log:

Wealth log:
100 gp from starting wealth
(see below)
Sold XXX for

Other log:
XXXX from
[/sblock]

Notes:
XXXX


[sblock=Creation and Advancement]
Starting Attributes

Code:
         [FONT=Courier New]Cost  Initial Racial Level Final
Str:   -2      8     --     0    09
Dex:[/FONT][FONT=Courier New]   0      10     --     0    10[/FONT][FONT=Courier New]
Con:[/FONT][FONT=Courier New]   12     17     +2     1    20[/FONT][FONT=Courier New]
Int:[/FONT][FONT=Courier New]   7      15     --     1    16[/FONT][FONT=Courier New]
Wis:[/FONT][FONT=Courier New]   0      10     --     0    10[/FONT][FONT=Courier New]
Cha:[/FONT][FONT=Courier New]  [U] 5 [/U]      14     --     0    14[/FONT] 
Total    22

Number of Trained Skills:
4+1 (human) +1 trained (stealth)
Code:
 [FONT=Courier New]
Skills         Trained  Attrib  Racial  Feat Level  Total
Athletics     [/FONT][FONT=Courier New]     --      -1     --     --    [/FONT][FONT=Courier New]+2[/FONT][FONT=Courier New]  +1 
[/FONT] [FONT=Courier New] Arcana       [/FONT][FONT=Courier New]      --      +3     [/FONT][FONT=Courier New]--[/FONT][FONT=Courier New]     --    [/FONT][FONT=Courier New]+2[/FONT][FONT=Courier New]  +5
[/FONT] [FONT=Courier New]Bluff        [/FONT][FONT=Courier New]     +5      +2     [/FONT][FONT=Courier New]--[/FONT][FONT=Courier New]     --    [/FONT][FONT=Courier New]+2[/FONT][FONT=Courier New]  +9
[/FONT] [FONT=Courier New] Dungeoneering     --       [/FONT][FONT=Courier New]0     [/FONT][FONT=Courier New]--[/FONT][FONT=Courier New]     --    [/FONT][FONT=Courier New]+2[/FONT][FONT=Courier New]  +2[/FONT][FONT=Courier New]
Endurance    [/FONT][FONT=Courier New]     --      +5     [/FONT][FONT=Courier New]--[/FONT][FONT=Courier New]     --    [/FONT][FONT=Courier New]+2[/FONT][FONT=Courier New]  +7[/FONT][FONT=Courier New]
[/FONT][FONT=Courier New]History      [/FONT][FONT=Courier New]     --      [/FONT][FONT=Courier New]+3[/FONT][FONT=Courier New]     --[/FONT][FONT=Courier New]     --    [/FONT][FONT=Courier New]+2[/FONT][FONT=Courier New]  +5[/FONT][FONT=Courier New]
[/FONT][FONT=Courier New]Insight      [/FONT][FONT=Courier New]     +5      [/FONT][FONT=Courier New] 0[/FONT][FONT=Courier New]     --[/FONT][FONT=Courier New]     --    [/FONT][FONT=Courier New]+2[/FONT][FONT=Courier New]  +7[/FONT][FONT=Courier New]
[/FONT][FONT=Courier New]Intimidate   [/FONT][FONT=Courier New]      +5      +2     [/FONT][FONT=Courier New]--[/FONT][FONT=Courier New]     --    [/FONT][FONT=Courier New]+2[/FONT][FONT=Courier New]  +9
[/FONT] [FONT=Courier New]Perception   [/FONT][FONT=Courier New]      +5      [/FONT][FONT=Courier New] 0[/FONT][FONT=Courier New]     --[/FONT][FONT=Courier New]     --    [/FONT][FONT=Courier New]+2[/FONT][FONT=Courier New]  +7
[/FONT][FONT=Courier New]Streetwise   [/FONT][FONT=Courier New]      +5      +2     [/FONT][FONT=Courier New]--[/FONT][FONT=Courier New]     --    [/FONT][FONT=Courier New]+2[/FONT][FONT=Courier New]  +9
[/FONT] [FONT=Courier New]Swim           [/FONT][FONT=Courier New]    --      -1     [/FONT][FONT=Courier New]--[/FONT][FONT=Courier New]     --    [/FONT][FONT=Courier New]+2[/FONT][FONT=Courier New]  +1[/FONT][FONT=Courier New]
[/FONT][FONT=Courier New]Stealth           [/FONT][FONT=Courier New]--       0     [/FONT][FONT=Courier New]--[/FONT][FONT=Courier New]     --    [/FONT][FONT=Courier New]+2[/FONT][FONT=Courier New]  +2
[/FONT] [FONT=Courier New]Thievery          [/FONT][FONT=Courier New][U]+5 [/U]       0[/FONT][FONT=Courier New]     --[/FONT][FONT=Courier New]     --    [/FONT][FONT=Courier New]+2  [/FONT][FONT=Courier New]+7[/FONT][FONT=Courier New]
Trained Skills:    6[/FONT]
Armor Proficiencies: Cloth, Leather
Weapon Proficiencies: Simple Melee, Simple Ranged


Code:
[FONT=Courier New]Saves            Attrib Racial Class Feat  Level Equip Total
Armor Class        +3     --    --    --    +2    +3    18
Fortitude          +5     +1    --    --    +2    [/FONT][FONT=Courier New]+1[/FONT][FONT=Courier New]    19 
Reflex             +3     +1    +1    --    +2    [/FONT][FONT=Courier New]+1[/FONT][FONT=Courier New]    18
Will               +0     +1    +1    --    +2    [/FONT][FONT=Courier New]+1[/FONT][FONT=Courier New]    15[/FONT]
Powers:

Number of Powers Known 3/2/1/2
At will, Encounter, Daily, utility powers known

Powers
Code:
[FONT=Courier New]
POWERS             Attrib  Weapon/Impl  Level  Total-to-hit | Damage
[U]At Will[/U]
Dire Radiance[/FONT][FONT=Courier New]       +5         +1        +2      +8         1d6 + 5(con)[/FONT]+1 implement
[FONT=Courier New]Eldritch Blast[/FONT][FONT=Courier New]      +5         +1        +2      +8         1d10+ 5(con)[/FONT]+1 implement
[FONT=Courier New]Eyebite[/FONT][FONT=Courier New]             +2         +1        +2      +5         1d6 + 2(cha)[/FONT]+1 implement
[FONT=Courier New] Subtotal             3
 
Encounter
[/FONT]Diabolic Grasp[FONT=Courier New]         +5        +1      +2      +8   2d8+5[/FONT]+1 implement[FONT=Courier New] + slide 2[/FONT]
Frigid Darkness[FONT=Courier New]         +5       +1      +2      +8   2d8+5[/FONT]+1 implement[FONT=Courier New] + grants CA and -3 to AC til next turn[/FONT]

[FONT=Courier New]  Subtotal                        1
  
Daily
[/FONT]Armor of Agathys[FONT=Courier New]     N/A           --     --      13 temporary hitpoints and  +1d10 + 5 (con) damage
[/FONT]
[FONT=Courier New]
Utility
Ethereal Stride (teleport 3 +2 defenses)

 Subtotal                        1[/FONT]
  
 
Equipment:                Level   Cost    Weight
[U]Magic[/U] received
Rod of Corruption          3       [s]680[/s]
crit +1d6| when boon triggers curse all w/in 5 of target instead
Bloodcut Leather Armor 4
Ironskin Belt                  5

[U]Magic[/U] Purchased
Cloak of resistance +1  [s]2[/s]      520

[U]Equipment[/U]
 Standard Adventurer's Kit    15gp    33lb
Dagger 5gp
Total 680gp
Remaining 140 gp

CLASS Warlock HP: 12 (class) + 20 (con) +5*3 (+3 levels warlock) = 47
Feat: Action Surge
Bonus (human) Feat: Improved Fate of the Void
2nd Feat: Fast Runner (+2 run/charge)
4th Feat: undecided probably train stealth...

Other: OTHER NOTE
[/sblock]

[sblock=Powers Reference (from compendium)]
Eldritch Blast Warlock (All) Attack 1
You fire a bolt of dark, crackling eldritch energy at your foe.
At-Will ✦ Arcane, Implement
Standard Action Ranged 10
Target: One creature
Attack: Charisma or Constitution vs. Reflex
Hit: 1d10 + Charisma or Constitution modifier damage.
Increase damage to 2d10 + Charisma or Constitution
modifier at 21st level.
Special: At 1st level. you determine whether you use Charisma
or Constitution to attack with this power. Once you
make that choice, you can’t change it later.
This power counts as a ranged basic attack. When a
power allows you to make a ranged basic attack, you can
use this power.

Eyebite Warlock (Fey) Attack 1
You glare at your enemy, and your eyes briefly gleam with brilliant
colors. Your foe reels under your mental assault, and you
vanish from his sight.
At-Will ✦ Arcane, Charm, Implement, Psychic
Standard Action Ranged 10
Target: One creature
Attack: Charisma vs. Will
Hit: 1d6 + Charisma modifier psychic damage, and you are
invisible to the target until the start of your next turn.
Increase damage to 2d6 + Charisma modifier at 21st level.

Dire Radiance Warlock (Star) Attack 1
You cause a shaft of brilliant, cold starlight to lance down
from above, bathing your foe in excruciating light. The nearer
he moves toward you, the brighter and more deadly the light
becomes.
At-Will ✦ Arcane, Fear, Implement, Radiant
Standard Action Ranged 10
Target: One creature
Attack: Constitution vs. Fortitude
Hit: 1d6 + Constitution modifier radiant damage. If the target
moves nearer to you on its next turn, it takes an extra
1d6 + Constitution modifier damage.

Diabolic Grasp Warlock (Infernal) Attack 1
You crook your hand into the shape of a claw, and a great talon
of sulfurous darkness forms around your enemy. It rakes fiercely
at him and drags him a short distance before dissipating again.
Encounter ✦ Arcane, Implement
Standard Action Ranged 10
Target: One creature of size Large or smaller
Attack: Constitution vs. Fortitude
Hit: 2d8 + Constitution modifier damage, and you slide the
target 2 squares.

Armor of Agathys Warlock (Infernal) Attack 1
You surround yourself in a sheath of black ice from a dark and
doleful realm. It protects you from attack and radiates fierce cold.
Daily ✦ Arcane, Cold
Standard Action Personal
Effect: You gain temporary hit points equal to 10 + your
Intelligence modifier. Until the end of the encounter, an
enemy that starts its turn adjacent to you takes 1d6 +
Constitution modifier cold damage.

Ethereal Stride Warlock (Star) Utility 2
Encounter ✦ Arcane, Teleportation
Move Action Personal
Effect: You can teleport 3 squares, and you gain a +2 power bonus to all defenses until the end of your next turn.

Frigid Darkness Warlock (Star) Attack 3
You create a freezing black shadow around your foe, a small
taste of the icy darkness in the depths of the night sky. He is
unable to see well enough to defend himself while the shadows
cling to him.
Encounter ✦ Arcane, Cold, Fear, Implement
Standard Action Ranged 10
Target: One creature
Attack: Constitution vs. Fortitude
Hit: 2d8 + Constitution modifier cold damage, and the target
grants combat advantage to you and all allies until
the end of your next turn.
Star Pact: The target takes a penalty to AC equal to your
Intelligence modifier.
[/sblock]
 
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Icy rays was strongly considered. The ability to immobolize foes is great. It became less attractive though because we lack ranged attackers (basically me). But one thing I thought was strong with fire shroud is the save ability which can be lessened with my orb ability. Another is it is fire, benefitting from my damage increasing feat. Finally the target line: Enemies within area(area burst 3). That way if I am stuck up close and I draw some help from the party, I can still blast away without fear of hurting you guys.

You are right about the skills. I'll take diplomacy. I have two utilities: shield and expeditious retreat. I changed the format a little bit, grouping them by at-will, encounter, and daily.
 

I've noticed that most folks have a 4th magic item. Does this mean we can use the 680gp in cash we have to buy another item on top of our level 5, 4, & 3 items that we're given for free?

I've yet to buy my equipment, so that will come in handy if its true.
 


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