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4e - Thunderspire Labyrinth - OOC

Good catches, LS. No worries about pointing out my math error with AC. I would much rather play true to the rules rather than inadvertantly give myself any advantages.


I would prefer that we start as members of an established adventuring party. It would give us an in-character reason to cooperate and know each other's capabilities. Patresh will feel much better going into battle beside companions he has worked with before.

As far as their history, how's this?

Patresh met Sargil at a temple of Bahamut. Both clearly men of action, they found themselves discussing their adventuring experiences. Eventually took a caravan job together. They found their fighting styles meshed with little effort. When the job ended, they sought more work, eventually meeting a young human with arcane powers that made up for his disfigured eye. After parting ways with some companions who couldn't be trusted, they set out to explore a recently dicovered ruined keep, rumored to have held a vast library full of dark knowledge that had to be kept from the enemies of justice. Along the way they met an eladrin wizard and his bodyguard, a dragonborn thug (sorry, Defcon ;)). While their motivations might not match, they decided to work together, and eventually proved themselves able companions. That job now done, they are looking for new work, confident in the others' abilities.
Looks good, I don't have any objections to that history. I agree that starting as members of an established party would be best, gets a bunch of stuff out of the way. Patresh could even be some sort of pseudo-mentor to Sargil, being an older and more world-experienced dragonborn and all ;)

Meeting in a temple of Bahamut is cool too - even though Sargil is a paladin of Kord, there's not really any reason he wouldn't go to Bahamutan (??) temples on occassion as well. He is a dragonborn, after all.

Would the "ruined keep, rumored to have held a vast library full of dark knowledge" be the Keep on the Shadowfell? I haven't read or played that adventure, so I'm not sure.
 

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I actually noted that Sargil worships Kord as I was looking over your character sheet, and adjusted the history. I think, however, that it's quite possible for the two gods to use the same building in smaller villages, which could explain their meeting.

The keep could be the one on the Shadowfell, but the details are a bit off. I just figured Vio might be drawn to such a place. ;)

I think our two characters will be fun to play together, being so similar but filling different roles. It'll be interesting to see how they work. Additionally, having NPCs confuse the two of them will be a hoot ("How can I tell one bastard sword-wielding dragonborn from another?")

One number note on Sargil. Did you take the armor check penalty for his heavy shield? It looks like you just took -2 for the plate armor. Otherwise he looks good on my quick once-over.
 


Oh! Thanks for the catch, Redclaw. I originally had him wielding a greatsword with no shield, but I figured one more feat wasn't much to pay for +2 AC and Ref ;) That and I was jealous that Patresh was doing the same damage and toting a shield too, haha. I'll fix it on my sheet.

As for hooks, any of them can work for Sargil, though the "Investigate the Bloodreavers" one I think would interest him the most - a chance to get back at those blasted goblins!
 

in progress

Blind Yanwer

questions:
Always want to get more skills...
Should I get stealth trained (as I have now) or Defensive Mobility (or Human Perseverance) or Perception Trained?
I love the idea of training skills (perception, endurance, acrobatics, athletics), but I always train skills -> boring.

There is also diplomacy... but with a dragonborn warlord and paladin I'm assuming that's a non-issue?

Even when I put code blocks it keeps mucking with my spacing:.-(

[sblock=Yanwer ]
Name: Yanwer
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: 20 +5
Int: 16 +3
Wis: 10 +0
Cha: 14 +2


Hit Points: 47/47 Bloodied: 23
Healing Surge: 11 Surges per day: 11
Initiative: +1
Senses: nada
Speed: 6 (+4 on run)
Perception: 12 Insight: 17
Action Points: 1 (remember action surge)

AC 17
Fortitude 18
Reflex 17
Will 14


Athletics +0u, Arcana +4u, Bluff +7, Dungeoneering +1u, Endurance+6u, History +4u, Intimidate +7, Insight +6, Perception +1u, Stealth +6, Thievery +6, Streetwise +7, Swim +0u,
u=untrained

Basic Melee Attack:
+2 vs. AC Damage: 1d10
Basic Ranged Attack: +2 vs. Reflex Damage: 1d8

Feats: Action Surge, Fast Runner, Improved Fate of the Voidb, Trained Skill: Stealth

Languages: Common


[sblock=[B]Racial abilities[/b]]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[/b]]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]


:bmelee: Warhammer ✦ Weapon
+2 vs AC; 1d10 damage

[sblock=Powers]
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.

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]


:ranged: Eldritch Blast (standard; at-will) ✦ Arcane, Implement
Range 10 | Ally +1 to AC --> attack 2ndary (target adj. to ally) +2 vs Fort; 1d6+2 damage and push 2ndary target 1 square away from primary.
:ranged: Dire Radiance (standard; at-will) ✦ Arcane, Force, Weapon
Range 15/30 | +4 vs AC 1d8+2 force damage and next attack on target by ally gets +2 to attack roll (until end of Thromb's next turn)
:ranged:Shielding Cube (standard; encounter) ✦ Arcane, Artifice, Force, Implement
Range 10 | Artifice appears adjacent to target and +2 vs Ref; Hit: 1d8+2 damage
Artifice:
Thomb and allies within 1 square get +1 to AC -- Artifice has Defenses of 5 | hit points 8
Minor: Move artifice 3 squares or shift 1 square
Caustic Rampart (standard; daily) ✦ Acid, Arcane, Conjuration, Implement
Wall 5 (w/in 10 squares) | Effect: Walls squares are filled with caustic acid until end of next turn (see also minor action). Squares count as Difficult terrain, lightly obscured.
Creature that starts its turn inside or adjacent to wall takes 1d6+2
Minor: Sustain

Healing Infusion: Restorative Formula (minor; twice per encounter) ✦ Arcane, Healing
:close: Burst 5 | Effect: Target (Thromb or ally) w/in burst can spend healing surge + gain 1d6 hit points.
Special: Healing Infusion Powers can be used twice per encounter but once per round.
Healing Infusion: Curative Admixture (minor; twice per encounter) ✦ Arcane, Healing
:close: Burst 5 | Effect: All allies w/in burst can spend healing surge to gain 4 temp hit points
Special: Healing Infusion Powers can be used twice per encounter but once per round.

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]+1[/FONT][FONT=Courier New]   0 
[/FONT] [FONT=Courier New] Arcana       [/FONT][FONT=Courier New]      --      +3     [/FONT][FONT=Courier New]--[/FONT][FONT=Courier New]     --    [/FONT][FONT=Courier New]+1[/FONT][FONT=Courier New]  +4
[/FONT] [FONT=Courier New]Bluff        [/FONT][FONT=Courier New]     +5     +2     [/FONT][FONT=Courier New]--[/FONT][FONT=Courier New]     --    [/FONT][FONT=Courier New]+1[/FONT][FONT=Courier New]  +8
[/FONT] [FONT=Courier New] Dungeoneering     --       [/FONT][FONT=Courier New]0     [/FONT][FONT=Courier New]--[/FONT][FONT=Courier New]     --    [/FONT][FONT=Courier New]+1[/FONT][FONT=Courier New]  +1[/FONT][FONT=Courier New]
Endurance    [/FONT][FONT=Courier New]     --      +5     [/FONT][FONT=Courier New]--[/FONT][FONT=Courier New]     --    [/FONT][FONT=Courier New]+1[/FONT][FONT=Courier New]  +6[/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]+1[/FONT][FONT=Courier New]   0[/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]+1[/FONT][FONT=Courier New]  +6[/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]+1[/FONT][FONT=Courier New]  +7
[/FONT] [FONT=Courier New]Perception   [/FONT][FONT=Courier New]      --      [/FONT][FONT=Courier New] 0[/FONT][FONT=Courier New]     --[/FONT][FONT=Courier New]     --    [/FONT][FONT=Courier New]+1[/FONT][FONT=Courier New]  +2
[/FONT][FONT=Courier New]Streetwise   [/FONT][FONT=Courier New]      +5      +2     [/FONT][FONT=Courier New]--[/FONT][FONT=Courier New]     --    [/FONT][FONT=Courier New]+1[/FONT][FONT=Courier New]  +10
[/FONT] [FONT=Courier New]Swim           [/FONT][FONT=Courier New]    --      -1     [/FONT][FONT=Courier New]--[/FONT][FONT=Courier New]     --    [/FONT][FONT=Courier New]+1[/FONT][FONT=Courier New]   0[/FONT][FONT=Courier New]
[/FONT][FONT=Courier New]Stealth           [/FONT][FONT=Courier New] +5       0     [/FONT][FONT=Courier New]--[/FONT][FONT=Courier New]     --    [/FONT][FONT=Courier New]+1[/FONT][FONT=Courier New]  +6
[/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]+1  [/FONT][FONT=Courier New]+6[/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     --    --    --    +1    +3    17
Fortitude          +5     +1    --    --    +1    [/FONT][FONT=Courier New]+1[/FONT][FONT=Courier New]    18 
Reflex             +3     +1    +1    --    +1    [/FONT][FONT=Courier New]+1[/FONT][FONT=Courier New]    17
Will               +0     +1    +1    --    +1    [/FONT][FONT=Courier New]+1[/FONT][FONT=Courier New]    14[/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  Feat  Total-to-hit | Damage
[U]At Will[/U]
Dire Radiance[/FONT][FONT=Courier New]       +5         +1        --      +2         1d6 + 5(con)[/FONT]
[FONT=Courier New]Eldritch Blast[/FONT][FONT=Courier New]      +5         +1        --      +2         1d10+ 5(con)[/FONT]
[FONT=Courier New]Eyebite[/FONT][FONT=Courier New]             +2         +1        --      +2         1d6 + 2(cha)[/FONT]
[FONT=Courier New] Subtotal             3
 
Encounter
[/FONT]Diabolic Grasp[FONT=Courier New]     [/FONT][FONT=Courier New]+5         +1        --      +2         2d8+5 + slide 2[/FONT]
Frigid Darkness[FONT=Courier New]     [/FONT][FONT=Courier New]+5         +1        --      +2         2d8+5 + grants CA and -3 to AC til next turn[/FONT]
[FONT=Courier New] [/FONT]
[FONT=Courier New]  Subtotal                        1
  
Daily
[/FONT]Armor of Agathys[FONT=Courier New]     N/A           --     --      13 temporary hitpoints and  +1d10 + 5 (con)
[/FONT]
[FONT=Courier New]
Utility
Ethereal Stride (teleport 3 +2 defenses)

 Subtotal                        1[/FONT]
Base Effect Attribute Feat Total
Class
Restorative Formula Cure:HS +1d6 N/A -- HS+1d6
Curative Admixture
Cure: 3 (con) + 1 thp N/A 4 -- thp

Code:
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


160

Leather Armour                       25gp    15lb
 Warhammer 15gp    05lb
 Standard Adventurer's Kit    15gp    33lb
Crossbow                25gp    05lb
Total 680gp

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]
 
Last edited:

Hey Graf, I think you've got some hybridization going on with your character sheet. It's half Yanwer and half Lickspit from Chauzu's game.

You might want to check you attributes again, too. I could be off, but even with the +2 human bonus and +1/+1 at 4th level I calculate 24 points spent. Don't forget, one stat starts at 8, so your 9 in strength would cost 1 point, not give you 1 back.

On the bright side, your defenses are all significantly higher. :D
 

Hmm, skills ... I suppose we should do some coordinating.

Yanwer - Bluff, Intimidate, Insight, Stealth, Thievery, Streetwise
Patresh - Athletics, Endurance, History, Insight, Intimidate
Sargil - Endurance (sucks), History, Intimidate, Religion

Haha, I guess we're really intimidating? Since my Endurance is only +4 trained, I'll switch it to something else. Suggestions? Diplomacy, Heal, and Insight are available as class skills without feat spending ... I think Diplomacy is in highest demand right now, looks like.

I think I'll switch Endurance for Diplomacy for now, if anyone has a better idea let me know. Sargil would be slightly better at Heal than Diplomacy, but he's sitting at +5 untrained which should be enough for most situations, given a few attempts.
 

Yeah, I'm copy pasting my way through life.

Yes yes my defenses are higher. Still trying to figure out stats actually. Thanks for the math point.

Wanted to have higher wis and dex, but now I'm playing with high int (and lower cha). That only really helps my Frigid Darkness power though...

Tactically:

We've got one defender and two strikers. So I'm trying to hybridize a bit.
With Armor of A & Ethereal Stride I can "pseudo defend" for a round or two; set up armor, trigger the ironskin belt and then blast and port into melee for some exciting pain and suffering (for our foes) (or get into melee knowing that I'll be able to port out).
1d10+5 cold damage to adjacent should make people unhappy and 13 temp hitpoints + resist 5 should keep me alive (especially if I spend a healing surge - can't really use ranged powers in melee).

My other serious tactical contribution is Frigid Darkness (which will set up the Rogue with Combat Advantage) -- it's an encounter so I plan on
R1 - - curse, eldritch blast - rod of corrupt -> hopefully somebody kills some minions
R2 - - Get the bonus from multiple dead minions to drop frigid darkness on the rogue's target (if necessary some smart warlord may have give them an extra melee basic attack to "pick up" the sneak damage if the rogue misses)
R3 - - win! :)

Diabolic Grasp will be useful pulling someone off of our back line, or for pushing an enemy into flank position. Again it's hit only so I'll optimally have to use the star pact bonuses to set it up.
 

Also forgot my level bonus...

Being weak on diplomacy can be bad if we wind up with skill challenges...

Of course with bluff and intimidate I can probably slide a bit...

Endurance is one of those skills that you don't need until you're dying of some horrible disease.... then you really really want it.

At moderate levels I'd expect we'd start seeing diseases of some variety; but I really have no idea...
 

Proposed background works for me. Having trouble decidin at-wills and feats. Initially my at wills were cloud of daggers and scorching burst. Cloud of daggers seems good to make baddies in melee make a choice whether to shift away or take damage(less attractive without a fighter in the party). Scorching burst was to toast me some minions and it also benefits from astral fire. Feats I initially planned on were astral fire, improved init and initiate of the faith(for extra healing). Second thoughts of initiate of the faith. With a pally and a warlord we might have enough healing. More is always good though too. Thoughts?
 

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