4e - Thunderspire Labyrinth - OOC

Updated Patresh

I dumped intimidate for diplomacy, figuring we should have some negotiation tactics besides, "Because I'm carrying this big, sharp sword, that's why!" ;)

I went with Wolf Pack Tactics, as it's just useful in more situations (setting up the flank, helping people escape, etc.)

[sblock=here]Name: Patresh
Male Dragonborn Warlord 4
Alignment: Lawful Good

Medium Humanoid, 6’8” tall, 314 lbs, 24 yrs old
Red eyes, Bronze scales

Languages: Common, Draconic
Vision: Normal

Ability Scores (22 Points)
Str: 18 (15+2 racial +1 level)
Con: 14 (13+1 level)
Dex: 13
Int: 12
Wis: 10
Cha: 16 (14+2 racia)

Basic Combat Stats
Hit Points: 41
Bloodied: 20
Healing Surges: 9/day
Healing Value: 13 (10 +2 Draconic Heritage +1 Belt of Vigor)

Initiative: +5 (1 Dex+2 level+2 Combat Leader)
Speed: 5 squares (6 Base-1 armor)
Action Points: 1

Defenses
AC: 21 (+2 level+8 armor+1 shield)
Fort: 17 (4 str+1 class+2 level)
Ref: 14 (1 dex+2 level+1 shield)
Will: 16 (3 cha+1 class+2 level)
Resist 5 Fire, Resist 5 Necrotic

Basic Attacks
Melee: +1 Lifedrinker Bastard Sword Hit: +10 (+4 str+3 prof+2 level+1 enhancement) damage: 1d10+5
Melee: Hit: Damage:
Ranged: Javelin Hit: +8 (+4 str+2 prof+2 level) Damage: 1d6+4 Range 10/20

Weapon & Implement Attack Bonuses for use with Powers
Melee: +1 Lifedrinker Bastard Sword Hit: +6 (+3 prof+1 enhancement+2 level)
Melee: Hit:
Ranged: Javelin Hit: +4 (+2 prof+2 level)
Implement: Hit:

Passive Skills
Perception 12
Insight 17

Skills
Acrobatics +3 (1 dex+2 level)
Arcana +3 (1 int+2 level)
Athletics +11 (4 str+5 trained+2 level)
Bluff +5 (3 cha+2 level)
Diplomacy +10 (3 cha+5 trained+2 level)
Dungeoneering +2 (0 wis+2 level)
Endurance +9 (2 con+5 trained+2 level)
Heal +2 (0 wis+2 level)
History +10 (1 int+5 trained+2 racial+2 level)
Insight +7 (0 wis+5 trained+2 level)
Intimidate +7 (3 cha+2 racial+2 level)
Nature +2 (0 wis+2 level)
Perception +2 (0 wis+2 level)
Religion +3 (1 int+2 level)
Stealth +3 (1 dex+2 level)
Streetwise +5 (3 cha+2 level)
Thievery +3 (1 dex+2 level)

Feats
Weapon Proficiency (Bastard Sword)
Armor Proficiency (Scale)
Soldier of the Faith

Racial Traits and Powers
Dragonborn Fury (+1 attack bonus when bloodied)
Draconic Heritage (add con modifier to healing surge value)
Dragon Breath--Cold, using Str

Class Features
Combat Leader--+2 init for you and allies within 10 squares
Inspiring Presence--When an ally who can see you spends an action point, that ally also regains 5 lost hit points (Cha mod+ 1/2 level).
Inspiring Word--Encounter healing power

At Will Powers
Furious Smash--Martial, Weapon
Standard Action--Melee Weapon
Target: One Creature---- +10 vs. Fort
Hit: 4 damage, one ally adjacent to you or the target gets +3 bonus to attack and damage rolls on his or her next attack aginst the target (on his/her next turn).

Wolf Pack Tactics--Martial, Weapon
Standard Action--Melee Weapon
Target: One Creation---- +10 vs. AC
Special: Before you attack, you let one ally adjacent to either you or the target shift 1 square as a free action
Hit: 1d10+5 damage

Encounter Powers
Hammer and Anvil--Martial, Weapon
Standard Action--Melee Weapon
Target: One creature---- +10 vs. Reflex
Hit: 1d10+5. One ally adjacent to the target makes a melee basic attack against it as a free action. The ally adds +3 bonus to the damage.

Dragon Breath--Cold
Minor Action--Close Blast 3
Targets: All creatures in area---- +8 vs. Reflex
Hit: 1d6+2 cold damage

Divine Challenge--Divine, Radiant
Minor Action--Close Burst 5
Target: One creature in burst
Effect: You mark the target. It remains marked unless you fail to engage the target. While marked, it takes -2 penalty to attack rolls for any attack thtat doesn't include you as a target. Also, it takes 6 radiant damage the first time it makes such an attack before the start of your next turn.

Warlord’s Strike--Martial, Weapon
Standard Action-- Melee Weapon
target: One creature---- +10 vs. AC
Hit: 2d10+5 damage. Until the end of your next turn all of your allies gain a +4 bonus to damage rolls against the target.

Daily Powers
Bastion of Defense--Martial, Weapon
Standard Action--Melee Weapon
Target: One creature ---- +10 vs. AC
Hit: 3d10+5 damage. Allies within 5 squares of you gain a +1 power bonus to all defenses until the end of the encounter.
Effect: Allies within 5 squares of you gain 8 temporary hit points.

Utility Powers
Shake It Off--Martial
Minor Action--Ranged 10
Target: You or one ally
Effect: The target makes a saving throw with a +3 power bonus.

Rituals

Equipment
+1 Lifedrinker Bastard Sword-- Attack and Damage rolls
Crit: +1d6 necrotic
Property: When you drop an enemy to 0 hit points or fewer with a melee attack made with this weapon, gain 5 temporary hit points.

+1 Black Iron Scale Armor--AC
Property: Resist 5 fire and resist 5 necrotic

Shield of Protection, Heavy--
Power (Daily): Standard Action-- You and an adjacent ally gain resist 10 to all damage until the end of your next turn.

Belt of Vigor (heroic tier): Add 1 to healing surge value

Javelin (2)
Standard Adventurer’s Kit
Everburning Torch
Holy Symbol of Bahamut
Tent

Coins- 55gp, 0sp, 0cp
[/sblock]
 

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Good point about the fey step. I will need a single target spell. With three melee PCs a thunderwave might have problems not hitting friendlies. Cloud of daggers and Scorching burst it is.

A question on items: We start with a level 5, 4, and 3 magic items(plus some gold). No level 4s appeal to me, can I get the gold instead?
 


I dumped intimidate for diplomacy, figuring we should have some negotiation tactics besides, "Because I'm carrying this big, sharp sword, that's why!" ;)
Should I stick with Diplomacy as well? I could switch to Insight or Heal if we think that would be better. Heal would be good if we're afraid of disease - one person with Heal can treat the whole party, including himself (I don't see anything saying that's not possible), and could be good if we run out of healing in an encounter. Sargil would be pretty rockin at Insight if he was trained, too, with a +10 skill mod. And staying with Diplomacy gives us two chances to butter over the NPC's ;). Doesn't matter to me, I live to serve *bow*.
 

I would go with Heal, LS. There are already a few characters with Insight, and your Wis makes Heal a great choice for you, IMO. Diplomacy would be nice, though, if you'd rather keep that. It never hurts to have two people who can make nice with the locals.
 

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... ;)
 

Here is a version of Vio that is nearly complete:
[sblock]Name: Viodran
Male Eladrin Orb Wizard 4
Alignment: Unaligned

Medium Humanoid, 5'10" tall, 140 lbs, 110 yrs old
Silver hair, green eyes, pale skin

Languages: Common, Elven
Vision: Low-light

Ability Scores (22 Points)
Str: 8
Con: 12
Dex: 13 (11 +2 racial)
Int: 18 (15 +2 racial +1 level)
Wis: 16 (15 +1 level)
Cha: 14

Basic Combat Stats
Hit Points: 34
Bloodied: 17
Healing Surges: 7/day
Healing Value: 8

Initiative: +7 (+1 Dex +4 Imp Init +2 Combat Leader)
Speed: 6 squares
Action Points: 1

Defenses
AC: 17 (+2 level +1 armor +4 Int)
Fort: 14 (1 Con +1 item+2 level)
Ref: 14 (4 Int +1 item +2 level)
Will: 19 (3 Wis +2 class +2 level +1 item +1 racial)
Auto save against ongoing fire damage
+5 racial bonus on saves vs charm effects
Basic Attacks
Melee: Longsword +4 (-1 Str +3 prof +2 level) damage: 1d8-1
Ranged: Dagger +5 (+1 Dex +3 prof +2 level) damage: 1d4+1

Passive Skills
Perception 15
Insight 15

Skills
Acrobatics +3 (1 dex+2 level)
Arcana +13 (5 trained +4 Int +2 racial +2 level)
Athletics +1 (-1 Str +2 level)
Bluff +4 (2 Chr +2 level)
Diplomacy +9 (5 trained +2 Chr +2 level)
Dungeoneering +10 (5 trained +3 Wis +2 level)
Endurance +3 (1 Con +2 level)
Heal +5 (3 Wis +2 level)
History +13 (5 trained +4 Int +2 racial +2 level)
Insight +5 (3 Wis +2 level)
Intimidate +9 (5 trained +2 Chr +2 level)
Nature +6 (4 Int +2 level)
Perception +5 (3 Wis+2 level)
Religion +11 (5 trained +4 Int +2 level)
Stealth +3 (1 Dex +2 level)
Streetwise +5 (2 Chr +2 level)
Thievery +3 (1 Dex +2 level)

Feats
Initiate of the Faith
Astral Fire
Improved Initiative
Ritual Casting

Racial Traits and Powers
Eladrin Education(extra trained skill)
Eladrin Weapon Proficiency
Eladrin Will
Fey Origin
Trance (four hours spent)
Fey step(encounter power)

Class Features
Orb of Imposition: Once per encounter a target that is subject to an ongoing effect that I caused and requires a saving throw to end takes a
-3 penalty on the save. Alternatively, I can extend the duration of the cloud of daggers by one round.
Cantrips(ghost sound, light, mage hand, prestidigitation)
Ritual Casting
Spellbook/Ritualbook

At Will Powers
Ghost Sound--Arcane, Illusion
Standard Action--Range 10
Target: One Object or unoccupied square
Effect: Can create a sound as quiet as a whisper. Can create non-vocal sounds or whisper so that creatures adjacient to the target can hear.

Light--Arcane
Standard Action--Range 5
Target: One object or unoccupied square
Effect: Bright light fills target square and all squares within 4 squares. The light lasts 5 min and putting it out is a free action. Only one light cantrip active at a time.

Mage Hand--Arcane, Conjuration
Minor Action--Range 5
A spectral floating hands picks and moves stuff weighing up to 20 lbs. If holding the object can stow that object, retrieve another and bring the new object to hand. Can move the hand 5 squares with a move action.

Prestidigitation--Arcane
Standard Action--Range 2
Effect: Various, see PHB

Cloud of Daggers--Arcane, Force, Implement
Standard Action--Area 1 square within 10
Target: One creature
+7 vs Reflex
1d6+5 force damage
Effect: The square is filled with daggers of force. If a creature enters or starts it's turn in the square it takes 3 points of force damage. It lasts until the end of my next turn, but can be ended early with a minor action

Scorching Burst--Arcane, Fire, Implement
Standard Action--Burst 1 within 10
Target: Each creature in burst
+7 vs Reflex
1d6+6 fire damage

Encounter Powers
lcy Terrain--Arcane, Cold, Implement
Standard Action--Burst 1 within 10
Target: Each creature in burst
+7 vs Reflex
Hit: 1d6+5 cold damage, and the target is knocked prone.
Effect: The area is considered difficult terrain until the end of my next run. This effect can be ended with a minor action.

Fire Shroud--Arcane, Fire, Implement
Standard Action--Close Burst 3
Target: Each enemy in burst
+7 vs Fortitude
1d8+6 fire damage and ongoing 5 fire damage(save ends)

Shield--Arcane, Force
Immediate Interrrupt--Personal
Trigger: I am hit by an attack
Effect: I gain a +4 power bonus to AC and Reflex Defense until the end of my next turn.

Fey Step--Teleportation
Move action--Personal
Effect: Teleport up to 5 squares.

Daily Powers
Flaming Sphere--Arcane, Fire, Conjuration, Implement
Standard Action--Range 10
Effect: You conjure a medium flaming sphere within range and it attacks. Creatures that start their turn adjacient to the sphere take 1d4+6 fire damage. The sphere can be moved 6 squares as a move action
Target: One creature adjacient to sphere
+7 vs Reflex
2d6+6 fire damage

Sleep--Arcane, Implement, Sleep
Standard Action--Area burst 2 within 20 squares
Target: Each creature in burst
Attack: +7 vs Will
Effect: The target is slowed(save ends). If the target fails it's first save, the target become unconscious(save ends)
Miss: The target is slowed(save ends)

Expeditious Retreat--Arcane
Move Action--Personal
Effect: Shift up to 12 squares

Healing Word--Divine, Healing
Minor Action--Close burst 5
Target: Self or one ally
Effect: Target can spend a healing surge and regain additional 1d6 hp.

Magic Item Powers
Fireburst Armor--Fire
Minor Action
Effect: Until the end of my next turn any creature that hits me with a melee attack takes 1d8+3 fire damage.

Orb of Sanguinary Repercussions
Minor Action
Effect: Deal 1d6+4 damage to each bloodied creature within 5 squares.

Cloak of Resistance
Minor Action
Effect: Gain Resist 5 to all damage until the start of my next turn.

Gloves of Piercing
Minor Action
Effect: Until the end of the encounter my attacks ignore any resitance of 10 or less.

Rituals
Silence, Make whole, Comprehend languages, Detect Secret doors(bought and added to book), Eye of Alarm(bought and added to book)

Equipment
+1 Orb of Sanguinary Repercussions-- Attack and Damage rolls
Crit: +1d6 or +1d10 if the target is bloodied.

+1 Fireburst Cloth Armor--AC
Property: Auto succeed on saves vs fire damage

+1 Cloak of Resistance--Fortitude, Reflex, and Will

Gloves of Piercing


95gp in Arcane components
Standard Adventures kit
3 Flasks
Longsword
Ritual/Spellbook[/sblock]
 
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Defcon: You might want to reduce your starting dex to 17(we are unlikely to see level 10, so a 19 wouldn't do you any good.) You could increase your con and int then.
 

Defcon: You might want to reduce your starting dex to 17(we are unlikely to see level 10, so a 19 wouldn't do you any good.) You could increase your con and int then.
Nope... I want at least an 18 DEX for the extra point for my attacks. While a 19 does not do me any good, there is no other place I can put the +1 for reaching level 4 to be any good. The CHA raise was the only place. So I put it at 19 just because it's what I would have done had the game continued.

EDIT: Wait... I understand what you mean. Point buy at 17 and go to 18 with the +1. Gotcha. Good point... I'll take a look at that.
 
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Updated Sargil - because all the cool kids are doing it! Well ok ... maybe just Redclaw... Still nice to have them all on one page.

I think I'll go with Heal for now. If we need Diplomacy I can always retrain. Also switched Quick Draw for Durable - more surges makes Lay on Hands less of a burder, and I plan to take Martyr's Retribution next level, which burns a surge.

Also fixed Dragon Breath attack bonus - forgot to add level bonus. DEFCON, you should check that too ;)

Code:
[FONT=Courier New][B][COLOR=Sienna]Sargil Saraxxis[/COLOR][/B]
Dragonborn Paladin 4 (Kord)
[B]Alignment[/B]: Unaligned

Medium Humanoid, 6'3", 350 lbs, 20 years old
Gold scales, gold eyes

Languages: Common, Draconic
Vision: Normal

[B]Ability Scores:[/B]
Str 18  (+4 | +6) (15 +2 racial +1 level)
Con 12  (+1 | +3)
Dex 12  (+1 | +3)
Int 10  (+0 | +2)
Wis 16  (+3 | +5) (15 +1 level)
Cha 14  (+2 | +4) (12 +2 racial)

[B]Combat[/B]:
[B]Init: [/B]+3 (+2 bonus within 10 of Patresh)
[B]Pass Percep[/B]: 15    [B]Pass Insight[/B]: 15

[B]HP[/B]:          45    [B]Surges/day[/B]:   13 (+2 Durable)
[B]Bloodied[/B]:    22    [B]Surge Value[/B]:  13 (11 +1 Draconic Heritage +1 item)
  
[B]AC[/B]   23 (+2 level, +9 armor, +2 shield)
[B]Fort[/B] 18 (+2 level, +4 Str, +1 amulet, +1 class)
[B]Ref  [/B]17 (+2 level, +1 Dex, +1 amulet, +1 class, +2 shield)
[B]Will [/B]17 (+2 level, +3 Wis, +1 amulet, +1 class)

[B]Resistances[/B]: 5 fire, 5 necrotic, 5 poison
[B]Speed [/B]5 (6 base -1 armor)

Action points: 1

[B]Basic Attacks:[/B]
Melee: +1 lightning bastard sword:  +10 vs. AC, 1d10+6 damage
Ranged: 2 javelins: +8 vs. AC, 10/20, 1d6+4 damage

[B]Attack Powers:[/B]
[COLOR=Lime][U]Holy Strike[/U][/COLOR] - Divine, Radiant, Weapon
Standard Action; Target: One creature
Attack: +10 vs. AC
Hit: 1d10+6 radiant damage.  If Sargil has marked the target, extra +3 damage.

[COLOR=Lime][U]Valiant Strike[/U][/COLOR] - Divine, Weapon
Standard Action; Target: One creature
Attack: +10 +1 per adjacent enemy vs. AC
Hit: 1d10+6 damage.

[COLOR=Red][U]Dragon Breath[/U][/COLOR] - Fire
Minor Action; Close blast 3; Targets: All creatures in area.
Attack: +8 vs. Reflex
Hit: 1d6+1 fire damage

[COLOR=Red][U]Piercing Smite[/U][/COLOR] - Divine, Weapon
Standard Action; Target: One creature
Attack: +10 vs. Reflex
Hit: 2d10+6 damage, and the target and 3 other enemies adjacent to Sargil
are marked until the end of his next turn.

[COLOR=Red][U]Arcing Smite[/U][/COLOR] - Divine, Weapon
Standard Action; Target: One or two creatures
Attack: +10 vs. AC, one attack per target
Hit: 1d10+6 damage, and the target is marked until the end of Sargil's
next turn.

[COLOR=DimGray][U]Paladin's Judgement[/U][/COLOR] - Divine, Healing, Weapon
Standard Action; Target: One creature
Attack +10 vs. AC
Hit: 3d10+6 damage
Effect: One ally within 5 squares of Sargil can spend a healing surge.

[B]Class Features and Utility Powers:[/B]
[COLOR=Lime][U]Divine Challenge[/U][/COLOR] - Divine, Radiant
Minor Action; Close burst 5; Target: One creature in burst
Effect: Sargil marks the target.  The target remains marked until he uses this
power against another target, or he fails to engage the target. The target
takes 5 radiant damage the first time it makes an attack that doesn't include
Sargil as a target before the start of his next turn. [URL="http://ww2.wizards.com/dnd/insider/power.aspx?id=805&searchterm=paladin"]Full description[/URL].  

[COLOR=Lime][U]Lay on Hands[/U][/COLOR] - Divine, Healing
Minor Action; Melee touch; Target: One creature
Special:  Sargil can use this power 3/day (Wis mod), but only once per round.
Effect:  Sargil spends a healing surge but regains no hp.  Instead, the
target regains hp as if it had spent a healing surge.

[COLOR=Red][U]Channel Divinity: Divine Mettle[/U][/COLOR] - Divine
Minor Action; Close burst 10; Target: One creature in burst
Effect: The target makes a saving throw with a +2 bonus.

[COLOR=Red][U]Channel Divinity: Divine Strength[/U][/COLOR] - Divine
Minor Action; Personal
Effect: Sargil's next attack this turn gains a +4 bonus to damage.

[COLOR=DimGray][U]Martyr's Blessing[/U][/COLOR] - Divine
Immediate Interrupt; Close burst 1
Trigger: An ally in the burst is hit by a melee or ranged attack
Effect: Sargil is hit by the attack instead.

[B]Magic Item Powers:[/B]
[COLOR=Orange]+1 Lightning Bastard Sword[/COLOR] 
  Critical: +1d6 lightning damage.
  At-Will: Free Action.  All damage dealt by the weapon is lightning.
      Free action to return to normal.
  Daily: Free Action.  Use when you hit with the sword.  The target and each
      enemy within 2 squares of the target take 1d6 lightning damage.
[COLOR=Orange]+1 Black Iron Plate[/COLOR]
  Property: Resist 5 fire, resist 5 necrotic.
[COLOR=Orange]+1 Amulet of Health[/COLOR]
  Property: Resist 5 poison.
[COLOR=Orange]Belt of Vigor[/COLOR]
  Property: You gain a +1 item bonus to your healing surge value.

[B]Race and Class Features:[/B]
Dragonborn Fury:  +1 racial bonus to attack rolls when bloodied.  
Draconic Heritage
Dragon Breath
Channel Divinity
Divine Challenge
Lay on Hands

[B]Feats:[/B]
Weapon Focus (heavy blades)
Weapon Proficiency (bastard sword)
Durable

[B]Skills:[/B]
Acrobatics:     -1 (+2 level +1 Dex -2 plate -2 shield)
Arcana:         +2 (+2 level +0 Int)
Athletics:      +2 (+2 level +4 Str -2 plate -2 shield)
Bluff:          +4 (+2 level +2 Cha)
Diplomacy:      +4 (+2 level +2 Cha)
Dungeoneering:  +5 (+2 level +3 Wis)
Endurance:      -1 (+2 level +1 Con -2 plate -2 shield)
[I]Heal[/I]:          +10 (+2 level +3 Wis +5 trained)
[I]History[/I]:        +9 (+2 level +0 Int +2 racial +5 trained)
Insight:        +5 (+2 level +3 Wis)
[I]Intimidate[/I]:    +11 (+2 level +2 Cha +2 racial +5 trained)
Nature:         +5 (+2 level +3 Wis)
Perception:     +5 (+2 level +3 Wis)
[I]Religion[/I]:       +7 (+2 level +0 Int +5 trained)
Stealth:        -1 (+2 level +1 Dex -2 plate -2 shield)
Streetwise:     +4 (+2 level +2 Cha)
Thievery:       -1 (+2 level +1 Dex -2 plate -2 shield)

[B]Equipment[/B]: 
Item                          Weight    Cost
+1 lightning bastard sword    8         1000gp
+1 black iron plate           50        840gp
+1 amulet of health           --        680gp
Belt of vigor                 --        520gp
Heavy shield                  15        10gp
2 javelins                    4         10gp
Adventurer's kit              33        15gp
Everburning torch             1         50gp
Potion of healing             --        50gp
Holy symbol of Kord           1         10gp
                Total Weight: 112 lbs.

Money: 60gp, 0sp, 0cp

Adventurer's Kit: Backpack, Bedroll, Flint and Steel, Belt pouch, 2 sunrods,
10 days of trail rations, 50' of hemp rope, and a Waterskin.[/FONT]
 
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