4e - Thunderspire Labyrinth - OOC

Early Draft of Patresh
[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

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)

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 +5 (3 cha+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 +12 (3 cha+5 trained+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

Class Features
Combat Leader
Inspiring Presence
Inspiring Word

At Will Powers
Furious Smash
Wolf Pack Tactics

Encounter Powers
Hammer and Anvil
Dragon Breath
Divine Challenge
Warlord’s Strike

Daily Powers
Bastion of Defense


Utility Powers
Shake It Off

Rituals

Equipment
+1 Lifedrinker Bastard Sword
+1 Black Iron Scale Armor
Shield of Protection, Heavy
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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Awesome, thanks for the pick, Renau! I'll get a character sheet up tonight.

Also, because I, at least, am having a little trouble keeping it straight whose character is whose and which of them are in, we have:

Sargil, Dragonborn Paladin (me)
Yanwer, Human Starlock (Graf)
Saphalaxis, Dragonborn Brawny Rogue (DEFCON_1)
Patresh, Dragonborn Warlord (Redclaw)
Viodron, Eladrin Orb Wizard (EvolutionKB)

As for background ... perhaps some or all of Patresh, Saphalaxis, and Sargil have worked together before? They all have backgrounds relating somewhat to mercenary work, I was thinking they may have at least crossed paths before (even just seeing each other waiting for work in the same tavern/inn/whatever, etc...)

I'm looking forward to this :)
 

Thanks for the selection, Renau1g! I'll get right to work on the CS. We should also take the +1 to 2 attributes for 4th level, right?

Absolutely!

Sweet. I will have a character sheet posted tomorrow morning. I can work a little on backgrounds(but 3 dragonborn!)until then(most likely next post before 7 pm today).

Yeah it'll be interesting with 3 Dragonborn... :D, minions beware
 
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I was going to ask, Renau, what are the possible hooks for the adventure? Or are we going to figure that out once we get started? Should we all use the same hook?
 

The hooks in the adventure are as follows as well as what type of quest:

1) Investigate the Bloodreavers (major) - a gang of goblinoid slavers
2) Slave Rescue (major) - Rescue slaves from the Nentir Vale
3) Trade Mission (minor) - Guard a trader to the Seven-Pillared Hall in the mountain
4) A Call to Adventure (minor) - Travel to the ruins in the Thunderspire and recover an item for a mage

Any other hooks can be added as requested.

You don't all have to use the same hook, but I'll need everyone to be entering the mountains at the same time and I'd prefer it there are only 2 groups...
 
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Congratulations all good luck in the Labyrinth! If you guys need an alternate I would love to be a part of this adventure.
 
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Early Draft of Patresh
<snip>
Just a couple things I noticed:
- "AC: 22 (+2 level+9 armor+1 shield)" - shouldn't +1 scale be +8 to AC?
- Javelin range is 10/20 instead of 5/10.
Didn't notice anything else, though I didn't go over him with a fine-toothed comb either.
 
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Sargil draft:
[sblock=Details]Name: Sargil Saraxxis
Race: Dragonborn
Class: Paladin 4 of Kord
Alignment: Unaligned

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

Languages: Common, Draconic
Vision: Normal

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

Combat:
Init +3 (+2 bonus within 10 squares of Patresh fr. Combat Leader)
Passive Perception: 15 Passive Insight: 15
HP: 45 Bloodied: 22
Surges/day: 11 Surge Value: 13 (11 +1 for Draconic Heritage +1 for Belt of vigor)

AC 23 (+2 level, +9 armor, +2 shield)
Fort 18 (+2 level, +4 Str, +1 amulet, +1 class)
Ref 17 (+2 level, +1 Dex, +1 amulet, +1 class, +2 shield)
Will 17 (+2 level, +3 Wis, +1 amulet, +1 class)

Speed 5 (6 base -1 armor)
Resistances: 5 fire, 5 necrotic, 5 poison
Action points: 1
Magic Item Dailies: 1

Basic Attacks:
:bmelee: +1 lightning bastard sword: +10 vs. AC, 1d10+6 damage
:ranged: 2 javelins: +8 vs. AC, 10/20, 1d6+4 damage

Attack Powers:
:melee: Holy Strike - 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.

:melee: Valiant Strike - Divine, Weapon
Standard Action; Target: One creature
Attack: +10 +1 per adjacent enemy vs. AC
Hit: 1d10+6 damage.

:close: Dragon Breath - Fire
Minor Action; Close blast 3; Targets: All creatures in area.
Attack: +6 vs. Reflex
Hit: 1d6+1 fire damage

:melee: Piercing Smite - 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.

:melee: Arcing Smite - 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.

:melee: Paladin's Judgement - 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.

Class Features and Utility Powers:
Divine Challenge - Divine, Radiant
Minor Action; Close burst 5; Target: One creature in burst
[sblock=Effect:]Sargil marks the target. The target remains marked until he uses this power against another target, or he fails to engage the target. Creatures can only be under one mark at a time. New marks supersede the old.
While a target is marked, it takes -2 penalty to attack rolls which don't include Sargil as a target. Also, it 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.
On Sargil's turn, he must engage the target he challenged or challenge a different target. To engage the target, he must either attack it or end his turn adjacent to it. If none of these events occur by the end of his turn, the marked condition ends and he can't use divine challenge on his next turn.
Sargil can use divine challenge once per turn.[/sblock]Lay on Hands - 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.

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

Channel Divinity: Divine Strength - Divine
Minor Action; Personal
Effect: Sargil's next attack this turn gains a +4 bonus to damage.

Martyr's Blessing - 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.

Magic Item Powers:
+1 Lightning Bastard Sword Daily: Free Action. Use when you hit with the weapon. The target and each enemy within 2 squares of the target take 1d6 lightning damage.
+1 Lightning Bastard Sword At-Will: Free Action. All damage dealt by the weapon is lightning. Free action to return to normal.

Race and Class Features:
Dragonborn Fury: When Sargil is bloodied, he gains a +1 racial bonus to attack rolls.
Draconic Heritage
Dragon Breath
Channel Divinity
Divine Challenge
Lay on Hands

Feats:
Weapon Focus (heavy blades)
Weapon Proficiency (bastard sword)
Quick Draw

Skills:
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: +9 (+2 level +2 Cha +5 trained)
Dungeoneering: +5 (+2 level +3 Wis)
Endurance: -1 (+2 level +1 Con -2 plate -2 shield)
Heal: +5 (+2 level +3 Wis)
History: +9 (+2 level +0 Int +2 racial +5 trained)
Insight: +5 (+2 level +3 Wis)
Intimidate: +11 (+2 level +2 Cha +2 racial +5 trained)
Nature: +5 (+2 level +3 Wis)
Perception: +5 (+2 level +3 Wis)
Religion: +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)

Equipment:
Code:
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
15gp
                Total Weight: 112 lbs.


Adventurer's Kit: Backpack, Bedroll, Flint and Steel, Belt pouch, 2 sunrods,
10 days of trail rations, 50' of hemp rope, and a Waterskin.
[/sblock]
 
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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 while working a caravan job together. They recognized each other as kindred spirits, men of action and the gods, and developed a friendship. 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.
 
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