Anybody gonna run the 4e Steading of the Hill Giant Chief from DDI as a PBP here?

Sorry to be running late here. Between fighting off some kind of physical sickness while my computer has been fighting off a rather resilient virus, I haven't yet had time to look things over. I'm hoping to get to this later today, but it will only happen if I don't sleep 14+ hours like I did yesterday.

t~
No problem; I think I probably want to tweak Gwenn a little bit, but that will have to wait until I get out of work this evening.
 

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In the meantime, here are my initial thoughts on character creation: Start at level 12, with standard point buy. Choose a theme and a background, pick magic items at levels 11, 12, and 13, and start with 9000 gp to spend on additional items, consumables, ritual components, etc. All official sources are legal. All characters have Improved Defenses and Versatile Expertise for free.
I meant to ask - Light Blade Expertise is good enough for a thief that I'm going to take it anyway, so can I swap the free Versatile Expertise for something else?
Assuming that's a no, though, here's a revised sheet:[sblock=character builder summary]====== Created Using Wizards of the Coast D&D Character Builder ======
Gwenn Arellic, level 12
Human, Rogue (Thief), Master Thief
Outlaw Level 5 Feature Option: Hills and Mountains
Human Power Selection Option: Heroic Effort
Proficiency: Weapon Proficiency (Rapier)
Noble Bred for War (Noble Bred for War Benefit)
Theme: Outlaw

FINAL ABILITY SCORES
STR 13, CON 12, DEX 22, INT 12, WIS 12, CHA 16

STARTING ABILITY SCORES
STR 12, CON 11, DEX 17, INT 11, WIS 11, CHA 13


AC: 28 Fort: 23 Ref: 32 Will: 25
HP: 79 Surges: 7 Surge Value: 19

TRAINED SKILLS
Acrobatics +17, Bluff +14, Dungeoneering +12, Insight +12, Perception +12, Stealth +17, Streetwise +16, Thievery +17

UNTRAINED SKILLS
Arcana +7, Athletics +7, Diplomacy +10, Endurance +7, Heal +7, History +7, Intimidate +11, Nature +7, Religion +7

POWERS
Basic Attack: Melee Basic Attack
Basic Attack: Ranged Basic Attack
Outlaw Attack: Surprise Strike
Human Racial Power: Heroic Effort
Rogue Utility: Backstab
Rogue Utility: Acrobat's Trick
Rogue Utility: Tactical Trick
Rogue Utility: Unbalancing Trick
Rogue Utility: Cunning Escape
Rogue Utility: Ambush Trick
Rogue Utility 2: Sneak in the Attack
Rogue Utility 6: Swift Parry
Rogue Utility 10: Acrobat's Escape
Master Thief Utility 12: Fading Retreat

FEATS
Level 1: Backstabber
Level 1: Weapon Focus (Light blade)
Level 2: Surprising Charge
Level 4: Nimble Blade
Level 6: Two-Weapon Fighting
Level 8: Flash of the Blade
Level 10: Two-Weapon Defense
Level 11: Deft Blade
Level 12: Improved Defenses
Level 12: Master at Arms Versatile Expertise (Light Blade, ...); Master at Arms used in character builder to get the math in line with errata
Level 12: Light Blade Precision

ITEMS
Amulet of Protection +3 x1
Adventurer's Kit
Melegaunt's Darkblade Rapier +3 x1
Bracers of Mighty Striking (heroic tier) x1
Boots of Adept Charging x1
Horned Helm (heroic tier) x1
Instant Campsite
Bag of Holding
Everlasting Provisions
Floating Lantern
Distance Dagger +1 x1
Thieves' Tools
Hunter's Flint
Grappling Hook
Traveler's Kit
Drowmesh of Cleansing +3 x1
====== End ======[/sblock][sblock=attack scrachpad]melee basic attack with combat advantage (+3 rapier): +24 to hit, 4d8+17 damage, vs REF (+21 base MBA, +2 for combat advantage, +1 w/combat advantage due to Nimble Blade feat; 1d8+17 base MBA + 3d8 Sneak Attack [sneak attack dice are d8s due to backstabber feat]; Deft Blade feat allows attacking REF with MBA)
melee basic attack without combat advantage vs opponent with no adjacent allies: +21 to hit, 4d8 + 17 damage, vs REF (Flashing Blade feat allows sneak attack damage in this case)
charge: +22 to hit, 2d8+1d6+17 damage, vs REF (+1 to hit from charging; surprising charge feat adds +1[W] damage on a charge, horned helm does +1d6 damage on a charge)
charge with combat advantage: +25 to hit, 5d8 + 1d6 + 17 damage, vs REF (combine both bonuses from previous two lines)
ranged basic attack with combat advantage (+1 dagger, thrown): +22 to hit, 1d4 + 3d8 + 15 damage, vs REF (apply combat advantage bonuses to dagger rather than rapier)
[/sblock][sblock=background]House Arellic had held the border for five generations. Five generations where it sent its sons and daughters to fight the kingdom's wars. And Gwenn had been raised to be the sixth. But in a chain of events that even now she didn't fully understand, the crown had turned against her family, declared them outlaws, and handed their lands to her family's oldest enemies all in the name of 'peace'. Not surprisingly, her father had raised his banner in rebellion. Also not surprisingly, the open rebellion he led had been crushed, and Gwenn barely escaped with a handful of supporters to the mountains.
She has been leading a band of outlaws since then, reminding the crown of its betrayal and the people of who their leige lady truly is. And now the other shoe has dropped, and the other enemy the Arellics had always guarded against is menacing her home. And that craven fool who called himself a king knew her too well; she couldn't think of not trying to stop them. If she hadn't seen some of the damage herself, Gwenn might have thought it a ruse to draw her out. But it wasn't.[/sblock][sblock=story]- two years ago -

"We've been at this for a decade," Gwenn told her oldest friend, rehashing an old argument. "And we still have the same problem."

"The king did not worry about collateral damage when he forced your father from his duchy." He said.

"And he was threatening one duke with the resources of the entire kindgom. Whereas we have a handful of people who know for sure I am even alive and just maybe the support of peasants here in my duchy, those of father's bannermen who were allowed to surrender and bend knee rather than be killed in battle, and just possibly a few other lords and merchants not enamored with the new order. That's not enough to beat him. And if we managed to create a general rebellion in the kingdom, we'd be leaving the country wide open to invasion." She said.

"And you won't attend to the matter personally, either." He said.

"I could do it. Probably. Though rumor has it he's brought in someone from the Order of [X], and if he has any enemies that justify that kind of expense except me, I don't know about them. But assuming I could do it, then what next? Proclaim myself queen over a score of closer relatives, with an army that is not loyal to me? Marry a son of a man I just killed? Keep killing kings until they got the message -- or managed to hire an assassin good enough to find and kill me, of course?" Gwenn replied. "That's a recipe for civil war, and one of our neighbors would surely be tempted to invade in the chaos."[/sblock]
 

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[Sblock=Background]
Brook, the runt of his family was left to care for himself at an early age. He was caught stealing from a monastery and as punishment was indentured into service of the monks. Though nominally a servant he proved bright and showed the ability to learn from his surrounds, eventually being accepted as a student and being inducted into their secrets.

He progressed well as a student of the divine runes, showing aptitude in combining them with the martial practices taught at the monastery. Eventually however, he tired of the spartan prison like existance in the monastery and was allowed to leave, after taking a vow to use his knowledge and skills to protect civilization.

He spent many seasons patrolling the borders of the wildlands with various companions, helping protect the various villages and towns from the savage humanoids beyond, growing in his skills and excelling in bringing down foes larger than himself.

Hearing of the threat posed by the giants his companions didn't even have to ask if he would be willing to join them in combating this menace.[/sblock]
 

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So it looks like the current set of proposals (as of when I last revised this) is

drothgery - Gwenn Arrellic, Human Rogue (Thief) * [striker] (posted multiple ideas, but only one sheet)
Walking Dad - Aelar of the Feywood (wild)elf protector druid * [controller]
pathfinderq1 - Miranda Glindarion; hybrid Swordmage|Warlord, MC- Bard * [defender/leader] (probably will be replaced with a new concept)
Scotley - Wik, archer Ranger * [striker]
DistractingFlare - Lucan Frostwither, Half-Elf, Bard (Skald) * [leader] (posted multiple ideas, but only one sheet)
Inspiratorium - Deacon Ambersharn, Human Fighter (Knight) * [defender]
Phaezen - Brook, Longtooth Shifter, Runepriest * [leader]
Insight - Grazhad Bloodborn, Half-Orc Barbarian (Berserker) * [defender/striker] (withdrawn)

* has character sheet already

so counting the hybrid swordmage/warlord as half leader/half defender, we've got 1 controller, 1.5 defenders, 2 strikers, and 2.5 leaders proposed. So no obvious holes, even if Gwenn would love a melee basic attack granting leader in the group (a stereotypical "lazy warlord" being the best at that).
 
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Aelar of the Feywood

[sblock=Character Sheet]level 12
(Wild) Elf, Druid (Protector)
Background: Place of Birth (Forest) (+2 to Perception)
Themes: Fey Beast Tamer: Blink Dog
Paragon Path: Primal Summoner

[sblock=Features]
Fey Beast Tamer 5: You have combat advantage against enemies in your fey beast companion’s aura.


[/sblock]

FINAL ABILITY SCORES
Str 11, Con 15, Dex 19, Int 11, Wis 22, Cha 9.

STARTING ABILITY SCORES
Str 10, Con 14, Dex 14, Int 10, Wis 17, Cha 8.


AC: 27 Fort: 23 Reflex: 27 Will: 28
HP: 80 Surges: 9 Surge Value: 20

TRAINED SKILLS
Athletics, Heal, Insight, Nature, Perception, Stealth

UNTRAINED SKILLS


FEATS
Bonus: Improved Defenses
Bonus: Skill Training (Insight)
Level 1: Hafted Defense
Level 2: Practiced Killer (Assassin Multiclass)
Level 4: Armor Proficiency: Studded Leather
Level 6: Staff Expertise
Level 8: Toughness
Level 10: Wintertouched
Level 12: Lasting Frost

POWERS
Druid At-Will: Fire Hawk
Druid At-Will: Magic Stone
Druid Encounter 1: Thorn Spray
Druid Encounter 3: Wind Wall
Druid Encounter 7: Charm Beast
P. Summoner Encounter 11: Redfang Prophecy
Druid Utility 2: Seed of Healing
Druid Utility 6: Camouflage Cloak
Druid Utility 10: Feywild Sojourn
P. Summoner Utility 12: Tightened Control

[sblock=Power Details]
Melee Basic Attack
At-Will ✦ Weapon
Standard Action, Melee weapon
Target: One creature
Attack: +13 vs. AC
Hit: 1d8 + 3 damage.

[/sblock]


ITEMS
Adventurer's Kit, Silk rope, 4 extra sunrods, Everburning torch, 2 Frozen tears, 2 Rain Sticks and a bit of Feywine Raisin.

level 13: Accurate Frost Staff +3 (PH)
level 12: Amulet of Mental Resolve +3 (PH)
level 11: Summoned Studded Leather Armor +3

9,000gp (unfinished)
Syberis shard of the mage
Feygifts

[sblock=Item Details]


[/sblock][/sblock]

[sblock=Shade]
Trained Blink Dog Fey Beast Companion
Medium fey beast
HP 40 Initiative +10
AC 27, Fortitude 25, Reflex 25, Will 25
Speed 7, Perception +33 (Low-light vision)

Traits
O Blinking Pack (teleportation) F Aura 1
The blink dog or any ally in the aura can use a move action to teleport to another square in the aura.

Standard actions
m Blinking Bite (teleportation) F At-Will
Attack: Melee 1 (one creature); +17 vs. AC
Hit: 1d8+6 damage, and the blink dog teleports up to 2 squares.

Str 14 Dex 20 Wis 14
Con 17 Int 2 Cha 6

[/sblock]

[sblock=Background]
Aelar was born in the Winterwoods of the Feywild as part of a small community of elves that returned to the Feywild to live there, but unlike their Eladrin cousins in balance with its primal energies rather than bending it to their will with arcane power.
Aelar became druid but liked to explore the darker parts of his surroundings, encountering a place where the Feywild brushed with the Shadowfell. He learned much there about the power of darkness and how the fight for survival can become even more desperate. Even more important, he found his faithful companion, Shade, one of the rare black pelted blink dogs there.
At last he ventured to the material plane, wanting to see the core of existence that was neither the vibrancy of the Feywild, nor the gloom of the Shadowfell. But his roots never left him, as he concentrated on summoning beast from the Feywild and always having Shade around.
He doesn't like to speak about what forced him to revisit the Feywild and what strange pact he made, but he returned with iceblue eyes, a deeper understanding of the powers of winter and a new staff that changed his magic to freeze his enemies to the death.
[/sblock]
 
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I actually waiting to see what Scotley comes up with, since he started the thread. If he goes with a stabby/striker ranger, I have a few controller ideas; if he goes with shoot-y controller ranger, I will probably go with melee idea (striker or defender probably).
 

I actually waiting to see what Scotley comes up with, since he started the thread. If he goes with a stabby/striker ranger, I have a few controller ideas; if he goes with shoot-y controller ranger, I will probably go with melee idea (striker or defender probably).
FWIW, I'm hoping he's doing an archer (whether it's the striker archer from PH1 or the controller archer from HotFK), mostly because a melee ranger would presumably be a two-weapon fighting guy and so overlap quite a bit with Gwenn.
 

I actually waiting to see what Scotley comes up with, since he started the thread. If he goes with a stabby/striker ranger, I have a few controller ideas; if he goes with shoot-y controller ranger, I will probably go with melee idea (striker or defender probably).

Could be some of each. Trying the murauder option so a melee and a heavy throw action each round with a focus on giant slaying. So many options it is taking me a while to finish. I will post what I have in the morning.
 

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