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<blockquote data-quote="theNater" data-source="post: 4300211" data-attributes="member: 62560"><p>Sounds like fun. Let's give it a shot. I'll put most of the stats together as a first level character, then mention the levels of the powers he'll be using.</p><p></p><p>There's been some power creep, so your stats are going to be a bit higher. Using Standard array, we get...</p><p></p><p>Str: 13 (Can carry 130 pounds w/o penalty, compared to 100 pounds for a character with average strength)</p><p>Int: 12 (No bonus languages)</p><p>Wis: 16 (No experience bonus)</p><p>Con: 10 (+10 hp at first level)</p><p>Dex: 11 (+0 missile attacks)</p><p>Cha: 14 (+2 reaction bonus, no hirelings)</p><p></p><p>Humans get a +2 bonus to any stat of their choice, not included here. Eladrin may also be useful for this character, provinding a +2 int and +2 dex.</p><p></p><p>Defenses:</p><p>Fort(poison, paralysis, stone): 12</p><p>Reflex(wand, dragon breath, ray): 12</p><p>Will(spells, magic staff, charm): 16</p><p></p><p>HP: 22</p><p>Bloodied: 11</p><p>Healing surge: 5</p><p>Surges per Day: 7</p><p></p><p>I forget, is 4 a good armor class? I seem to recall not being real impressed with anything over 2.</p><p>AC: 16(with armor-no dex in heavy armor) Compare to 18 for plate armor.</p><p></p><p>Speed: 5, Run 7. Those are measured in 5-foot squares, so we could write it as 25ft, Run 35ft.</p><p></p><p>Alignment: Lawful Good</p><p></p><p>Languages: If human: Common, Special(unknown to party at the moment); if eladrin: Common, Elven. There are no alignment languages any more. Literate in both languages in their normal alphabet. Can interpret into other alphabets with time(I assume, rules not explicitly given). The Linguist feat, for which you qualify if you are an eladrin, can give you that special language and a couple others(assuming it's not elven, of course).</p><p></p><p>Flail: +3 vs. AC, 1d10+1 damage(Note: need the Weapon Proficiency feat to be proficient in flails)</p><p>Sling: +2 vs. AC, 1d6 damage</p><p></p><p>The Mace of Disruption is a little harder to model, as the ability to one-shot monsters is what minions are for. For normal, elite, and boss monsters, the ability to disintegrate one on a single hit is pretty extreme. However, you could do impressive things to undead by channeling a radiant power(to which most undead have a vulnerability) through a Symbol of Battle, using its daily power for an extra 1d10 damage. Note that Turn Undead is a radiant power channeled through an implement. They'd feel that. A mace with the Vicious Weapon enchantment might also have a noticable effect on undead(along with everything else) if you should happen to get a crit. It provides another 1d12 damage on top of the crit, 2d12 if you've got the +2 version(7th level item, not entirely unreasonable for a 5th level character). Use a radiant weapon power with that, and the undead won't be happy.</p><p></p><p>Class Abilities:</p><p>Channel Divinity, including Turn Undead(Close burst 2, 1d10+3 radiant damage and push 5 squares).</p><p>Weapon proficiencies: Cloth, leather, hide, chainmail, simple melee, simple ranged. Your flail is a military weapon, you'll need that feat to use it properly.</p><p></p><p>Various spells; some at-will, some per-encounter, some per-day.</p><p>1. Healing Word - Target(within 5 squares) can spend a healing surge. Usually 4-9 at first level.</p><p>2. No need to purify food and water when you can create it with the 4th level ritual Travellers' Feast.</p><p>3. Arcana is a class skill. Training in Arcana permits the recognition and identification of magical effects.</p><p>4. The mechanical effects of alignment have largely been removed. However, training in Insight(a class skill) can help you identify when someone's goals are not in your best interest.</p><p>5. As 4, except use the at-will power Priest's Shield to protect your allies from all foes, not just evil ones.</p><p>6. Can be simulated with Holy Lantern(6). Lasts 10 hours, but you can refresh it before it expires, as often as you like.</p><p></p><p>Most spells in 4th edition last either for one round or until the end of the encounter. You will need to refresh Priest's Shield each round you wish the target to be protected, for example. And those effects simulated by skills are essentially permanent.</p><p></p><p>Okay. <img src="https://cdn.jsdelivr.net/joypixels/assets/8.0/png/unicode/64/1f600.png" class="smilie smilie--emoji" loading="lazy" width="64" height="64" alt=":D" title="Big grin :D" data-smilie="8"data-shortname=":D" /></p><p></p><p>Psionics haven't been built into 4th edition yet, but we can get some psychic abilities by multiclassing into warlock.</p><p></p><p>The warlock abilities Eyebite(1) and Dreadful Word(1) are abilities you can pick up as per-encounter powers, if you get into two encounters a day you'll get to use them a total of four times, leaving you 40pp for:</p><p></p><p>I'd use Sanctuary(cleric 2) for this. It's a single target ability, but it makes the target highly resistant to all forms of attack, including psychic ones.</p><p></p><p>This is tricky, because the only power I know of that does this is the wizard's cantrip Ghost Sound. If it, by itself, is vital to the character you may wish to go for wizard/warlock(sacrificing healing) or wizard/cleric(sacrificing psychic combat). Note that the Hypnosis, which I will get to in a moment, can be done by a warlock, so if you just need this as a basis for that, you're still okay with cleric/warlock.</p><p></p><p>4th edition divides in-combat and out-of-combat magic pretty strongly. To be airborne for extended periods, the ritual Tenser's Floating Disk(1) can get you a short distance off the ground. It is not difficult to arrange for it to be able to hold 500 pounds at first level, so unless you're carrying a lot of gear, you should be able to curl up on it for the night. You can eventually get your Phantom Steed(6) to get yourself up to 50 feet of height. It requires a 40 on an Arcana check, which could become possible as early as level 18 with the setup I've got you running here(earlier if other characters are aiding you on the casting check). For short-term flight, the warlock power Shadow Form(10) gives you a fly speed of 6 squares for up to 5 minutes.</p><p></p><p>We can get some solid effects with warlock powers. Many of them are precise in what they permit you to do, however. Curse of the Dark Dream(1) is the earliest avaliable, and it gives you a little control over how your foe moves. Beguiling Tongue(2) can give you a good bonus to Bluff, if you wish to plant an untrue idea into your opponent's mind, but as a utility power will be competing with Shadow Form for space. The most powerful of the warlock mind-control powers is Curse of the Dark Delirium(29), giving you total control of the target. You must make an attack with it every round, it persists until you miss.</p><p></p><p>Many of your example abilities are teleports. Clerics can teleport themselves with Clarion Call of the Astral Sea(22), while warlocks have a handful of blast-and-port strikes like Otherwind Stride(3). The eladrin have a Fey Step racial power, which may also fill in for this use, and nothing says you can't be a human who just happens to have eladrin racial attributes.</p><p></p><p>Other uses will probably be reflavored abilities. Anything that allows a target to spend a healing surge(as many cleric abilities do) can be reflavored as you turning into a healing potion and getting drunk. The default flavor on Shadow Form turns you into a cloud of batlike shadows; we could pretend it's a gaseous form. Becoming a harder substance would likely increase your AC, as Priest's Shield does, and so on.</p><p></p><p>Encounter powers come back after a short(5 minute) rest(talking or resting quietly), daily powers come back after an extended(6 hour) rest(anywhere on the talking-sleeping spectrum, as long as you've slept 6 hours in the last 24).</p><p></p><p>Healing is per the normal rules: at the end of a short rest you may spend as many healing surges as you wish, and after an extended rest you recover all hit points and healing surges. Also, you can heal while using combat spells, 4th edition doesn't make it exclusively either/or. Spell use outside of combat usually entails rituals, and you can have as many of those as you can afford.</p><p></p><p>Encumbrance: 130(normal)/260(heavy)/650(max drag). You can carry 130 pounds of gear without penalty, your armor(chainmail) is 40 pounds of that.</p><p></p><p>There are more limits on the powers of magic items than there used to be. However, most classes have access to more powers as class powers, so it kind of evens out.</p><p></p><p>Note that I've worked this reply under the assumption that healing and destroying undead take priority over psychic powers, and that your character will be a cleric/warlock. Things change a bit if the psychic powers take priority, making warlock/cleric a better call.</p></blockquote><p></p>
[QUOTE="theNater, post: 4300211, member: 62560"] Sounds like fun. Let's give it a shot. I'll put most of the stats together as a first level character, then mention the levels of the powers he'll be using. There's been some power creep, so your stats are going to be a bit higher. Using Standard array, we get... Str: 13 (Can carry 130 pounds w/o penalty, compared to 100 pounds for a character with average strength) Int: 12 (No bonus languages) Wis: 16 (No experience bonus) Con: 10 (+10 hp at first level) Dex: 11 (+0 missile attacks) Cha: 14 (+2 reaction bonus, no hirelings) Humans get a +2 bonus to any stat of their choice, not included here. Eladrin may also be useful for this character, provinding a +2 int and +2 dex. Defenses: Fort(poison, paralysis, stone): 12 Reflex(wand, dragon breath, ray): 12 Will(spells, magic staff, charm): 16 HP: 22 Bloodied: 11 Healing surge: 5 Surges per Day: 7 I forget, is 4 a good armor class? I seem to recall not being real impressed with anything over 2. AC: 16(with armor-no dex in heavy armor) Compare to 18 for plate armor. Speed: 5, Run 7. Those are measured in 5-foot squares, so we could write it as 25ft, Run 35ft. Alignment: Lawful Good Languages: If human: Common, Special(unknown to party at the moment); if eladrin: Common, Elven. There are no alignment languages any more. Literate in both languages in their normal alphabet. Can interpret into other alphabets with time(I assume, rules not explicitly given). The Linguist feat, for which you qualify if you are an eladrin, can give you that special language and a couple others(assuming it's not elven, of course). Flail: +3 vs. AC, 1d10+1 damage(Note: need the Weapon Proficiency feat to be proficient in flails) Sling: +2 vs. AC, 1d6 damage The Mace of Disruption is a little harder to model, as the ability to one-shot monsters is what minions are for. For normal, elite, and boss monsters, the ability to disintegrate one on a single hit is pretty extreme. However, you could do impressive things to undead by channeling a radiant power(to which most undead have a vulnerability) through a Symbol of Battle, using its daily power for an extra 1d10 damage. Note that Turn Undead is a radiant power channeled through an implement. They'd feel that. A mace with the Vicious Weapon enchantment might also have a noticable effect on undead(along with everything else) if you should happen to get a crit. It provides another 1d12 damage on top of the crit, 2d12 if you've got the +2 version(7th level item, not entirely unreasonable for a 5th level character). Use a radiant weapon power with that, and the undead won't be happy. Class Abilities: Channel Divinity, including Turn Undead(Close burst 2, 1d10+3 radiant damage and push 5 squares). Weapon proficiencies: Cloth, leather, hide, chainmail, simple melee, simple ranged. Your flail is a military weapon, you'll need that feat to use it properly. Various spells; some at-will, some per-encounter, some per-day. 1. Healing Word - Target(within 5 squares) can spend a healing surge. Usually 4-9 at first level. 2. No need to purify food and water when you can create it with the 4th level ritual Travellers' Feast. 3. Arcana is a class skill. Training in Arcana permits the recognition and identification of magical effects. 4. The mechanical effects of alignment have largely been removed. However, training in Insight(a class skill) can help you identify when someone's goals are not in your best interest. 5. As 4, except use the at-will power Priest's Shield to protect your allies from all foes, not just evil ones. 6. Can be simulated with Holy Lantern(6). Lasts 10 hours, but you can refresh it before it expires, as often as you like. Most spells in 4th edition last either for one round or until the end of the encounter. You will need to refresh Priest's Shield each round you wish the target to be protected, for example. And those effects simulated by skills are essentially permanent. Okay. :D Psionics haven't been built into 4th edition yet, but we can get some psychic abilities by multiclassing into warlock. The warlock abilities Eyebite(1) and Dreadful Word(1) are abilities you can pick up as per-encounter powers, if you get into two encounters a day you'll get to use them a total of four times, leaving you 40pp for: I'd use Sanctuary(cleric 2) for this. It's a single target ability, but it makes the target highly resistant to all forms of attack, including psychic ones. This is tricky, because the only power I know of that does this is the wizard's cantrip Ghost Sound. If it, by itself, is vital to the character you may wish to go for wizard/warlock(sacrificing healing) or wizard/cleric(sacrificing psychic combat). Note that the Hypnosis, which I will get to in a moment, can be done by a warlock, so if you just need this as a basis for that, you're still okay with cleric/warlock. 4th edition divides in-combat and out-of-combat magic pretty strongly. To be airborne for extended periods, the ritual Tenser's Floating Disk(1) can get you a short distance off the ground. It is not difficult to arrange for it to be able to hold 500 pounds at first level, so unless you're carrying a lot of gear, you should be able to curl up on it for the night. You can eventually get your Phantom Steed(6) to get yourself up to 50 feet of height. It requires a 40 on an Arcana check, which could become possible as early as level 18 with the setup I've got you running here(earlier if other characters are aiding you on the casting check). For short-term flight, the warlock power Shadow Form(10) gives you a fly speed of 6 squares for up to 5 minutes. We can get some solid effects with warlock powers. Many of them are precise in what they permit you to do, however. Curse of the Dark Dream(1) is the earliest avaliable, and it gives you a little control over how your foe moves. Beguiling Tongue(2) can give you a good bonus to Bluff, if you wish to plant an untrue idea into your opponent's mind, but as a utility power will be competing with Shadow Form for space. The most powerful of the warlock mind-control powers is Curse of the Dark Delirium(29), giving you total control of the target. You must make an attack with it every round, it persists until you miss. Many of your example abilities are teleports. Clerics can teleport themselves with Clarion Call of the Astral Sea(22), while warlocks have a handful of blast-and-port strikes like Otherwind Stride(3). The eladrin have a Fey Step racial power, which may also fill in for this use, and nothing says you can't be a human who just happens to have eladrin racial attributes. Other uses will probably be reflavored abilities. Anything that allows a target to spend a healing surge(as many cleric abilities do) can be reflavored as you turning into a healing potion and getting drunk. The default flavor on Shadow Form turns you into a cloud of batlike shadows; we could pretend it's a gaseous form. Becoming a harder substance would likely increase your AC, as Priest's Shield does, and so on. Encounter powers come back after a short(5 minute) rest(talking or resting quietly), daily powers come back after an extended(6 hour) rest(anywhere on the talking-sleeping spectrum, as long as you've slept 6 hours in the last 24). Healing is per the normal rules: at the end of a short rest you may spend as many healing surges as you wish, and after an extended rest you recover all hit points and healing surges. Also, you can heal while using combat spells, 4th edition doesn't make it exclusively either/or. Spell use outside of combat usually entails rituals, and you can have as many of those as you can afford. Encumbrance: 130(normal)/260(heavy)/650(max drag). You can carry 130 pounds of gear without penalty, your armor(chainmail) is 40 pounds of that. There are more limits on the powers of magic items than there used to be. However, most classes have access to more powers as class powers, so it kind of evens out. Note that I've worked this reply under the assumption that healing and destroying undead take priority over psychic powers, and that your character will be a cleric/warlock. Things change a bit if the psychic powers take priority, making warlock/cleric a better call. [/QUOTE]
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