DF's "Those Damn Heroes" OOC


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HolyMan

Thy wounds are healed!
Looks like I need PHB2 to make an Invoker. I'll go wizard instead as I don't wish to hold things up while I wait for the book.

Will have something tomorrow night (actually it's after midnight - so tonight).

HM
 

HolyMan

Thy wounds are healed!
Ok Wizards are hard - when it comes to listing all there powers and spells.

I have the bare bones here and wanted to ask a question so I can finish his background.

I was wondering if it would be ok for my character to be the bandit chief's little brother? My idea is that Cyrus tried to do right by him and send him off to the city to become educated, but a death in the family brought him back to the "bandit lair" and there after a monster attack Cyrus learns of his brothers new powers. So now he keeps him around and isn't quiet sure what to do with him yet.

[sblock=Character Sheet]
level 5
Human, Wizard
Arcane Implement Mastery: Staff of Defense

FINAL ABILITY SCORES
Str 8, Con 14, Dex 13, Int 18, Wis 16, Cha 10.

STARTING ABILITY SCORES
Str 8, Con 14, Dex 13, Int 15, Wis 15, Cha 10.


AC: 18 Fort: 16 Reflex: 15 Will: 19
HP: 32 Surges: 8 Surge Value: 8

TRAINED SKILLS
Arcana +11, Diplomacy +7, History +11, Insight +10, Religion +11

UNTRAINED SKILLS
Acrobatics +3, Athletics +1, Bluff +2, Dungeoneering +5, Endurance +4, Heal +5, Intimidate +2, Nature +5, Perception +5, Stealth +3, Streetwise +2, Thievery +3,

FEATS
Wizard: Ritual Caster
Human: Expanded Spellbook
Level 1: Human Perseverance
Level 2: Armor Training (light)
Level 4: Astral Fire

POWERS
Bonus At-Will Power: Magic Missle
Wizard at-will 1: Scorching Burst
Wizard at-will 1: Thunderwave
Wizard encounter 1: Burning Hands
Wizard daily 1: Sleep
Wizard daily 1 Spellbook: Flaming Sphere
Wizard daily 1 Spellbook: Freezing Cloud
Wizard Utility 2: Expeditous Retreat
Wizard Utility 2 Spellbook: Jump
Wizard encounter 3: Fire Shroud
Wizard daily 5: Fireball
Wizard daily 5 Spellbook: Web
Wizard daily 5 Spellbook: Bigby's Icy Grasp

ITEMS
Spellbook, Adventurer's Kit, Leather Armor, Staff, others TBD (looking to get Staf of the War Mage, and a Cloak of Protection +1)

RITUALS
Comprehend Languages, Make Whole, Water Walk, Enchant Magic Item, Knock

Basic attacks

Ranged (Magic Missle)
Ranged 20, auto-hit, 2d4+4 force damage.

Melee (Staff)
Melee +3 vs AC, dmg; 1d8-1[/sblock]

HM
 
Last edited:



dave_o

Explorer
HM, sounds great! Being the chief's little bro is fine by me.

Now, the rest of you slackers need to get your sheets in!

Sorry man, I spent some time on it tonight but most of my PbP time was spent fighting against the crashing forums, fighting against the forum formatting to try and get things looking correct, and finally fighting against supper buggy Obsidian Portal character sheets. So it's going to have to wait until tomorrow to finish up.

But he's shaping up to be pretty cool!

EDIT: I guess to clarify I'm running a game as well as playing in one. That's where wrestling EN World came in.
 

renau1g

First Post
Karrak!

The dwarf's name is Karrak (like when his hammer hits someone in the head *Ka-Rack!*).

I really like the Utility power Nature Sense, perfect for planning the ambush :D

[MENTION=84167]HolyMan[/MENTION] - perhaps Karrak is a childhood friend of your PC? Your guy is the brains, mine is the muscle, you were drawn into the banditry life from your father, my PC was drawn in to help protect you (and of course for the loot, dwarves are full of avarice :))

[sblock=Summary]
====== Created Using Wizards of the Coast D&D Character Builder ======
Karrak, level 5
Dwarf, Warden
Guardian Might Option: Wildblood
Muscle (+2 to Athletics)
Theme: Guardian

FINAL ABILITY SCORES
STR 19, CON 14, DEX 12, INT 8, WIS 17, CHA 10

STARTING ABILITY SCORES
STR 16, CON 12, DEX 12, INT 8, WIS 16, CHA 10


AC: 20 Fort: 18 Ref: 14 Will: 17
HP: 59 Surges: 11 Surge Value: 14

TRAINED SKILLS
Athletics +12, Endurance +10, Nature +10, Perception +12

UNTRAINED SKILLS
Acrobatics +2, Arcana +1, Bluff +2, Diplomacy +2, Dungeoneering +7, Heal +5, History +1, Insight +7, Intimidate +2, Religion +1, Stealth +2, Streetwise +2, Thievery +2

POWERS
Basic Attack: Melee Basic Attack
Basic Attack: Ranged Basic Attack
Guardian Attack: Guardian's Counter
Dwarf Racial Power: Dwarven Resilience
Warden Feature: Warden's Fury
Warden Feature: Warden's Grasp
Warden Attack 1: Weight of Earth
Warden Attack 1: Thorn Strike
Warden Attack 1: Wildblood Frenzy
Warden Attack 1: Form of Winter's Herald
Nature Utility 2: Nature Sense
Warden Attack 3: Rough Strike
Warden Attack 5: Boiling Cloud

FEATS
Level 1: Crippling Crush
Level 2: Dwarven Weapon Training
Level 4: World Serpent's Grasp

ITEMS
Summoned Hide Armor +2 x1
Avalanche Hammer Mordenkrad +1 x1
Amulet of Protection +1 x1
Parry Gauntlets x1
====== End ======[/sblock]
 

Disposable Hero

First Post
[MENTION=54810]renau1g[/MENTION] - How did you get the summery of your character from the builder? I have it and it has the clipboard sahded out, which I assume is how it's done.
 

renau1g

First Post
[MENTION=54810]renau1g[/MENTION] - How did you get the summery of your character from the builder? I have it and it has the clipboard sahded out, which I assume is how it's done.

When you click on character sheet, the full sheet appears, then in the drop down where it says character sheet style switch to Character Summary (the 4th option) and then the clipboard opens up and you can copy & paste.
 

Disposable Hero

First Post
[sblock=Summary]====== Created Using Wizards of the Coast D&D Character Builder ======
Houndaer, level 5
Drow, Rogue (Scoundrel)
Build: Aerialist Rogue
Rogue Tactics Option: Artful Dodger
Rogue Option: Scoundrel Weapon Talent
Theme: Guttersnipe

FINAL ABILITY SCORES
STR 10, CON 12, DEX 21, INT 8, WIS 12, CHA 15

STARTING ABILITY SCORES
STR 10, CON 12, DEX 18, INT 8, WIS 12, CHA 12


AC: 21 Fort: 13 Ref: 20 Will: 14
HP: 44 Surges: 7 Surge Value: 11

TRAINED SKILLS
Acrobatics +12, Bluff +9, Insight +8, Intimidate +11, Stealth +14, Thievery +12

UNTRAINED SKILLS
Arcana +1, Athletics +2, Diplomacy +4, Dungeoneering +3, Endurance +3, Heal +3, History +1, Nature +3, Perception +3, Religion +1, Streetwise +4

POWERS
Basic Attack: Melee Basic Attack
Basic Attack: Ranged Basic Attack
Guttersnipe Attack: Running Slash
Drow Racial Power: Cloud of Darkness
Rogue Attack 1: Sly Flourish
Rogue Attack 1: Deft Strike
Rogue Attack 1: Dazing Strike
Rogue Attack 1: Handspring Assault
Rogue Utility 2: Sneak in the Attack
Rogue Attack 3: Low Slash
Rogue Attack 5: Bloodbath

FEATS
Level 1: Backstabber
Level 2: Light Blade Expertise
Level 4: Weapon Focus (Light blade)

ITEMS
Adventurer's Kit
Dagger
Flowform Leather Armor +1 x1
Iron Armbands of Power (heroic tier)
Rhythm Blade Dagger +1 x1
Flensing Dagger +1 x1
====== End ======[/sblock]

Awesome and thank you! Now being a complete noob with 4th Ed. can someone that is knows what the hell their doing look over it?
 

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