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Discussion of Scotley's upcoming 4e Swashbuckler Game

Good question. I guess I didn't understand when first asked. I honestly don't know, so I'll educate myself and get you an answer.

Here's a bit about them:

[sblock=Character Themes]

The Dark Sun Campaign Setting presents a new character option: a theme. All six characters included in this adventure have it. A theme is a career, calling, or archetype not tied to a particular class or role. Just as race or class helps to identify you, a theme serves to refine your place in the world. You might be an elf rogue, but are you an elf rogue dune trader, an elf rogue nomad, or an elf rogue who spies for the Veiled Alliance? Each theme offers a different twist on a basic concept. If a background details how or where your character grew up, theme describes how and why your character became a hero.

A theme embraces characters of any class. For example, many templar characters are warlocks, but a templar who serves chiefly as commander of the sorcerer-king’s troops could be a warlord, whereas a templar who is part of the sorcerer-king’s secret police might be a rogue. Similarly, gladiator characters are often fighters – but barbarians, battleminds, rangers, rogues, or warlords can be just as successful in the arena. “Templar” and “gladiator” are themes that, although particularly appropriate for warlocks and fighters respectively, extend beyond the warlock and fighter classes.[/sblock]

These themes help shift standard classes closer to one of the classic Dark Sun classes. The list is Athasian Minstrel, Dune Trader, Elemental Priest, Gladiator, Noble Adept, Primal Guardian, Templar, Vieled Alliance, Waste Land Nomad, Wilder. These mainly line up with a couple individual classes but they can be combined with any class to create some unique options.

Ah yes, the correct amount would be 680 then?

Yes indeed.
 

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What I got so far
(really not comfortable to tweak the old builder's output, but beats making by hand):


level 4
Drow, Assassin
Assassin Guild: League of Whispers
Darkfire: Darkfire Charisma

FINAL ABILITY SCORES
Str 14, Con 12, Dex 20, Int 8, Wis 10, Cha 16.

STARTING ABILITY SCORES
Str 14, Con 12, Dex 17, Int 8, Wis 10, Cha 13.


AC: 20 Fort: 16 Reflex: 18 Will: 17
HP: 39 Surges: 8 Surge Value: 9

TRAINED SKILLS
Stealth +16, Thievery +12, Intimidate +12, Perception +7, Acrobatics +12

UNTRAINED SKILLS
Arcana +1, Bluff +5, Diplomacy +5, Dungeoneering +2, Endurance +3, Heal +2, History +1, Insight +2, Nature +2, Religion +1, Streetwise +5, Athletics +4

FEATS
Bonus: Two-Weapon Defense
Level 1: Ruthless Hunter
Level 2: Drow Fighting Style
Level 4: Master at Arms

POWERS
Guild At-Will: Bola Takedown
Guild At-Will: Precision Dart
Guild At-Will: Quick Shot
Encounter: Assassin's Strike
Poison 1: Bloodroot Poison
Poison 1: Carrion Crawler Brain Juice
Utility 2: Silent Stalker



ITEMS
Iron Body Ki Focus +1, Cloak of Distortion +1, Thought-Eater Leather Armor +1, Bracers of the Perfect Shot (heroic tier), Rapier, Hand Crossbow

That's one sneaky scary dude Dad!
 

He's adjusted now. I had missed the line that mages from essentials only get 3 of the cantrips, and that suggestion was also a cantrip. But Mages do get magic missle and 2 other at-wills in exchange for giving up implement expertise.
 


I've got the Character Builder, which has the Martial Power updates...so yes, Tempest Technique is what I think I picked. Working through things and trying to get an idea of how stuff works, though I think my basic build is done for the moment.
WHAT?? Rhun is going to play a 4E game, and even has the CHARACTER BUILDER??!! QUICK, Someone alert the media! :eek:
 

Hm. I dunno if we need a Thief -and- an Assassin. Pretty much identical skill-wise.

Perhaps I should try a character in a role we have less representation in...
 

My intention is to play a human Paladin, (quasi-civilized transplant from a primitive tribe, much like the Frankish tribes, named Manous Kabloosh Artouche). His last name is still a work in progress. :-S That 'Kabloosh' thing just sounded a little too much like a flush....
 
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I'm noticing several people choosing the +1 cloak of distortion, but please be aware that they nerfed it in the errata so the bonus to AC is equal to the enhancement bonus. So that means it only gives +1 to AC instead of +5 against ranged attacks from more than 5 squares away.

Thanks. I used the wrong starting gold, too. Will get the better bracers as level 4 item and a lower level neck item.
 

[A]ll characters will be part of an organization dedicated to the throne. Sort of a musketeers meets foreign legion thing. The organization is currently somewhat out of favor with the monarch. If you can justify a shardmind being part of such an organization then he is not too far off the mark.
Ok, I'm confused -- our organization is dedicated to the throne, but we're out of favor with the monarch? Can you elaborate on this, Scotley?
 

Thanks for the suggestions, guys. I will make a few changes this weekend, and repost once I have those done.

So, I went with the high dex because I was thinking more along the lines of a nimble, swashbuckling type fighter. Is that just not really possible in 4E? I mean, is STR that much more important for a Fighter in 4E than it was in 3E? And I was planning on the PC wearing light armor, like chainmail or such...is that not worth it in 4E? Heavy armor just doesn't seem to fit a swashbuckling game.

Yeah... In 4e, the powers key off whatever the main stat is envisioned to be for attack roll bonuss and damage. So Wizard powers key off Intelligence, Sorceror powers key off Charisma...etc.

A few classes, like Clerics, have builds that emphasize different stats. So a Cleric can use powers that key on Strength, or Wisdom. Depending on which powers the player chooses most of, the character should focus attribute raises accordingly.

So take a look at the powers you want your fighter to have. If most/all of them key on Str, then you'll want a good Str above all.

Nothing says you can't -also- have a good Dexterity though. It won't mix with heavy armor, but swashbucklers have no business in that anyway. :)
Rhun, you may want to give some consideration to being a rogue instead of a fighter. The 4E rogue is designed to basically be the character you've described here, if you select the Brutal Rogue build, or whatever it's called. And that way all your powers (or most of them anyway) would key off of your dex. Just a thought...
 

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