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Dragonlance: Young Heroes 4e (Closed)

Here's what I've come up with for a 32-pt. Caramon. Fewmaster Toade, I'm coming for you! (In five years, that is.)

Caramon Majere
Good
male human Fighter 1

Str 19, Con 13, Dex 14, Int 8, Wis 13, Cha 16
AC: 19; Fort 17, Ref 15, Will 14

Skills: Athletics (+8), Endurance (+5), Intimidate (+7), Streetwise (+7)
Feats: Weapon Focus (heavy blades), Weapon Proficiency (bastard sword)

At-Will Exploits
Sure Strike: +11 vs. AC; 1d10+4 damage
Tide of Iron: +9 vs. AC; 1d10+4 damage, push target (Large or smaller) 1 square, can shift into square the target occupied.
Cleave: +9 vs. AC; 1d10+4 damage, target adjacent to you and first target takes 4 damage.
Encounter Exploits
Covering Attack: +9 vs. AC; 2d10+4 damage and an ally adjacent to target can shift 2 squares.
Daily Exploits
Comback Strike: +9 vs. AC; 2d10+4 damage and you can spend a healing surge.

Class Features:
Combat Challenge: When making an attack, can choose to mark an enemy until the end of your next turn. While enemy is marked, you may make an immediate interrupt basic attack against it if the enemy shifts or makes an attack that doesn't include you.
Combat Superiority: +1 on opportunity attacks. An enemy hit by your opportunity attack stops moving if move provoked, though it may spend more actions to continue moving).
Fighter Weapon Talent: +1 when fighting with one-handed weapon (included).

Equipment: bastard sword, scale armor, heavy shield, adventurer's kit (backpack, bedroll, flint and steel, belt pouch, trail rations 10x, hemp rope 50', torches 2x, waterskin)
 

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Zweischneid

First Post
Sturm Brightblade

The character
Name: Sturm Brightblade
Race: Human
Class: Paladin (Aspiring knight)
Role: Defender
Level: 1

Appearance:
Sturm Brightblade is a very stern looking man. His constant serious demeanor easily makes him look older than he really is. Sturm has long brown hair, and brown eyes, and in the style of the Solamnic Knights, he has a long flowing moustache.

Personality:
Est Sularus oth Mithas, My Honor is My Life. These words describe Sturm's outlook on everything. Sturm believes that sometimes, honor is all we have. When everything else fails, the law, order, justice, even the Measure, Honor is all that is left. Sturm greatest fear is that he will somehow dishonor himself and in doing so, shame his father's name.

[sblock=Abilities]
Code:
[U]Ability scores[/U]
Strength     : [B]18 (+4)[/B]     Hit points : [B]30[/B]
Constitution : [B]15 (+3)[/B]     Bloodied   : [B]15[/B] 
Dexterity    : [B]10 [/B]         Surges     : [B] 7[/B]
Intelligence : [B]12 (+1) [/B]    Surges/day : [B]13[/B]     
Wisdom       : [B]14 (+2)[/B]     Initiative : [B]+0[/B]
Charisma     : [B]15 (+2) [/B]     

[U]Defenses:[/U]
Armour class : [B]20[/B]
Fortitude    : [B]16[/B] 
Reflex       : [B]15[/B] 
Will         : [B]14[/B]

[U]Skills[/U]
Athletics  (Str): [B]+ 4 [/B]
Diplomacy  (Cha): [B]+ 7 [/B] (trained) 
Endurance  (Con): [B]+ 7 [/B] (trained, bonus skill training human)
Intimidate (Cha): [B]+ 7 [/B] (trained)
Heal       (Wis): [b]+ 7[/b]  (trained, student of battle)
History    (Int): [B]+ 6 [/B] (trained)  
Religion   (Int): [b]+ 6[/B]  (trained)
Languages:
Common, Solamnian

Racial traits
Bonus at-will power, bonus feat, bonus skill, human defense bonuses

Class features
Channel divinity, divine challenge, lay on hands

Feats
Weapon proficiency (Bastardsword), Student of Battle (Warlord multi-class)

Weapon Proficiency:
Simple melee, military melee, simple ranged

Equipment
Bastardsword, Heavy shield, Plate armour, Standard adventurers kit

Size: Medium
Speed: 6 squares (5 in armour)
Vision: Normal[/sblock][sblock=Powers]Basic attack
Bastardsword
:bmelee: Standard action, Attack: +7 vs. AC; Damage: 1d10 +4
At-will:
Divine challenge (Class feature)
:close: Minor action; Close burst 5
--- Challenge target ----

Bolstering Strike (Class)
:melee: Standard action, Attack: +5 vs. AC; Damage: 1d10 +2
--- +2 temp. hit point ---

Enfeebling Strike (Class)
:melee: Standard action, Attack: +5 vs. AC; Damage: 1d10 +2
--- if marked, -2 penalty until next turn ---

Valiant Strike (Class, human bonus at-will)
:melee: Standard Action, Attack: +7(or more) vs. AC; Damage: 1d10 +4
---bonus to attack for adjacent foes ---
Encounter:
Piercing Smite (Class)
:melee: Standard action, Attack: +7 vs. Reflex; Damage: 1d10 +4
--- target and up to 2 enemies adjacent are marked ---

Channel divinity: Divine mettle or divine strenght (Class feature)
Minor action, special​
Daily:
Inspiring Word (Class feature; Student of Battle)
:close: Minor Action, Close burt 5
You or an ally in the burst can spend a healing surge and regain an additional 1d6 hit points.

Lay on hands (Class feature, 2/day)
:melee: Minor action, Melee touch
--- spend own healing surge for ally ----

Paladin's Judgment (Class)
:melee: Standard action, Attack: +7 vs. AC; Damage: 3d10 +4
--- ally within 5 squares can spend a healing surge ---
[/sblock]
 
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Bialaska

First Post
[sblock=Raistlin Majere]

Human Wizard 1
Unaligned

Strength 11 (+0)
Constitution 10 (+0)
Dexterity 14 (+2)
Intelligence 20 (+5)
Wisdom 15 (+2)
Charisma 11 (+0)

Armor Class 16, Fortitude Defense 12, Reflex Defense 17, Will Defense 16
Initiative +2, Speed 6
HP 20 (Bloodied 10, Healing Surge 5, Surges per day 6)

BASIC ATTACKS
:bmelee: Quarterstaff (+3 vs. AC, 1d8+1 damage)
:ranged: Magic Missile (+5 vs. Reflex, 2d4+5 damage, range 20)

FEATS: Expanded Spellbook, Human Perserverance, Ritual Caster

RACE FEATURES: Human: +1 Fort, Reflex, Will; +1 at-will power, feat, trained skill

LANGUAGES: Common, Draconic

SKILLS: Arcana +10, History +10, Nature +10, Religion +10

EQUIPMENT: Cloth armor (Red Robe), Staff, Spellbook, Standard Adventurers Kit, 29 gp

CLASS FEATURES: Proficiencies: Cloth armor, Dagger, Quarterstaff; Cantrips (at will): Ghost Sound, Light, Mage Hand, Prestidigitation; Staff of Defense (+1 AC, 1/encounter gain Con Modifier bonus to AC)

SPELLS:
At-Will Spells:
Magic Missile (Range 20, +5 vs. Reflex, 2d4+5 force damage)
Scorching Burst (Range 10, burst 1, +5 vs. Reflex, 1d6+5 fire damage)
Thunderwave (Close Blast 3, +5 vs. Fortitude, 1d6+5 cold damage, Push target Wis squares)

Encounter Spells:
Chill Strike (Range 10, +5 vs. Fortitude, 2d8+5 cold damage, target dazed)

Daily Spells: (* = prepared)
Flaming Sphere (Range 10, +5 vs. Reflex, 2d6+5 fire damage, may move up to 6 squares as a standard action, may be maintained until end of encounter)
* Sleep (Range 20, burst 2, +5 vs. Will, Target slowed, may become unconscious)
Acid Arrow (Range 20, +5 vs. Reflex, 2d8+5 acid damage, ongoing 5 damage, attack secondary targets for +5 vs. Reflex with 1d8+5 damage with 5 ongoing damage)

RITUALS: (1)Comprehend Languages (Arcana), Secret Page (Arcana), Tenser's Floating Disk (Arcana)
[/sblock]
 

Wintergypsy

First Post
Too bad Raistlin's already taken. Oh well, Bialaska'll probably do a nice job :) And if there's ever a replacement or something needed...:)

Is it okay if i try my hand at Flint Fireforge, using the attachment you provided in the beginning of the thread? Than you can still tell me if it needs adjustments...
 
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Wintergypsy

First Post
Allright, this is my build of Flint Fireforge. It's the first time i do something 4e'esque so feel free to add suggestions :)

Flint.jpg


FLINT FIREFORGE
Small Male Dwarf Fighter 1
Str 15 Dex 12 Con 16 Int 10 Wis 15 Cha 12 (dwarven modifiers and all)
AC=10 + 6 = 16
Fort: 12 Ref: 10 Will: 10

Healing Surges: 12

RACIAL: low-light vision
Cast-Iron Stomach Dwarven Resilience, Stand Your Ground (-1 sq)
LANGUAGES: Common, Dwarven
SKILLS:
Endurance (+3+2+5=10)
Heal (+3+5=8)
Streetwise (+1+5=6)
Intimidate (+1+5=6)
Dungeoneering ( 2+5=7 )

FEATS:
Weapon proficiency (all melee)
Dodge Giants (+1 AC & Reflex ag. LG foes)
Dwarven Weapon Training (+2 dam en prof with axe and hammer)
Skill Focus (Dungeoneering)

Attacks: Greataxe +3 (1d12 dam.)
Dagger +1 (1d4 dam. 5/10 range)

Equipment: Forgemail(6AC, -1 penalty, no speed adjustment (dwarf)), Greataxe, Dagger, adventurer's kit (backpack, bedroll, flint and steel, belt pouch, trail rations 10x, hemp rope 50', torches 2x, waterskin),
on-the-road-blacksmith-kit (;) )


Now i only have one short remark: in the supplement you provided there is no mention of any skill that might have to do with being a blacksmith (which Flint is), can i assume then that he is a blacksmith for background-story purposes (and can perhaps 'repair' broken equipment)?

Also, Flint is supposed to be older than the other heroes (except for Tanis if i remember correctly), but i statted him at level 1 anyhow to start this game up equally.

Eagerly awaiting your comments :)

[He could go in search of Dwarven PLate armor later on -> plot device :p ]
 
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Bialaska

First Post
Winter, you've only spent 21 points out of 32.

Also I would advise you to go up higher in strength, since that one is your primary ability and almost everything fighterish is based upon it. Also I'd suggest you to put stats the way they are in 4e, since they are put in pairs: Str or Con is used for Fortitude, Dex or Int is used for Reflex (and AC if wearing light armor), Wis or Cha is used for Will.
 

ShaggySpellsword

First Post
Bendbars/Liftgates: You don't get to add strength to sure strike damage-it's just the damage die.

Wintergypsy: That's an aweful lot of feats for a level one character. You should just have the proficiencies and 1 of those feats. I reccomend dwarven weapon training.

Bialaska: An Axe-fighter's Str should be good, but his Con should be his #2 stat. Even though they are both Fort defense skills, Con adds to lots of Axe powers and Axe-feats.

Also, I have an idea that makes playing Tasselhoff more like in the books:

Superior Melee and Ranged Weapon: Hoopak.
One-handed; Special Properties: Versatile, Rogue's Weapon, Load Free
Group: Staff, Sling
Proficiency Bonus: +2; Ranged damage : 1d6; range 10/20; Melee damage 1d6

Rogue's Weapon property: This weapon can be used with any Rogue ability that requires you to use a light blade.

I would have to be proficient with the hoopak, which means my level one feat. That said, this would allow me to use lots of my rogue abilities with the hoopak in melee, which Tasselhoff does (tripping, knocking people upside the head, confusing them, etc.), in addition to allowing him to use the sling part with rogue powers. Otherwise, I'll pretty much be stuck using the sling part and then quick-drawing daggers for my melee powers.
 
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ShaggySpellsword

First Post
The character
Name: Tasselhoff Burrfoot
Race: Kender (halfling)
Class: Rogue
Role: Striker
Level: 1

[sblock=Abilities]
Code:
[U]Ability scores[/U]
Strength     : [B]12 (+1)[/B]     Hit points : [B]26[/B]
Constitution : [B]14 (+2)[/B]     Bloodied   : [B]13[/B] 
Dexterity    : [B]18 (+4)[/B]      Surges     : [B] 6[/B]
Intelligence : [B]15 (+2)[/B]    Surges/day : [B]8[/B]     
Wisdom       : [B]8 (-1)[/B]     Initiative : [B]+4[/B]
Charisma     : [B]18 (+4)[/B]     

[U]Defenses:[/U]
Armour class : [B]16[/B]
Fortitude    : [B]12[/B] 
Reflex       : [B]16[/B] 
Will         : [B]14[/B]

[U]Skills[/U]
Acrobatics  (Dex): [B]+ 11[/B] (trained) 
Athletics  (Str): [B]+ 6 [/B] (trained)
Bluff (Cha): [B]+ 9 [/B] (trained)
Perception       (Wis): [b]+ 4[/b] (trained)  
Stealth    (Dex): [B]+ 9 [/B] (trained)  
Thievery   (Int): [b]+ 11[/B]  (trained)
Languages:
Common, Goblin

Racial traits
Small, +2 Acrobatics, +2 Thievery, +5 saving throws against fear, +2 racial bonus to AC vs. Opportunity Attacks, second chance as an encounter power

Class features
First strike, Artful Dodger, Rogue Weapon Talent, Sneak Attack +2d6

Feats
Weapon Proficiency

Weapon Proficiency:
Dagger, hand crossbow, shuriken, sling, short sword

Armor Proficiency:
Cloth, Leather

Equipment
Hoopak, Leather armour, dagger, standard adventurers kit

Size: Medium
Speed: 6 squares
Vision: Normal

[/sblock][sblock=Powers]
Basic attack
Hoopak
:bmelee: Standard action, Attack: +3 vs. AC; Hit: 1d6 +1 damage​

Dagger
:bmelee: Standard action, Attack: +5 vs. AC; Hit: 1d4 +1 damage​

Hoopak
:ranged: Standard action, Attack: +6 vs. AC; Hit: 1d6 +4 damage; Range: 10/20

Dagger
:ranged: Standard action, Attack: +8 vs. AC; Hit: 1d4 +4 damage; Range: 5/10

At-will:
Sly Flourish
:melee: or :ranged: Range 10/20 or melee; Standard action, Attack +6 vs. AC; Hit: 1d6+8 damage

Sly Flourish
:melee: or :ranged: Range 5/10 or melee; Standard action, Attack +8 vs. AC; Hit: 1d4+8 damage

Deft Strike
:melee: or :ranged: Range 10/20 or melee; Standard action, Attack: +6 vs. AC; Hit: 1d6+4 damage
--- You can move 2 squares before the attack ---

Deft Strike
:melee: or :ranged: Range 5/10 or melee; Standard action, Attack: +8 vs. AC; Hit: 1d4+4 damage
--- You can move 2 squares before the attack ---​

Encounter:
Positioning Strike
:melee: Standard action, Attack: +6 vs. Will; Hit: 1d6+4 damage and you slide the target 4 squares.

Positioning Strike
:melee: Standard action, Attack: +8 vs. Will; Hit: 1d4+4 damage and you slide the target 4 squares.

Second Chance
Immediate Interrupt, Personal. When an attack hits you, force an enemy to roll the attack again. The enemy uses the second roll, even if it's lower.​

Daily:
Easy Target
:melee: or :ranged: Ranger 10/20; Standard Action; Attack: +6 vs. AC; Hit: 2d6+4 and the target is slowed and grants combat advantage to you (save ends both). Miss: Half damage, and the target grants combat advantage to you until the end of your next turn.​
[/sblock]
 

Jerrand Redband

First Post
First off you guys are doing a great job with your characters, just wanted to tell you that right off. (Yes, I know you all can hear the but I'm about to say.) But, I'm sorry I need you all to repost your characters here. In the new Dragonlance Young Heroes Rogue Gallery. There are some instructions there and a little info on the timeline I'm starting in. So please keep up the good work and now I'm off to do some quoting.


edit: p.s. almost forgot pictures lots of pictures in the Rogue's Gallery please the ones so far have been great
 
Last edited:

Jerrand Redband

First Post
ShaggySpellsword said:
Bendbars/Liftgates: You don't get to add strength to sure strike damage-it's just the damage die.

Wintergypsy: That's an aweful lot of feats for a level one character. You should just have the proficiencies and 1 of those feats. I reccomend dwarven weapon training.

Bialaska: An Axe-fighter's Str should be good, but his Con should be his #2 stat. Even though they are both Fort defense skills, Con adds to lots of Axe powers and Axe-feats.

Also, I have an idea that makes playing Tasselhoff more like in the books:

Superior Melee and Ranged Weapon: Hoopak.
One-handed; Special Properties: Versatile, Rogue's Weapon, Load Free
Group: Staff, Sling
Proficiency Bonus: +2; Ranged damage : 1d6; range 10/20; Melee damage 1d6

Rogue's Weapon property: This weapon can be used with any Rogue ability that requires you to use a light blade.

I would have to be proficient with the hoopak, which means my level one feat. That said, this would allow me to use lots of my rogue abilities with the hoopak in melee, which Tasselhoff does (tripping, knocking people upside the head, confusing them, etc.), in addition to allowing him to use the sling part with rogue powers. Otherwise, I'll pretty much be stuck using the sling part and then quick-drawing daggers for my melee powers.

Thanks for all that help while I was at work. Consider yourself assistant DM #1 from now on. And keep up the good work your XP are in the mail. LOL

edit: and I like the hoopak ideal lets try it see how it works
 

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