Logos's The Destroyers **Recruiting**


First Post
Hey Everyone,

I'm looking for a group to start a 4th edition play by post.

The game will be following my more than a little zany adventure path idea about being the harbringer's of the apocolypse and T.S.Eliot

so what am i looking for. Enthusiasm and Consistancy

I would appreciate a once/weekday post ability AND

if i have lots of applicant's the spots will probably be awarded by who plays in the least number of other play by posts (not to get nasty but my last 3 play by posts have more or less been ruined by people going sure i can play and then a month later, saying "opps sorry I pbp too much buhby"

The game itself should appeal to a large variety of styles (I enjoy combat and light story telling) immersionist probably wont be happy here however.

to start 9th level characters and keep it to the phb please. The story is starting at the end of a already largely successful quest. Your final quest to defeat your nemisis who has brought much woe and bastardtry upon you, the manical manlich, is almost over. as you approach his inner sanctom...

stats: 16,14,13,12,11,10

The adventure should run over the paragon levels and end up in epic...briefly, and will likely level up quite quickly (this more playtesty than hum dum adventure)

So yeah I'. looking for 4-6 good souls to help defeat manlich, and the nefarious affairs that come after.

Look forward to hearing from you Soon!

(to mod, yes this is double posted, please delete original)

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Drowned Hero

First Post
Im interested.

Any more info on the already history of the characters? Who and what is Manlich? how did we get there, why? that sort of thing to make some background for the character.

I want to try out a Dragonborn Paladin or warlord, maybe something else if Manlich is immune to paladins or warlords ;)



First Post
I was thinking something along the lines of , a ragtag band of varied origin came together under the so called rule of the manical manlich. Manlich, who is as a man and a lich, for some unknown reason has come out of hiding in the northern countryside, and started oppressing various villages, towns and laying siege to the local capital with his army of the undead. You, the heroes have risen up with or without the local's approval to take the fight back to manlich and have succeed greatly, freeing towns and saving many lifes. You press now upon the center of manlich's opperations a cavernous dungeon and tower complex in the northern swamps.

Background information

Very Points of Light Ish,

Largish Nearby City (the one that manlich was seiging at one point) is Greysky, a unsavory in the best of times city. More than a few were willing to let the city fall out of either personal interest, holy vendeta, or just plan apathy. The city is an important market and trading grounds however and its fall would have been felt across the land, even if no one wants to admit it. Yeah i stole it, but i stole it awhile ago its mine now....

Generally keeping to the concepts found in the phb and western fantasy ( expect giants and ogremages and dragons not oni, and jinn and man eating lions)

You have fought with manlich for the better part of a year, you know his power is large but in the big scheme of things he's a small fish. He has been alive since before you were born however, you do not know the reason

You know the standard lich stuff (loves the udead, phylcatry, arcane lore, bad ass, etc, etc)

You have also tussled with manlich a bit, you know he's more than a match for any of you one on one, your hoping to go in and lay a pounding down, without being interupted by minions, how you do that is up to you. (manlich is a bit of a meet and greeter and test out your character/give a chance to fiddle with your character)

anyway I hope that's what you where looking for.



I'd love to play a Eladrin Rogue. I admit this is only my 2nd 4e game, so I'm rather new. I love th concept though and am in 2 games (one of which may be dead). I will post a character if you don't mind.


First Post
by all means, start posting characters,

just remember phb and with the stats in the op

level 9 , well get to magic items in a bit




Race: Eladrin
Class: Rogue 9

Initiative: +8
Senses: Passive Perception 21, Passive Insight: 19
Alignment: Neutral Good
Deity: Corellon
Languages: Common, Eladrin

Str 15 (+2)
Dex 18 (+4)
Con 12 (+1)
Int 12 (+1)
Wis 11 (+0)
Cha 16 (+3)

HP 64; Bloodied 32; Healing Surge 16 (7/day)
AC 22/24 (vs. first attack made against me)
Speed 6
Action Points 1

Saving Throws:
Fort 18
Ref 22
Will 20 (+5 vs. charm effects)

Acrobatics +13t, Arcana +3, Athletics +11t, Bluff +12t, Diplomacy +3, Dungeoneering +0, Endurance +1, Heal +0, History +1, Insight +9t, Intimidate +3, Nature +0, Perception +11t, Religion +2, Stealth +15t, Streetwise +3, Thievery +16t
t = Trained Skill

  • Backstabber: sneak attack dmg increases to d8's
  • Alertness: foes do not gain combat advantage during surprise rounds; +2 to perception check
  • Weapon Proficiency: Rapier
  • Surprise Knockdown: if you score a critical hit with the combat advantage, your target is knocked prone
  • Weapon Focus: Light Blades +1 to damage rolls with light blades

Racial and class features:
  • +2 dex, +2 int
  • Low light vision
  • Speak Common, Eldarin
  • Skill Bonuses: +2 Arcana +2 History
  • Eladrin Education: You gain training in one additional skill
  • Eladrin Weapon Proficiency: gain proficiency with a longsword
  • Eladrin Will: +1 racial bonus to will save; +5 vs. charm effects
  • Fey Origin: you are considered a fey creature
  • Trance: you need to spend 4 hours in a trance instead of sleep. You remain fully aware of your surroundings
  • Fey Step:
    Encounter Power (racial)
    Move Action
    Effect: Teleport up to 5 squares
  • First Strike: you have combat advantage against any creatures that have not acted yet in that encounter
  • Artful Dodger: You gain a bonus to AC equal to your CHA modifier against AoP
  • Rogue Weapon Talent: When you wield a shuriken, your weapon die increases by one size. When you wield a dagger, you gain +1 to attack rolls.
  • Sneak Attack: +2d8 to damage rolls when you have the combat advantage (once per round)

  • Deft Strike:
    At Will
    Martial, Melee or Ranged Weapon
    Standard Action
    Requirement: Must be wielding a light blade, crossbow, or a sling
    Target: one creature
    Special: You can move 2 squares before the attack.
    Attack: Dex vs. AC
    Hit: 1[W] + dex mod damage

  • Sly Flourish:
    At Will
    Martial, Melee or Ranged Weapon
    Standard Action
    Requirements: Must be wielding a light blade, crossbow, or a sling.
    Target: one creature
    Attack: Dex vs. AC
    Hit: 1[W] + dex mod + cha mod

  • Positioning Strike
    Martial, Melee Weapon
    Standard Action
    Requirement: Must be wielding a light blade
    Target: One creature
    Attack: Dex vs. AC
    Hit: 1[W] + dex mod, and you slide the target 1 square
    Artful Dodger: You slide the target a number of squares equal to your CHA modifier

  • Bait and Switch
    Martial, Melee Weapon
    Standard Action
    Requirement: Must be wielding a light blade
    Target: One creature
    Attack: Dex vs. Will
    Hit: 2[W] + dex mod. In addition, you switch places with the target and can then shift 1 square
    Artful Dodger: You can shift a number of squares equal to you CHA modifier

  • Rogue's Luck
    Martial, Melee or Ranged Weapon
    Standard Action
    Requirement: You must be wielding a crossbow, light blade, or a sling
    Target: One creature
    Attack: Dex vs. AC
    Hit: 2[W] + Dex modifier
    Miss: Make a secondary attack against the target
    Secondary Attack: Dex vs. AC
    Artful Dodger: You gain a bonus to the attack roll for the secondary attack equal to your Cha modifier
    Hit: 1[W] + Dex modifier

  • Trick Strike
    Martial, Melee or Ranged Weapon
    Standard Action
    Requirement: You must be wielding a crossbow, light blade, or a sling.
    Target: One Creature
    Attack: Dex vs. AC
    Hit: 3[W] + Dex mod, and you slide the target 1 square
    Effect: Until the end of the encounter, each time you hit the target you slide it 1 square.

  • Clever Riposte
    Martial, Melee Weapon
    Standard Action
    Requirement: You must be wielding a light blade
    Target One creature
    Attack: Dex vs. Fortitude
    Hit: 2[W] + dex, and ongoing damage equal to 5 + your strength modifier (save ends)
    Miss: Half Damage, no ongoing damage

  • Deadly Positioning
    Martial, Melee Weapon
    Requirement: You must be wielding a light blade.
    Standard action
    Target: One creature
    Attack: You slide the target to any other square adjacent to you, then make a Dex vs. AC attack
    Hit: 3[W] + Dex mod
    Effect: Until the end of the encounter, as long as you are adjacent to the target, you slide the target 1 square before making a melee attack against it.

  • Fleeting Ghost
    Utility Power
    At Will
    Move Action
    Prerequisite: You must be trained in Stealth
    Effect: You can move your speed and make a Stealth check. You do not take the normal penalty from movement in this check.

  • Chameleon
    Utility Power
    At Will
    Immediate Interrupt
    Trigger: You are hidden and lose cover or concealment against an opponent.
    Prerequisite: You must be trained in Stealth
    Effect: Make a Stealth check. Until the end of your next turn, you remain hidden if a creature that has a clear line of sight to you does not beat your check result with his Perception check. If at the end of your turn you do not have cover or concealment against a creature, that creature automatically notices you.

Basic Attacks and damage:
Rapier +11 dmg: 1d8+5 Group: Light Blades
Shuriken +13 dmg: 1d6+3 range: 6/12 Group: Light Blades (light thrown)
Dagger +10 dmg: 1d4+3 range: 5/10 Group: Light Blades (light thrown)

  • Duelist's Rapier +2 (level 8 item)
    Critical: +1d6 damage per plus, or +1d8 damager per plus ifyou have combat advantage.
    Power (daily) Minor Action. You have combat advantage against the next creature you attack with this weapon on this turn.
  • Lightning Shuriken +2 (level 10 item)
    +1d6 lightning damager per plus on critical.
    Power: at will, all damage dealt by this weapon is lightning damage (free action)
    Power: Daily, target and each enemy within 2 squares of the target take 1d6 lightning damage (free action use when you hit with the weapon)
  • Dagger (1gp, 1lbs)
  • Darkleaf Leather Armor +2 (level 9 item)
    Gain a +2 item bonus to AC vs. first attack made against you
  • Burglar's Gloves (360gp)
    Gain a +1 item bonus to Thievery checks
  • Standard Adventurer's Kit (15gp, 33lbs)
  • Thieves' Tools (20gp, 1lb)
    +2 bonus to open a lock or disarm a trap
  • Elven Cloak (2,600gp)
    Gain an item bonus to Stealth checks equal to the cloak's enhancement bonus (+2), and enhances fort, ref, will saves.
  • Everburning Torch (50gp)
  • Sunrods [8] (32gp)
  • Riding Horse (75gp)
  • Fine Clothing [2] (60gp)
Gold Remaining: 247

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First Post
Djiminik Holmes, Human Fighter.

Djiminik's small village was terrorized by the undead servants of the Manlich one too many times. Eventually, Djiminik, the son of the village's Sherrif was fed up with the attacks and the disappearances, and he decided to get his buddies together and put an end to the Manlich. That did not go so very well. Djiminik was the only one to survive, and he only survived because, as he lay dying, he made a dark pact with some infernal force from beyond that had problems with the Manlich as well...and wanted a claim on Djiminik's soul.

Djiminik has discovered that he is not the only one in the region to have an issue with the Manlich and has come into Greysky to gather together others with similar vendetta's on their minds.

[sblock=Djiminik Holmes]
Str 18
Con 17
Dex 11
Int 12
Wis 14
Cha 10

HP 80 Bloodied 40
Healing Surges: 12/day (20 hp (second wind while bloodied: 1d10+20 hp)
Action Points: 1 (Action Surge)
Speed: 5 (7 charge, 9 run)

AC 26
Fort 23
Ref 20
Will 19

Resist 5 cold, 5 fire

Saving throws: +1

Passive Insight: 21
Passive Perception: 16
Initiative: +4

Athletics +9
Endurance +10
Heal +11
Insight +11
Intimidate +9

Action Surge
Acolyte Power
Armor Proficiency (Plate)
Fast Runner
Human Perseverance
Pact Initiate

Class Abilities:
Combat Challenge
Combat Superiority
Fighter Weapon Talent (1-handed)

Cleave +13 vs. AC
Tide of Iron +13 vs. AC
Reaping Strike +13 vs. AC

Come and Get It +13 vs AC
Hellish Rebuke +9 vs Reflex
Spinning Sweep +13 vs AC
Sweeping Blow +15 vs AC

Brute Strike +13. vs AC
Rain of Steel (Stance)
Thicket of Blades +13 vs. AC

Utility: No Opening, Shroud of Black Steel

Item Powers: Thundering, Resounding, Bashing

Posessions: Battleforged Plate +2, Cloak of survival +2, Thundering Battleaxe +2, Bashing Shield, Magic Wand +2, Resounding Handaxe +1, Potion of Healing, Adventurer's Kit, Comber's Kit, 13 gp[/sblock]
Last edited:


First Post
Hey Everyone,

just thought I'd share a 9th level character i idly made up if anyone wanted to have him and outline the equipment

you are entitled to one 10th level magic item, one 8th level magic item and 3400gp that you can spend as you please (no change from the magic items, ie if you take a lower level magic item you do not receive the difference in price back)

also how do you hide quotes?

9th Level Dwarf Fighter Cleric

Str 17 Medium Hp 70 Surges/Day 12
Dex 11 Speed 5 (+2 if running or charging) Blood 35 Surge 17
Con 18 Initiative +4
Int 10 Ac 14 +9 (Dwarven Scale +2)
Wis 16 Fort 14+2+3 Ref 14 Will 14+3
Cha 12

Cast Iron Stomach: +5 on Saves vs Poison
Dwarven Resilience: Second Wind is a minor Action
Proficient in Axes and Hammers and +2 Damage (Dwarvish Weapon Training)
Encumbered Speed, Armour and Load don't reduce speed
Stand your Ground: Push's, Pull's and Slides are reduced by one
: Save vs Falling Prone

Great Weapon Fighter (+1 with two handers)
Combat Challenge: Creatures you attack are Marked
When Adjacent Enemies Shift or Attack someone else Immediate Interrupt
Make a Basic Melee Attack against that enemy
Combat Superiority: +3 on Oppurtunity attacks and hit enemies stop moving

Skills (trained and modified only)
Religion +12
Endurance +15+2 (Dwarvish Scale)
Athletics + 12
Heal + 12
Dungeoneering +9

Dwarven Weapon Training (Proficiency and +2 Damage with Hammer's and Axes)
Initiate of the Faith (Religion Training and a Cleric)
Fast Runner (+2 Speed when Charging or Running)
Powerful Charge (+2 Damage and +2 Bull Rush Attempts, when charging)
Novice Power (Searing Light, encounter 7)

@ Will Powers (w/ +2 Lighting Warhammer)
Cleave, +12 vs Ac 1d10+8
and Adjacent Enemy Takes 3 damage

Reaping Strike, +12 vs Ac 1d10+8
Miss = 3 damage

Encounter Powers (w/+2 Lighting Warhammer)
Level 1 Steel Serpent Strike, +12 vs Ac
2d10 +8 and Target is slowed and cannot shift until the end of your next turn

Level 3 Crushing Blow +12 vs Ac

Level 7 (Impliment, Cleric) Searing Light, +7 vs ref
2d6+3 Radiant Damage and Target is blind until the end of your next turn

Daily Powers (w/+2 lighting Warhammer)
Level 1 Combat strike, +12 vs Ac
2d10+8 and you can spend a healing surge

Level 5 Crack the Shell, +12 vs Ac
2d10+8 Ongoing 5 Damage and -2 Ac (save ends both)

Level 9 Victorious Surge, +12 vs Ac
3d10+8 and gain hp as if you had spend a surge

Cleric Healing Word
Minor, Close Burst 5, You or one ally may spend a healing surge and gain an addittional 1d6 gp

+2 Lighting Warhammer (Critical 2d6 Lighting)
Power (@Will Lighting) Free Action, All damage dealt by this weapon is lightning Damage, Another free action returns the damage to normal

+2 Dwarvish Scale
Power (Daily Healing) Free Action, Regain Hp as if you had spend a healign surge
Enhancement Bonus applies to Endurance Checks as an Item Bonus)


Longterm Goals Probably Pit Fighter

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First Post
No Rush, better you take your time and get something you know and like than rush, I post it up cause i was gonna make it anyway, and it helps for vetting your characters...

thanks for the sblock info


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