Logos's The Destroyers **Recruiting**

Is it just a 10 and an 8 or is it a 10, 9, and 8 per the DMG? I just want to clarify. It's cool either way.

Also, do we have to pay for mundane items (adventuring kit, etc.) or is that stuff free per the DMG?

I should be pretty much done later tonight.
 

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Whoops I misread the entry,

it is as per page 143 of the phb starting at higher levels

Everyone starts with a level 10,9,and 8 item and 3400gp (the cost of a level 8 item)

the 3400 is for various things including mundane equipment

thanks for spotting that

Logos
 




Krual Juno [Work in Progress]

Krual Juno [Work in progress] -missing standard equipment price and magic items. + clean up the text and code.
[sblock]
Male Dragonborn Paladin
Level 9
Unaligned
Representing Drowned Hero
Code:
Strength 	18	(+4)
Constitution 	14	(+2)
Dexterity 	12	(+1)
Intelligence 	10	(+0)
Wisdom   	14	(+2)
Charisma 	16	(+3)
Height: 6' 8"
Weight: 300 lb
Scales: Silvery
Eyes: Light Brown
Hair: None
Age: 25

Maximum Hit Points: 77

Bloodied: 38
Surge Value: 21 [includes draconic heritage]
Surges / Day: 12 [includes constitution modifier]


Size: Medium
Speed: 5 squares [includes armor penalty]
Vision: Normal
Code:
Initiative:	1d20 +5	= + 4 [half level] + 1 [dexterity]
Base Strength Attack:	1d20 +8	= + 4 [half level + 4 [strength]
Base Dexterity Attack:	1d20 +5	= + 4 [half level + 1 [dexterity]
Base Constitution Attack:	1d20 +6	= + 4 [half level + 2 [constitution]
Base Intelligence Attack:	1d20 +4	= + 4 [half level + 0 [intelligence]
Base Wisdom Attack:	1d20 +6	= + 4 [half level + 2 [wisdom]
Base Charisma Attack:	1d20 +7	= + 4 [half level + 3 [charisma]
Code:
Armor Class:	24	= 10 + 4 [half level] + 8 [plate] + 2 [if carrying Heavy shield]
Fortitude Defense:	19	= 10 + 4 [half level] + 1 [paladin] + 4 [strength]
Reflex Defense:	18	= 10 + 4 [half level] + 1 [paladin] + 1 [dexterity] + 
2 [if carrying heavy shield]
Will Defense:	18	= 10 + 4 [half level] + 1 [paladin] + 3 [charisma]

Armor: Plate
Shield: Large

Attacks:
Code:
      Unarmed Melee: 8 vs AC [+8 strength]; damage 1[W]=1d4+4 [strength]
      Mace: +10 vs AC [+8 strength] [+2 proficiency]; damage 1[W]=1d8+4 

[strength] 6 lb (Mace) versatile
        Add +1 damage for Weapon Focus -- Mace
      Longsword: +11 vs AC [+8 strength] [+3 proficiency]; damage 1[W]=1d8+4 

[strength] 4 lb (Heavy blade) versatile
      Scimitar: +10 vs AC [+8 strength] [+2 proficiency]; damage 1[W]=1d8+4 

[strength] 4 lb (Heavy blade) High crit
      Bastard sword: 8 vs AC [+8 strength] [not proficient]; damage 1[W]

=1d10+4 [strength] 6 lb (Heavy blade) versatile
      Hand crossbow: +7 vs AC [+5 dexterity] [+2 proficiency]; damage 1[W]

=1d6+1 [dexterity] range 10/20 2 lb (Crossbow) Load free
      Longbow: +7 vs AC [+5 dexterity] [+2 proficiency]; damage 1[W]=1d10+1 

[dexterity] range 20/40 3 lb (Bow) Load free
        Add +1 damage for Weapon Focus -- Bow
Code:
      Dragon Breath +10 [strength + 2] vs reflex; damage1d6+2 [constitution]  
      Enfeebling Strike +7w [charisma] vs AC
      Holy Strike +8w [strength] vs AC
      Shielding Smite +7w [charisma] vs AC
      On Pain of Death +7i [charisma] vs will
      Arcing Smite +8w [strength] vs AC
      Hallowed Circle +7i [charisma] vs reflex
      Benign Transpositoin +7w [charisma, special] vs AC
      Radiant Pulse +7i [charisma] vs fortitude
      w Weapon-based power. Apply adjustments for proficiency, situation, 

feats, magic, etc.
      i Implement-usable power. Apply a bonus as appropriate.

Base Saving Throw: d20 vs 10


Languages: Common; Draconic;

Skills:
Code:
      Acrobatics:	+1	= 1 [dexterity] + 4 [half level]-2 [armor]-2 

[shield]
      Arcana:	+4	= 0 [intelligence] + 4 [half level]
      Athletics:	+4	= 4 [strength] + 4 [half level]-2 [armor]-2 

[shield]
      Bluff:	+7	= 3 [charisma] + 4 [half level]
      Diplomacy:	+7	= 3 [charisma] + 4 [half level]
      Dungeoneering:	+6	= 2 [wisdom] + 4 [half level]
      Endurance:	+2	= 2 [constitution] + 4 [half level]-2 

[armor]-2 [shield]
      Heal:	+11	= 2 [wisdom] + 4 [half level] + 5 [class training]
      History:	+11	= 0 [intelligence] + 4 [half level] + 2 [Dragonborn] 

+ 5 [class training]
      Insight:	+6	= 2 [wisdom] + 4 [half level]
      Intimidate:	+14	= 3 [charisma] + 4 [half level] + 2 

[Dragonborn] + 5 [class training]
      Nature:	+6	= 2 [wisdom] + 4 [half level]
      Perception:	+6	= 2 [wisdom] + 4 [half level]
      Religion:	+9	= 0 [intelligence] + 4 [half level] + 5 [class 

training]
      Stealth:	+6	= 1 [dexterity] + 4 [half level] + 5 [skill 

training]-2 [armor]-2 [shield]
      Streetwise:	+7	= 3 [charisma] + 4 [half level]
      Thievery:	+1	= 1 [dexterity] + 4 [half level]-2 [armor]-2 [shield]
Feats:
Code:
      Armor of Bahamut	
      Skill Training -- Stealth	
      Weapon Focus -- Bow	
      Weapon Focus -- Mace	
      Weapon Proficiency -- Longbow
At-Will:
Code:
      Basic Melee Attack: By weapon, damage 1[W]+4 [strength]
      Basic Ranged Attack: By weapon, damage 1[W]+1 [dexterity]
      Bull Rush: +8 [strength] vs fortitude
      Grab: +8 [strength] vs reflex
      Move grabbed target: +8 [strength] vs fortitude
      Escape: +1 [acrobatics] vs reflex / +4 [athletics] vs fortitude
      Divine Challenge [Paladin][minor action]
      Lay On Hands [Paladin][minor action][2/day]
      Enfeebling Strike [Level 1]
      Holy Strike [Level 1]

Other Standard Actions:
[sblock]
Administer a potion; Aid another; Charge [+1 to basic melee attack or bull

rush]; Coup de grace; Equip / stow shield; Ready an action; Total defense;

Sustain standard action; Some skills during combat (i.e., Acrobatics -- fast

escape; Bluff, Heal -- first aid, Intimidate, Perception -- active, Thievery

depending on circumstances)

Other Move Actions: Crawl; Run [speed 7]; Stand up; Shift;

Squeeze; Walk; may include some skills during combat (i.e., Acrobatics,

Athletics)

Other Minor Actions: Draw / sheathe weapon; Drink a potion; Drop

prone; Load a crossbow; Open / close a door; Pick up an item; Retrieve / stow

an item; Sustain minor action; Some skills during combat (i.e., Insight)

Other Immediate Action: Readied action

Other Opportunity Action: Opportunity attack

Other Free Actions: Drop held items; End a grab; Talk

Other Non-Actions: Delay; Endurance checks; Insight to counter

Bluff; Knowledge checks; Perception -- passive

Short rest: Healing surges as available

Five minutes: Normal escape from restraints (Acrobatics)

One hour: Forage; Streetwise check
[/sblock]
Encounter Powers:
Code:
       Second Wind
       Spend an Action Point [free action, not in surprise round]
       Dragon Breath, Poison [Dragonborn][minor action]
       Channel Divinity
                Divine Mettle [minor action]
                Divine Strength [minor action]
                Armor of Bahamut   
       Shielding Smite [Level 1]
       Arcing Smite [Level 3]
       Benign Transpositoin [Level 7]
Daily Powers:
Code:
       On Pain of Death [Level 1]
       Martyr's Blessing [Level 2 Utility][immediate interrupt]
       Hallowed Circle [Level 5]
       Wrath of the Gods [Level 6 Utility][minor action]
       Radiant Pulse [Level 9]
Dragonborn

* +2 Strength, +2 Charisma (already included)
* +2 History, +2 Intimidate
* Dragonborn Fury (when bloodied, +1 on attacks)
* Dragonborn Heritage (healing surge includes constitution bonus)
* Dragon Breath

Paladin

* Channel Divinity -- Divine Strength
* Channel Divinity -- Divine Mettle
* Divine Challenge
* Lay On Hands



Krual Juno's Equipment:

Code:
      Arrows (quiver of 30) x3
      Crossbow bolts (quiver of 20) x1
      Backpack
      Bedroll
      Blanket, winter x1
      Crowbar
      Everburning torch
      Firewood (1 day) x4
      Flint and steel
      Grappling hook
      Lantern (hooded)
      Manacles x2
      Oil flasks x4
      Pouch (belt) x1
      Rations (1 day) x10
      Rope (50', silk) x2
      Signal whistle
      Spyglass
      Sunrods x2
      Tent
      Waterskins x1
      Whetstone
      Healer kit
[/sblock]

Magic items:
[sblock]
Code:
      [COLOR="RoyalBlue"]***[/COLOR] [COLOR="Orange"]Weapon: Any Ranged: Thunderburst Weapon[/COLOR] 
Suddenly, the projectile explodes in a burst of violent sound.

[COLOR="red"]Lvl 9 +2 4,200 gp [/COLOR]
Lvl 14 +3 21,000 gp 
Enhancement: Attack rolls and damage rolls Critical: +1d6 thunder damage per plus
Power (Daily ✦ Thunder): Minor Action.
The next ranged basic attack you make with this weapon before the end of
your turn becomes a burst 1 centered on the target. Use your normal attack bonus for the basic attack, but against Fortitude. Each target hit takes thunder damage equal to the normal damage you would deal with a ranged basic attack with the weapon.
        
     [COLOR="RoyalBlue"]***[/COLOR][COLOR="Orange"]Armor: Battleforged Armor[/COLOR]
The dwarves and the dragonborn argue over which race invented this enchanted armor.
[COLOR="Red"]Lvl 10 +2 5,000 gp [/COLOR]
Lvl 15 +3 25,000 gp 
Armor: Plate
Enhancement: AC
Property: If you use your second wind when you are bloodied, regain an extra 1d10 hit points. Level 15 or 20: Regain an extra 2d10 hit points.
      
 [COLOR="RoyalBlue"]***[/COLOR][COLOR="Orange"]Shield: Shield of Defiance: [/COLOR]
This enchanted shield provides immediate healing after you receive a critical hit.
[COLOR="Red"]Lvl 8 3,400 gp[/COLOR] 
Item Slot: Arms
Power (Daily ✦ Healing): Immediate Reaction. You can use this power when a critical hit is scored on you. You can spend a healing surge.
Level 18: Regain an additional 2d6 hit points.

       Arms: 
       Feet:
       Hands:
       Head:
       Neck:
       Ring:
       Ring:
       Waist:
[/sblock]
 
Last edited:

As far as i know their are no Hp rolls, when in doubt use the formula on page 143 of the phb. You start the game fully healed if that's what you mean...
 

not finished but it's a start This is my 4E character if you notice something not right feel free to tell me
Loka Quin
Abilites
Str:10+0
Dex:11+0
Con:12+1
Int:16+3
Wis: 14+2
Cha: 13+1
Gender: F
Race: Human
Hair: brown
Eyes: blue
Skin: Pale
Alignment: unaligned
Level: 9
Class:Wizard
HP:44
Bloodied:22
Healing surge10
In:1d20+0
Will:17
Fort:16
Ref:15
Skills
Arcana+3
Insight+2
Dungeoneering+2
History +3
Nature+3
Religion +3
 


Walking Dad, I'm willing to give you a chance however.

We already have a wizard (arcanaman might have simuposted you) and a pet peeve of mine is copied characters. If you want to make a new character, perferably not a class someone has already called, by all means.

Walking Dad would be the 5th player, which means that recruitment is more or less finished, if someone manages to get in before too long, or ig Walking Dad is not interested a 5th or 6th player wouldn't be a problem. No more than 6 however,

The IC thread will be begining soon...

Logos
 

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