[OOC] Heroes of the Middle Reaches : Wandering Star


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Interesting. What I'm most worried about is asking for a decision and the players discussing what to do but never really stating "this is our decision." From your experience that's not as much of a problem?

Not in my experience. That's not to say there aren't disagreements, though the disagreements are usually IC. And I've seen them resolved more often than not.

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Q: What do you want to rule about "table talk"?

I've found it handy to allow Players to discuss and help eachother - not to kibbitz 'bad' moves - but remind eachother about powers or bonuses or story tidbits that they may have forgotten. It's especially helpful when there might be long periods between posts.

Because IC threads are wonderfully narrative in a way that few of my face-to-face games have been, "table talk" in the OOC thread doesn't detract in the same way as it does from face-to-face games.

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Cool note for the shiny new forums... you can use hot-keys to place tags... ctrl-I makes italic tags, ctrl-b makes bold tags. Very handy.
 

Horto Dandorin

Made some significant changes. Let me know what you think. I'm trying to stay flexible with my secondary scores since I haven't committed to any one path yet. May have to slightly tweak my backstory, but nothing major.

[sblock=Horto Dandorin]

Initiative: +2
Senses: Perception +2
Alignment: Unaligned
Languages: Common, Elven

Str 18 (+4)
Con 12 (+1)
Dex 14 (+2)
Int 10 (+0)
Wis 14 (+2)
Cha 9 (-1)

HP 32; Bloodied 16; Healing Surge 8 (10/day)
AC 18; Fort 17, Ref 14, Will 13
Speed 5 (includes penalty)
Action Points 1

Skills: Acrobatics +2, Arcana +0, Athletics* +9, Bluff -1, Diplomacy -1,
Dungeoneering +2, Endurance* +6, Heal +2, History +0, Insight +2, Intimidate* +4, Nature +2, Perception +2, Religion +0, Stealth +2, Streetwise* +4, Thievery +2
* Trained Skill

Feats:

  • Toughness: +5 hp/tier
  • Powerful Charge: +2 damage on charge attack, +2 bull rush attempt

Gear:
Adventurer's Kit
Longsword (+3 prof, 1d8, versatile)
Sling w/20 bullets (favorite item from childhood)
Scale Armor
Light Shield
18gp


Racial and class features:

  • Combat Challenge - mark any attacked, -2 to attack other, shift or attack other provokes opportunity attack
  • Combat Superiority - add wis(+2) to opp attacks, they stop if hit
  • One handed fighting style (+1 attack roll with one-handers)

Powers
-----------------------------------------------------------------
:bmelee: basic melee attack (standard; at will, martial, weapon)
+8(+4 str, +3 prof, +1 fighting style) vs AC; 1d8+4 damage.

:ranged: basic ranged attack (standard; at will, martial, weapon)
+5(+2 dex, +2 prof, +1 fighting style) vs AC; 1d6+2 damage.

:melee: Cleave (standard; at will, martial, weapon)
+8 vs AC; 1d8+4 damage, and an adjacent enemy other than the target takes 4 damage.

:melee: Reaping Strike (standard; at-will, martial, weapon)
+8 vs AC; 1d8+4 damage.
Miss: 2 damage.

:melee: Tide of Iron (standard; at will, martial, weapon)
+8 vs AC; 1d8+4 damage, and push the target 1 square if it is large or smaller than large. I may shift into the square the target occupied.

:melee: Covering Attack (standard; encounter, martial, weapon)
+8 vs AC; 2d8+4 damage, and an adjacent ally may shift 2 squares.

:melee: Villian's Menace (standard; daily, martial, weapon)
+8 vs AC;
Hit: 2d8+4 damage, and I gain +2 attack and +4 damage against target until end of encounter.
Miss: I gain +1 attack and +2 damage against this target until end of encounter.
[/sblock]
 

For your consideration:

[sblock=Pip, Halfling Cleric]
Pipperthrush "Pip" Tidechaser
Male, Halfling, Cleric
Good

Small, 4' 21/4" tall, 88lbs, 19 yrs old
Black hair, blue eyes, medium brown skin

Speaks Common, Dwarven


Ability Scores

Str: 16 (+3) 9 pts
Con: 10 (+0) 0 pts
Dex: 14 (+2) 2 pts (Race +2)
Int: 10 (+0) 2 pts
Wis: 16 (+3) 9 pts
Cha: 12 (+1) 0 pts (Race +2)


Basic Combat Stats

Hit Points: 22
Bloodied: 11
Healing Surge: 7/day, (5 healed)

Initiative: +3
Speed: 5 squares (25’ feet)
Action Points: 1

Passive Insight: 18
Passive Perception: 13


Defenses

AC: 16(20 vs OAs; additional +2 when adjacent to >= 2 Medium creatures)
Fort: 13
Ref: 12
Will: 15


Attacks

+5 Melee, Mace, 1d8+3
+5 Melee/+5 Ranged, Javelin, 1d6+3, spear, heavy thrown, 10/20
+6 Melee/+5 Ranged, Dagger, 1d4+3, light blade, off hand, 5/10


Skills

Acrobatics (Dex) +4 (Race +2)
Arcana (Int) +0
Athletics (Str) +3
Bluff (Cha) +1
Diplomacy (Cha) +6
Dungeoneering (Wis) +3
Endurance (Con) +0
Heal (Wis) +8
History (Int) +0
Insight (Wis) +8
Intimidate (Cha) +1
Nature (Wis) +3
Perception (Wis) +3
Religion (Int) +5
Stealth (Dex) +2
Streetwise (Cha) +1
Thievery (Dex) +4 (Race +2)


Racial Traits and Power

Vision: Normal
Skill Bonuses: +2 Acrobatics, +2 Thievery
Bold: +5 to saves vs. Fear
Nimble Reaction: +2 racial bonus to AC vs. OAs
Second Chance: Encounter, Immediate interrupt, Force enemy to reroll a successful attack roll, they must keep the second roll


At Will Powers

Righteous Brand
Sacred Flame

Encounter Powers

Channel Divinity: Divine Fortune or Turn Undead
Healing Smite
Healing Word
Healing Word
Second Chance


Daily Powers

Beacon of Hope


Other Class Features

Bonus to Defense: +2 Will
Channel Divinity
Healer's Lore (+3 to powers with the Healing keyword)
Healing Word
Ritual Caster


Feats

Lost in the Crowd
Half Fish (Flavor)
Born to Sail


Character Information

[sblock=Background]The son of a fisherman and pearl-diver, Pip grew up half on the deck of a ship and half in the water. His family was large and periodically sent its youth to Helen's Reach "fer schoolin' proper like" and to get in touch with those "high falutin'" Helen's Reach Tidechasers. Pip's knowlege of sea trade and travel was recognized by his well-to-do uncle, and he soon found himself aboard a Heirata ship that criss-crossed the Reaches.

Until that ship stopped to pick up a marooned young woman... One Charlotte Threeflagons. [/sblock]
[sblock=Demeanor]Temp[/sblock]
[sblock=Appearance]Temp[/sblock]
Equipment

Chain mail Armor (worn, 40lbs) 40gp
Clothes (worn, Breeches, Shirt, Sash, Hat, Boots)
- Holy Symbol (neck, 1lb) 10g
- Dagger (boot right, 1lb) 1gp

Javelin (held right hand, 2lbs) 5gp

Beltpouch (belt front, 1/2lbs) 1gp
- Coins- ??gp, ??sp, ??cp (belt pouch, front)
- Flint & Steel (beltpouch, front) 1gp
- Ritual book (beltpouch, front, 3lbs) -gp

Beltpouch (belt back, 1/2lbs) 1gp
- Trail Rations x2 (beltpouch back, 2lbs) 1gp

Waterskin (hip right, 4lbs) 1gp

Light Shield (back, 6lbs) 5gp
Javelin (Harpoon) x3 (left shoulder, 6lbs) 15gp

(Total Weight: 66lbs)[/sblock]

[sblock=Ranver, Human Cleric]
Ranver Swilch
Male, Human, Cleric
Unaligned

Medium, 5'10" tall, 167lbs, 22 yrs old
Brown hair, brown eyes, tanned skin

Speaks Common, Deep Speech, Draconic, Dwarven, Elven, Giant, Goblin, Primordial


Ability Scores

Str: 10 (+0) 2 pts
Con: 13 (+1) 3 pts
Dex: 14 (+2) 5 pts
Int: 13 (+1) 3 pts
Wis: 18 (+4) 9 pts (Race +2)
Cha: 10 (+0) 0 pts


Basic Combat Stats

Hit Points: 25
Bloodied: 12
Healing Surge: 8/day, (6 healed)

Initiative: +2
Speed: 5 squares (25’ feet)
Action Points: 1

Passive Insight:
Passive Perception:


Defenses

AC: 16
Fort: 12
Ref: 13
Will: 17


Attacks

+2 Melee, Spear, 1d8, spear, versatile
+2 Melee/+2 Ranged, Dagger, 1d4, light thrown, off hand, 5/10
+2 Ranged, Hand Crossbow, 1d6, crossbow, load free, 10/20


Skills

Acrobatics (Dex) +2
Arcana (Int) +6
Athletics (Str) +0
Bluff (Cha) +0
Diplomacy (Cha) +0
Dungeoneering (Wis) +3
Endurance (Con) +1
Heal (Wis) +8
History (Int) +6 (Race bonus)
Insight (Wis) +8
Intimidate (Cha) +0
Nature (Wis) +3
Perception (Wis) +3
Religion (Int) +6
Stealth (Dex) +2
Streetwise (Cha) +0
Thievery (Dex) +2


Racial Traits and Power

Vision: Normal
Bonus Skill: Choose 1 extra trained Class Skill (History)
Bonus Feat: Choose 1 extra Feat (Linguist)
Bonus At-Will Powerl: Choose 1 extra At-Will class power (Righteous Brand)
Human Defense Bonus: +1 racial bonus to Fort, Reflex, Will


At Will Powers

Lance of Faith
Righteous Brand
Sacred Flame

Encounter Powers

Cause Fear
Channel Divinity: Divine Fortune or Turn Undead
Healing Word
Healing Word

Daily Powers

Guardian of Faith


Other Class Features

Bonus to Defense: +2 Will
Channel Divinity
Healer's Lore (+4 to powers with the Healing keyword)
Healing Word
Ritual Caster


Feats

Linguist
Linguist (Bonus Human Feat)


Character Information
[sblock=Background]I've lived in Helen's Reach all my life. Swam in her stinking lagoon, climbed the facade of the Vault of Years to eat clams in the shadow of the golden dome when it was the only one we had. Nobody really much notices a guy like me until I do something that gets me noticed. That’s why, when I ran afoul of the Guard Watch (I mean, really... I have relatives to honor in the catacombs like anyone else, why do I have to visit them during daylight hours? The shades don’t know any different, it’s dark down there.

My punishment was assignment to the Archive under a seemingly daft old crone, Sister Anhela. She's far from daft. A crone, yes. The work was dusty and more than a little unsettling... a joint effort between the Priests and Priestesses of Ioun and the Raven Queen to maintain records relating to the history of the Reaches and, my job specifically, escorting Sister Anhela as she went to query The Interred in the catacombs to learn more of our great and glorious history.

Sister Anhela first turned me on to Gulafar's Spirits and the old bag even joins me for a pint from time to time.[/sblock]

[sblock=Demeanor]Temp[/sblock]
[sblock=Appearance]Temp[/sblock]
Equipment

Chain mail Armor (worn, 40lbs) 40gp
Clothes (worn, Breeches, Boots, Shirt, Vest)
- Holy Symbol (neck, 1lb) 10g
- Dagger (boot right, 1lb) 1gp
- Dagger (boot left, 1lb) 1gp

Spear (held right hand, 6lbs) 5gp
Dagger (hip left, 1lb) 1gp
Hand Crossbow (hip right, 2lbs) 25gp
- Quiver x20 bolts (hip left, 2lbs) 1gp

Beltpouch (belt front, 1/2lbs) 1gp
- Coins- 5gp, 8sp, 20cp (belt pouch, front)
- Flint & Steel (beltpouch, front) 1gp
- Ritual book (beltpouch, front, 3lbs) -gp

Beltpouch (belt back, 1/2lbs) 1gp
- Trail Rations x2 (beltpouch back, 2lbs) 1gp

Waterskin (hip right, 4lbs) 1gp

Light Shield (back, 6lbs) 5gp

(Total Weight: 70lbs)[/sblock]
 
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Sparky, one rules note, in 4E the cleric doesn't start with shield proficiency. You need to spend a feat for it.

On a curiosity note, why lean to battle cleric with the halfling, when its charisma bonus points to a devoted cleric?
 

Okay here's new sheet with raised con and decreased dex, and changed the breath-type to cold.

[sblock=Char Sheet]Zarathas Moonscale
Male Dragonborn Paladin
Level 1, Lawful Good

Str: 16 +3
Con: 14 +2
Dex: 8 -1
Int: 12 +1
Wis: 14 +2
Cha: 16 +3

AC: 19
Fort: 15
Ref: 12
Will: 14
Init: -1
Spd: 5

Hit Points: 29 Bloodied: 14
Healing Surge: 9 Per Day: 12

Basic Attacks:
Longsword: +6, 1d8+4

Attacks:
Breath (minor; encounter):
- Close Blast 3; str+2 vs ref; +5; 1d6+2 (cold)
Holy Strike (standard; at-will):
- +6 vs AC, 1d8+4 (+2 if marked) (radiant)
Bolstering Strike (standard; at-will):
- +6 vs AC, 1d8+4 & gain 2 temp.HP
Radiant Smite (standard; encounter):
- +6 vs AC, 2d8+6 (radiant)
Paladin's Judgement (standard; daily):
- +6 vs AC, 3d8+4 & one ally within 5 can spend healing surge
- miss: one ally within 5 can spend healing surge

Feats: Weapon Focus (Heavy Blade)

Skills:
Passive Insight 12
Passive Perception 12
Endurance 5
Heal 7
History 8
Religion 6

Race and Class Features:
Draconic Heritage
Dragonborn Fury
Dragon Breath
Channel Divinity
Divine Challenge
Lay on Hands

Prayers:
At Will: Holy Strike, Bolstering Strike
Encounter: Radiant Smite
Daily: Paladin's Judgement

Equipment: Plate Armor (50gp), Light Shield (5gp), Longsword (15gp),
Standard Adventurer's Kit (15gp), Holy Symbol (10gp), 50sp.[/sblock]
 
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Sparky, one rules note, in 4E the cleric doesn't start with shield proficiency. You need to spend a feat for it.

On a curiosity note, why lean to battle cleric with the halfling, when its charisma bonus points to a devoted cleric?

Right you are, I just like shields. There is absolutely no penalty for wielding one that you aren't proficient with (unlike Armor).

The CHA bonuses are only worth it IMO if you really pour points into CHA and for most powers, they're just perks to the power. I wanted Pip to be a Healing-focused Cleric which means he had to credibly land Healing Smite - hence the STR. It also gives him more options as he levels.

I wanted Ranver to be a brainy, sleuthing, Cleric who knows too much (Ioun). A sorta Indiana Jones. Humans can only focus on one stat, so I picked WIS, since its, in my opinion, the one stat you need to be good to be a half-decent cleric at all.

You'll further note my disregard for CHA bonuses in Ranver's build which is much more plainly the 'devoted' build. I don't go in for builds, necessarily, I pick a few things I like and build around that.
 


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