[Recruitment] The Ultimate Dungeon

Allright, I'm intrigued. That isn't to say that I won't get frustrated with my ineffectiveness later on, or that I don't feel bad for Ata, who really wound up on the short end of the character gene pool all around, but I'm interested to find out the reason behind it all. :cool:
 

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I do apologize for any lameness in characters. If you think your character has no chance, don't try to kill yourself, but don't get attached either. If you die, you will get another character, so it's not too much of a worry. However, if you die at a higher level, everything about your character will be random again, so that could be a downer.
 

Hmm, this will definitely be interesting ... I do feel sorry for Ata, but I'm very interested to see how Sekoqa does. I guess we'll see just how much ability scores affect 4e, eh?

Anyway, here's what Wil looks like. Should be fun! Let me know if you find any mistakes ;)

[sblock=Wil]
Code:
[FONT=Verdana][B][SIZE=3][COLOR="DarkOliveGreen"]Wil[/COLOR][/SIZE]
[/B]Eladrin Druid 1
Alignment: Unaligned
Languages: Common, Elven
Vision: Low-light

[B]Ability Scores:[/B]
Str 	9  (-1)
Con 	16 (+3)
Dex 	15 (+2)
Int 	13 (+1)
Wis 	16 (+3)
Cha 	13 (+1)

[B]Combat[/B]:
[B]Init:[/B] +2
[B]Pass Percep[/B]:	18	[B]Pass Insight[/B]:	18

[B]HP[/B]:		28 	[B]Surges/day[/B]:	10 
[B]Bloodied[/B]:	14 	[B]Surge Value[/B]:	7
  
[B]AC[/B]	16 (+3 hide, +3 Con)
[B]Fort[/B]	13 (+3 Con) 
[B]Ref[/B]	13 (+2 Dex, +1 class)
[B]Will[/B]	15 (+3 Wis, +1 class, +1 race)

Speed 6

Action points: 1

[B]Basic Attacks:[/B]
Melee: quarterstaff: +1 vs. AC, 1d8-1 damage
Melee: savage rend: +3 vs. Reflex, 1d8+3 damage and slide target 1.
Ranged: N/A

[B]Attack Powers:[/B]
[B][COLOR=Green]Savage Rend[/COLOR] * Beast Form, Implement, Primal
Standard Action; Melee[/B] touch; [B]Target:[/B] One creature
[B]Attack:[/B] +3 vs. Reflex
[B]Hit:[/B] 1d8+3 damage, and slide target 1 square.
[B]Special:[/B] This power can be used as a melee basic attack.

[B][COLOR=Green]Storm Spike[/COLOR] * Implement, Lightning, Primal
Standard Action; Ranged[/B] 10; [B]Target:[/B] One creature
[B]Attack:[/B] +3 vs. Reflex
[B]Hit:[/B] 1d8+3 lightning damage. If target doesn't move at least 2
squares on its next turn, it takes 3 lighning damage.

[B][COLOR=Green]Call of the Beast[/COLOR] * Charm, Implement, Primal, Psychic
Standard Action; Area[/B] burst 1 within 10; [B]Target:[/B] Each creature in burst
[B]Attack:[/B] +3 vs. Will
[B]Hit:[/B] Target can't gain combat advantage until end of Wil's next
turn. On its next turn, the target takes 8 psychic damage when
it makes any attack that doesn't include Wil's ally nearest to
it as a target.

[B][COLOR=Red]Twisting Vines[/COLOR] * Implement, Primal
Standard Action; Area[/B] bust 1 within 10; [B]Target:[/B] Each creature in burst
[B]Attack:[/B] +3 vs. Reflex
[B]Hit:[/B] 1d8+3 damage, and each square adjacent to target is 
difficult terrain until end of Wil's next turn.

[B][COLOR=DimGray]Faerie Fire[/COLOR] * Implement, Primal, Radiant
Standard Action; Area[/B] burst 1 within 10; [B]Target:[/B] Each creature in burst
[B]Attack:[/B] +3 vs. Will
[B]Hit:[/B] The target is slowed and grants combat advantage (save 
ends both).
    [B]Aftereffect:[/B] 3d6+3 radiant damage, and the target grants 
    combat advantage until the end of Wil's next turn.
[B]Miss:[/B] 1d6+3 radiant damage, and the target grants combat 
advantage until the end of Wil's next turn.

[B]Class Features and Utility Powers:[/B]
[B][COLOR=Green]Wild Shape[/COLOR] * Polymorph, Primal
Minor Action (special); Personal[/B]
[B]Effect:[/B] Change from humanoid form to beast form or vice versa. 
When changing from beast to humanoid, shift 1 square. While in
beast form, can't use attack, utility, or feat powers that lack
the beast form keyword, though Wil can sustain such powers.
    Choose a specific form whenever wild shape is used to 
change into beast form. The beast form is Wil's size, resembles
a natural or fey beast, and normally doesn't change game
statistics or movement modes. Equipment becomes part of the
beast form, but anything held is dropped, except for
implements. Wil continues to gain benefits of equipment worn.
    Can use the properties and powers of implements and magic
items you wear, but not the properties or powers of weapons or
the powers of wondrous items. While equipment is part of the
beast form, it cannot be removed, and anything in a container
that is part of the beast form is inaccessible.
[B]Special:[/B] this power is usable only once per round.
[B]
[COLOR=Red]Fey Step[/COLOR] * Teleportation
Move Action
Effect:[/B] Teleport up to 5 squares.

[B][COLOR=Red]Sly Dodge trick[/COLOR][/B]
Add +1 to AC against an opportunity attack.

[B]Racial Features:[/B]
Eladrin Education (Dungeoneering)
Eladrin Weapon Proficiency (longsword prof)
Eladrin Will (+1 Will, +5 saves vs. charm)
Fey Origin
Trance
Fey Step

[B]Class Features:[/B]
Balance of Nature
Primal Aspect (guardian)
Ritual Casting
Wild Shape

[B]Feats[/B]:
Ritual Caster
Sly Dodge [multiclass Rogue]

[B]Skills[/B]:
Acrobatics:	+1 (+2 Dex, -1 hide)
Arcana:		+3 (+1 Int, +2 race)
Athletics:	-2 (-1 Str, -1 hide)
Bluff:		+1 (+1 Cha)
Diplomacy:	+1 (+1 Cha)
Dungeoneering:	+8 (+3 Wis, +5 trained)
Endurance:	+2 (+3 Con, -1 hide)
Heal:		+8 (+3 Wis, +5 trained)
History:		+3 (+1 Int, +2 race)
Insight:		+8 (+3 Wis, +5 trained)
Intimidate:	+6 (+1 Cha, +5 trained)
Nature:		+8 (+3 Wis, +5 trained)
Perception:	+8 (+3 Wis, +5 trained)
Religion:		+1 (+1 Int)
Stealth:		+1 (+2 Dex, -1 hide)
Streetwise:	+1 (+1 Cha)
Thievery:	+1 (+2 Dex, -1 hide)

[B]Ritual Book[/B]: (2/128 pages used)
Animal Messenger (lvl 1)
Create Campsite (lvl 1)

[B]Equipment[/B]: 
[U]Item			Weight (lbs)	Cost (gp)[/U]
Quarterstaff		4		5
Hide armour		25		30
Ritual book		3		50
Backpack		2		2
    bedroll		5		.1
    trail rations (10 days)	10		5
    everburning torch	1		50
    waterskin 		4		1
    rare herbs (7)		-		7
[U]Belt pouch		.5		1	[/U]
	Total Weight:	54.5 lbs

Money: 0gp, 0sp, 0cp[/FONT]
[/sblock]
 


Well...I hope you enjoy a good challenge.

I do think I warned all that there will be no kind-heartedness from the DM in this game. This is chaos, where some are unfairly powerful and others unfairly weak. The good thing is this: if (or when) your character dies, you will be given a new one, possibly better. If it is better, you will be able to hold on to it, and (theoretically) the team, as it goes along, will become comprised of only super-buffed characters.

Ata, I am really really infinitely sorry that you got stuck with the deva rogue. If you want to quit, there were others who might accept the challenge, but I think you are definitely good enough to handle being the "unplayable" character! And who knows, luck favors the bold...
 

I do think I warned all that there will be no kind-heartedness from the DM in this game.

Untrue.

even randomly rolled stats (don't worry, you won't end up with a wizard with Int 8 and Str 18, I make sure the character is at least playable).

True.

Deva rogue;
Strength 12 (+1) Dexterity 13 (+1) Wisdom 13 (+1)
Constitution 11 (+0) Intelligence 11 (+0) Charisma 13 (+1)

Unfun.

I'm out.
 

I'm sorry if I didn't make myself clear. This isn't meant to be a roleplaying game as much as it is to be a number crunching experimenting game, with storyline for those who like that. I did my best with the rolled stats to make Sekoqa playable, giving him as high as a Dex as possible, that's what I meant by "not a wizard with Str 18 and Int 8." And personally, I don't think you need to be strong to have fun. But I'm not going to argue, it's up to you. If no one else wants to play Sekoqa, then we'll continue with five players, which is fine with me.
 

I'm willing to trade

Ata, if you want (and if DM allows), I'd be willing to trade characters with you. Buna has a very decent set of stats for a fighter.

- nerdytenor
 



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