Your Group

Iron Sky

Procedurally Generated
I've found that some of my favorite parts on these forums are reading about what people's 4E group compositions are, how they work together tactically, and what sort of interesting fights they've had.

So, if anyone else is game, write about your group here. I'm going to put mine down a specific format; if you want to use it, cool, if not, cool. I just want to hear about people's 4E experiences!

Current group level: 5
Point Buy/Rolled/other: Rolled, with point buy back up. Three of us had good to great rolled columns. Our cleric went point buy.
PCs:
Lenis Flick, Halfling brutal scoundrel dagger Rogue. Most useful power: Sly Flourish. d4+11 to d4+2d8+14 damage ftw!
Elara Silvermoon, Half-elf Fey-pact Warlock. Most useful power: Witchfire. Decent damage + -4 to enemies attack has save our bacon many times.
Lyranel, Dragonborn Melee/Healer Cleric of the Raven Queen. Most useful power: Healing Word. Obvious reasons.
Logan Banner, Elven TWF bastard sword Ranger. Most useful power: Elven accuracy. Rerolling dailies and encounters rocks.

General Tactics:
Open up with a volley of ranged attacks, Ranger and Rogue move up to melee(they have the best init so are usually charging in first), cleric follows, healing, buffing, or meleeing as appropriate. Warlock skirts around the edges, cursing as many targets as possible, eyebiting, debuffing, and teleporting all over the damn place.

Top 3 Fights So Far:
Level 2, clearing out an underground Orcus cult's temple. We entered the tunnel into a room with a pair of burning skeletons. As we fought them, we moved into a side tunnel, activating 4 crossbow traps near a locked door. We managed to take them all out and started to leave, most of us bloodied, almost no heals/second winds - but we heard the locked door open. We charged back, finding 4 cultists(non minion) and took them on with no rest, surviving by the barest margins. Kept wondering how we were going to survive the whole fight - wasn't until we were on the last cultist that I knew we'd make it.

Level 2, continuing with the clearing. We headed back after an extended rest into the common room of the temple. Our 7 int rogue didn't feel like clearing the temple room by room, so he opened up the door to the rest of the temple and shouted "INTRUDERS!" We hastily set up ambush positions and proceeded to fight 8 cultists and 2 filth-throwing zombies at once.

When I hit the first cultist and he wasn't a minion, my first thought was "we're all going to die." It was a fighting retreat back through the temple, using every trick and advantage we could glean just to survive. We did, but just barely, with literally every resource we had exhausted. I figure it was a 1000 to 1500xp encounter for a level 2 party of 4. Awesome fight though.

Level 4, trying to close a rift to the Shadowfell. We and our pet dire wolf took on the Devourer that was guarding the rift - not realizing it was a paragon tier elite! We had an elaborate plan to "kite" it around, slowing, blinding, and immobilizing it and peppering it with ranged attacks until we ran out, then charging in, but it won the initiative and started the combat by swollowing our cleric! We charged in, terrified("AC 26 is a miss? I just rolled a 16!"), but there was no retreat since it kept swollowing people and we wouldn't leave one of our party alone to die.

Then the direwolf got some lucky trip attacks in and a streak of good dice rolls around the table finally clinched it. There were mini-celebrations anytime anyone hit and when it hit bloodied, with huge sigh of relief/accomplishment and some fist-pounding when we finally dropped it. Good times.

Your turn!

EDIT 2: Realized as I was driving home after posting this that I forgot to mention that the focus I intended was more leaning towards mechanics over narration - there's plenty of narrative combat in the Story Hour section. Not that there's anything wrong with Story Hour - I have a thread there after all - I'm mostly curious about how different groups function tactically and "crunchily" in 4e since I only get to experience 1 group once a week and there's so many cool possibilities out there!
 
Last edited:

log in or register to remove this ad

Current group level: 8
Point Buy/Rolled/other: Mix of point buy, standard array and rolled.
PCs:
· Onyx | Dragonborn Fighter | Originally an elf, the conversion to 4E resulted in Onyx receiving a dragon claw pendant from a harpy, allowing him to transform into the form of a dragon-humanoid. He's joined by Sparky, the tiny firebird that hatched from an egg Onyx found on one of his first adventures.

· Lanae'ali | Eladrin Monk(Ranger)/Rogue | Always willing to donate a share of wealth to every Monastery of the Spotted Swan he encounters in each visited city, he was rewarded by the monks with a gift of a 4E version of a monk's belt. He was also granted the power of elemental earth by a Thri-Kreen named Tezzezomoc.

· Tra'Vis | Human Ranger | 'Vis wears the Zephyr Cloak, a wind-powered cloak that previously belonged to a Native-American-like tribe of air worshippers, but was given to him after the party's adventure to recover it from the subterranean caverns infested by Drow and Dwarf vampires. He regularly uses twin strike with his thundering longbow.

· Versie | Changeling (Doppleganger) Artificer | Always intrigued by the possibilities of artifice, Versie traveled to the lost underground Dwarven city of Brightforge to discover the secrets of the ancient brightforge engine. She was, instead, captured by the vampires and held along with a group of Dwarves that were kept for the sole purpose of feeding the vampires. She was rescued by the party and then joined them, and was later imbued with the power of elemental water by Vaneru, a mirror-skinned changeling whom the party first encountered when they rescued him from a temple of fire.

Mishakal | Human Wizard/Cleric | A 6th level NPC, Mishakal was originally a cohort of Onyx who had the leadership feat in 3.5. Mishakal stuck with the party through the edition change, now claiming an equal share of xp and treasure. She studied wizardry in the city of Burlinton, but was impressed by Onyx's tales of heroism and joined him. She now has quite a bit of adventuring under her own belt.

General Tactics:
Nope :( Lanae'ali is good at finding flanking positions with Onyx, and 'Vis seeks always to fire from range, preferring to do nothing over pulling out his sword. Versie and Mishakal fire from range, using leader powers when needed. (As the DM, I pay more attention to monster actions than the PCs' plans, so there might be stuff I miss.)

Top 3 Fights So Far:
A lot of the fights were 3.5, so I'll try to remember the exciting stuff since the 4E shift.

One, not necessarily in any order:
The PCs were fighting Veridorn, the lieutenant of the vampire clan. The fight started in his office, where he summoned a cloud of blackness, rendering everyone but him blind. Two vampiric dire wolves entered from the fray from a hole in the wall that led to another cave area, although the PCs could only hear the large creatures approaching and couldn't tell what they were. At this point, the PCs had taken part in a medicine they'd recieved from some friendly Gnolls that was poisonous to vampires, such that if any vampiric creature attempted to suck their blood, it would hurt said vampire. Veridorn left his room that was still shrouded, and was followed by Versie and Mishakal who heard him leave. They fought outside, with Veridorn trying to turn them against each other with his dominating gaze. Onyx and Lanae'ali fought the wolves blind, and only later learned what the beasts were when Veridorn had been defeated and the blackness faded. (I believe 'Vis may have been absent this adventure, as I don't recall his role in the fight.) When Veridorn saw that he was beaten, he used spider climb outside his room to scale the giant high wall and ceiling of the dome where they were located in the ancient Dwarven city. Struggling to stay within range to make attacks as he tried to escape, Mishakal was eventually able to KO Veridorn with some lucky magic missiles, whereas Sparky, who had been flying along, had failed. Veridorn fell unconscious and tumbled through the air, splatting against the cement floor of the chamber. In his room, Versie was especially interested to discover Veridorn's tomes that were written in ancient Drow. She used Comprehend Language to understand them, and found one was a ritual Veridorn himself had written that would be used to resurrect his undead form in the case of his defeat. The PCs now carry this ritual with them in case they're ever in need of a vampire.

Two:
Also in the caves, but away from the vampires, the PCs discovered a cult focused on beauty and led by someone named Rapture. The PCs were able to separate two of the members and defeat them outside the underground mansion, hiding their corpses in the bushes. Versie used change shape to imitate one of the defeated cult members and entered the mansion to talk to Rapture. Convincing Rapture that she was the defeated Damercia, Versie lured Rapture away from the mansion for the rest of the party to defeat the remaining Oyara and Trollia. However, in the course of their conversation, Rapture grew wise to Versie's ruse, but didn't reveal it; she lured Versie even further away to defeat in one-on-one. Meanwhile, the rest of the party engaged the two remaining cult members, the girls Oyara and Trollia.
Far enough away from the mansion, Rapture revealed her true nature as a succubus (Elite Feyborn Succubus) and attacked Versie, who immediately tried to flee back to her party.
Onyx, 'Vis and Mishakal all struggled to defeat the girls in the close quarters of the upstairs mansion. (Lanae'ali was absent as his character was trapped in stone after receiving the 'gift' of elemental earth. This encounter with the cult was part of the party's adventure to free Lanae'ali from his curse . . . also the player who plays Lanae'ali was absent for two weeks.)
Versie managed to get back to the mansion and locked the door behind her as she entered; she ran upstairs and joined the fight against Oyara and Trollia.
When she arrived, Rapture spent a turn flying up and breaking through the glass window of the mansion so that she could enter and also join the fight. She used her kiss to sway Onyx, and after Oyara and Trollia had been defeated, Onyx was left helpless to battle his foe as he was unable to attack her. Indeed, he even defended her when he was able from nearby attacks.
Aware of his condition and with Rapture following him around for defense, Onyx entered a nearby room and closed the door to keep himself from helping Rapture anymore.
The remaining PCs had a bit of trouble finishing Rapture off, with Mishakal falling unconscious three times and Versie once (there were a couple natural 20 death saving throws in there), but they eventually got the job done and Onyx freed himself from his self-enforced prison.
However, as soon as Rapture fell, a strange glowing orb emerged from her torso and hovered above her: clearly this was the object of power that the PCs were set to retrieve as one of the reagents in the ritual they would use to free Lanae'ali from his petrification.

Three:
Yeah, I really can't think of another good one. Plus, I'm tired of typing.

~ fissionessence
 

He's joined by Sparky, the tiny firebird that hatched from an egg Onyx found on one of his first adventures.

How does your group handle xp for allied creatures/npcs? Our DM adds the value of our dire wolf to his "xp budget" and then subtracts it from our total when giving out xp.

Versie | Changeling (Doppleganger) Artificer

How does a Doppleganger work in-play? I could see a skill min-maxed doppleganger wreaking some epic havok to the game world by impersonating key figures. I fortunately never had to worry about it in 3.5 since my PCs were usually too busy optimizing themselves for combat, but it's always been a DM worry of mine...
 

How does your group handle xp for allied creatures/npcs? Our DM adds the value of our dire wolf to his "xp budget" and then subtracts it from our total when giving out xp.

That's a good way to do it. For the NPC (Mishakal), I had XP for a character of her level to my budget, then I split it all evenly between the characters. Sparky, though I just consider to be a nice magic item, and I don't factor him into my XP or encounter building. He's kind of a weak level 5 monster, so I don't think he's too out of line.

How does a Doppleganger work in-play? I could see a skill min-maxed doppleganger wreaking some epic havok to the game world by impersonating key figures. I fortunately never had to worry about it in 3.5 since my PCs were usually too busy optimizing themselves for combat, but it's always been a DM worry of mine...

Well this character hasn't been playing for long, relatively, so the player hasn't had much time to do anything crazy. He took the form of Damercia (one of the cultists) and stayed in her shape when they returned to town, and was recognized by one of the cult members in the city, who asked why she had been gone so long. This kind of freaked out the player who had no idea that there were any cultists in the city, so he had to roleplay through that (and will have to even more in the future probably). If he ever turns into the king or something, I guess I'll just play it by ear; I'm up to the challenge :) Really, though, he's the player I trust most with that kind of power. If Onyx's or 'Vis's player were a changeling I might be a little nervous, hehe.

~
 


I am in 2 4e games...so here they are:

Current group level: 15 as of 1 am est
Point Buy/Rolled/other: Rolled, we were sticking with 4d6 reroll 1s drop the lowest 7 rolls drop the lowest place as you want...
PCs:
ME: 'Shark' 1/2 elf Rogue (artful Dodger) Paragon multi into Ranger My mother was 1/2 elf 1/2 drow, and my father was a human. I was raised in a theives guild in the local metropolis (gate way city)
Ken: 'Ox' Minotaur Wizard (staff) War priest (w/ multi class feats) he considers himself a Warrior scholar...
Jon: 'Wolf' Hafling Fighter Pit fighter...he is crazy...nepolion complex to thee nth degree...and he is deadly
Kelly: 'Fox' Human Warlord (Tactical) Knight Commander She was a up and coming member of the milatary for the city of gate way before she became pregnant and lost her title and rank (Stupid law saying had to lose out and be a stay at home mom...) so now she is co leader of our mercenaries
Dave: 'Snake' Teifling Warlock Divine Oracal (w/ multi class feats)He is a cold blooded killer who woprships bane

General Tactics:

Wolf and Fox normaly charge right in, and me and snake try to move to the bigest guy and fucus fire. OX on the other hand...well Ken is just weird...

Top 3 Fights So Far:

Level 2: We walked into a city and found a necromancer had turned everyone undead... it started off with OX going first, with what should have been a bunch of dead zombie minnions...but Schorching burst and not 1 roll over a 5 on like 5 or 6 rolls...I ran up and wasted my dilatant twin strike on 2 nat 1's... then Wolf jumped in and missed with his cleave...1st encounter game 3 10 zombie minnons, and 1 Zombie brute...it should have been a breze for usand two of us ended up bloodied. I guess you had to be there but it felt like a horror movie.

Level 7: The exact oppasite... we were in the swamps of _______ searching for a tribe of dragon whorshipping lizard folk...and boy did we find them. Aftter fighting tooth and nail through them we came across 'Burn' an Adult Black dragon with his Kobold minnons... the dragon rolled a 1 on intiative...we all went first. It was a slaughter Wolf went in and did some good awful amount of damage, then Fox did a warlord stike that increased all crit ranges to 18+, then me and snake went :) :) :) I will never forget this moment as long as I live... I declared him my quarry (Multi feat), moved in and Rogues Luck crit one nat 20 I did just over 50 damage...then I action pointed and did clever Reposit rolled an 18 Crited for another 30 something damage Snake followed me on and did an action poitn cursed him and did one crit and one just great roll.. and we had the thing totaly beat to piss Then OX dimension doored, then used some type of ram spell and knocked the dragon (for almost no damage) over and back a bunch of squares, then used an item to push him more, and droped him in a pit trap the kobolds thought we would spring, then he action pointed to web it there...we bloodied it in the pit, so it's breath weapon couldn't hit us... it was beutiful 6 8th level kobold minnions were harder to fight then the stupid dragon...Matt (The DM) declaired never again will there be a mile stone right before the BEG fight...

14th level: (Tonight) a Lich (eladrain wizard) 2 War Trolls, a Hord of legion Devils 2 six armed drow things (the mini from gen con) a Vrock and 3 werewolves I wont bore you with the details, but it was a 3 hour 20 something round fight that ended with not one healing surge left in the party, not one daily left in the party, Snake is unconsses, and Ox is down to 1 hp the rest of use are in low 2 diget range... I had the most left with 23 hp...but then at our weakest Felgar the Death priest of Orcus, and 3 Cultists show up. Now any one of us PCs at full...heck 1/2 str could take this group any day...but we were just to beat up. SO we did what all great men do at times like that...RUN AWAY!!!!

Current group level: 1 only played once
Point Buy/Rolled/other: point buy
PCs:
ME: 'Storm wind' Eladrian Sword mage (Sheilding) I am trying to be a blade singer
Dave: 'Arnor the Wise' half elf Cleric of Ioun
Kelly: 'Dala' Gnome Warlock
Kurt: "soft breeze' Eladrain Wizard (wand) I think the character may be gay... I am not quite sure how to aks kurt if he ment for his charcter to come off that way.
Matt: '6 of 14' Warforged Paliden
 

Current group level: 3, will be 4 next session
Point Buy/Rolled/other: Point buy, slightly higher total owing to only three players
PCs:
Lorren Quartermoon (my character), halfling wizard/rogue whose naivity has swiftly given way to pragmatism. Focused on thunder/lightning/force, mostly area attacks. Loves stories, both hearing as telling (History and Knowledge checks result in stories).

Rash'ka, tiefling fighter with two swords, represents the grace of the group and often fills the striker roll. Atheist and academic (History is dry, factual). Dressed in fine silks.

Brubel (last name unknown right now), dwarven cleric of Kord with a focus on healing. Always carries around a mug and by far and away the most dramatically a butt-kicker. Can not jump.

General Tactics:
Don't die. At least one of us ends up causing trouble (usually Lorren or Brubel). Lorren generally supports from the back while Rash'ka and Brubel take point. We have a tremendous amount of healing and defense; our offense is not as strong.

Top 3 Fights So Far:
This is a tough one, and there are spoilers for KotS, so they are hidden:

The gelatinous cube (represented by a dice case), which Lorren stumbled into and went unconscious on the first round from acid damage. An excellent reason why Improved Initiative is not always great. Lorren used Thunderwave on the cube with Rash'ka still inside to try to help her break out (DM ruled a +2 to checks to break out the next round), failed anyway). He then activated his fureburst armor, drew an opportunity attack, got hit and did damage to the cube as he fell unconscious again. Brubel basically wins the battle alone.

The jailkeeper, who on the first round Lorren ran straight into the middle of the room and knocked into the brazier, doing a ridiculous amount of damage. Rash'ka through another guy in there. Lorren, prone on the ground, did a Rambo-syle rolling move, critted with TW and almost knocked a third guy in.

Third is really a tie, but I have to give it to the Pit Room, where as Lorren ran in, Brubel's player's cell phone goes off, playing Also Spake Zarathustra. I spend an Action Point to cast Ghost Sound for a trumpet blare, to that tune. Brubel proves again he can't jump over a knocked down bridge; falls. Lorren tries to one-up him, falls on the ground. Lorren ends up with one or two hit points, who then gets mocked by Rash'ka (Inspiring Word from Warlord multiclass).

Other notable bits - Brubel being unable to jump the rune in the crypt and is forced to climb over the Floating Disk. Rash'ka running and jumping head-first down the crypt Han Solo style, only to come running back the next round. Rash'ka utterly destroying (IIRC) Balgaron with Rain of Blows and an AP, ending in a crotch stab. Splug killed an imprisoned Balgaron. Rash'ka's irrational suspicion of Witt. Brubel's unerring ability to break out the can of whoop-ass. Rash'ka's many derisive inspiring words.

I should really write a Story Hour.
 
Last edited:

Current Group Level: 3 (after 11 sessions of KotSF)
Stats allocated by: Point buy 4th edition style but with 32 points

PCs: 6

Vash: Dragonborn Fighter dabbles in everything (currently arcane initiate, hoping to take swordmage instead when it becomes available, also alchemy) has taken ritual casting, prays to all the gods. Blue scaled with cold breath weapon and a mix of different pieces of armor with symbols to all the gods inscribed upon them and his weapons.
Weapons used: Longsword (1 handed and two handed), Javelin, Heavy shield, Light Shield, two handed specialisation. Wearing scale armor
Most useful power: Marking, with Dragonbreath as a close second

Nekash: Dragonborn Wizard believes in the power of his own blood and his draconic inheritance, Vash's Half Brother. A tall looming dragonborn, blue scaled with cold breath weapon with a dark loose robe of many folds and his coveted magical Orb, carrys a series of claw like daggers.
Weapons: His Orb which has drained his essence and unlocked further powers, wearing dark robes, it also acts as his spellbook but not his ritual book.
Most useful power: Flaming Sphere, cloud of daggers/thunderwave

Manimat: Tiefling Paladin of Bahamut (Cha based), A good paladin who is tutoring Zordrak his charge to be more than his infernal inheritance. Orange skin with brown stripes covering his tail his armor is always gleaming.
Weapons: Battleaxe and Heavy Shield, recently changed to longsword of Bahamut, wearing plate armor
Most useful power: Lay on hands, with Enfeebling strike as an honourable mention

Zordrak: Tiefling Infernal Warlock, A willful young tiefling of blue skin and white rams horns, very protective of his "Master" Manimat doesn't put himself in harms way though.
Weapons: Rod, wearing leather armor
Most useful Power: Warlocks Curse,

Bugman: Dwarf Cleric of Kord, a resolute dwarf with a love of beer likes to get stuck in in combat.
Weapons: Greataxe, wearing dwarven chainmail
Most useful Power: Healing word/lance of faith/Righteous brand/healing strike/beacon of hope/Dwarven Resilience all his powers seem to be amazing and useful.

Lucan: Half Elf Warlord Paladin of Corellon, a diplomatic Half elf who would rather lead than engage in the thick of things.
Weapons: Longspear, wearing scale armor
Most useful Power: Commander's Strike (usually combined with Vash otherwise with Bugman) Inspiring Word, special mention goes to Divine challenge when used against Kalarel with a bunch of Javelins.

General Tactics: None really, the group is newly formed and are roleplaying their lack of familiarity and cohesivness well, basic tactics of a shield wall between Vash (DB fgt) and Manimat (TF Pal) have worked well at times, but Vash's impetiousness has broken this down a few times.

Zordrak (TF warlock) moves around a lot staying out of trouble hardly ever getting hit, Nekash (DB wiz) stays towards the back as well using cloud of dagger occasionally using thunderwave when he sees the oppurtunity.

Bugman fills in the front line with his low AC but plenty of hit points with toughness he does ok normally gives the closest ally bonus to hit. Lucan likes to stay out of harms way using his longspear to harry opponents giving Vash time to strike with a basic attack.

Memorable fights

[sblock=!!!SPOILER FOR KOTS!!!]

1 Skeleton Trap O'DOOM!!

DM's fault here in H1 theres a section of Corridor where skellies appear out of coffins he had the whole encounter respawn every 3 rounds, this led to an amazingly close fight as the two defenders took on the 2 harder skellies each time and the rest of the party dealt with the minion skellies, ended up with no healing left and Nekash having ran back out into the dungeon as he was seperated, with sheer determination and the use of tide of Iron a few times the Warlock eventually prayed to Bahamut and ended the fight which was much approved of by his Paladinic Mentor Manimat

2 Irontooth

We marched into the waterfall a kobold had time to give warning of a round, we were promptly surround by a group on one side of us and a weaker group on the other, Vash Manimat and Bugman tried to deal with the harder group and Lucan took the attack from the rear with Nekash and Zordrak helping both sides out, eventually Irontooth got going and downed Bugman (Cleric) and Manimat (Paladin) and things were looking nasty until the cleric got back up with a natural 20 on his death saving throw and turned the tide to the battle.

3. Kalarel

We descended from ropes and on the chains, Vash was the only one sure of himself and made it to the bottom nimbly swing over a blood pit in the middle to land on solid ground where he took on two skeleton soliders for most of the battle on his own. Others got imobilised by two wights throwing out death bolts from in front of a pair of statues and a pit, Lucan our warlord/paladin swung on the rope throwing a Javelin at Kalarel Divine challenging him, which he kept up for the whole of the fight. Zordrak ran over to try and take out the artillery, Bugman faced the last foe which was a Cold infused zombie right next to a magical circle which was in front of a portal with strange black tentacles writing from it, Manimat eventually got down and charged Kalarel who teleported to the magical circle, eventually Bugman dealt with the cold zombie after being frozen in place and it reforming once and he bullrushed one of the wights into the pit behind them with Zordrak dispatching the second.

Everyone then closed in on the priest of Orcus who was wielding his mace viscously all healing powers had been used, Lucan advanced from the pool of blood in the middle of the chamber hiding under the gore and rising to throw a javelin at the priest each turn until he made his way across, he was then felled, with Nekash stopping his own assault to stop his comrade from bleeding, Zordrak started playing with the magical circle Kalarel was in, attempting to disrupt the flow of arcane energies which he did over the course of 3 rounds which stopped Kalarel's regeneration and took away some of his magical protections, after Lucan was stabalised Nekash took over the destabilisation duties which required a movement action to maintain as zordrak moved swiftly around the circle throwing black bolts at the cleric while Bugman Manimat and Vash advanced from all sides, then Vash was felled with a blow from the Deathpriests mace after he decided to take his attention away from the rest of the party, Bugman quickly staunched the worst of the wounds and eventually Manimat felled the Lord of the Keep who's body was reclaimed by things which should not be known from the otherside of the magical portal.

Leaving the party with 2 unconcious out of 6 down the bottom of a pit which has its only exit up 50ft of rope for next session.[/sblock]
 

Current Group Level: 3
Stats allocated by: 4e point buy

Ern Sparhenge: Dwarven Fighter. Most useful power - Combat Challenge.
Morthos: Tiefling Inspiring Warlord. Most useful power - Bastion of Defense.
Scranton: Half-Elf Artful Dodger Rogue. Most useful power - Sneak Attack.
Nex: Human Wand Wizard. Most useful power - Scorching Burst/ Sleep

General Tactics: Most of the time Ern will hold the toughest enemy with Combat Challenge while Morthos and Scranton team up. Nex hangs back and mutilates minions with Scorching Burst. Ern can really stand his ground. He uses a maul to dish out amazing damage. Especially with Brute Strike. But with Dwarven Resilience, his +1 Dwaven Scale Armor and Boundless Endurance he rarely needs heals. Morthos tends to use Inspiring Word more on Scranton and Nex

Top Fights: (careful its about KOTS) http://www.enworld.org/forum/showthread.php?t=238447
The fight against Irontooth was to the wire.
 
Last edited:

Current group level: NA (playing Ars Magica, not D&D)
Point Buy/Rolled/other: Bought through pyramid system.
PCs:
Aurelius scholae Flambonis, master of Perdo magics
Jaana ibn Sahir filius Dawim, Sufi follower of Criamon of the Path of Walking Backwards
Venusitia filia Pietro, powerful seductress

General Tactics:
Try to avoid combat as needless in most circumstances;

Top 3 Fights So Far:
Actually, the group looks upon combat as a failure, rather than an accomplishment...
 

Pets & Sidekicks

Remove ads

Top