Hey so very basic thread right now, I will edit things when i come back from my family trip.
Starting Level: 3
Races: Anything Printed by WotC but I would appreciate a writeup sent by PM including the Mag Issue for verification purposes in case i dont have the material.
Classes: Again anything that has a full level 30 progression in WotC Material is allowed [PM, as with races, would be appreciated], Position Altering Classes (Like Warlord) are discouraged but i wont ban them.
Stats: We will be using Mamelon Point Buy but it will be 28 points instead of 32 [I have found 32 to be incredibly strong in this system]
More will be added when i come back, Gold is standard for a level 3, same with magic items.
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Call me old fashioned, but an evil ascension to power just isn't the same without someone chanting faux Latin in the background.
Oreo, Glazing people better than Dunkin' Donuts since 2009
That is not dead which can eternal lie. And with strange eons even death may die.
Hey Sep, is there any particular Pantheon you want us to use? I am planning on making a cleric, so I kind of need to know what I have to choose from here.
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"As the size of an explosion increases, the number of social situations it is incapable of solving approaches zero." -- Varsuvius, Order of the Stick
for those who aren't aware, this is what he means by "Gold is standard for level 3, same with magic items":
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For magic items, choose one item of your level + 1, one item of your level, and one item of your level – 1. In addition, you have gold pieces equal to the value of one magic item of your level – 1. You can spend this money on rituals, potions, or other magic items, or save it for later.
EDIT: also my character is done I think: here she is
I do have one question, and that is whether the proficiency bonus for a given weapon is added to melee: weapon based attack powers?
Yes if you are proficient with a weapon you also add the proficiency bonus.
One thing you are putting an 18 in your Stats as part of the Initial Point Buy the math doesnt support that... best you can do is a 16... unless you are also including the Racial Stat Increase in the Initial Point Buy , yes i know nitpicking but i felt like this post needed a little more than just an agreement... specially since i wont be around to answer much until saturday
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Call me old fashioned, but an evil ascension to power just isn't the same without someone chanting faux Latin in the background.
Oreo, Glazing people better than Dunkin' Donuts since 2009
That is not dead which can eternal lie. And with strange eons even death may die.
I'm gonna be as basic as possible here, using the D&DI Chacter Builder Demo (You can make lvls 1-3) consulting only Core Player Handbook. Should have a character by tonight. At work atm.
With Racial Bonuses for the Longtooth Shifter that would increase strength to 18, and Wisdom to 20. However all told, unless I am doing my math terribly wrong, then I did in fact use 28 points to get these stats, just like you asked us to use. Sorry.
EDIT: also the problem with the D&DI Character Builder, is that it does not support Mamelon Point buy or anything like that at the current time. So I would recommend trying to build your character without the Character builder if you can.
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"As the size of an explosion increases, the number of social situations it is incapable of solving approaches zero." -- Varsuvius, Order of the Stick
Actually you know what, scratch what I said about character builder. Apparently you can ignore the point limits built into the system and allocate stats as you see fit. So as long as you understand how the Mamelon point buy system works, then using the Character builder to build a character should work just fine
Sorry for the confusion
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"As the size of an explosion increases, the number of social situations it is incapable of solving approaches zero." -- Varsuvius, Order of the Stick
Racial Bouns Feat: Choose extra feat at 1st lvl
Bonus Skill: Trained in one additional class skill
Bonus At-Will Power: Know one extra 1st level attack power from your class
Human Defense Bonuses: +1 to Fort, Reflex & Will
Class
Combat Challenge: Mark foes you attack. They get -2 to attacks not including you. Make basic melee attack against adjacent marked foe who shifts or makes attack not including you. Mark lasts until end of your next turn or marked by other. Class Superiority: Add Wis mod to opportunity attacks. Hit ends foe's movement (if any) this action. Fighter Talents - Two Handed Weapon Talent: +1 on attacks with two-handed weapons.
Powers
At-Will
Cleave: Martial Weapon, Standard Action, Melee Range
Target(s): One
Attack: Str v. AC (Attack 8)
Hit: 1[W]+Str Mod (+4) damage, and an enemy adjacent to you other than target takes damage equal to your Str Mod (+4). Increase damage to 2[W] + Str Mod (+4) at 21st level.
Greataxe: +8 attack, 1d12+4 damage
Combat Challenge: Martial Weapon, Imm Intern Action, Melee Range
Effect: Whenever an enemy marked by you is adjacent to you and shifts or makes an attack that does not include you, you can make a melee basic attack against that enemy.
Sure Strike: Martial Weapon, Standard Action, Melee Range
Target(s): One
Attack: Str +2 v. AC (Attack 8)
Hit: 1[W] damage.
Increase to 2[W] at 21st level.
Greataxe: +10 attack, 1d12 damage
Reaping Strike: Martial Weapon, Standard Action, Melee Range
Target(s): One
Attack: Str v. AC (Attack 8)
Hit: 1[W] + Str Mod (+4) damage. Increase damage to 2[W] + Str Mod (+4) at 21st level.
Miss: Half Str Mod (+4) damage. If you're wielding a two-handed weapon, you deal damage equal to your Str Mod (+4).
Greataxe: +8 attack,1d12+4 damage.
Encounter
Spinning Sweep: Martial Weapon, Standard Action, Melee Range
Target(s): One
Attack: Str v. AC (Attack 8)
Hit: 1[W] + Str Mod (+4) damage, and you knock target prone.
Greataxe: +8 attack, 1d12+4 damage
Crushing Blow: Martial Weapon, Standard Action, Melee Range
Target(s): One
Attack: Str v. AC (Attack 8)
Hit: 2[W] + Str Mod (+4) damage
Weapon: If you're wielding an axe,hammer, or mace, you gain a bonus to the damage roll equal to your Con Mod (+5)
Greataxe: +8 attack, 2d12+9 damage
Daily
Brute Strike: Martial, Reliable Weapon, Standard Action, Melee Range
Target(s): One
Attack: Str v. AC (Attack 8)
Hit: 3[W] + Str Mod (+4) damage.
Greataxe: +8 Attack, 3d12+4 damage
Utility Boundless Endurance: Healing, Martial Stance, Minor Action, Personal
Daily
Effect: You gain Regen 2 + Con Mod (+5) when bloodied.
Alterness: No combat advantage when surprised, +2 Perception Powerful Charge: +2 damage, +2 to bull rush on a charge Power Attack: +2 damage for -2 attack
Equipment & Wealth
Terror Greataxe: Lvl 4
Weapon: Axe
Enhancement: +1 attack rolls and damage rolls
Critical: +1d8 damage
Power (Daily*Fear) Free Action. Use this power when you hit with the weapon. The target takes a -2 penalty to all defenses (save ends).
Delver's Armor: Lvl 3
Armor: Any (Scale)
Enhancement +1 AC
Power (Daily) No Action. Gain a +2 power bonus to a saving throw you just rolled; use the new result.
Boots of Adept Charging: Lvl 2
Item Slot: Feet
Property: After charging, you can shift 1 square before your turn ends.
Giga, you start with 3 magic items, one of them is going to be a level 4 magic item, one a level 3 magic item, and one of which is a level 2 magic item. Additionally you start with a further 520 gold, which is enough to buy an additional level 2 magic item, or some other non-magical equipment, ritual components, etc... depending on what you need.
Okay, so I have decided to play a Kalashtar Cleric of Pelor as opposed to a Longtooth Shifter Cleric of Avandra. This change is for a couple of reasons. First and foremost is the fact that the Kalashtar has better stat boosts for a better set of skills when it comes to the Cleric than does the Longtooth. Additionally the Kalashtar has a variety of racial abilities that makes it fall into the Leader category of roles far better than does the Longtooth, this is wonderful and I think it would be very useful as a character for our adventures.
I think this Kalashtar Cleric will probably up our parties chances of survival much more thoroughly than the Longtooth Cleric ever was able to do, simply for the fact that the Kalashtar Cleric is far better built and designed for the purpose of healing more so than the longtooth was. As such I am planning on playing the Kalashtar instead of the Longtooth in this adventure. Sorry for the inconvenience.
I am deleting the longtooth character from my campaign notes, and adding the Kalashtar's sheet's link here in this post:
Giga from a mechanics perspective i admit theres no real need for the two weapons just the songblade alone, that being said if you feel your character would fight with two weapons that's perfectly fine as well... ok im waiting for all character sheets so i can start.
Halinn: No this will not be the same world as New Dawn though i kinda wanna make it so now if only because i loved the amount of stuff i had come up with
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Quote from »
Call me old fashioned, but an evil ascension to power just isn't the same without someone chanting faux Latin in the background.
Oreo, Glazing people better than Dunkin' Donuts since 2009
That is not dead which can eternal lie. And with strange eons even death may die.
DC: Dont feel the moment you post a sheet that thats the character you will play, if you want to change at any point [prior to the actual start of the game of course], feel free to do so, i know how sometimes you can have so many ideas floating around and can't quite decide.
Giga: however you feel is best, just remember you can have mundane versions of weapons so no need to have one of your magic items be used by a weapon that you will rarely use and will not boost your abilities in any way
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Quote from »
Call me old fashioned, but an evil ascension to power just isn't the same without someone chanting faux Latin in the background.
Oreo, Glazing people better than Dunkin' Donuts since 2009
That is not dead which can eternal lie. And with strange eons even death may die.
Haha, I forgot that game was a 4e gestalt. I've got a lot more work to do than I thought. Still going to pretty much be the same; Dragonborn with rippling muscle and twinkling stars around him
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MTG: The RPG Character: Zenith RIP Krensae Fluidtail: Sleep well with the fish
Starting Level: 3
Races: Anything Printed by WotC but I would appreciate a writeup sent by PM including the Mag Issue for verification purposes in case i dont have the material.
Classes: Again anything that has a full level 30 progression in WotC Material is allowed [PM, as with races, would be appreciated], Position Altering Classes (Like Warlord) are discouraged but i wont ban them.
Stats: We will be using Mamelon Point Buy but it will be 28 points instead of 32 [I have found 32 to be incredibly strong in this system]
More will be added when i come back, Gold is standard for a level 3, same with magic items.
EDIT: also my character is done I think: here she isI do have one question, and that is whether the proficiency bonus for a given weapon is added to melee: weapon based attack powers?
One thing you are putting an 18 in your Stats as part of the Initial Point Buy the math doesnt support that... best you can do is a 16... unless you are also including the Racial Stat Increase in the Initial Point Buy , yes i know nitpicking but i felt like this post needed a little more than just an agreement... specially since i wont be around to answer much until saturday
How you should approach every game of Magic.
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My Flawless Score MCC Card | My Other One | # Three!
Initial Point Buy: 16, 14, 14, 10, 18, 14
STR: 16 (6 points)
CON: 14 (4 points)
DEX: 14 (4 points)
INT: 10 (0 points)
WIS: 18 (10 points)
CHA: 14 (4 points)
With Racial Bonuses for the Longtooth Shifter that would increase strength to 18, and Wisdom to 20. However all told, unless I am doing my math terribly wrong, then I did in fact use 28 points to get these stats, just like you asked us to use. Sorry.
EDIT: also the problem with the D&DI Character Builder, is that it does not support Mamelon Point buy or anything like that at the current time. So I would recommend trying to build your character without the Character builder if you can.
The creator of Maro's Magic 8-Ball!
Sorry for the confusion
How you should approach every game of Magic.
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My Flawless Score MCC Card | My Other One | # Three!
General Info
Name: Sabic Greenhorn
Campaign/DM: Lightbringers of Rasharaf/ Sepirel
Level: 3
Class: Fighter
Race: Human
Alignment: Unaligned
Diety: Agnostic
Age: 24
Gender: Male
Height: 6'0"
Weight: 225
Eyes: Blue
Hair: Brown
Skin: Untanned white
Combat Info
Ability Scores
Initial Point Buy: 18, 18, 14, 10, 14,10
STR: 18/+4/+5
CON: 20/+5/+6
DEX: 14/+2/+3
INT: 10/+0/+1
WIS: 14/+2/+3
CHA:10/+0/+1
Vitals
HP: 47
Bloodied: 23
Surge Value: 11
Surges/Day: 14
Other
Speed: 5
Initiative: 3
Saving Throws & Armor
AC: 19 (11base +8 armor)
Fort: 19 (11base +5abil +2class +1misc)
Ref: 14 (11base +2abil +1misc)
Will: 14 (11base +2abil +1misc)
Powers & Features
Racial, Class, Path, Destiny Features
Racial
Bouns Feat: Choose extra feat at 1st lvl
Bonus Skill: Trained in one additional class skill
Bonus At-Will Power: Know one extra 1st level attack power from your class
Human Defense Bonuses: +1 to Fort, Reflex & Will
Class
Combat Challenge: Mark foes you attack. They get -2 to attacks not including you. Make basic melee attack against adjacent marked foe who shifts or makes attack not including you. Mark lasts until end of your next turn or marked by other.
Class Superiority: Add Wis mod to opportunity attacks. Hit ends foe's movement (if any) this action.
Fighter Talents - Two Handed Weapon Talent: +1 on attacks with two-handed weapons.
Powers
At-Will
Cleave: Martial Weapon, Standard Action, Melee Range
Target(s): One
Attack: Str v. AC (Attack 8)
Hit: 1[W]+Str Mod (+4) damage, and an enemy adjacent to you other than target takes damage equal to your Str Mod (+4). Increase damage to 2[W] + Str Mod (+4) at 21st level.
Greataxe: +8 attack, 1d12+4 damage
Combat Challenge: Martial Weapon, Imm Intern Action, Melee Range
Effect: Whenever an enemy marked by you is adjacent to you and shifts or makes an attack that does not include you, you can make a melee basic attack against that enemy.
Sure Strike: Martial Weapon, Standard Action, Melee Range
Target(s): One
Attack: Str +2 v. AC (Attack 8)
Hit: 1[W] damage.
Increase to 2[W] at 21st level.
Greataxe: +10 attack, 1d12 damage
Reaping Strike: Martial Weapon, Standard Action, Melee Range
Target(s): One
Attack: Str v. AC (Attack 8)
Hit: 1[W] + Str Mod (+4) damage. Increase damage to 2[W] + Str Mod (+4) at 21st level.
Miss: Half Str Mod (+4) damage. If you're wielding a two-handed weapon, you deal damage equal to your Str Mod (+4).
Greataxe: +8 attack,1d12+4 damage.
Encounter
Spinning Sweep: Martial Weapon, Standard Action, Melee Range
Target(s): One
Attack: Str v. AC (Attack 8)
Hit: 1[W] + Str Mod (+4) damage, and you knock target prone.
Greataxe: +8 attack, 1d12+4 damage
Crushing Blow: Martial Weapon, Standard Action, Melee Range
Target(s): One
Attack: Str v. AC (Attack 8)
Hit: 2[W] + Str Mod (+4) damage
Weapon: If you're wielding an axe,hammer, or mace, you gain a bonus to the damage roll equal to your Con Mod (+5)
Greataxe: +8 attack, 2d12+9 damage
Daily
Brute Strike: Martial, Reliable Weapon, Standard Action, Melee Range
Target(s): One
Attack: Str v. AC (Attack 8)
Hit: 3[W] + Str Mod (+4) damage.
Greataxe: +8 Attack, 3d12+4 damage
Utility
Boundless Endurance: Healing, Martial Stance, Minor Action, Personal
Daily
Effect: You gain Regen 2 + Con Mod (+5) when bloodied.
Skills & Feats
Skills
Acrobatics: (Dex) 3
Arcana: (Int) 1
Athletics: (Str) 10
Bluff: (Cha) 1
Diplomacy: (Cha) 1
Dungeoneering: (Wis) 3
Endurance: (Con) 11
Heal: (Wis) 8
History: (Int) 1
Insight: (Wis) 3
Intimidate: (Cha) 6
Nature: (Wis) 3
Perception (Wis) 5
Religion (Int) 1
Stealth (Dex) 3
Streetwise (Cha) 1
Thievery (Dex) 3
Languages
Common
Elven
Feats
Alterness: No combat advantage when surprised, +2 Perception
Powerful Charge: +2 damage, +2 to bull rush on a charge
Power Attack: +2 damage for -2 attack
Equipment & Wealth
Terror Greataxe: Lvl 4
Weapon: Axe
Enhancement: +1 attack rolls and damage rolls
Critical: +1d8 damage
Power (Daily*Fear) Free Action. Use this power when you hit with the weapon. The target takes a -2 penalty to all defenses (save ends).
Delver's Armor: Lvl 3
Armor: Any (Scale)
Enhancement +1 AC
Power (Daily) No Action. Gain a +2 power bonus to a saving throw you just rolled; use the new result.
Boots of Adept Charging: Lvl 2
Item Slot: Feet
Property: After charging, you can shift 1 square before your turn ends.
Adventurer's Kit
Climber's Kit
520gp
Encumbrance: 101/180
Rituals
None
How you should approach every game of Magic.
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My Flawless Score MCC Card | My Other One | # Three!
The creator of Maro's Magic 8-Ball!
How you should approach every game of Magic.
Mod Helpdesk (defunct)
My Flawless Score MCC Card | My Other One | # Three!
I think this Kalashtar Cleric will probably up our parties chances of survival much more thoroughly than the Longtooth Cleric ever was able to do, simply for the fact that the Kalashtar Cleric is far better built and designed for the purpose of healing more so than the longtooth was. As such I am planning on playing the Kalashtar instead of the Longtooth in this adventure. Sorry for the inconvenience.
I am deleting the longtooth character from my campaign notes, and adding the Kalashtar's sheet's link here in this post:
Alkalia, the Kalashtar Cleric of Pelor
Again, sorry for the inconvenience.
RIP Krensae Fluidtail: Sleep well with the fish
The creator of Maro's Magic 8-Ball!
The creator of Maro's Magic 8-Ball!
Giga from a mechanics perspective i admit theres no real need for the two weapons just the songblade alone, that being said if you feel your character would fight with two weapons that's perfectly fine as well... ok im waiting for all character sheets so i can start.
Halinn: No this will not be the same world as New Dawn though i kinda wanna make it so now if only because i loved the amount of stuff i had come up with
The creator of Maro's Magic 8-Ball!
Giga: however you feel is best, just remember you can have mundane versions of weapons so no need to have one of your magic items be used by a weapon that you will rarely use and will not boost your abilities in any way
The creator of Maro's Magic 8-Ball!
RIP Krensae Fluidtail: Sleep well with the fish