War of the Wyrms: Accepting Players

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Dramatic Flare

Frightening Frolicker
Jun 18, 2008
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Hang on, almost forgot about these questions. Apologies for double posting.


What can I do, as a DM, to either speed things up or make it more fun (or both)?

I would also like to say that the way I designed this campaign, you can choose almost literally any direction to run in. If you wish to start playing a more self-centered (evil) campaign, that is prefectly reasonable, as is any other choice. I state this merely to address any belief that you guys have that you are required to be the stalwart hereoes of the land.
That said, what sort of things are you interested in finding/doing in this campaign? I know, for instance, that Mastersqueak's character concept involves a flying mount that I'm willing to work with him so he can have.

And finally, I know I've been slow on developing the basic combat guide in the thread. I'm sure if I finished that it would help all of you out, and it shall be completed soon. I'll be moving tomorrow, and will have much better access to a computer than I have recently.
 

Dramatic Flare

Frightening Frolicker
Jun 18, 2008
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It might be a bit before she can join, but I'm pretty certain I just recruited someone.
So, one half-step closer to getting this thing back up and running.
 

Higurashi

New member
Jan 23, 2008
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Dramatic Flare said:
*el snip del toro*
I dunno, I'm fine with the pace. I suppose faster updates would be a no-brainer way of speeding it up, but I have no need for that and wouldn't demand it from you, either. Especially since it seems to generally be the players who are slow anyway. Dunno if there's more you can do; perhaps it lies with the motivation of the players. Yeah, the GM has part of the responsibility to make the campaign fun, but the players have to be self-motivating.

As for the campaign, I prefer going good or neutral. Marisa's looking for her supposed brother, and that's her agenda. Seeing as she has no trace presently, she's more than pleased with doing good for others, and working for the church.
 

Higurashi

New member
Jan 23, 2008
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Dramatic Flare said:
Thanks Higs; that helps.

Pero pienso que estoy el asesino azul.
Baptized by fire.
You can update the bookkeeper in the OP as well; Marisa's been revamped at page 2. Also, I noticed your friend had a background +2 bonus to History. Something like that would fit Marisa when it comes to Insight, methinks.
 

Dramatic Flare

Frightening Frolicker
Jun 18, 2008
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I'm confused about the baptized by fire bit. XD

I'll update it. The person you are referring too isn't actually my friend; they're someone who applied via PM. I don't that much about him, honestly. However, as far as the +2 to History goes; that's actually racial. He also gets a +2 to intimidate. All dragonborn do. Humans don't get such bonuses, instead you get that bonus trained skill. So, every other race gets +4 divided to two skills, and humans get a single +5 to one skill. While it would fit Marisa to have this applied to insight, that does actually have to be applied by you as skill training.
Make sense?
 

Dramatic Flare

Frightening Frolicker
Jun 18, 2008
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Oh... I see what's going on here.

Alrighty. I'll deal with it later. I'm going to go pass out now.

Apparently I should have been a lot more awake when I approved that character.

No, character background skill bonuses are optional rules provided in the PH2, but are from a section I didn't read due to, "not giving a crap what WotC thinks it can do with my games."

For now, sleep.
 

Higurashi

New member
Jan 23, 2008
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Hahaha. Well, since we do use PHB2, I thought you had allowed it without notifying us. You do need that sleep at least.
 

Dramatic Flare

Frightening Frolicker
Jun 18, 2008
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Finally got the character sheet for our possible new player.

Human Fighter
level 1

Strength: 18 (+4)
Constitution: 13 (+1)
Dexterity: 12 (+1)
Intelligence: 11 (-)
Wisdom: 14 (+2)
Charisma: 10 (-)

Maximum HP: 28
Bloodied: 14
Surges/Day: 10
Surge Value: 7

Size: medium
Speed: 5 (6 - 1 for armor)
Vision: Normal

Initiative: +1

Armor Class: 19 (10 base, 7 Armor, 2 Shield)
Fortitude: 17 (10 base, 4 Strength, 2 Class, 1 Racial)
Reflex: 14 (10 base, 1 Dexterity, 1 Racial, 2 Shield)
Will: 13 (10 Base, 2 Wisdom, 1 Racial)

Abilities: All are Standard actions unless marked otherwise. (See also: Combat Superiority, Combat Challenge)

AT-WILL:
- Basic Battle axe attack: +7 vs AC. 1d10 + 4 damage.
- Basic Hand Axe Attack: +7 vs. AC Ranged 5/10. 1d6 +4 damage.
- Cleave: +7 vs. AC. 1d10 + 4 damage, and another enemy enemy adjacent to you takes 4 damage.
- Sure Strike: +9 vs. AC. 1d10 damage.
-Tide of Iron: (requires you to using a shield): +7 vs. AC. 1d10 + 4 damage, and if the creature is Large size or smaller you can push it one square. If you wish, you can move into the square it occupied.

ENCOUNTER:
- Spinning Sweep: +7 vs AC. 1d10 + 4 damage, and you knock the target prone.

DAILY:
- Villain's Menace: +7 vs AC. 2d10 + 4 damage, and you gain a +2 power bonus to attack rolls, and a +4 power bonus to damage rolls against the target until the end of the encounter.
Miss: +1 bonus to attack, +2 bonus to damage.

Encumbrance:
Normal Load: up to 180lb.
Heavy Load: up to 360lb.
Maximum Drag Load: 900lb.

Languages Known: Common, Draconic


SKILLS:
Acrobatics: 0 ( 1 dexterity, -1 armor check)
Arcana: 0 ( 0 intelligence)
Athletics: 8 ( 4 strength, 5 Trained, -1 armor check)
Bluff: 0 ( 0 charisma)
Diplomacy: 0 ( 0 charisma )
Dungeoneering: 2 ( 2 wisdom)
Endurance: 5 ( 1 Constitution, 5 Trained, -1 armor check)
Heal: 7 ( 2 wisdom, 5 Trained)
History: 0 ( 0 intelligence)
Insight: 2 ( 2 wisdom)
Intimidate: 5 ( 0 Charisma, 5 Trained)
Nature: 2 ( 2 wisdom)
Perception: 2 ( 2 wisdom)
Religion: 0 ( 0 intelligence)
Stealth: 0 ( 1 dexterity, -1 armor check)
Streetwise: 0 ( 0 charisma)
Thievery: 0 ( 1 dexterity, -1 armor check)
All skills with an armor check take a further -2 while you are using a shield.

Feats:
- Shield Push (Applied)
- Human Perseverance: +1 to saving throws

Features:
- Human Bonus At-will (Applied)
- Human Bonus Feat (Applied)
- Human Bonus Skill training (applied)
- Human Bonus defenses (Applied)
- Fighter Weapon Talent: One handed (Applied)
- Fighter Combat Superiority: add Wisdom Modifier to Opportunity Attack rolls. If a move provoked this attack, the creature stops moving
- Combat Challenge: Any time you attack an enemy an enemy, whether you hit or miss, you can choose to mark the target. A marked target has a -2 with attacks that don't target you. A creature can only be subject to one mark at a time, and a new one supersedes an old one.
In addition, targets marked by you can suffer a melee basic attack from you whenever they shift or make an attack that doesn't include you. This counts as an immediate interrupt. On a hit, you can push the target 1 square after dealing damage, though you must be using a shield to do so.


Equipment:
- Money:
8 gold
- Scale Armor
- Heavy Shield
- Battle Axe
- Hand Axe
- Standard Adventurer's Kit
backpack
bedroll
flint and steel
belt pouch
Trail Rations (10 days)
Hempen Rope (50 ft)
Sunrods (2)
Waterskin
- Climber's Kit
Pitons (10)
Small Hammer
Grappling Hook
 

Higurashi

New member
Jan 23, 2008
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Splendid. I'd rather have two Defenders than two Strikers. With the Bard in tow, we only need a Controller now.
 

Dramatic Flare

Frightening Frolicker
Jun 18, 2008
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That's actually how the development is recommended. At four players, one for each role. At five, add a defender. At six, add a striker.
Two strikers is not bad at five players, they just can't really take many hits (unless one is a Barbarian. Ridiculous health, I tell you.)
 

Higurashi

New member
Jan 23, 2008
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Yeah, exactly. An Avenger might work too, at least at later levels with that amaaaazing AC. They're both a bit Defender-y.
 

TheGhostOfSin

Terrible, Terrible Damage.
May 21, 2008
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Well, due to constant PM failures I'm just gonna post my sheet here
I must worn you all, I am a poor RPer, a worse writer and DnD does nothing but confuse me, but regardless of what Yoda would say, I will try!

<spoiler=Character Bio>
Name: Lemnosk

Race: Dragonborn

Age: 36

Gender: Male

Height: 7' 0"

Weight: 340 lbs

Appearance: Very tall and heavy-set, even for a Dragonborn. Has Golden coloured scales that make the most useless camouflage of all species to ever exist, has a extremely short snout that makes him the laughing stock of any dragonborns around, although the short snout looks oddly disturbing to other races, even terrifying to some.

Background: Raised in a small Dragonborn community in a forest, was always bigger than the others his age but was often abused by the other Cubs, nicknamed "No Snout" and "Flatface"
At the young age of Twenty he snapped and learnt of his affinity for magic by causing a forest fire, killing the rest of the community.
He decided that with his new found abilities he was going to become all powerful and get everything he ever wanted, this did not work out however as he spent the next sixteen years wondering around looking for food, working as a doorman at taverns and using his appearance to steal from travellers.

Traits: Is not even slightly as strong as his size would suggest, Has a tendency to lose his temper, Is a complete and utter coward.


I don't know what much of this means and if you even need it all, but here you go
<spoiler=Character Sheet>Male Dragonborn Wizard

Lemnosk
Level 1
Evil

Strength 14 (+2)
Constitution 14 (+2)
Dexterity 11 (+0)
Intelligence 16 (+3)
Wisdom 13 (+1)
Charisma 12 (+1)

Height: 7' 0"
Weight: 340 lb
Scales: Gold
Eyes: Red
Hair: None

Maximum Hit Points: 24

Bloodied: 12
Surge Value: 8 [includes draconic heritage]
Surges / Day: 8 [includes constitution modifier]

Size: Medium
Speed: 6 squares
Vision: Normal

Initiative: 1d20 +0 = + 0 [dexterity]
Base Strength Attack: 1d20 +2 = + 2 [strength]
Base Dexterity Attack: 1d20 +0 = + 0 [dexterity]
Base Constitution Attack: 1d20 +2 = + 2 [constitution]
Base Intelligence Attack: 1d20 +3 = + 3 [intelligence]
Base Wisdom Attack: 1d20 +1 = + 1 [wisdom]
Base Charisma Attack: 1d20 +1 = + 1 [charisma]

Armor Class: 13 = 10 + 3 [intelligence]
Fortitude Defense: 12 = 10 + 2 [constitution]
Reflex Defense: 13 = 10 + 3 [intelligence]
Will Defense: 13 = 10 + 2 [wizard] + 1 [wisdom]

Armor: None (street clothes)

Shield: None

Attacks:

Unarmed Melee: +2 [base strength attack] vs AC; damage 1[W]=1d4+2 [strength bonus]
Dragon Breath +4 [base constitution attack + 2] vs reflex; damage1d6+2 [constitution]
Magic Missile +3i [base intelligence attack] vs reflex
Scorching Burst +3i [base intelligence attack] vs reflex
Force Orb +3i [base intelligence attack] vs reflex
Acid Arrow +3i [base intelligence attack] vs reflex
Flaming Sphere +3i [base intelligence attack] vs reflex
Freezing Cloud +3i [base intelligence attack] vs fortitude
i Implement-usable power. Apply a bonus as appropriate for magic, any implement expertises, etc.

Base Saving Throw: d20 vs 10

Encumberance 4e

Normal Load: 140 lb.
Heavy Load: 280 lb.
Maximum Drag Load: 700 lbs

Encumberance 3.5

Light load: 58 lb. or less
Medium load: 59-116 lb.
Heavy load: 117-175 lb.
Lift over head: 175 lb.
Lift off ground: 350 lb.
Push or drag: 875 lb.

Languages: Common; Draconic;

Rituals Known:

Skills:

Acrobatics: +0 = 0 [dexterity]
Arcana: +8 = 3 [intelligence] + 5 [class training]
Athletics: +2 = 2 [strength]
Bluff: +1 = 1 [charisma]
Diplomacy: +1 = 1 [charisma]
Dungeoneering: +6 = 1 [wisdom] + 5 [class training]
Endurance: +2 = 2 [constitution]
Heal: +1 = 1 [wisdom]
History: +5 = 3 [intelligence] + 2 [Dragonborn]
Insight: +6 = 1 [wisdom] + 5 [class training]
Intimidate: +3 = 1 [charisma] + 2 [Dragonborn]
Nature: +6 = 1 [wisdom] + 5 [class training]
Perception: +1 = 1 [wisdom]
Religion: +3 = 3 [intelligence]
Stealth: +0 = 0 [dexterity]
Streetwise: +1 = 1 [charisma]
Thievery: +0 = 0 [dexterity]

Feats:

Expanded Spellbook

At-Will:

Basic Melee Attack: By weapon, damage 1[W]+2 [strength bonus] [standard action]
Basic Ranged Attack: By weapon, damage 1[W] [standard action]
Bull Rush: +2 [base strength attack] vs fortitude [standard action]
Grab: +2 [base strength attack] vs reflex [standard action]
Move grabbed target: +2 [base strength attack] vs fortitude [standard action]
Escape: +0 [acrobatics] vs reflex / +2 [athletics] vs fortitude [move action]
Ghost Sound [Wizard][standard action]
Light [Wizard][minor action]
Mage Hand [Wizard][minor action]
Prestidigitation [Wizard][standard action]
Magic Missile [Level 1]
Scorching Burst [Level 1]

Other Standard Actions: 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 (use second wind DC10, stabilize the dying DC15, grant a saving throw DC15), Intimidate, Thievery depending on circumstances);

Other Move Actions: Crawl; Run [speed 8]; 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; Perception -- active (as per revision),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

Encounter Powers:

Second Wind
Spend an Action Point [free action, not in surprise round]
Dragon Breath, Fire [Dragonborn][minor action]
Extend an effect on an enemy to last to end of next turn rather than this turn]
Use Implement [free action]
Force Orb [Level 1]

Daily Powers:

Acid Arrow [Level 1]
Flaming Sphere [Level 1]
Freezing Cloud [Level 1]

Reminder to Level 1 Wizards: Each day (i.e., after extended rest), you prepare one daily non-utility power and one utility power from your spellbook.

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

Wizard

* This wizard chose the Orb of Imposition mastery. Remember the option to give a penalty on saving throws equal to your wisdom modifier, or maintain an at-will power for an extra turn.
* Cantrips
* Ritual Casting [bonus feat, not listed above]
* Spellbook

0 lb Backpack
2 lb Bedroll
5 lb Flint and steel

1 lb Pouch (belt) x1
10 lb Rations (1 day) x10
10 lb Rope (50', hempen) x1
2 lb Sunrods x2
4 lb Waterskins x1
2 lb Orb
3 lb spellbook x1
 

Dramatic Flare

Frightening Frolicker
Jun 18, 2008
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Update:
The person I was recruiting from a different website is unable to play now. Therefore, we have two options:
Try to grab a final player, or press on. We have enough players to start a campaign, we simply haven't maxed out the available slots for players to fill.