War of the Wyrms: Accepting Players

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Frightening Frolicker
Jun 18, 2008
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Higurashi said:
ninjablu said:
Alright, cool. Paladins come with two options. One uses Strength, and is called "the avenging paladin." The other one uses Charisma, and is called "the protecting paladin." Again, choosing either option results in different races that are best suited to the task.
Indeed they do. I focus on the Protecting Paladin, for certain. I was thinking human to begin with. A bit concerned that they aren't as good at defending as the others, but eh, the team could still work.
Heh. Do you have the player's handbook?
 

Higurashi

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Jan 23, 2008
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ninjablu said:
Heh. Do you have the player's handbook?
Unfortunately not. Poor as a sewer rat. I gather information from the magical land of the internet. ^_^
Chaladins can buff and heal, Defending like that instead, but if we're going to have only one Defender, it'd be better to be a Warden so I could control a higher quantity of mobs, I think. But I don't know enough to form strategies anyway. I'll do what I can with my Chaladin.
 

Dramatic Flare

Frightening Frolicker
Jun 18, 2008
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Higurashi said:
ninjablu said:
Heh. Do you have the player's handbook?
Unfortunately not. Poor as a sewer rat. I gather information from the magical land of the internet. ^_^
Chaladins can buff and heal, Defending like that instead, but if we're going to have only one Defender, it'd be better to be a Warden so I could control a higher quantity of mobs, I think. But I don't know enough to form strategies anyway. I'll do what I can with my Chaladin.
Alright. Human is a good option, but the way it's set up, human is pretty much always a good choice.
Other good choices include Dragonborn, and Tieflings.
Dragonborn being, obviously, dragon folk who have elemental breath, intimidation and a historical focus. They resist whatever element is the same as their breath weapon. They have a bonus to Charisma and Strength.
Tieflings have a tad of a demonic heritage, but not directly. They deal extra damage to the enemies that just hit them, once per encounter, and are stealthy and good at bluffing. They also resist fire. They have a bonus to Charisma and Intelligence.
Human are the most variable, getting a bonus to one skill of their choice and one Stat of their choice. However, they have a bonus to all defenses, an extra feat and extra skill training. Finally, they gain an extra at-will power from their class.
 

Dramatic Flare

Frightening Frolicker
Jun 18, 2008
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lostclause said:
Since we are lacking a healer, I'll go cleric.
Hern. Bards heal now,. Bards actually heal pretty darn well too, and the rest is more than covered by a Paladin. We could really use a Controller class, if you're willing.
 

Outasync

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Feb 15, 2009
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I really want to be a rogue. If so, and if we are choosing races now, I will be a Half-Elf. If not, I will be a sorcerer, and if it is allowed, my race will be Eladrin.

EDIT: Go here, http://www.penpaperpixel.org/tools/d20dicebag.htm for an electronic dice bag to do die rolls, if you need it.
 

lostclause

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Mar 31, 2009
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ninjablu said:
lostclause said:
Since we are lacking a healer, I'll go cleric.
Hern. Bards heal now,. Bards actually heal pretty darn well too, and the rest is more than covered by a Paladin. We could really use a Controller class, if you're willing.
Righty ho then, I'll go with a wizard. Also I've finally got a player's handbook, so I'll try get my character done.
 

MasterSqueak

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May 10, 2009
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No, I could not get a PH.

I picked Rogue, because I wanted an Assasin's Creed-esque character. So, Artful Dodger sounds good.
 

Dramatic Flare

Frightening Frolicker
Jun 18, 2008
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Outasync said:
I really want to be a rogue. If so, and if we are choosing races now, I will be a Half-Elf. If not, I will be a sorcerer, and if it is allowed, my race will be Eladrin.

EDIT: Go here, http://www.penpaperpixel.org/tools/d20dicebag.htm for an electronic dice bag to do die rolls, if you need it.
Thanks for the dice website, and I'd love to have you play but I seem to be full up. Maybe someone else will be inspired and you can play in their campaign.
Sorry.

lostclause said:
ninjablu said:
lostclause said:
Since we are lacking a healer, I'll go cleric.
Hern. Bards heal now,. Bards actually heal pretty darn well too, and the rest is more than covered by a Paladin. We could really use a Controller class, if you're willing.
Righty ho then, I'll go with a wizard. Also I've finally got a player's handbook, so I'll try get my character done.
Awesome. Eladrin seem to be a favorite pick, but a tiefling would play out pretty well too.
 

Dramatic Flare

Frightening Frolicker
Jun 18, 2008
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MasterSqueak said:
No, I could not get a PH.

I picked Rogue, because I wanted an Assasin's Creed-esque character. So, Artful Dodger sounds good.
Okay. I'm going to just list off all the racial basics here. For the record, your best choice is Halfling, while elves, humans, and razorclaw shifters (think werecat) are all good other choices.

Dragonborn: folk who have elemental breath, intimidation and a historical focus. They resist whatever element is the same as their breath weapon. They have a bonus to Charisma and Strength.
Dwarves: bonuses to Constitution and wisdom, and skill bonuses to dungeoneering and endurance. They have no racial encounter power, but they are nifty in other ways. They resist poison and can move at full speed even when encumbered. They are the only race that can making saving throws against falling prone, as well as being harder to move around the battlefield.
Eladrin: Bonuses to Dexterity and Intelligence, and skill bonuses to Arcana and history. They can teleport once per encounter, gain an extra "trained" skill, and have extra defense against charm effects. Finally, they "Trance" rather than go to sleep, which means they can get the effects of an extended rest from four hours rather than 6.
Elves: bonuses to Dexterity and Wisdom, and skill bonuses to nature and perception. Once an encounter, they can reroll attacks and ignore difficult terrain while shifting. They also aid ally Perception.
Goliath: Bonuses to Strength and Constitution, and skill bonuses to athletics and nature. They can always roll twice on athletics checks and choose either result, and once per encounter resist all damage for a whole turn.
Half-elf: Bonuses to Constitution and Charisma. Skill bonuses to diplomacy and insight. half-elves are the second most flexible class, getting the ability to choose an extra at-will ability from another class and use it as an encounter power, able to take feats that have elf, human, OR half-elf as a prerequisite, and granting all allies a diplomacy bonus.
Half-Orc: Have a bonus to strength and Dexterity, and skill bonuses to endurance and intimidation. Once per encounter, they can gain temporary hit-points, and also once per encounter deal extra damage. They have a speed bonus to charging.
Halflings: Have a bonus to Dexterity and Charisma, and a skill bonus to acrobatics and thievery. Once per encounter, they can force their opponents to reroll an attack. They have a bonus against fear, and are good at dodging opportunity attacks.
Humans: The most variable, getting a bonus to one skill of their choice and one Stat of their choice. However, they have a bonus to all defenses, an extra feat and extra skill training. Finally, they gain an extra at-will power from their class.
Shifters: As written, shifters suck. They are really two different races (werewolves and werecats). As a whole, I have added the following to make them more fun to play.
They ignore difficult terrain while shifting (position, not into or out of wereform), They deal extra damage if unarmed (but it's nothing to really write home to mom about,) and have a save bonus against fear.
--Longtooth have a bonus to strength and wisdom, and a skill bonus to athletics and endurance. When bloodied, they regenerate and deal extra damage.
--razorclaw have a bonus to dexterity and wisdom, and a skill bonus to acrobatics and stealth. When bloodied, they have a speed bonus and are a tad harder to hit.
Tieflings: They have a tad of a demonic heritage, but not directly. They deal extra damage to the enemies that just hit them once per encounter, and are stealthy and good at bluffing. They also resist fire. They have a bonus to Charisma and Intelligence.
 

Birras

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Jun 19, 2008
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If we are choosing races, I'll go with half-elf.

Unrelated note:Did gnomes get dragon-punched into the next dimension during the transition to 4th edition?
 

Dramatic Flare

Frightening Frolicker
Jun 18, 2008
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Birras said:
If we are choosing races, I'll go with half-elf.

Unrelated note:Did gnomes get dragon-punched into the next dimension during the transition to 4th edition?
Hurr, are you choosing Trickster Bard or Valorous Bard? I gave a bit of detail on the first page.

And Gnomes are still here, but everyone I've played with (even the fucking power gamers) agree that gnomes are over powered. They're not allowed until I, or my friend who is HUGE on balance, fix them. Same thing with Aasimar (now called Deva).
...Or you can play one, but you have to wear a tall red pointy hat, possess a flowing white beard, and will have inexplicable saving throws against petrification on well manicured lawns.
 

Birras

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Jun 19, 2008
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ninjablu said:
Birras said:
If we are choosing races, I'll go with half-elf.

Unrelated note:Did gnomes get dragon-punched into the next dimension during the transition to 4th edition?
Hurr, are you choosing Trickster Bard or Valorous Bard? I gave a bit of detail on the first page.
Hm...I'm not entirley sure what each one does. Would you mind explaining?
The same guy from before said:
And Gnomes are still here, but everyone I've played with (even the fucking power gamers) agree that gnomes are over powered. They're not allowed until I, or my friend who is HUGE on balance, fix them. Same thing with Aasimar (now called Deva).
...Or you can play one, but you have to wear a tall red pointy hat, possess a flowing white beard, and will have inexplicable saving throws against petrification on well manicured lawns.
Although gnome was a reccomended Bard race, I never played it. Now you make it sound so appealing. What kind of AC does the beard give?
 

Dramatic Flare

Frightening Frolicker
Jun 18, 2008
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Birras said:
ninjablu said:
Birras said:
If we are choosing races, I'll go with half-elf.

Unrelated note:Did gnomes get dragon-punched into the next dimension during the transition to 4th edition?
Hurr, are you choosing Trickster Bard or Valorous Bard? I gave a bit of detail on the first page.
Hm...I'm not entirley sure what each one does. Would you mind explaining?
The same guy from before said:
And Gnomes are still here, but everyone I've played with (even the fucking power gamers) agree that gnomes are over powered. They're not allowed until I, or my friend who is HUGE on balance, fix them. Same thing with Aasimar (now called Deva).
...Or you can play one, but you have to wear a tall red pointy hat, possess a flowing white beard, and will have inexplicable saving throws against petrification on well manicured lawns.
Although gnome was a reccomended Bard race, I never played it. Now you make it sound so appealing. What kind of AC does the beard give?
Bard:
Virtue of Cunning: Allows you to move allies and (eventually) enemies for better positioning. Tend to have ranged attacks
Virtue of Valor: Allows you to add temporary health to allies who kill their foes. Tend to have melee attacks.

And it gives a +1 to AC against old men with no taste, but only if they have Brooklyn accents.
 

Bluedemon322

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Oct 17, 2008
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ninjablu said:
Alright.

Each of your Classes has two "options" that will allow other functions of your character. For instance, Mastersqueak can choose either a "brutal scoundrel" or a "artful dodger." One will allow him to knock his foes around, stunning and immobilizing etc. The other will make him harder to hit.
Note: Mastersqueak, am I right in assuming you actually have the PH and that's why you're choosing rogue?

So:
Bard:
Virtue of Cunning: Allows you to move allies and (eventually) enemies for better positioning. Tend to have ranged attacks
Virtue of Valor: Allows you to add temporary health to allies who kill their foes. Tend to have melee attacks.

Sorcerer:
Draconic: Exemplary avatar of the magical powers of dragons. Resist fire damage, and can use strength for several aspects of their character.
Chaotic: Everything you do varies your character's next battle. At each extended rest, you gain a variable resistance. Rolling natural ones and twenties have odd effects for you. Use dexterity for character aspects.

Choosing your "option" will lead you to choosing a race.


I'll be Draconic. What races are available to me? Can i be half one race and half another race?THe Dragonborn, Eladrin, and Half elves appeal to me.
 

Dramatic Flare

Frightening Frolicker
Jun 18, 2008
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MasterSqueak said:
I'll go with Human.
After thinking about it, if you want an Assassin's Creed character, a human Avenger would be a better option. You would get to do things like roll twice on isolated targets, and have moves that make you simply disappear.

Bluedemon322 said:
I'll be Draconic. What races are available to me? Can i be half one race and half another race?THe Dragonborn, Eladrin, and Half elves appeal to me.
All races are available to you, but you can only choose one off of the list I provided (so no half Dragoborn, half Eladrin mix). Dragonborn is actually your best choice in this case, but half-elves and tieflings are also good choices.
 

Bluedemon322

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Oct 17, 2008
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Bluedemon322 said:
ninjablue said:
I'll be Draconic. What races are available to me? Can i be half one race and half another race?THe Dragonborn, Eladrin, and Half elves appeal to me.
All races are available to you, but you can only choose one off of the list I provided (so no half Dragoborn, half Eladrin mix). Dragonborn is actually your best choice in this case, but half-elves and tieflings are also good choices.

Dragonborn it is!
 

Birras

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Jun 19, 2008
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ninjablu said:
Birras said:
ninjablu said:
Birras said:
If we are choosing races, I'll go with half-elf.

Unrelated note:Did gnomes get dragon-punched into the next dimension during the transition to 4th edition?
Hurr, are you choosing Trickster Bard or Valorous Bard? I gave a bit of detail on the first page.
Hm...I'm not entirley sure what each one does. Would you mind explaining?
The same guy from before said:
And Gnomes are still here, but everyone I've played with (even the fucking power gamers) agree that gnomes are over powered. They're not allowed until I, or my friend who is HUGE on balance, fix them. Same thing with Aasimar (now called Deva).
...Or you can play one, but you have to wear a tall red pointy hat, possess a flowing white beard, and will have inexplicable saving throws against petrification on well manicured lawns.
Although gnome was a reccomended Bard race, I never played it. Now you make it sound so appealing. What kind of AC does the beard give?
Bard:
Virtue of Cunning: Allows you to move allies and (eventually) enemies for better positioning. Tend to have ranged attacks
Virtue of Valor: Allows you to add temporary health to allies who kill their foes. Tend to have melee attacks.

And it gives a +1 to AC against old men with no taste, but only if they have Brooklyn accents.
I will be a Bard of Valor. As a gnome, would I have weaknesses against kids playing baseball?