War of the Wyrms: Accepting Players

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Dramatic Flare

Frightening Frolicker
Jun 18, 2008
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Higurashi said:
ninjablu said:
*sheet snip*
Now that ain't standard array. Makes me want to modify Marisa. >=3
Anyway, I think her sheet is done now. Unless I can modify her, in which case I shall do so on the morrow.
Firstly, a Standard Array is 16, 14, 13, 12, 11, 10. Yes? So I put:
Strength: 12
Constitution: 14
Dexterity: 11
Intelligence: 13
Wisdom: 10
Charisma: 16
However, Half-elves get a +2 racial bonus to both Constitution and Charisma, hence resulting in the numbers I posted.
Similarly, you actually have a 13 in Strength, but you used your Human's bonus to make that a 15.
So no, I'm quite certain that's a standard array. If you wish to toggle numbers around, be my guest.


Secondly,
Higurashi said:
100 gold (left of her military salary)
2 lb Backpack
5 lb Bedroll
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
That Standard Adventure's Kit right there cost you 15 gold, leaving your military salary 85 gold pieces left over. I strongly suggest you use that 85 gold to get yourself some arms and armor.
Your best bet would be plate mail and a heavy shield, as your class is literally the only class able to use plate mail off the bat. That still leaves you 25 gold to get yourself a weapon and a holy symbol, which is actually about perfect.
I mean, your character does seem the type to just go up and punch people, but that doesn't do so hot when they're covered from head to toe in metal plating. XD
 

Dramatic Flare

Frightening Frolicker
Jun 18, 2008
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Flying-Emu said:
lostclause said:
I know flying emu does dnd (not sure of edition), you could pm him to see if he's interested.
4e DnD books are the only pieces of text that I heartily endorse burning.
"You come to MY forum steps, throw down the burnt corpses of Dead 4e books, Threaten MY..."

It's all good. I say to each their own, and I understand why the people who play AD&D hate 4e.
I simply say none of them are sacred, and one should be willing to at least try each game before condemning it.
 

Higurashi

New member
Jan 23, 2008
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ninjablu said:
Firstly, a Standard Array is 16, 14, 13, 12, 11, 10. Yes? So I put:
Strength: 12
Constitution: 14
Dexterity: 11
Intelligence: 13
Wisdom: 10
Charisma: 16
However, Half-elves get a +2 racial bonus to both Constitution and Charisma, hence resulting in the numbers I posted.
Similarly, you actually have a 13 in Strength, but you used your Human's bonus to make that a 15.
So no, I'm quite certain that's a standard array. If you wish to toggle numbers around, be my guest.


Secondly,
Higurashi said:
100 gold (left of her military salary)
2 lb Backpack
5 lb Bedroll
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
That Standard Adventure's Kit right there cost you 15 gold, leaving your military salary 85 gold pieces left over. I strongly suggest you use that 85 gold to get yourself some arms and armor.
Your best bet would be plate mail and a heavy shield, as your class is literally the only class able to use plate mail off the bat. That still leaves you 25 gold to get yourself a weapon and a holy symbol, which is actually about perfect.
I mean, your character does seem the type to just go up and punch people, but that doesn't do so hot when they're covered from head to toe in metal plating. XD
Oh yeah, racial bonus. Hm, I thought the adventure's kit came with the basic equipment. Oh well, it'll probably come to use. About shopping, you haven't told us we can do that before the game has even started. I don't jump to conclusions.
 

Atvomat_Nikonov

New member
Jul 2, 2008
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Is it too late for me to join up?

I have basically no knowledge of DnD, but I made a basic character sheet for some Pen and paper RPG a while back. I also don't have a fancy player handbook and have no chance of getting access to one. If it isn't too much trouble, would someone who is willing to make a character for me? The character sheet is posted below, but it's very very basic and probably doesnt match up with many concepts of DnD but it does outline the type of character I would want.

Race: Beastman
Name: Bald Eagle Brennan
Level: 1
Class: Warrior

Luck: 8 (18 for critical hit chance)
Strength: 9
Dexterity: 7
Constitution: 7
Agility: 5
Intelligence: 4

Trait 1: One handed Swords lv 1
Trait 2: Heavy Armour lv 1
Trait 3: Shields lv 1

Perk: Finesse, Extra chance to critical hit, equal to 10 extra points of luck

EDIT: Found a Fourth Edition character generator, so I'm gonna flick through that and see what I come out with. Also gonna wikipedia race bonuses and whatnot, so I get some basics down.

EDIT 2: Got a decent character down, she's a ranger.

Nicola Marié Evans

Female Human Rogue / Ranger
Level 1
Lawful Good
Representing Brendan

Strength 13 (+1)
Constitution 11 (+0)
Dexterity 16 (+3)
Intelligence 16 (+3)
Wisdom 10 (+0)
Charisma 12 (+1)

Height: 5' 8"
Weight: 145 lb
Skin: Tan
Eyes: Hazel
Hair: Light Brown; Curly

Maximum Hit Points: 23

Bloodied: 11
Surge Value: 5
Surges / Day: 6


Size: Medium
Speed: 6 squares
Vision: Normal

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

Armor Class: 15 = 10 + 3 [intelligence] + 2 [leather]
Fortitude Defense: 12 = 10 + 1 [Human] + 1 [strength]
Reflex Defense: 16 = 10 + 1 [Human] + 2 [rogue] + 3 [dexterity]
Will Defense: 12 = 10 + 1 [Human] + 1 [charisma]

Armor: Leather (15 lb)

Shield: None

Attacks:

Unarmed Melee: +1 [base strength attack] vs AC; damage 1[W]=1d4+1 [strength bonus]
Short sword: +4 vs AC [+1 strength attack] [+3 proficiency]; damage 1[W]=1d6+1 [strength bonus] 2 lb (Light blade) Usable Off-hand
Hand crossbow: +5 vs AC [+3 dexterity attack] [+2 proficiency]; damage 1[W]=1d6+3 [dexterity bonus] range 10/20 2 lb (Crossbow) Load free
Deft Strike +3w [base dexterity attack] vs AC
Piercing Strike +3w [base dexterity attack] vs reflex
Sly Flourish +3w [base dexterity attack] vs AC
Positioning Strike +3w [base dexterity attack] vs AC
Blinding Barrage +3w [base dexterity attack] vs AC
w Weapon-based power. Apply adjustments for proficiency, situation, feats, magic, etc.

Base Saving Throw: d20 vs 10

Encumberance 4e

Normal Load:
Heavy Load:
Maximum Drag Load
130 lb.
260 lb.
650 lb.
Encumberance 3.5

Light load:
Medium load:
Heavy load:
Lift over head:
Lift off ground:
Push or drag:
50 lb. or less
51-100 lb.
101-150 lb.
150 lb.
300 lb.
750 lb.

Languages: Common; (? 1 more)

Rituals Known:

Skills:

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

Feats:

Warrior of the Wild [multiclass ranger]
Two Weapon Fighting

At-Will:

Basic Melee Attack: By weapon, damage 1[W]+1 [strength bonus] [standard action]
Basic Ranged Attack: By weapon, damage 1[W]+3 [dexterity bonus] [standard action]
Bull Rush: +1 [base strength attack] vs fortitude [standard action]
Grab: +1 [base strength attack] vs reflex [standard action]
Move grabbed target: +1 [base strength attack] vs fortitude [standard action]
Escape: +3 [acrobatics] vs reflex / +6 [athletics] vs fortitude [move action]
Deft Strike [Level 1]
Piercing Strike [Level 1]
Sly Flourish [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, 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]
Hunter's Quarry [Warrior of the Wild multiclass ranger][minor action] -- bonus damage 1d6
Positioning Strike [Level 1]

Daily Powers:

Blinding Barrage [Level 1]

Human

* One extra at-will power from your class (already included)
* One bonus feat at 1st level (already included)
* One bonus skill from the skill class list (already included)
* +1 to fortitude, reflex, and will defenses

Rogue

* First Strike
* Rogue Weapon Talent
* This rogue chose the artful dodger style. Remember to add your charisma modifier to AC against opportunity attacks.
* Sneak Attack [+2d6 at level 1] [once per round with combat advantage]



Nicola Marié Evans's Equipment:
19 lb Weapons / Armor / Shield (from above)
4 lb Crossbow bolts (quiver of 20) x2
2 lb Backpack
5 lb Bedroll
2 lb Chain (10 feet) x1
5 lb Crowbar
Flint and steel
4 lb Grappling hook
2 lb Hammer
5 lb Pitons x10
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
1 lb Thieves' tools

76lb Total

Magic items:

Weapon:
Weapon:
Weapon:
Weapon:
Armor:
Shield:
Arms:
Feet:
Hands:
Head:
Neck:
Ring:
Ring:
Waist:









Resistances:

Action Point Tally:

Daily Item Powers Per Day: Heroic Tier Milestones: / / /

Death Saving Throw Failures:
http://www.pathguy.com/box.gif
More about Nicola Marié Evans:
 

MasterSqueak

New member
May 10, 2009
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Name: Erik Alator

Age: 18

Gender: Male

Height: 5'8"

Weight: 145 lb

Appearance: Pale skin, green eyes, and a shaven face. Short black hair.

Background: Orphaned at the age of four, he spent his early childhood sleeping in abandoned buildings in the day and stealing food at night. His life was turned around at the age of twelve when he was caught stealing a loaf of bread from a baker, as the baker decided to give him a place to stay and some food and water in exchange for help around the shop. Now a young adult, Erik is looking for adventure and riches.

Traits, quirks, mannerisms: Quiet, neutral, and slightly selfish. He will protect his friends but is hesitant to assist strangers unless a reward is offered.

Behold the cliche.
 

Dramatic Flare

Frightening Frolicker
Jun 18, 2008
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Higurashi said:
About shopping, you haven't told us we can do that before the game has even started. I don't jump to conclusions.
Sorry, I was trying to tell give you the go ahead here:
"Also, all first level characters start out with 100gp. Chapter 7 has all the basic equipment. Love to see your sheet after revision."
But I guess it was rather vague.
 

Dramatic Flare

Frightening Frolicker
Jun 18, 2008
1,122
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0
Atvomat_Nikonov said:
Is it too late for me to join up?

I have basically no knowledge of DnD, but I made a basic character sheet for some Pen and paper RPG a while back. I also don't have a fancy player handbook and have no chance of getting access to one. If it isn't too much trouble, would someone who is willing to make a character for me? The character sheet is posted below, but it's very very basic and probably doesnt match up with many concepts of DnD but it does outline the type of character I would want.

Race: Beastman
Name: Bald Eagle Brennan
Level: 1
Class: Warrior

Luck: 8 (18 for critical hit chance)
Strength: 9
Dexterity: 7
Constitution: 7
Agility: 5
Intelligence: 4

Trait 1: One handed Swords lv 1
Trait 2: Heavy Armour lv 1
Trait 3: Shields lv 1

Perk: Finesse, Extra chance to critical hit, equal to 10 extra points of luck

EDIT: Found a Fourth Edition character generator, so I'm gonna flick through that and see what I come out with. Also gonna wikipedia race bonuses and whatnot, so I get some basics down.

EDIT 2: Got a decent character down, she's a ranger.

Nicola Marié Evans

Female Human Rogue / Ranger
Level 1
Lawful Good
Representing Brendan

Strength 13 (+1)
Constitution 11 (+0)
Dexterity 16 (+3)
Intelligence 16 (+3)
Wisdom 10 (+0)
Charisma 12 (+1)

Height: 5' 8"
Weight: 145 lb
Skin: Tan
Eyes: Hazel
Hair: Light Brown; Curly

Maximum Hit Points: 23

Bloodied: 11
Surge Value: 5
Surges / Day: 6


Size: Medium
Speed: 6 squares
Vision: Normal

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

Armor Class: 15 = 10 + 3 [intelligence] + 2 [leather]
Fortitude Defense: 12 = 10 + 1 [Human] + 1 [strength]
Reflex Defense: 16 = 10 + 1 [Human] + 2 [rogue] + 3 [dexterity]
Will Defense: 12 = 10 + 1 [Human] + 1 [charisma]

Armor: Leather (15 lb)

Shield: None

Attacks:

Unarmed Melee: +1 [base strength attack] vs AC; damage 1[W]=1d4+1 [strength bonus]
Short sword: +4 vs AC [+1 strength attack] [+3 proficiency]; damage 1[W]=1d6+1 [strength bonus] 2 lb (Light blade) Usable Off-hand
Hand crossbow: +5 vs AC [+3 dexterity attack] [+2 proficiency]; damage 1[W]=1d6+3 [dexterity bonus] range 10/20 2 lb (Crossbow) Load free
Deft Strike +3w [base dexterity attack] vs AC
Piercing Strike +3w [base dexterity attack] vs reflex
Sly Flourish +3w [base dexterity attack] vs AC
Positioning Strike +3w [base dexterity attack] vs AC
Blinding Barrage +3w [base dexterity attack] vs AC
w Weapon-based power. Apply adjustments for proficiency, situation, feats, magic, etc.

Base Saving Throw: d20 vs 10

Encumberance 4e

Normal Load:
Heavy Load:
Maximum Drag Load
130 lb.
260 lb.
650 lb.
Encumberance 3.5

Light load:
Medium load:
Heavy load:
Lift over head:
Lift off ground:
Push or drag:
50 lb. or less
51-100 lb.
101-150 lb.
150 lb.
300 lb.
750 lb.

Languages: Common; (? 1 more)

Rituals Known:

Skills:

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

Feats:

Warrior of the Wild [multiclass ranger]
Two Weapon Fighting

At-Will:

Basic Melee Attack: By weapon, damage 1[W]+1 [strength bonus] [standard action]
Basic Ranged Attack: By weapon, damage 1[W]+3 [dexterity bonus] [standard action]
Bull Rush: +1 [base strength attack] vs fortitude [standard action]
Grab: +1 [base strength attack] vs reflex [standard action]
Move grabbed target: +1 [base strength attack] vs fortitude [standard action]
Escape: +3 [acrobatics] vs reflex / +6 [athletics] vs fortitude [move action]
Deft Strike [Level 1]
Piercing Strike [Level 1]
Sly Flourish [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, 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]
Hunter's Quarry [Warrior of the Wild multiclass ranger][minor action] -- bonus damage 1d6
Positioning Strike [Level 1]

Daily Powers:

Blinding Barrage [Level 1]

Human

* One extra at-will power from your class (already included)
* One bonus feat at 1st level (already included)
* One bonus skill from the skill class list (already included)
* +1 to fortitude, reflex, and will defenses

Rogue

* First Strike
* Rogue Weapon Talent
* This rogue chose the artful dodger style. Remember to add your charisma modifier to AC against opportunity attacks.
* Sneak Attack [+2d6 at level 1] [once per round with combat advantage]



Nicola Marié Evans's Equipment:
19 lb Weapons / Armor / Shield (from above)
4 lb Crossbow bolts (quiver of 20) x2
2 lb Backpack
5 lb Bedroll
2 lb Chain (10 feet) x1
5 lb Crowbar
Flint and steel
4 lb Grappling hook
2 lb Hammer
5 lb Pitons x10
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
1 lb Thieves' tools

76lb Total

Magic items:

Weapon:
Weapon:
Weapon:
Weapon:
Armor:
Shield:
Arms:
Feet:
Hands:
Head:
Neck:
Ring:
Ring:
Waist:









Resistances:

Action Point Tally:

Daily Item Powers Per Day: Heroic Tier Milestones: / / /

Death Saving Throw Failures:
http://www.pathguy.com/box.gif
More about Nicola Marié Evans:
Wish I had been awake earlier, I would have told you to not go through the trouble. I'm full up. I would consider starting up a second campaign, but D&D campaigns are really high maintenance so trying to do two at once while attempting to get one started here in real life would be a tad overkill on me.
Though perhaps some other plucky young Adventurer will decide to try DMing to see what it's like and you'll get another chance.
 

Dramatic Flare

Frightening Frolicker
Jun 18, 2008
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Alriiiiight. We have a user group. Link to apply!
http://www.escapistmagazine.com/groups/view/War-of-the-Wyrms
I'm going to continue using the thread for character creation stuff, so don't leave the thread entirely just yet. But this should be fun
Also, we'll start by using the escapist dice program they have, but after level 4 the modifier is not going to be high enough. We'll likely use the website below unless I think honesty in the roll reports is up for debate.
http://www.penpaperpixel.org/tools/d20dicebag.htm
 

Dramatic Flare

Frightening Frolicker
Jun 18, 2008
1,122
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Bluedemon's character sheet

Dragonborn Sorcerer
level 1

Strength: 16 (+3)
Constitution: 12 (+1)
Dexterity: 11 (-)
Intelligence: 13 (+1)
Wisdom: 10 (-)
Charisma: 18 (+4)

Maximum HP: 24
Bloodied: 12
Surges/Day: 7
Surge Value: 7

Size: medium
Speed: 6
Vision: normal

Initiative: +0

Armor Class: 13
Fortitude: 13
Reflex: 11
Will: 16

Abilities: All are Standard actions unless marked otherwise.

AT-WILL:
- Staff: +5 vs AC. 1d8 + 3 damage.
- Dagger: +3 vs AC. Ranged 5/10. 1d4 + 0 damage.
- Burning Spray: Close Blast 3. +4 vs reflex. 1d8 + 7 fire damage. the next enemy who hits you with a melee attack before the end of your next turn takes fire damage equal to strength modifier (3). Keywords: Arcane, Fire, Implement.
- Dragonfrost: Ranged 10. +4 vs Fortitude. 1d8 + 7 cold damage, and you push the target one square. Special: this power can be used as a ranged basic attack. Keywords: Arcane, Cold, Implement

ENCOUNTER:
- Dragon Breath: MINOR ACTION. Close blast 3. +5 vs reflex. 1d6 +1 acid damage. Keywords: Lightning.
- Tempest Breath: Close blast 3. +4 vs Reflex. 2d6 + 7 acid damage, and the target(s) can't gain combat advantage against any creature until the end of your next turn. In addition, you gain concealment until the end of your next turn. Keywords: Acid, Arcane, Implement

DAILY:
- Lightning Breath: Close blast 3. +4 vs Reflex. 3d8 + 7 lightning damage. Deal half damage on a miss.
Effect: Until the end of your next turn, when ever an enemy hits you with a melee attack, you push that enemy 1 square and they take 5 lightning damage.

Encumbrance:
- Normal Load: 160
- Heavy Load: 320
- Maximum Drag Load: 800

Languages Known: Common, Draconic

Rituals Known:
None

SKILLS:
Acrobatics: 0 (0 Dexterity)
Arcana: 6 (1 Intelligence, 5 trained)
Athletics: 8 (3 Strength, 5 trained)
Bluff: 9 (4 Charisma, 5 trained)
Diplomacy: 4 (4 Charisma)
Dungeoneering: 0 (0 Wisdom)
Endurance: 1 (1 Constitution)
Heal: 0 (0 Wisdom)
History: 3 (1 Intelligence, 2 racial)
Insight: 0 (0 Wisdom)
Intimidate: 11 (4 Charisma, 5 trained, 2 racial)
Nature: 0 (0 Wisdom)
Perception: 0 (0 Wisdom)
Religion: 1 (1 Intelligence)
Stealth: 0 (0 Dexterity)
Streetwise: 4 (4 Charisma)
Thievery: 0 (0 Dexterity)

Feat:
- Coordinated Explosion: +1 to attack rolls or bursts and blasts if any ally is in the area.

Features:
- Dragonborn Fury: +1 to attack rolls when bloodied
- Draconic Heritage: Add your Constitution modifier to your healing surge value (already included).
- Draconic Power: You gain a bonus to the damage of arcane powers equal to your strength modifier (already included)
- Draconic Resilience: While you're not wearing heavy armor, you can use your strength modifier in place of your Dexterity or Intelligence while Calculating Armor Class
Dragon Soul: You gain resist 5 to fire damage, and ignore resistance of that type up to the value of your own resistance.
- Scales of the Dragon: The first time you become bloodied during an encounter, you gain +2 to your AC for the rest of the encounter.

Equipment:
- Money: 13 gold pieces.
- Clothing (cloth armor)
- staff
- 5 daggers
- Everburning torch. ( bright light radius 5. Never burns out, and the light is magical. May be safely stowed without risk of lighting things on fire.)
- Tent (serves four)
- Climber's Kit:
Grappling Hook
Hammer
10 pitons
- Standard Adventurer's Kit:
Backpack
bedroll
Flint and steel
belt pouch
trail rations (10 days)
hempen rope (50 ft.)
2 sunrods (bright light radius 20 for 4 hours)
waterskin
 

Sviests

New member
Jun 15, 2009
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Still have a free spot there?
I don`t know any rules, but i`m willing to learn and I am a fast learner. I already ordered 4th ed complete rulebook set. So I want to get ready for the big campaign. I really want to play! Of course if you can`t then ok.
 

Higurashi

New member
Jan 23, 2008
1,517
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0
Sviests said:
Still have a free spot there?
I don`t know any rules, but i`m willing to learn and I am a fast learner. I already ordered 4th ed complete rulebook set. So I want to get ready for the big campaign. I really want to play! Of course if you can`t then ok.
Sorry, we're full. They're on the uprising here though, so maybe you will find a new campaign soonish. The only other d20 game going on right now is <url=http://www.escapistmagazine.com/groups/view/Wilsons-Grimm-RPG>Wilson's Grimm RPG, which I would join like *that* if I had the time.
 

Dramatic Flare

Frightening Frolicker
Jun 18, 2008
1,122
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0
MasterSqueak said:
So my character is okay? I can work on equipment now?
You can, but if you don't have the PH, i would recommend waiting for me to make to make it for you.
 

Dramatic Flare

Frightening Frolicker
Jun 18, 2008
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Mastersqueak's character sheet. What do you think?

Human Rogue
level 1

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

Maximum HP: 25
Bloodied: 12
Surges/Day: 7
Surge Value: 6

Size: medium
Speed: 6
Vision: normal

Initiative: +4

Armor Class: 16
Fortitude: 12
Reflex: 15
Will: 13
Armor class gets a +4 bonus against opportunity attacks.

Abilities: All are Standard actions unless marked otherwise.

FREE: (non standard)
- Sneak Attack: Once per round, when you have combat advantage against an enemy, an attack you make against that enemy deals extra damage if it hits. You decide whether to apply the extra damage after making the damage roll. this equals +2d8

AT-WILL:
- Hand Crossbow: Ranged 10/20. +6 vs AC. 1d6 + 4 damage
- Short Sword: +3 vs AC. 1d6 + 0 damage
- Deft Strke: Special: You can shift two squares before making the attack
... Via hand crossbow: +6 vs AC. 1d6 + 4 damage
... Via short sword: +7 vs AC. 1d6 + 4 damage.
- Sly Flourish:
... Via hand crossbow: +6 vs AC. 1d6 + 6 damage.
... Via short sword: +7 vs AC. 1d6 + 6 damage.
- Riposte Strike: +7 vs AC. 1d6 + 4 damage. If the target attacks you before you start your next turn, make the following attack as an immeadiate interrupt: +3 vs AC. 1d6 damage.

ENCOUNTER:
- Dazing Strike: +7 vs AC, 1d6 + 4 damage, and the target is dazed until the end of your next turn

DAILY:
- Trick Strike:
... Via hand crossbow: +6 vs AC. 3d6 + 4 damage.
... Via short sword: +7 vs Ac. 3d6 + 4 damage.
effect: Until the end of the encounter, each time you hit the target you slide it one square. that includes this attack.

Encumbrance:
- Normal Load: 100
- Heavy Load: 200
- Maximum Drag Load: 500

Languages Known: Common, Draconic

Rituals Known:

SKILLS:
Acrobatics: 9 (4 dexterity, 5 trained)
Arcana: 0 (0 Intelligence)
Athletics: 0 (0 Strength)
Bluff: 7 (2 charisma, 5 trained)
Diplomacy: 2 (2 charisma)
Dungeoneering: 1 (1 wisdom)
Endurance: 1 (1 Constitution)
Heal: 1 (1 wisdom)
History: 0 (0 Intelligence)
Insight: 6 (1 wisdom, 5 trained)
Intimidate: 2 (2 charisma)
Nature: 1 (1 wisdom)
Perception: 6 (1 wisdom, 5 trained)
Religion: 0 (0 Intelligence)
Stealth: 9 (4 dexterity, 5 trained)
Streetwise: 7 (2 Charisma, 5 trained)
Thievery: 9 (4 dexterity, 5 trained)

Feat:
Backstabber: Increase Sneak attack die size to d8
Defensive Mobility: +2 AC against opportunity attacks.

Features:
- Human bonus feat, at-will power, skill, and defense bonuses applied. Also applied bonus to an ability score.
- First Strike: At the start of an encounter, you have combat advantage against any creatures that have not yet acted in that encounter
- Rogue Tactic: Artful dodger. Gain a bonus to AC equal to your charisma modifier against opportunity attacks.
- Rogue Weapon talent: When wielding a shuriken, the damage die increases by one size (to a d6). When you wield a dagger, you gain a +1 bonus to attack rolls.
- Sneak Attack: Once per round, when you have combat advantage against an enemy, an attack you make against that enemy deals extra damage if it hits. You decide whether to apply the extra damage after making the damage roll. this equals +2d8

Equipment:
- Money: 1 gold piece
- Leather Armor
- Hand Crossbow
- 40 crossbow bolts
- Short Sword
- Thieves' tools
- Climber's Kit:
Grappling Hook
Hammer
10 Pitons
- Standard Adventurer's Kit:
Backpack
bedroll
Flint and steel
belt pouch
trail rations (10 days)
hempen rope (50 ft.)
2 sunrods (bright light radius 20 for 4 hours)
waterskin
 

Bluedemon322

New member
Oct 17, 2008
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Thanks Ninjablu and everyone, unfortunately something big has recently come up and i wont have enough time to play dnd=(...Feel free to give my place to someone else.
 

Dramatic Flare

Frightening Frolicker
Jun 18, 2008
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Higurashi's guide to possible actions during a turn, and some other miscellany.

higurashi said:
Standard Actions: Attack; Administer a potion; Aid another; Bull Rush [push enemy one square, shift into unoccupied square]; Charge [+1 to basic melee attack or bull rush]; Coup de grace; Equip / stow shield; Ready an action; Total defense [+2 to all]; Sustain standard action; Second Wind; Some skills during combat (i.e., Acrobatics -- fast escape; Bluff, Heal -- first aid, Intimidate, Thievery depending on circumstances);

Move Actions: Crawl[prone, half speed]; Escape frrom a Grab; Run [speed +2, grant combat advantage]; 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; Spend an Action Point [free action, not in surprise round]

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
 

lostclause

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Mar 31, 2009
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Right, character sheet done (except for carrying loads. I'll need help for those). I'll edit in the bio. If I've made a mistake be sure to tell me.

Eldarin Wizard Level 1

Strength: 11
Constitution: 13
Dexterity: 14
Intelligence: 18
Wisdom: 14
Charisma: 10

Maximum HP: 23
Bloodied:12
Surges/Day: 7
Surge Value: 6

Size: medium
Speed: 6
Vision: low-light

Initiative: +5

Armor Class: 12
Fortitude:+11
Reflex:+14
Will:+15
(+5 vs charm)

AT-WILL: Cantrips.
Thunderwave
Magic Missile

ENCOUNTER: Arcane Implement, orb of imposition.
Ray of Enfeeblement
Fey step

DAILY: Prepared: Sleep
Also known: Flaming sphere

Encumbrance:
- Normal Load:110
- Heavy Load:220
- Maximum Drag Load:550

Languages Known: Common, Elven

Rituals Known: Tenser's floating disk
Make whole
Endure Elements

SKILLS:
Arcana: ( Intelligence)
Dungeonering (Wisdom)
Insight: ( wisdom)
Nature: ( wisdom)
Religion (Intelligence)

Feat: Improved initiative

Equipment:

- Standard Adventurer's Kit:
Backpack
bedroll
Flint and steel
belt pouch
trail rations (10 days)
hempen rope (50 ft.)
2 sunrods (bright light radius 20 for 4 hours)
waterskin
Arcane Implement, orb
Ritual/spell book
Longsword
Money: 54gp
Total weight: 40lbs
 

Dramatic Flare

Frightening Frolicker
Jun 18, 2008
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lostclause said:
Right, character sheet done (except for carrying loads. I'll need help for those). I'll edit in the bio. If I've made a mistake be sure to tell me.

Eldarin Wizard Level 1

Strength: 11
Constitution: 13
Dexterity: 14
Intelligence: 18
Wisdom: 14
Charisma: 10

Maximum HP: 23
Bloodied:
Surges/Day: 7
Surge Value: 6

Size: medium
Speed: 6
Vision: low-light

Initiative: +5

Armor Class: 12
Fortitude:+1
Reflex:+2
Will:+5
(+5 vs charm)

Abilities: All are Standard actions unless marked otherwise.

AT-WILL: Cantrips.
Cloud of Daggers
Magic Missile

ENCOUNTER: Arcane Implement, orb of imposition.
Ray of Enfeeblement
Fey step

DAILY: Sleep

Encumbrance:
- Normal Load:
- Heavy Load:
- Maximum Drag Load:

Languages Known: Common, Eldarin

Rituals Known: Tenser's floating disk
Make whole
Endure Elements

SKILLS:
Arcana: ( Intelligence)
Diplomacy: ( charisma)
Insight: ( wisdom)
Nature: ( wisdom)
Religion (Intelligence)

Feat: Improved initiative

Features:

Equipment:

- Standard Adventurer's Kit:
Backpack
bedroll
Flint and steel
belt pouch
trail rations (10 days)
hempen rope (50 ft.)
2 sunrods (bright light radius 20 for 4 hours)
waterskin
Arcane Implement, orb
Ritual/spell book
Longsword
Money: 5gp
Total weight: 40lbs
Encumbrance:
Normal Load: 110 lbs
heavy Load: 220 lbs
Maximum drag load: 550lbs.

Add ten to your fortitude, rerflex, and will defenses, unless you already know those are base ten plus relevant modifiers.

Your bloodied HP 12.

Wizards are special in the ability to get two Daily abilities in their spell book. However, you must pick one to use after each extended rest. (Flaming sphere sounds like it may be awesomely fun to use, but the choice is yours.)

I strongly, strongly suggest you choose something other than cloud of daggers. It sounds nifty, but it works out to be really weak as all wizards I have played with found out.
A good option would be Thunderwave, because that way if you get into a tight corner and melee enemies have gotten to your person, you can A: attack them without provoking opportunity attacks, and B: use the knock back feature to get some running room, and again not provoke opportunity attacks when you move.

As long as you keep track of your skills I don't care, but keep in mind you have some ability in skills you aren't trained in. Also, this one is a nitpick, but we already have two characters trained in Diplomacy, with a much better skill in it than you. If you wish, keep it, but I think dungeoneering might help the party more.

EDIT: oh, and Eladrin is not a language. It's Elven.
 

lostclause

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Mar 31, 2009
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ninjablu said:
Suggestions taken (although I've kept sleep as my prepared daily). Fair enough about diplomacy, I've got a lousy charisma. Thanks for your help.