War of the Wyrms: Accepting Players

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Sinasilver

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Jul 31, 2009
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I had made an introductory post, however...

... In light of recent events, and situational knowledge garnered, I'd like to request my post be deleted and that I be booted. I'm simply not going to successfully keep up with the desired pace for this game, and it would be unfair to ask any of you to wait on me again for unknown lengths of time.
 

MasterSqueak

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May 10, 2009
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^Mimi said:
Ninjablu, I'd like to ask for a spot in your RP.

I originally wanted to be an Avenger because it's one of the classes that really appeals to me, but I don't have much experience, if not at -all- in the universe of Dungeon & Dragons.

Could you save me a spot and tell me if it's doable please?

Thanks in advance.
Send him a PM.

As for if it's doable: no promises, but we haven't started our first quest yet, so he may fit you in if you get your character done relatively quickly.
 

Higurashi

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Jan 23, 2008
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MasterSqueak said:
Send him a PM.

As for if it's doable: no promises, but we haven't started our first quest yet, so he may fit you in if you get your character done relatively quickly.
Don't you worry your pretty little head. Joining is flexible. I've talked to him and got her in, and will help her with the actual D&D sheet. I also have another player who can hopefully join by the weekend.
 

Dramatic Flare

Frightening Frolicker
Jun 18, 2008
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MasterSqueak said:
Send him a PM.

As for if it's doable: no promises, but we haven't started our first quest yet, so he may fit you in if you get your character done relatively quickly.
After several failed recruitment measures, I'm pretty much letting Higs choose who he wants because he knows a guy, and this guy is going to be somewhat reliable.
He also knows a lady, it seems.
Anyway, I'm tired of finding people who aren't able to even post once a week so he'll handle the two new recruits.
 

Higurashi

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Jan 23, 2008
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Yeah, I know a guy and a girl, and I can get you the set, but it might cost ya. I'm conn-ect-ed, aw yeah. *moonwalks*
 

Captainguy42

Is trapped in a title factory.
May 20, 2009
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@ Ninjablu: So I'm kinda itching to get this game on the road know what I mean. Could we start the adventuring in earnest soon and plot device the new characters in during the mission?
 

Neosage

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Nov 8, 2008
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I am the bloke Higs was talking about, if you'll have me that is. Don't worry I got a ton of free time on my hands and I have had experience RPing before, although 4 ed is fairly new to me.

Grukk Obellion

Male Half-Orc Barbarian
Level 1
Unaligned (Chaotic)
Representing Neosage

Strength 18 (+4)
Constitution 14 (+2)
Dexterity 14 (+2)
Intelligence 11 (+0)
Wisdom 10 (+0)
Charisma 13 (+1)

Height: 6' 4"
Weight: 230 lb
Skin: Green
Eyes: Silver
Hair: Dark Brown; Light Beard

Maximum Hit Points: 29

Bloodied: 14
Surge Value: 7
Surges / Day: 10 [includes constitution modifier]


Size: Medium
Speed: 6 squares
Vision: Low-light

Initiative: 1d20 +2 = + 2 [dexterity]
Base Strength Attack: 1d20 +4 = + 4 [strength]
Base Dexterity Attack: 1d20 +2 = + 2 [dexterity]
Base Constitution Attack: 1d20 +2 = + 2 [constitution]
Base Intelligence Attack: 1d20 +0 = + 0 [intelligence]
Base Wisdom Attack: 1d20 +0 = + 0 [wisdom]
Base Charisma Attack: 1d20 +1 = + 1 [charisma]

Armor Class: 16 = 10 + 2 [dexterity] + 1 [barbarian agility] + 3 [Hide]
Fortitude Defense: 16 = 10 + 2 [barbarian] + 4 [strength]
Reflex Defense: 13 = 10 + 2 [dexterity] + 1 [barbarian agility]
Will Defense: 11 = 10 + 1 [charisma]

Armor: Hide (25 lb)

Shield: None

Attacks:

Unarmed Melee: +4 [base strength attack] vs AC; damage 1[W]=1d4+4 [strength bonus]
Greataxe: +6 vs AC [+4 strength attack] [+2 proficiency]; damage 1[W]=1d12+4 [strength bonus] 12 lb (Axe) High crit
Devastating Strike +4w [base strength attack] vs AC
Recuperating Strike +4w [base strength attack] vs AC
Avalanche Strike +4w [base strength attack] vs AC
Bloodhunt Rage +4w [base strength attack] vs. AC
w Weapon-based power. Apply adjustments for proficiency, situation, feats, magic, etc.
Remember to add +1 on all attack powers (but not basic attacks) using an axe.

Base Saving Throw: d20 vs 10

Encumberance 4e

Normal Load:
Heavy Load:
Maximum Drag Load
180 lb.
360 lb.
900 lb.
Encumberance 3.5

Light load:
Medium load:
Heavy load:
Lift over head:
Lift off ground:
Push or drag:
100 lb. or less
101-200 lb.
201-300 lb.
300 lb.
600 lb.
1500 lb.

Languages: Common; Giant;

Rituals Known:

Skills:

Acrobatics: +2 = 2 [dexterity]
Arcana: +0 = 0 [intelligence]
Athletics: +9 = 4 [strength] + 5 [class training]
Bluff: +1 = 1 [charisma]
Diplomacy: +1 = 1 [charisma]
Dungeoneering: +0 = 0 [wisdom]
Endurance: +9 = 2 [constitution] + 2 [Half-Orc] + 5 [class training]
Heal: +0 = 0 [wisdom]
History: +0 = 0 [intelligence]
Insight: +0 = 0 [wisdom]
Intimidate: +3 = 1 [charisma] + 2 [Half-Orc]
Nature: +0 = 0 [wisdom]
Perception: +5 = 0 [wisdom] + 5 [class training]
Religion: +0 = 0 [intelligence]
Stealth: +2 = 2 [dexterity]
Streetwise: +1 = 1 [charisma]
Thievery: +2 = 2 [dexterity]

Feats:

Weapon Expertise -- Axe [PH2]

At-Will:

Basic Melee Attack: By weapon, damage 1[W]+4 [strength bonus] [standard action]
Basic Ranged Attack: By weapon, damage 1[W]+2 [dexterity bonus] [standard action]
Bull Rush: +4 [base strength attack] vs fortitude [standard action]
Grab: +4 [base strength attack] vs reflex [standard action]
Move grabbed target: +4 [base strength attack] vs fortitude [standard action]
Escape: +2 [acrobatics] vs reflex / +9 [athletics] vs fortitude [move action]
Devastating Strike [Level 1]
Recuperating Strike [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]
Furious Assault [Half-Orc][free action]
Swift Charge [free action]
Avalanche Strike [Level 1]

Daily Powers:

Bloodhunt Rage [Level 1]

Half-Orc

* +2 Strength, +2 Dexterity (already included)
* +2 Endurance, +2 Intimidate
* Half-Orc Resilience
* Swift Charge
* Furious Assault once/encounter

Barbarian

* This barbarian chose the Rageblood Vigor feral might option.
* Barbarian Agility
* Rage
* Rampage


Grukk Obellion's Equipment:
25 GP
27 lb Weapons / Armor / Shield (from above)
2 lb Backpack
5 lb Bedroll
Flint and steel
4 lb Grappling hook
2 lb Hammer
2 lb Manacles x1
5 lb Pitons x10
1 lb Pouch (belt) x1
10 lb Rations (1 day) x10
10 lb Rope (50', hempen) x1
1 lb Soap
2 lb Sunrods x2
4 lb Waterskins x1

Total 75 lb

More about Grukk Obellion:

Appearance:
His skin has a murky greenish grey pigmentation, reminscent of a swamp or marsh. As for his face he has a pair of sunken silvery blue eyes underneath a sloping forehead hidden beneath a mop of wild darkish brown hair. Grukk has a large jutting jaw with two prominent fang-like canine teeth, a testimony to his Orc heritage. He is fairly tall and has an imposing muscular frame that is hard to not to be intimidated by. He wears thick animal furs and skins covering his shoulders and neck but he is bare chested, he wears a thick lion skin loin cloth and large bear hide boots.
Backround:
Grukk's parents both died to a Dragonborn raid when he was very young. His Orcish grandfather raised Grukk until his death, leaving him with no allies in an Orc tribe, although being a half-orc he was smarter than his kin and fortunately not noticably weaker. By the time he came of age he was respected in the tribe but not liked, he had no friends and he didn't find full-blooded Orc women all that attractive. His mother's blood in him demanded adventure and excitment and so he set off for human lands to make a living as an adventurer.
Traits, quirks and mannerisms:
Grukk enjoys good food, drink and women. Although he never has much luck with the latter, you mustn't assume that he is discourteous towards women though, but it is plain to see that he doesn't fit in with 'civillized' people, his looks don't help either, although he isn't bad for a half-orc. He loathes Dragonborn due to what happened to his parents and he doesn't get along with Dwarves and Elves either because of their racial prejudice against his cousins. Although not a 'cruel' person, he loves nothing better than to fight and will never back down from a challenge. He does what he does for fun and not for gold.
 

Dramatic Flare

Frightening Frolicker
Jun 18, 2008
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Captainguy42 said:
@ Ninjablu: So I'm kinda itching to get this game on the road know what I mean. Could we start the adventuring in earnest soon and plot device the new characters in during the mission?
I'm attempting to control little of the game flow. You guys need to eat and send yourselves too sleep, and you guys need to do figure out if you're going to follow a caravan or hunt blindly or some other strategy.
But yes, I'm not really waiting on the other characters. They will get added in soonish- I know a couple good opportunities.
Also, totally feel free in game to put a spoiler=OOC box and ask the other players if they want to hurry up as well.

Higurashi said:
Yeah, I know a guy and a girl, and I can get you the set, but it might cost ya. I'm conn-ect-ed, aw yeah. *moonwalks*
Pfft. Your prices sound too high. I'll just go to thailand.
And also learn some Muay Thai while I'm there. Dear lord that martial art is insane.

^Mimi said:
ninjablu said:
MasterSqueak said:
Send him a PM.

As for if it's doable: no promises, but we haven't started our first quest yet, so he may fit you in if you get your character done relatively quickly.
After several failed recruitment measures, I'm pretty much letting Higs choose who he wants because he knows a guy, and this guy is going to be somewhat reliable.
He also knows a lady, it seems.
Anyway, I'm tired of finding people who aren't able to even post once a week so he'll handle the two new recruits.
I'm far from a lady, dear sir. But thanks for the compliment. ;P

I'll have my character sheet posted by tonight, but tomorrow I have work so I'm gonna head to bed a lil' early.

Warlords for the win. :D
Alas, I was referring to your gender status and not your attitude, since woman is just a technical term with no fun value.
Perhaps you would prefer the term, "liquidious fleshbag"?

.... HK-47 for the win.

@ Neosage: accepted. I'll go put it on the front page.
 

Higurashi

New member
Jan 23, 2008
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It is indeed. Practised it for a couple years, among other martial arts. It's fun to know an attack that is literally named "break the nose".
"You are a very harsh master, Master. I like you."
 

Dramatic Flare

Frightening Frolicker
Jun 18, 2008
1,122
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Mimi, your character is accepted. If you kindly find the War of the Wyrms user group and apply, I can add you.
And sorry for the delay myself.

@ Mastersqueaks game OOC:
Keep in mind the difference between a natural twenty and a mathematical twenty. You rolled an 18 and 19, respectively. This is still really, really good, it's just not quite the same as an automatic success.
 

lostclause

New member
Mar 31, 2009
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ninjablu said:
Mimi, your character is accepted. If you kindly find the War of the Wyrms user group and apply, I can add you.
And sorry for the delay myself.

@ Mastersqueaks game OOC:
Keep in mind the difference between a natural twenty and a mathematical twenty. You rolled an 18 and 19, respectively. This is still really, really good, it's just not quite the same as an automatic success.
Are there automatic or critical successes on skill checks in 4E? (Or saves and attacks for that matter).
 

Dramatic Flare

Frightening Frolicker
Jun 18, 2008
1,122
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lostclause said:
ninjablu said:
Mimi, your character is accepted. If you kindly find the War of the Wyrms user group and apply, I can add you.
And sorry for the delay myself.

@ Mastersqueaks game OOC:
Keep in mind the difference between a natural twenty and a mathematical twenty. You rolled an 18 and 19, respectively. This is still really, really good, it's just not quite the same as an automatic success.
Are there automatic or critical successes on skill checks in 4E? (Or saves and attacks for that matter).
A natural twenty is defined as an automatic success in a skill check. It is also an automatic hit in combat. Critical hits have two requirements:
1: you roll a natural twenty
2: the math works out that you would have hit him with twenty + whatever bonuses you get. Essentially this means, unless I'm feeling vindictive, you will always critical when you roll natural twenties unless you are suffering some horribly debilitating effect. (like a rust monster ate all your stuff).
Like almost every other DM in existence, I also play with critical failures. If you roll a one on a skill check or attack roll, I determine what actually happens. This will work in your favor as much as against you, as monsters that I roll natural ones on have something horrible happen to them too.

Saves come in two varieties- these are (save ends) and diseases. Things that have a (save ends) at the end of it (usually abilities but many monsters have some too) are ended when you roll above a 10 on a d20 at the end of your turn.
Diseases work on a scale. Above a certain endurance check, they'll get better and effect you less, while rolling in a middle area will not make your better or worse, and rolling below it means your character's disease worsens. They usually have about 4 tiers, with initial contraction starting your off on the second one. Thus it takes two rolls to become free (one to get the first tier, and once more to become cured) and two rolls to reach its worst state.

Death saving throws are a the final issue I can think of. If you're dropped below 0hp you roll a d20 every round of combat after that. If you roll above a 10, you do nothing, but below it you scratch off a box out of three. If you scratch off three boxes, you die. If you roll a natural 20, you wake up with one hp, and can continue fighting if you so choose (or not). (Note that other players can choose to stabilize the dying, a standard action, and might put your in a limbo state of not dead but not awake either). Of course, this is only if your don't exceed your negative bloodied value which kills you instantly. (so if you are bloodied at 12 Hp and hit so hard you drop to -12, for whatever reason, you are dead).

Answer your question?
 

Captainguy42

Is trapped in a title factory.
May 20, 2009
2,781
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So Mimi and Neosage, Are you two going to introduce your characters sometimes before we leave Silha?
 

Dramatic Flare

Frightening Frolicker
Jun 18, 2008
1,122
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Captainguy42 said:
So Mimi and Neosage, Are you two going to introduce your characters sometimes before we leave Silha?
They'll be introduced at a predetermined time.
I gave them a couple options and they have chosen how their characters will be added.
 

Captainguy42

Is trapped in a title factory.
May 20, 2009
2,781
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Hey I got a rules question:

Whats the status on taking 10?

(for the uninitiated taking ten is when you make a check by adding your modifier to 10 instead of what you roll for out of encounter skill checks.)