[4e] Setup: Drachejäger

Post/Author/DateTimePost
#1

huan

Apr 14, 2009 16:32:14
This is the setup thread for the upcoming 4e campaign, Drachenjäger (DJ), a campaign with a main focus (as the name denotes) on dragon hunting.

A few things to keep in mind:
-Roll up rules will be per COCO standards, but since there are no formal rules for campaigns for 4e (yet), we have more freedom beyond that, ie: we can use sources not allowed in COCO yet.
-This is going to be for the first 4-6 people to jump in on this. In the event we have more that 6 people interested, I leave it up the players to propose a character and build a team. I will be final judge of the team to be accepted.
-Optimize to your heart's content, for the dragons won't be pulling any punches. However, please post your final char before the deadline.

Rules:
-4e rules (make sure you are up to date on your errata)
-Level 16 characters (22-pt buy, Set COCO Weath)
-Cost: 5 Credits

Sources Allowed:
-PHB
-PHB 2
-DMG
-MM
-Draconomicon: Chromatic Dragons (since we can be open, why leave the fun with just MM dragons, I say)

What you can expect:
-I like exotic or unusual locales, and as such you will be venturing into different environments and scenarios. Make sure your character is able to adapt, lest they find some fights harder than normal.
-Those who have quested or campaigned under me before know I enjoy being verbose and colorful in my flavor text for the RP. Feel free to do the same to enrich the experience and make the most of each post.


Deadline: Wednesday, April 21st
-On this date we will begin. Any characters not ready to go will not be included.

Again, the point is to have fun! I look forward to starting DJ in a week!

-Huan
#2

Erithmu

Apr 14, 2009 16:35:02
Shadowsong Deva Shaman/Spirit Tempest 16

Hit Points....102.....Bloodied...50
Healing Surge..26.....Surges/day..9
Initiative....+14.....Speed.......7
Passive Perception: +32
Passive Insight: +24
Action Points: 1

AC....Fort....Ref.....Will
30.....26......28......30
Resist 13: Necrotic and Radiant
+1 to all defenses vs Bloodied Foes

Attacks:
Implement Attacks ... +20 vs ???; Dmg: (see Power)+6Wis +4Totem
(+14 +magic (4)+2 Feat) for Dice + (6+magic)
+4d6 on a crit +4d10 if target is bloodied
+3 dmg vs bloodied targets (Totem)
+2 Atk if taken Necrotic or Radiant attack (Feat)
Combat Advantage on any Spirit Keyword Attack (+2 atk)

At-Will Powers:
Stalker's Strike Spirit vR
Haunting Spirits vW
Call Spirit Companion Free
Spirit's Fangs Spirit - Opportunity Action vF

Encounter Powers:
Call to the Savage Elder (E3) Spirit vR
Call to the Blood Dancer (E7) Spirit vW
Spirit Tide (ST E11) Spirit vW
Howling Gust (E13) vR
Spirit Flow (ST U12) Minor
Memory of a Thousand Lifetimes (Racial) No Action
Speak with Spirits (Class) Minor
Healing Spirit (Class) 3x per encounter Minor

Daily Powers:
War Chieftain's Blessing (D5) vW
Raging Storm Spirit (D9) Zone vR
Searing Wind of the South (D15) vF

Spirit of Life (U2)
Spirit of Dawn (U6) Zone Minor
Spirits of Shadowed Moon (U10) Zone Minor
Forge the Chains of Life (U16) II - Failed Death Saving Throw

Ability Scores
Ability....Check......Ability....Check
Scores....Modifier....Scores....Modifier
STR 11....+08.........CON 15....+10
DEX 14....+10.........INT 20....+13
WIS 22....+14.........CHA 11....+09
Stats
S 11= 10 +1
C 15= 14 5pts +1
D 14= 13 3pts +1
I 20=14 5 pts +2 +4
W 22= 16 9pts +2 +4
C 09= 08 +1
#3

lonewolf

Apr 14, 2009 18:56:13
Gorban
Gorban
Male Longtooth Shifter, Warden, Horned Champion
Hit Points....147......Bloodied....73
Healing Surge.38.......Surges/day..13
Initiative....+13......Speed.......7

AC....Fort....Ref.....Will
34.....30......27......29

Attacks:
Melee Basic...+23(longsword).....Damage: 1d8+12
(+8 level, +6 Str, +3 prof, +4 enh, +2 Feat)
Ranged Basic..+18(Javelin).....Damage: 1d6+10...Range 10/20
(+8 level, +6 Str, +2 prof, +2 enh)


At-Will Powers:
Weight of Earth
Warden Attack Level 1 [Primal], [Weapon]
Weapon....+23 vs. AC
Standard
Range: Melee Weapon
Target: One creature
Hit: 1d8+10 damage and the target is slowed until the end of your next turn

Thorn Strike
Warden Attack Level 1 [Primal], [Weapon]
Weapon....+23 vs. AC
Standard
Range: Melee 2
Target: One creature
Hit: 1d8+10 damage and you pull the target 1 square

Wardens Fury
Warden Attack Level 1 [Primal], [Weapon]
Weapon....+23 vs. Fortitude
Immediate Interrupt
Range: Melee Weapon
Target: The triggering enemy
Trigger: An enemy marked by you makes an attack that does not include you as a target
Hit: 1d8+10 damage and the target grants combat advantage to you and your allies until the end of your next turn

Wardens Grasp
Warden Attack Level 1 [Primal]
Immediate Reaction
Range: Close Burst 5
Target: The triggering enemy in burst
Trigger: An enemy marked by you makes an attack that does not include you as a target
Effect: You slide the target 1 square. The target is slowed and cannot shift until the end of its next turn

Encounter Powers:
Burst of Earths Fury
Warden Attack Level 3 [Primal], [Weapon]
Weapon....+23 vs. AC
Standard
Range: Close Burst 1
Target: Each enemy in burst
Hit: 1d8+10 damage and the target cannot shift until the end of your next turn

Stalkers Positioning
Warden Attack Level 7 [Fear], [Primal], [Psychic], [Weapon]
Weapon....+23 vs. AC
Standard
Range: Melee Weapon
Target: One creature
Hit: 2d8+10 damage and you slide the target 1 square. You can slide the target into a second creatures space and then slide the second creature 1 square. Both the target and the second creature take psychic damage equal to your Wisdom modifier (+5)

Zealous Strike
Horned Champion Attack Level 11 [Primal], [Weapon]
Weapon....+23 vs. AC (+25 if the target is bloodied)
Standard
Range: Melee Weapon
Target: One creature
Hit: 1d8+10 damage and you knock the target prone
Effect: Make the attack one more time against the same target or a different one.

Creepers Grasp
Warden Attack Level 13 [Primal], [Weapon]
Weapon....+23 vs. AC
Standard
Range: Melee Weapon
Target: One creature
Hit: 2d8+10 damage and the target is immobilized until the end of your next turn

Longtooth Shifting
Shifter Racial [Healing]
Minor
Range: Personal
Effect: Until the end of the encounter, you gain a +2 bonus to damage rolls. In addition, while you are bloodied, you gain regeneration 4

Eyes of the Hawk
Warden Utility Level 2 [Primal]
Minor
Range: Personal
Effect: You make a perception check with a +10 power bonus

Impetuous Stride
Horned Champion Utility Level 12 [Primal]
Move
Range: Personal
Effect: You move your speed. If any creature makes an opportunity attack against you during this movement, that creature takes damage equal to 5+ your Wisdom modifier(10).

Daily Powers:
Form of Winters Herald
Warden Level 1 [Cold], [Polymorph], [Primal]
Minor
Range: Personal
Effect: You assume the guardian form of winters herald until the end of the encounter. While you are in this form, you gain a +1 bonus to AC and resist 5 cold. In addition, each square within 2 squares of you, wherever you move, is difficult terrain for your enemies.
Special: Once during this encounter while you are in this form, you can use the following attack power:
Standard Action
Range: Close burst 1
Target: Each enemy in burst
Attack: +23 vs. AC
Hit: 1d8 + 10 cold damage, and the target is immobilized (save ends).
Miss: Half damage, and the target is immobilized until the end of your next turn.

Form of the Oak Sentinel
Warden Level 9 [Polymorph], [Primal]
minor
Range: Personal
Effect: You assume the guardian form of the oak sentinel until the end of the encounter. While you are in this form, your melee reach increases by 1. In addition, any enemy that hits you with a melee attack takes damage equal to your Strength modifier. This damage increases to twice your Strength modifier at 21st level. Once during this encounter, you can make the following weapon attack while you are in this form.
Immediate Interrupt
Range: Melee weapon
Trigger: An enemy within your reach makes a melee attack against your ally
Target: The triggering enemy
Attack: Strength vs. AC
Hit: 2d8 + 10 damage.
Miss: Half damage.
Effect: You become the target of the triggering attack, even if you aren’t within that attack’s range.

Form of the Stonecrusher
Warden Level 15 [Polymorph], [Primal]
Minor Action
Range: Personal
Effect: You assume the guardian form of the stonecrusher until the end of the encounter. While you are in this form, you gain a +2 bonus to AC. If you are pulled, pushed, or slid, you can reduce the distance of the forced movement by 2 squares. Once during this encounter, you can make the following weapon attack while you are in this form.
Standard Action
Range: Close burst 1
Target: Each enemy in burst you can see
Attack: +23 vs. AC
Hit: 1d8+10 damage, and the target is immobilized (save ends).
Miss: Half damage.
Effect: You knock the target prone.


Earthguard
Warden Utility Level 6 [Stance], [Primal]
minor
Range: Personal
Effect: Until the stance ends you gain a +1 power bonus to all defenses.


Shield of Stone
Warden Utility Level 10 [Primal]
minor
Range: Close burst 5
Target: one ally in burst
Effect: you slide the target 5 squares. Until the end of your next turn, the target gains resist 5 to all damage and a +2 power bonus to all defenses.

Verdant Life
Warden Utility Level 16 [Healing], [Primal]
minor
Range: Personal
Effect: You can spend 2 healing surges


Item Powers:
Elven Battle Darkhide Armor
Power(Encounter): Minor Action. Gain a +2 Power bonus to speed until the end of your next turn.

Gloves of Piercing(heroic)
Power(Daily): Minor Action. Until the end of the encounter, your attacks ignore any resistance of 10 or lower.


Ability Scores
STR 22 (+6) [9 pts] [16 base, +2 racial, +4 advancement]
CON 15 (+2) [5 pts] [14 base, +1 advancement]
DEX 14 (+2) [3 pts] [13 base, +1 advancement]
INT 09 (-1) [0 pts] [08 base, +1 advancement]
WIS 20 (+5) [5 pts] [14 base, +2 racial, +4 advancement]
CHA 11 (+0) [0 pts] [10 base, +1 advancement]


Feats
Durablelvl1
- (increase number of Healing Surges by 2)
Weapon Expertise(Heavy Blade)lvl2
- (+2 Attacks with Heavy Blades)
Toughnesslvl4
- (+10hp)
Wild Senseslvl6
- (Roll Twice for Perception when following Tracks, +3 Initiative)
Blade Opportunistlvl8
- (+2 to opportunity attacks with heavy blade or light blade)
Enhanced Font of Lifelvl10
- (gain a +1 bonus to Font of Life saves)
Wildblood Speedlvl11
- (When any enemy marked by you makes an attack that doesn’t include you as a target, you can shift a number of squares equal to your Wisdom modifier as a free action)
Beasthide Shiftinglvl12
- (gain resist all 2 while using longtooth shifting)
Armor Specialization(Hide)lvl14
- (+1 AC while wearing hide armor, ignore acp of hide armor)
Paragon Defenseslvl16
- (+1 to Fortitude, Reflex and Will)

Class Features
Font of Life: At the start of your turn, roll a saving throw
Guardian Might(Wildblood): Add Wis to AC instead of Dex or Int. When you use second wind, marked enemies take a penalty equal to your Wisdom modifier to attacks that dont include you as target.
Natures Wrath: Once during each of your turns, you can mark each
adjacent enemy as a free action. This mark lasts until
the end of your next turn.

Vicious Action: When you spend an action point to make an attack and that attack misses, you can reroll that attack roll but must use the second result.
Fervent Pursuit: When you hit an enemy with an opportunity attack, that enemy is slowed until the end of its turn.
Blessing of Spring: Whenever you use a warden daily attack power that has the polymorph keyword, you can spend a healing surge as a free action.

Racial Features
+2 Str, +2 Wis
+2 Athletics, +2 Endurance
Longtooth Shifting power
Lowlight vision
Languages: Common and Elven


Skills
Acrobatics.......+8
Arcana...........+7
Athletics........+19 (Trained)
Bluff............+8
Diplomacy........+8
Dungeoneering....+13
Endurance........+15 (Trained)
Heal.............+13
History..........+13
Insight..........+13
Intimidate.......+8
Nature...........+18 (Trained)
Perception.......+20 (Trained) (+2 Background)
Religion.........+7
Stealth..........+8
Streetwise.......+8
Thievery.........+8

Equipment:
Elven Battle Darkhide Armor +4[85.000 gp][25 lb]
Silvered Magic Longsword +4 [45.500 gp][4 lb]
Magic Javelin +2 [1.800 gp][2 lb]
Bracers of Mighty Striking [520 gp]
Boots of Striding [4.200 gp]
Gloves of Piercing [680 gp]
Heavy Shield of Deflection [13.000 gp]
Amulet of Protection +4 [45.000 gp]
Belt of Vigor(Paragon) [13.000 gp]
4.750gp

#4

salrantol

Apr 14, 2009 21:57:44
A strikery leader for your approval.
Salrantol Vakt, Half-Elf Bard/War Chanter
Salrantol Vakt
Half-Elf Bard/War Chanter
Hit Points: 109 [+89 Class + 20 Con] Bloodied: 54
Healing Surge: 29 [27 Base +2 Item] Surges/day: 12 [+7 Class +5 Con]
Initiative: +10 [+8 Level +2 Dex] Speed: 6 [6 Race -0 Armor]
Alignment: Good Patron Deity: Milil
Action Points: 1

AC: 33 [10 +8 Level +10 Armor +3 Enh +1 Shield +1 Feat]
Fort: 27 [10 +8 Level +5 Con +4 Enh]
Ref: 26 [10 +8 Level +2 Dex +1 Class +4 Enh +1 Shield]
Will: 29 [10 +8 Level +6 Cha +1 Class +4 Enh]

Attacks:
Melee Basic/Weapon Powers: Rapier + 23 (1d8+12) +4d10 critical [+8 Level +6 Cha +3 Prof +4 Enh +2 Feat][Damage: +6 Cha +4 Enh +2 Feat]
Implement Powers: Rapier +20 +4d10 critical [+8 Level +6 Cha +4 Enh +2 Feat]

At-Will Powers:
Misdirected Mark
Bard Attack 1
Ranged 10 +20 vs. Reflex
Standard Action Target: One creature
Hit: 1d8+12 damage. The target is marked by an ally within 5 until the end of Salrantol's next turn.

Vicious Mockery
Bard Attack 1 * Charm, Psychic
Ranged 10 +20 vs. Will
Standard Action Target: One creature
Hit: 1d6+12 psychic damage. The target takes a -2 penalty to attack rolls until the end of Salrantol's next turn.

Encounter Powers:
Majestic Word
Bard Feature * Healing
Close burst 10
Minor Action Target: Salrantol or one ally in burst
Effect: The target can spend a healing surge and regain an extra 3d6+6 hit points. Salrantol slides the target 1.
Special: Salrantol can use this power three times per encounter, but only once per round.

Words of Friendship
Bard Feature
Minor Action Personal
Salrantol gets a +5 power bonus to the next Diplomacy check he makes before the end of his next turn.

Charger's Call
Bard Attack 3
Melee Weapon +23 vs. AC
Standard Action Target: One creature
Hit: 2d8+12 damage. Allies within 5 get +6 to attack rolls while charging until the end of Salrantol's next turn.

Song of Conquest
Bard Utility 6
Minor Action Personal
Effect: Until the end of Salrantol's next turn, allies within 5 who hit an enemy gain 8 temporary hit points.

Scorpion's Claw Strike
Bard Attack 7
Melee Weapon +23 vs. AC
Standard Action Target: One creature
Hit: 2d8+12 damage. Slide an ally adjacent to the target to another space adjacent to the target. That ally gets a +5 power bonus to AC until the end of Salrantol's next turn.

Victorious Smite
War Chanter Attack 11
Melee Weapon +23 vs. AC
Standard Action Target: One creature
Hit: 1d8+12 damage.
Effect: An ally within 5 can shift 3 and make a basic melee attack against the target with +5 to attack and damage.

Battle Chant
War Chanter Utility 12
Close burst 10
Minor Action Target: Salrantol and each ally in burst.
Effect: Salrantol chooses an enemy. Each target gets a +2 power bonus to attack rolls against that enemy until the end of his next turn.

Earthquake Strike
Bard Attack 13
Melee Weapon +23 vs. AC
Standard Action Target: One creature
Hit: 2d8+12 damage and Salrantol knocks the target prone. Until the end of Salrantol's next turn, allies within 10 get +5 to damage rolls and can knock prone any creature they hit.

Commander's Strike
Dillettante Racial Power
Melee Weapon
Standard Action Target: One creature
Effect: An ally makes an melee basic attack against the target.

Hunter's Quarry
Warrior of the Wild Feat
Minor Action Target: The nearest enemy Salrantol can see
Effect: Salrantol deals an extra 2d6 damage to the target, maximum once per round, until the end of his next turn.
Special: This is not a power.

Daily Powers:
Slayer's Song
Bard Attack 1
Melee Weapon +23 vs. AC
Standard Action Target: One creature
Hit: 2d8+12 damage. The target grants combat advantage to the party (save ends).
Miss: Half damage.
Effect: Until the end of the encounter, whenever Salrantol hits an enemy, that enemy grants combat advantage to the party until the end of Salrantol's next turn.

Song of Defense
Bard Utility 2 * Zone
Close Burst 5
Minor Action
Effect: The burst becomes a zone, which remains centered on Salrantol as he moves, giving a +1 power bonus to AC to all allies in zone. Sustain Minor.

Salrantol's Uncontrollable Hideous Laughter
Bard Attack 9 * Charm, Psychic
Ranged 10 +20 vs. Will
Standard Action Target: One creature
Hit: 3d8+12 psychic damage. The target can't take opportunity actions and takes a -2 penalty to attack rolls (save ends both). Aftereffect: The target can't take opportunity actions (save ends).
Miss: Half damage, and the target can't take opportunity actions until the end of Salrantol's next turn.

Word of Life
Bard Utility 10 * Healing
Close Burst 20
Immediate Reaction Target: The triggering ally
Trigger: An enemy attack reduces an ally in the burst to 0hp or fewer
Effect: The target can spend a healing surge. The attacking enemy takes a -5 penalty to all defenses until the end of Salrantol's next turn.

Menacing Thunder
Bard Attack 15 * Thunder, Zone
Close Burst 2 +20 vs. Fortitude
Standard Action Target: Each enemy in burst
Hit: 2d8+12 thunder damage.
Effect: The burst becomes a zone until the end of the encounter. While within the zone, any ally gets a +2 power bonus to attack rolls.

Song of Sublime Snowfall
Bard Utility 16 * Healing, Zone
Area Burst 2 within 10
Standard Action Target: Each ally in burst
Effect: Each target regains 6 hit points. The burst is a zone of difficult terrain for enemies (including flying enemies) until the end of Salrantol's next turn.
Sustain Minor: The zone persists, and each target within the zone regains 6 hit points.

Item Powers:
Acrobat Boots
Minor Action
Effect: Salrantol stands up from prone.

Piercing Songblade Rapier
Free Action
Trigger: Salrantol hits an enemy with a bard power using this blade.
Effect: Until the end of the encounter, that enemy takes a -2 penalty to AC.

Dwarven Wyrmscale
Free Action * Healing
Effect: Salrantol regains 29 hit points.

Dragondaunt Main-Gauche
Immediate Interrupt
Trigger: Salrantol is hit by an area or close attack.
Effect: Reduce the damage dealt by the attack to Salrantol and each adjacent ally by 10.

Gauntlets of Draconic Power
Free Action
Trigger: Salrantol hits with a melee attack.
Effect: +5 power bonus to damage roll.

Mac-Fuirmidh Cittern
Standard Action
Trigger: Use during a short rest on an ally who remained within 20 during the rest.
Effect: Until the end of the ally's next short rest or extended rest, the ally regains an additional 4 hit points when spending a healing surge.

Ability Scores
STR 14 (+2) [3 pts] [13 Base, +1 advancement]
CON 20 (+5) [5 pts] [14 Base, +2 Racial, +4 advancement]
DEX 15 (+2) [5 pts] [14 Base, +1 advancement]
INT 11 (+0) [0 pts] [10 Base, +1 advancement]
WIS 9 (-1) [0 pts] [8 Base, +1 advancement]
CHA 22 (+6) [9 pts] [16 Base, +2 Racial, +4 advancement]

Feats
Sneak of Shadows [Level 1]
Weapon Proficiency (Rapier) [Level 2]
Warrior of the Wild (Perception) [Level 4]
Armor Proficiency (Scale) [Level 6]
Weapon Expertise (Light Blade) [Level 8]
Weapon Focus (Light Blade) [Level 10]
Armor Specialization (Scale) [Level 11]
Melee Training (Charisma) [Level 12]
Improved Valor [Level 14]
Implement Expertise (Songblade) [Level 16]

Class Features
Bardic Training (Salrantol can use two bard rituals per day without providing components.)
Virtue of Valor (Once per round, when an ally within 5 bloodies a foe or reduces a foe to 0hp or fewer, Salrantol and that ally gain 11 temporary hit points.)
Inspire by Word (When Salrantol bloodies a foe or reduces a foe to 0hp or fewer, one ally within 10 gains 10 temporary hit points.)
Song of Rest (Allies gain +6 HP when spending a healing surge at the end of a short rest)
Sneak Attack +3d6 1/encounter
Inspire by Example (When Salrantol spends an action point to take an extra action, each ally within 5 gains +5 to attack and damage until the end of his next turn.)
Inspire by Deed (Salrantol may spend 2 action points in an encounter.)

Racial Features
Group Diplomacy (Allies within 10 gain +1 racial Diplomacy.)
Low-Light Vision

Item Properties
Resist 5 dragon attacks
+1 Strength checks

Skills
Acrobatics: +15 [+8 Level +1 Dex +5 Trained -0 Armor +1 Item]
Arcana: +15 [+8 Level +2 Int +5 Trained]
Athletics: +12 [+8 Level +2 Str +1 Untrained -0 Armor +1 Item]
Bluff: +15 [+8 Level +6 Cha +1 Untrained]
Diplomacy: +23 [+8 Level +6 Cha +5 Trained +2 Racial +2 Item]
Dungeoneering: +8 [+8 Level -1 Wis +1 Untrained]
Endurance: +14 [+8 Level +5 Con +1 Untrained -0 Armor]
Heal: +12 [+8 Level -1 Wis +5 Trained]
History: +11 [+8 Level +2 Int +1 Untrained]
Insight: +14 [+8 Level -1 Wis +5 Trained +2 Racial]
Intimidate: +17 [+8 Level +6 Cha +1 Untrained +2 Item]
Nature: +8 [+8 Level -1 Wis +1 Untrained]
Perception: +12 [+8 Level -1 Wis +5 Trained]
Religion: +11 [+8 Level +2 Int +1 Untrained]
Stealth: +10 [+8 Level +1 Dex +1 Untrained -0 Armor]
Streetwise: +19 [+8 Level +6 Cha +5 Trained]
Thievery: +14 [+8 Level +1 Dex +5 Trained -0 Armor]

Languages: Common, Elven, Dwarven

Rituals
Traveler's Chant [Bard] [Level 1][Arcana: 10 gp components]
Comprehend Language [Level 1][Arcana: 10 gp components]
Enchant Magic Item [175 gp][Arcana: variable components]
Discern Lies [360 gp][Religion: 140 gp components]
Song of Sustenance [Bard] [680 gp][Arcana: 135 gp components]
Aria of Revelation [Bard] [1000 gp][Arcana: 400 gp components]
Raise Dead [680 gp][Heal: 5000 gp components]
Endure Elements [100 gp][Arcana: 20 gp components]
Eye of Alarm [100 gp][Arcana: 25 gp components]
Tune of Merriment [Bard] [900 gp][Arcana: 160 gp components]

Equipment:
dwarven wyrmscale +3 [13000 gp][45 lb][This bright red armor was forged from the skin of the first dragon slain by Salrantol, a prince among wyrmkind named Zathrexximontakxzikh, and is a major part of why the bard is so loathed by dragons.]
piercing songlade rapier +4 [85000 gp][2 lb][Trailing streams of shimmering musical notation, this blade hums along with Salrantol's performances.]
dragondaunt main-gauche [treat as dragondaunt light shield][45000 gp][6 lb][A bright amber gem adorns the hilt of this swept-hilt dagger.]
acrobat boots [540 gp][0 lb]
gauntlets of draconic power [treat as gauntlets of ogre power][1000 gp][0 lb]
amulet of protection +4 [45000 gp][0 lb]
circlet of authority [2600 gp][0 lb]
bag of holding [1000 gp][1 lb]
belt of vigor (paragon) [13000 gp][0 lb]
Mac-Fuirmidh Cittern [1000 gp][0 lb]
sanctified incense [140 gp][0 lb]
alchemical reagents [1600 gp][0 lb]

Total: 212975/213000 gp, 55/110 lb
Background
Isilina Vakt was seduced by a young elf in his late 90s, and was soon found to be with child. Her wealthy merchant family drove her away over the shame of it, and she found herself passage with a caravan to the distant city of Silverton. Once there, she put the sewing skills she had learned in idleness to work as a seamstress, and raised her son Salrantol poor and alone.

The boy grew up mostly on the streets of Silverton. He hated being half-elven, and got his ears pierced to fold over and be pinned with a stud, so as to look human. He managed to fall in with the wrong sort of youth, but after hearing the stories of his mother's exile from her family, was unwilling to become involved with anything illicit, lest he dishonor her. However, when she fell deathly ill, and none of the local temples would cure her without a sizable donation, he crafted an alter ego named Lesren to participate in just such illicit activities, without shaming her.

During the course of such illegal practices, he participated in some extortion work for the Ningels, the local gnome-headed thieves' guild, and was forced to follow through on one threat and burn down a glassblower's shop. He later learned that one of the glassblower's daughters had been in the building, and this caused him terrible grief. Since he had been operating under an assumed identity, he believes himself to have gotten away with it, but it still haunts him, as does a paladin of Lis who continues to seek Lesren to this day.

Once he came to himself after the glassblower incident, he took to adventuring, and it inspired him in word and song. His companions, however, grew more brash as they heard their tales told in songs, and, perhaps, exaggerated for effect. Their boldness, or rather foolhardiness, caused them to challenge the red dragon Zathrexximontakxzikh. All fell save Salrantol, who narrowly survived the encounter. To commemorate his fallen comrades, Salrantol used the dragon in the crafting of various magical items, including his suit of armor, his gauntlets, and his main-gauche. Little did he know at the time, but this enraged most of dragonkind, and has since caused him no shortage of confrontations with dragons. He still does not realize that he himself is being compelled to seek out dragons by some lingering spirit of Zathrexximontakxzikh in the items.

If Zathrexximontakxzikh could not establish his dominance over dragonkind in life, he will at least accomplish it in death. And of course, no dragon can be allowed to best the man who bested him, so his lingering spirit defies any dragons to harm Salrantol.
#5

Erithmu

Apr 14, 2009 22:57:57
Question for Huan:

Are we using Level +1, Level, Level -1, + Cash for Level -1 for wealth ... or just a set wealth

(either way I think Lonewolf is over wealth level)
#6

huan

Apr 14, 2009 23:07:58
Please use the set wealth table. Thank you, I will add that to the first post.
#7

post_ironic

Apr 14, 2009 23:55:00
What you can expect:
-I like exotic or unusual locales, and as such you will be venturing into different environments and scenarios. Make sure your character is able to adapt, lest they find some fights harder than normal.
-Those who have quested or campaigned under me before know I enjoy being verbose and colorful in my flavor text for the RP. Feel free to do the same to enrich the experience and make the most of each post.

Hmmm... this is sounding tempting. From the look of your previous responses, you look pretty full up, but if something opens up, let me know. You've got a shaman, a bard, a warden, and a sorcerer. If you have room for anyone else or someone withdraws, let me know.
#8

Erithmu

Apr 14, 2009 23:58:49
There is still room Post Ironic ... we could use another striker, defender, or get a controller.
#9

rauul

Apr 15, 2009 0:54:07
if this costs credits.. then please ignore (-4 credits balance and still in bad health)

Karash the Half-Orc Barbarian Striker

====== Created Using Wizards of the Coast D&DI Character Builder ======
Karash, level 16
Half-Orc, Barbarian, Bear Warrior
Build: Rageblood Barbarian
Feral Might: Rageblood Vigor

FINAL ABILITY SCORES
Str 24, Con 16, Dex 14, Int 11, Wis 9, Cha 14.

Starting Ability Scores
Str 18, Con 13, Dex 10, Int 10, Wis 8, Cha 13.


AC: 29 Fort: 30 Reflex: 25 Will: 25
HP: 121 Surges: 12 Surge Value: 30

TRAINED SKILLS
Acrobatics, Endurance, Perception.

FEATS
1: Powerful Charge
2: Improved Bull Rush
4: Improved Rageblood Vigor
6: Weapon Focus (Axe)
8: Weapon Expertise (Axe)
10: Power Attack
11: Devastating Critical
12: Iron Will
14: Vexing Flanker
16: Thirst for Battle

POWERS
1, At-Will: Pressing Strike
1, At-Will: Devastating Strike
1, Encounter: Great Cleave
1, Daily: Macetail's Rage
2, Utility: Combat Sprint
3, Encounter: Blood Strike
5, Daily: Silver Phoenix Rage
6, Utility: Combat Surge
7, Encounter: Tide of Blood
9, Daily: Oak Hammer Rage
10, Utility: Mountain Roots
13, Encounter: Blade Whirlwind (replaces Blood Strike)
15, Daily: Thunderfury Rage (replaces Macetail's Rage)
16, Utility: Primal Resistance

ITEMS
Adventurer's Kit, Magic Hide Armor +4, Dragonslayer Greataxe +2, Gauntlets of Ogre Power (heroic tier), Everlasting Provisions (heroic tier), Cloak of Survival +3, Bracers of Mighty Striking (paragon tier), Winged Boots (paragon tier), Ironskin Belt (paragon tier), Helm of Heroes (heroic tier)
====== Created Using Wizards of the Coast D&DI Character Builder ======

#10

Erithmu

Apr 15, 2009 1:06:05
@Rauul: You have way more cash than the DDI builder is giving you ... buy more stuff ... or just upgrade.

@Huan: How much info do you want on our powers. Full description (lonewolf's sheet for example), or just name (my sheet for example)?
#11

post_ironic

Apr 15, 2009 1:35:15
I'll happily join in, though I'd be forced to go into either credit debt or borrow a few from someone, and possibly take on another weekly fight or two.

As for characters, I'll just fill in whatever hole the party needs. I've been playing a good deal of LFR 4E, though it hasn't yet made it to paragon tier, and mods for 7th-10th level have only recently come out. I already have a human ranger, a drow (yes, unoptimized but surprisingly entertaining to play) cleric, and a genasi tactical warlord in LFR, so a Defender or Controller might be novel. I am, however, up for anything. So pick your favorite character idea and leave the rest to me. It might be fun to try and fill a niche anyway.
#12

lonewolf

Apr 15, 2009 6:27:43
(either way I think Lonewolf is over wealth level)


Gorban is exactly at 213.000gp, the set wealth for lvl16...


Mechanically, Gorban is finished and Im starting to think about some fluff.

@Huan: Have you any information about the setting this campaign will be using? The old Gladius enviroment, the new (and pretty much undefined) Sagaris enviroment, or something else altogether?
Also a minor nitpick: if you want to use the german word for the campaign, it should be Drachenjäger.


@Party composition: I think it will be very important to have some way to forcing a dragon to land. Otherwise all our melee characters will be quite useless against blue dragons for example.
I dont have the perfect solution how to achieve that, but I think that a controller of some kind can help there very much.
#13

Erithmu

Apr 15, 2009 9:25:19
@lonewolf: Yea ... I was just adding up lvl 17+lvl 16 + 2*lvl 15 and it wasn't going over the 200k mark ... and trying to figure out why ...

Then I asked ...

I'm still not sure the table is right if we were going by the DMG rules.
#14

lonewolf

Apr 15, 2009 9:28:31
the DMG rules are simple, but they handicap characters created at higher levels. If you play a character from lvl1 up, he will have way more wealth than a character created with those rules. Thats why we decided to create our own wealth table.
#15

Erithmu

Apr 15, 2009 9:31:31
Ok ... I missed that part of the 4e rules building, but it makes sense.
#16

whitebaron

Apr 15, 2009 10:11:44
@rith: actually the wealth tables were an estimate of what amount of gold you could have at that level. if you look at the thread coco and the 4th edition, the resolution to that is somewhere in there. we had some pretty comparisons of various gold-acquiring methods. (cf. http://spreadsheets.google.com/pub?key=pRawkYWWe-sacgW25lIj1NA )

the dmg method would be 160k for lvl 16, if you cumulate it from 2 players it would be 212760, from 5 it would be 255540. we are somewhere in between, assuming the money lost from selling and expendables is not _that_ high.
mwb rounded out that table, so you can ask him how he came up with the exact numbers - but it was rounded. that's for sure.

i'm gonna make either a barbarian, hospitaler/paladin or if we really need one, a controller. (not sure which, but well...)
tzhis depends mostly on party composition, as i had no time to mull over other things yet.
#17

whitebaron

Apr 15, 2009 10:14:03
Sir Nicholas
Sir Nicholas de Mimsy
Male Half-Elf Paladin/Hospitaler
Hit Points....131....Bloodied....65
Healing Surge.34.....Surges/day..16
Initiative....+8.....Speed.......5

AC....Fort....Ref.....Will
36.....28......27......29
[HP: 15(starting)+16(con)+10(Toughness)+6*15(lvl)]
[Speed: 6(base)-1(plate)] [Surges: 10(pal)+3(con)+2(feat)+1(item)]
[AC: 10(base)+8(lvl)+2(shield)+15(armor)+1(feat)]
[Fo: 10(base)+8(lvl)+1(class)+2(feat)+3(con)+4(enh)]
[Re: 10(base)+8(lvl)+1(class)+2(feat)+0(dex)+4(enh)+2(shield)]
[Wi: 10(base)+8(lvl)+1(class)+6(cha)+4(enh)]


Attack Workspace
Melee Basic... Longsword +22, 1d8+9 [crit: 3d8+17, 3d12+17 vs. Dragons]
Ranged Basic.. Javelin +14, 1d6+4 [crit:3d6+10]
[Longsword: +8 Level, +6 Cha, +2 Feat, +3 Enh, +3 Prof]
[Javelin: +8 Level, +1 Str, +3 Enh, +2 Prof]
[Implement: +8 Level, +5 Wis, +4 Enh, +2 Feat]



At-Will Attack Powers:
Enfeebling Strike (Paladin 1)
Melee....+22 vs. AC
Hit: 1d8+9 damage, and if I marked the target, it takes -2 to attack rolls until the end of my next turn.
[crit: 3d8+17, 3d12+17 vs. Dragons]

Bolstering Strike (Paladin 1)
Melee....+22 vs. AC
Hit: 1d8+9 damage, and I gain 5 temporary hitpoints.
[crit: 3d8+17, 3d12+17 vs. Dragons]

Encounter Attack Powers:
War Song Strike (Dilletante)
Melee....+22 vs. AC
Hit: 1d8+9 damage, and any ally who hits the target before the end of my next turn gains 3 temporary HP.
[crit: 3d8+25, 3d12+25 vs. Dragons]

Shielding Smite (Paladin 1)
Melee....+22 vs. AC
Hit: 2d8+9 damage.
[crit: 3d8+25, 3d12+25 vs. Dragons]
Effect: Until the end of my next turn, one ally within 5 gains a +5 power bonus to AC

Benign Transposition (Paladin 7)
Target: One ally within 5 squares
Effect: I and the target swap places. If an enemy is now within my reach, make an attack
Melee....+22 vs. AC
Hit: 2d8+9 damage.
[crit: 3d8+25, 3d12+25 vs. Dragons]

Warding Blow (Hospitaler 11)
Melee....+22 vs. AC, marked targets only
Hit: 2d8+9 damage, and each ally within 5 can make a saving throw.
[crit: 3d8+25, 3d12+25 vs. Dragons]

Renewing Smite (Paladin 13 [retrained from 3])
Melee....+22 vs. AC
Hit: 2d8+9 damage, and one ally within 5 regains 15 HP.
[crit: 3d8+26, 3d12+26 vs. Dragons]

Daily Attack Powers:
On Pain of Death (Paladin )
Ranged 5....+19 vs. Will
Hit: 3d8+10 damage. Once per round, the target takes 1d8 damage after making any attacks on its turn.(save ends)
[crit: 3d6+34]
Hit: Half damage. Once per round, the target takes 1d4 damage after making any attacks on its turn.(save ends)

Crown of Glory (Paladin 9)
Target: Each enemy in Burst
Close Burst 1....+19 vs. Will
Hit: 2d8+10 radiant damage
[crit: 3d6+26]
Effect: Any enemy that starts its turn adjacent to me is slowed until the end of my next turn.
Sustain Minor: Sustain the power

True Nemesis (Paladin 15 [retrained from 5])
Ranged 5....+19 vs. Will
Hit: 2d10+10 damage. [crit: 4d6+30]
Miss: Half damage.
Effect: Until the end of the encounter, whenever the target is within 5 of me and attacks me or an ally, I can make a secondary attack as an immediate reaction.[indent]Secondary Attack: +19 vs. Will
Hit: 2d10+10 damage. [crit: 4d6+30]
Miss: Half damage.[/indent]

Utility Powers:
Divine Challenge (Paladin Feature)
Minor Action....Close Burst 5
Target: One creature in burst
Effect: You mark the target. It takes 12 radiant damage the first time it make an attack that does not include me. If i don't engage the target, the challenge ends and i cannot use it until the next round.

Lay on Hands (Paladin Feature)
Minor action....Melee Touch
Effect: I spend a healing surge but regain not hitpoints. Instead, the target regains hitpoints as if it had spend a healing surge +12.
Special: I can use this power 5 times per day, but only once per round.

Channel Divinity: Divine Mettle (Paladin Feature)
Minor action....Close Burst 10
Target: One creature in burst
Effect: The target makes a saving throw with a +6 bonus.

Channel Divinity: Divine Mettle (Paladin Feature)
Minor action....Personal
Effect: +1 extra damage on my next attack

Astral Speech (Paladin 2)
Minor Action....Personal
Effect: I gain a +4 power bonus to diplomacy until the end of the encounter.

Wrath of the Gods (Paladin 6)
Minor Action....Close Burst 1
Targets: You and each ally in burst.
Effect: The targets get +6 to damage rolls until the end of the encounter.

Turn the Tide (Paladin 10)
Close Burst 3
Targets: You and each ally in burst.
Effect: The targets make a saving throw against every effect a save can end.

Healing Font (Hospitaler 12)
Minor Action....Personal
Effect: Until the end of this encounter, when I attack on my turn and hit an enemy, i heal an ally within 10. That ally regains 1d6 * 5 HP

Death Ward (Paladin 16)
Melee Touch
Target: One dying creature
Effect: You spend a healing surge but regain no HP. instead, the target regains HP as if it had spent 2 surges+6.

Item Powers:
Resist 10 against dragon breath attacks (dragonslayer weapon)
+2 to diplomacy and intimidate (circlet of authority)
+1 healing surge (iron ring of the dwarf lords)
+2 to surge value (belt of vigor)

Bracers of Defense
Immediate Interrupt....When hit by a melee attack
Effect: Reduce the damage dealt to me by this attack by 10.

Guardian Shield
Immediate Interrupt....When adjacent ally is hit by an attack
Effect: I am hit by the attack instead. I gain resistance to all damage equal to half that value until the start of my next turn.

Dwarven Greaves
Immediate Interrupt....When hit by a pull, push or slide
Effect: Negate the forced movement

Iron Ring of the Dwarf Lords
Immediate Interrupt....When hit by a pull, push or slide
Effect: Negate the forced movement. If I reached a milestone today, this effect works until the end of my next turn.


Ability Scores
Ability....Check......... Ability....Check
Scores....Modifier....... Scores....Modifier
STR 12.....+9............ CON 16.....+11
DEX 11.....+8............ INT 09.....+7
WIS 20.....+13........... CHA 22.....+14
[Starting Str 11(1) Con 13 (3), Int 8(0), Wis 16(9), Cha 16(9)]
[Racial: Con+2 to 15, Cha+2 to 18]
[Lvl: Wis+3(4,8,14) Cha+3(4,8,14)]
[Paragon: all + 1]


Skills
Acrobatics.......+4~
Arcana...........+7
Athletics........+5~
Bluff............+14
Diplomacy..(T)...+23°^
Dungeoneering....+13
Endurance........+7~
Heal.............+13
History..........+7
Insight...(T)....+20°
Intimidate..(T)..+21^
Nature...........+7
Perception.......+13
Religion..(T)....+18
Stealth..........+8
Streetwise.......+14
Thievery.........+8
° .. +2 Racial Bonus
^ .. +2 from item
~ .. -4 ACP

Feats
Action Surge Level 1 (+3 to attacks when spending an action point)
Toughness Level 2 (+5HP/tier)
Durable Level 4 (+2 healing surges)
Melee Training Level 6 (use CHA for melee basic attacks)
Great Fortitude Level 8, retrained@11 (+2 fort)
Lightning Reflexes Level 10, retrained@12 (+2 ref)
Armor Spec: PlateLevel 11 (+1 to AC when wearing plate armor)
Healing Hands Level 12 (+6 to lay on hands)
Weapon Expertise Level 14 (+2 to-hit with heavy blades)
Implement Expertise Level 16 (+2 to-hit with holy symbols)

Class Features
Lay on Hands (see utility powers)
Channel Divinity (see utility powers)
Divine Challenge (see utility powers)
---
Hospitaler's Blessing (When a challenged enemy attacks an ally, that ally regains 13 HP)
Hospitaler's Action (When I spend an action point, each ally within 5 regains 5 HP)
Hospitaler's Care (+6 to lay on hands)

Racial Features
Dilletante (gain Warsong Strike)
Dual Heritage (take feats of humans and elves)
Group Diplomacy (+1 to diplomacy for all allies)
Low-Light Vision

Equipment:
Magic Warplate +4 [45000 gp][50 lb]
Magic Javelin +3 [9000 gp][2 lb]
Dragonslayer Longsword +3 [21000 gp][4 lb]
Magic Holy Symbol +4 [45000 gp][1 lb]
Guardian Heavy Shield (heroic tier)[5000 gp][15 lb]
Amulet of Protection +4 [45000 gp]
Iron Ring of the Dwarf Lords [21000 gp]
Belt of Vigor (paragon tier)[13000 gp]
Dwarven Greaves[2600 gp]
Bracers of Defense (heroic tier)[2600 gp]
Circlet of Authority[2600 gp]
---
Adventurers Kit [15 gp][33 lb]
Everburning Torch [50 gp][1 lb]

Total: 211815/213000 gp, 106/120 lb
#18

huan

Apr 15, 2009 12:59:45
@Rauul: You have way more cash than the DDI builder is giving you ... buy more stuff ... or just upgrade.

@Huan: How much info do you want on our powers. Full description (lonewolf's sheet for example), or just name (my sheet for example)?

I have all the books I am allowing, so I am comfortable with just the name and usage. A short description would likely help your teammates more, so they know what you can do, and assist in any interpretation questions, not to mention, be a handy quick-reference.

@Huan: Have you any information about the setting this campaign will be using? The old Gladius enviroment, the new (and pretty much undefined) Sagaris enviroment, or something else altogether?
Also a minor nitpick: if you want to use the german word for the campaign, it should be Drachenjäger.

Thanks for that. To be honest, I don't know a bit of German and just wanted to use that phrase in another language that sounded impressive (and German fit the bill).

As for setting, I will be taking some creative freedom of the blank slate that is Sagaris. Feel free to include that in your own backgrounds as well, provided you make one.

However, I will be alluding to the Minutemen organization I made during COCO's limbo period, and intend to use that to get everyone in one group. Currently, I am drafting an intro, so stay tuned.
#19

LinkN

Apr 15, 2009 13:13:07
Huan offered to spot me the credits to join, so I'll be running a druid of some sort, most likely.



Edit: By the way, is it safe to assume that the campaign will be more than just solo fights? I'm making an AoE-specialized controller right now, but if it's going to be just one or two big enemies in each fight, I'd rather do more of a single-target build...
#20

MindWandererB

Apr 15, 2009 13:43:49
I think there's still a slot for me...

[center]Ash
"My ancestors made a mistake by drawing power from devils. They should have chosen dragons."[/center]

Ash
Ash
Male Tiefling Sorcerer (Turathi Highborn)
Hit Points...100......Bloodied....50
Healing Surge.26......Surges/day...7
Initiative....+7......Speed........6

AC:...32 (+3 armor, +4 enhancement, +2 shield, +5 Str, +8 lvl) (+2 after being bloodied)
Fort:.27 (+4 enhancement, +5 Str, +8 lvl)
Ref:..26 (+4 enhancement, +2 shield, +2 Int, +8 lvl)
Will:.30 (+2 class, +4 enhancement, +6 Cha, +8 lvl)
(+1 to all vs. ranged, area, close)

Attacks:
Melee Basic..+19(+3 flaming dagger)..Damage: 1d4+10
(+8 level, +5 Str, +3 prof, +3 enh)
Ranged Basic.+13(+3 flaming dagger)..Damage: 1d4+8...Range 10/20
(+8 level, -1 Dex, +3 prof, +3 enh)
Ranged Basic.+19 vs.Reflex(Acid Orb).Damage: 1d10+22...Range 20
(Attack: +8 level, +6 Cha, +3 enh, +2 feat; Damage: +6 Cha, +3 enh, +2 feat, +7 class, +4 item)
(Fire attacks: +1 attack/damage; Bloodied target: +1 attack/+7 damage)

At-Will Powers:
Acid Orb
Sorcerer Attack 1
Ranged 20 - +19 vs. Reflex
Hit: 1d10+22 acid damage
Special: Counts as a ranged basic attack.

Burning Spray
Sorcerer Attack 1
Close Blast 3 - +20 vs. Reflex
Hit: 1d8+19 fire damage and the next enemy that hits Ash before the end of his next turn takes 5 (Str) fire damage.

Encounter Powers:
Infernal Wrath
Racial
Minor Action - Personal
Effect: Gain +1 power bonus to attack opponent that hit Ash since last turn. If attack hits, it deals +6 (Cha) damage and knocks the target prone.

Flame Spiral
Sorcerer Attack 3
Close Burst 2 - +20 vs. Reflex
Target: 1-3 creatures in burst
Hit: 1d10+19 fire damage.
Effect: Until start of next turn, any enemy that enters or starts in a square next to Ash takes 1d6+13 fire damage.

Sudden Scales
Sorcerer Utility 6
Immediate Interrupt - Personal
Trigger: Ash is hit by an attack
Effect: Gain +8 (Str+3) to all defenses against the attack.

Crushing Sphere
Sorcerer Attack 7
Area Burst 1 within 10 - +19 vs. Reflex
Hit: 2d6+18 force damage and the target takes -2 to attack rolls for 1 round.

Jaws of the Earth
Sorcere Attack 13
Ranged 10 - +19 vs. Reflex
Hit: 3d6+18 damage and the target is immobilized for 1 round. While immobilized, allies can move through its space, and it cannot take OAs for movement.

Bolts of Bedevilment
Turathi Highborn Attack 11
Ranged 10 - +10 vs. Will
Target: One creature
Hit: Target makes a basic attack against a creature of Ash's choice as a free action. Attack gains +2 power bonus to hit and deals +2d6+1 fire damage.

Daily Powers:
Lightning Breath
Sorcerer Attack 1
Close Blast 3 - +19 vs. Reflex
Hit: 3d8+18 lightning damage.
Miss: Half damage.
Effect: For 1 round, whenever an enemy hits Ash with a melee attack, they take 5 lightning damage and are pushed 1.
Sustain: Minor.

Elemental Shift
Sorcerer Utility 2
Minor Action - Personal
Effect: Change the resistance granted by Dragon Soul to another type (acid, cold, lightning, poison, thunder). An adjacent ally gains rests 10 to that type as well.

Staggering Blast
Sorcerer Attack 9
Ranged 10 - +19 vs. Will
Hit: 3d8+18 psychic damage and if the target moves before the end of Ash's next turn, he can knock it prone during that movement as an immediate interrupt.
Miss: Half damage, and the target is prone.

Invert Resistance
Sorcerer Utility 10
Minor Action - Each enemy in Close Burst 5
Effect: Each target loses all resistances and gains vulnerable 5 to the damage types it resisted (save ends both).

Scintillating Starburst
Sorcerer Attack 15
Ranged 20 - +19 vs. Reflex
Hit: 4d6+18 radiant damage and the target is blinded (save ends).
Miss: Half damage.

Comrades' Mantle
Minor Action - Each ally in Close Burst 5
Effect: Each target gains resist 5 to a damage type of Ash's choice.

Infernal Nova
Turathi Highborn Utility 12
Minor Action - Personal - Fire, Stance
Effect: Whenever Ash takes damage from a melee attack, adjacent enemies take 5 fire damage.

Item Powers:
Cloak of Resistance
Daily - Minor Action - Gain resist 10 all until start of next turn.

Flaming Dagger
Critical: +3d6 fire.
At will - Free Action - Damage becomes fire; powers gain fire keyword.
Daily - Free Action - On a hit, deal +2d6 fire and ongoing 10 fire (save ends)

Shadowfell Gloves
Daily - Minor Action - Next arcane power used deals necrotic damage instead of its normal type and deals +2d6 necrotic damage.

Flute of the Dancing Satyr
Encounter - Move - Shift 2, and allies with 5 of the destination can shift 1 as a free action.


Ability Scores
STR 20 (+5) [10 pts] [16 base, +4 advancement]
CON 13 (+1) [02 pts] [12 base, +1 advancement]
DEX 09 (-1) [00 pts] [08 base, +1 advancement]
INT 15 (+2) [02 pts] [12 base, +2 racial, +1 advancement]
WIS 11 (+0) [00 pts] [10 base, +1 advancement]
CHA 22 (+6) [10 pts] [16 base, +2 racial, +4 advancement]


Feats
Armor Proficiency (Leather)
Implement Expertise (dagger) (+2 to hit with implement)
Improved Dragon Soul (Resistance improves by 5)
Weapon Focus (dagger) (+2 damage with weapon)
Hellfire Blood (+1 attack and damage with fire or fear)
Combat Anticipation (+1 feat bonus to all defenses againt ranged, area, close attacks)
Shield Proficiency (light)
Shield Proficiency (heavy)
Draconic Spellfury (When you hit an opponent with an at-will power, gain 5 (Str) temp HP)

Class Features
Draconic Power: +7 (Str+2) damage with arcane powers
Dragonic Resilience: Str determines AC
Dragon Soul: Resist 15 fire, and ignore up to resist 15 fire of targets
Scales of the Dragon: When first bloodied, gain +2 AC for encounter
Turathi Frenzy: +7 (Cha+1) damage to bloodied enemies
Hellfire Action: When AP spent to make an attack, it deals +2d6 fire damage
Kneel Before the Turathi: Target hit by Infernal Wrath is prone.

Racial Features
Vision: low-light
Bloodhunt: +1 to attack bloodied opponents
Fire Resistance: 13 (5+1/2 level) (but see class features)
Power: Infernal Wrath

Skills
Acrobatics.......+5
Arcana...........+15 (Trained)
Athletics........+16 (Trained)
Bluff............+21 (Trained) (+2 racial)
Diplomacy........+16 (+2 item)
Dungeoneering....+8
Endurance........+7
Heal.............+8
History..........+10
Insight..........+8
Intimidate.......+23 (Trained) (+2 background) (+2 item)
Nature...........+8
Perception.......+8
Religion.........+10
Stealth..........+7 (+2 racial)
Streetwise.......+14
Thievery.........+5

Equipment:
+4 Feyleather Armor [45,000 gp][15 lb]
+3 Flaming Dagger [25,000 gp][1 lb]
+4 Cloak of Resistance [65,000 gp]
Bracers of the Perfect Shot (paragon) [17,000 gp]
Acrobat Boots [520 gp]
Shadowfell Gloves (paragon) [45,000 gp]
Belt of Vigor (heroic) [520 gp]
Circlet of Authority [2,600 gp]
Flute of the Dancing Satyr [1,800 gp]
Potion of Vitality [1000 gp]
Potion of Healing x4 [200 gp]
Heavy Shield [10 gp][15 lb]
Standard Adventurer's Kit [15 gp][33 lb]
Climber's Kit [2 gp][11 lb]

Total: 203,667/213,000 gp, 76/200 lb

Background
Although Ash (née Mordrak) was born into a noble family, he always felt constrained by his background, rather than empowered by it. The brand the ancient devils had placed on the descendants of the Turathi was unacceptable to him, so he went out to find power of his own. And find it he did.

Draconic magic, it seemed to the young Ash, was just as powerful as diabolic magic, but the ancient and lazy wyrms were not bothered to put limits on those who sought to tap into their power. After much trial and error, he finally discovered a way to tap into that raw energy and channel it for himself. The ritual left a permanent tinge of draconic presence on him, increasing the impact of his bearing.

Unsatisfied with this entrée into power, the tiefling sought more. The only way he knew of to improve his draconic powers was to take them from their original hosts, and thus he became a dragon hunter. With each dragon he slays, he gains in power by a little bit more, until one day he will be able to challenge the devils themselves for the freedom of his bloodline.
#21

whitebaron

Apr 15, 2009 14:02:43
just doing a quick summary of the characters that were already posted or are announced but still missing: (in order of appearance)

  • erithmu: Deva Shaman/Spirit Tempest [leader]
  • lonewolf: Longtooth Shifter, Warden, Horned Champion [defender]
  • salrantol: Half-Elf Bard/War Chanter [leader]
  • rauul: Half-Orc, Barbarian, Bear Warrior [striker]
  • post_ironic: undecided, whatever needs filling
  • whitebaron: undecided, whatever needs filling, most likely paladin
  • linkn: most likely druid [controller]
  • mwb: Tiefling Sorcerer (Turathi Highborn) [striker]


rauul mentioned that he does not want to go into negative credits (this will cost 5 per player afaik), so the question is: do you still want to play?

post_ironic mentioned that he wants to play, but has no credits for it at the moment. linkn has about the same problem, but already has an offer to cover for him from huan.

this about sums it up.
8 players present, 2 more than huan wanted.
#22

rauul

Apr 15, 2009 15:21:31
seeing as i am already -4 credits and am still having some complicated medical problems (physical and mental).. i will withdraw the half-orc.. sorry guys but thanks anyways.. I will just be reading the quest
#23

post_ironic

Apr 15, 2009 18:39:24
Since it doesn't look like there's sufficient room, I'll withdraw; I made a late attempt at entering anyway, and I'm a credit-poor newbie to boot. If an alternate spot opens up, I'll gladly fulfill it, and I should accumulate some more credits in coming weeks. I'll be following developments in this quest intently. Good luck!
#24

LinkN

Apr 15, 2009 20:13:45
Changed my mind on the class, going Wizard instead. Still picking items and powers, but I'll toss up the character sheeet soon.
#25

salrantol

Apr 15, 2009 20:50:05
So updating whitebaron's list, we get:
  • Erithmu: Deva Shaman/Spirit Tempest [leader]
  • lonewolf: Longtooth Shifter Warden/Horned Champion [defender]
  • Salrantol: Half-Elf Bard/War Chanter [leader]
  • whitebaron: Paladin?/Hospitaler? [defender?]
  • LinkN: Wizard [controller]
  • MindWandererB: Tiefling Sorcerer/Turathi Highborn [striker]
Looks like a well-balanced party. We have all of the roles filled, with two leaders and likely two defenders, which makes for a good dragonhunting mix. And it's only six people!

I am, of course, open to suggestions for feats/powers that would interact well with your character's abilities and powers. I already changed my at-will after seeing that lonewolf had a feat that let him shift to get to marked targets when they tried to make trouble, which made Misdirected Mark *much* more useful with a warden, who doesn't have trouble marking enemies adjacent to himself.
#26

Erithmu

Apr 15, 2009 21:13:32
Well Shadowsong is ready for first review. Suggestions would be helpful as this is kinda a new class to toy with.
#27

salrantol

Apr 15, 2009 21:33:56
Looks like I'm the only ritual caster, except of course for LinkN's unposted wizard.

In related news, I highly recommend everyone who has coins available carry 5000 gp worth of mystic salves. No particular reason. ;)
#28

LinkN

Apr 16, 2009 1:59:11
I'm a ritual caster too, y'know... (at least once I finish planning the character sheet).

Also, I'm planning on being a "frost mage", with Wintertouched (gain combat advantage when using Cold powers against enemies vulnerable to Cold), Lasting Frost (targets hit by my Cold powers get vulnerable 5 Cold til end of my next turn), and a lot of cold damage powers. If anyone else can do stuff to either make it more vulnerable to cold, or to take advantage of it, it should help.
#29

salrantol

Apr 16, 2009 5:41:53
I'm a ritual caster too, y'know... (at least once I finish planning the character sheet).

Great! Buy lots of rituals so I have some money to spend on mystic salves ;)
#30

MindWandererB

Apr 16, 2009 17:01:53
Also, I'm planning on being a "frost mage", with Wintertouched (gain combat advantage when using Cold powers against enemies vulnerable to Cold), Lasting Frost (targets hit by my Cold powers get vulnerable 5 Cold til end of my next turn), and a lot of cold damage powers. If anyone else can do stuff to either make it more vulnerable to cold, or to take advantage of it, it should help.

I'm afraid I have no cold powers, being mostly a "fire mage" (as all tiefling casters should be). Between us, we should be in good shape.
#31

lonewolf

Apr 16, 2009 17:48:41
I have one daily power that deals cold damage. Not THAT much, but it may help anyway.

I will go over the other character sheets later today or tomorrow to see if there are any additional synergies that can be created. And yes, Misdirected Mark synergizes very well with my Warden. :D
#32

whitebaron

Apr 17, 2009 13:17:59
@huan: what about phb2 backgrounds?
#33

whitebaron

Apr 17, 2009 17:03:51
my first draft for the hospitaler is up.
[post=18341844]Sir Nicholas[/post]
#34

huan

Apr 17, 2009 17:43:21
@huan: what about phb2 backgrounds?

If you are willing to include some brief RP fleshing out the character's personality and background at the bottom of your sheet, I will allow you a background bonus. Please note the bonus as being a Background Bonus on your sheet, of course (and of course it must be related).

Also, it looks like we are finalized on our team of 6. I am now closing entry into the campaign and accepting this team (barring any last-minute drop-outs).

-Huan
#35

salrantol

Apr 17, 2009 18:58:17
Vicious Mockery + Enfeebling Strike = Lots of Win at will
#36

MindWandererB

Apr 17, 2009 20:40:08
Too bad we don't have Illusory Ambush to stack on top of that, too. That's even more win.
#37

Erithmu

Apr 17, 2009 21:18:24
I'm running huanting shadows and Psychic lock ... so I have at will -2 as well
#38

whitebaron

Apr 18, 2009 10:18:48
for my own convenience, here's a post with all the characters.

[post=18335906]Shadowsong, Deva Shaman/Spirit Tempest[/post]
[post=18337148]Gorban, Longtooth Shifter Warden/Horned Champion[/post]
[post=18338749]Salrantol Vakt, Half-Elf Bard/War Chanter[/post]
[post=18341844]Sir Nicholas, Half-Elf Paladin/Hospitaler[/post]
[post=18343191]Still Missing (LinkN)[/post]
[post=18343433]Ash, Tiefling Sorcerer/Turathi Highborn[/post]

as for vicious mockery and enfeebling strike, yes thats a nice combination, but honestly - most leadery powers stack nicely with one of those.
---

i believe it would be a good idea to pool our conditionals for huan together in just one post.
like:
salrantol+sir nicholas give each +1 to diplomacy to all their closeby allies
if salrantol spends an action point, each ally...
if nicholas spends an ap, each ally within ... gains... hp etc.



@sal: you'Ve got a mistake on your sheet. you have hunters quarry in encounter powers, but not the feat.


oh, yeah, and: as a paladin, i seem to be utterly unable to deal cold damage except for frost weapons (which i do not have)
#39

salrantol

Apr 18, 2009 13:20:20
@sal: you'Ve got a mistake on your sheet. you have hunters quarry in encounter powers, but not the feat.

Warrior of the Wild (Perception) [Level 4]

You were likely confused when you saw Sneak of Shadows as the level 1 feat, but Salrantol's a bard, they're tech like that.
#40

salrantol

Apr 18, 2009 13:26:47
Here's my part of the conditionals summary, which can be copy-pasted into the group post:

Allies within 10 gain +1 racial Diplomacy.
Allies gain +6 HP when spending a healing surge at the end of a short rest.
When Salrantol spends an action point to take an extra action, each ally within 5 gains +5 attack and +5 damage until the end of Salrantol's next turn.
When Salrantol bloodies a foe or reduces a foe to 0hp or fewer, one ally within 10 gains 10 temporary hit points.
Once per round, when an ally bloodies a foe or reduces a foe to 0hp or fewer, Salrantol and that ally each gain 11 temporary hit points.

And similarly important, available immediate triggers:
When Salrantol is hit by a close or area attack...
When an enemy reduces an ally within burst 20 to 0hp or fewer...
#41

whitebaron

Apr 19, 2009 13:49:40
ok, so my conditionals summary:

---
Allies within 10 gain +1 racial Diplomacy.
When Nicholas spends an AP to take an extra action:
- He gains +3 to hit for the AP attack
- Each Ally within 5 regains 5 HP

Immediate Triggers:
- Nicholas is subject to a pull, push or slide (x2)
- An ally adjacent to Nicholas is hit by an attack
- Nicholas is hit by an attack
(those are all dailies from items)
---

I'd appreciate it if everyone could do such a post for his character - and LinkN? your character is still missing, and wednesday was set by huan as starting date...
#42

MindWandererB

Apr 20, 2009 13:47:32
I got nothin'. Ash flies solo.
#43

LinkN

Apr 20, 2009 14:49:45
Alright, sorry it's been taking so long to get my character up.

Haven't picked what rituals I'll have, otherwise everything's set. Quick summary from the character builder follows, I'll go back through and make it all nice and pretty later.

Show
====== Created Using Wizards of the Coast D&DI Character Builder ======
Jadorel, level 16
Eladrin, Wizard, Blood Mage
Build: War Wizard
Arcane Implement Mastery: Wand of Accuracy

FINAL ABILITY SCORES
Str 11, Con 12, Dex 19, Int 24, Wis 13, Cha 9.

Starting Ability Scores
Str 10, Con 11, Dex 13, Int 18, Wis 12, Cha 8.


AC: 32 Fort: 23 Reflex: 29 Will: 26
HP: 92 Surges: 7 Surge Value: 23

TRAINED SKILLS
Streetwise, Arcana, History, Insight, Dungeoneering.

FEATS
1: Ritual Caster
1: Implement Expertise (wand)
2: Armor Proficiency (Leather)
4: Improved Initiative
6: Toughness
8: Distant Advantage
10: Wintertouched
11: Lasting Frost
12: Mettle
14: Seize the Moment
16: Burning Blizzard

POWERS
1, At-Will: Scorching Burst
1, At-Will: Ray of Frost
1, Encounter: Burning Hands
1, Daily: Acid Arrow
Spellbook: Sleep
2, Utility: Expeditious Retreat
Spellbook: Feather Fall
3, Encounter: Icy Rays
5, Daily: Bigby's Icy Grasp
Spellbook: Fireball
6, Utility: Dimension Door
Spellbook: Dispel Magic
7, Encounter: Winter's Wrath
9, Daily: Ice Storm
Spellbook: Lightning Serpent
10, Utility: Arcane Gate
Spellbook: Resistance
13, Encounter: Frostburn (replaces Burning Hands)
15, Daily: Blast of Cold (replaces Acid Arrow)
Spellbook: Bigby's Grasping Hands
16, Utility: Displacement
Spellbook: Fly

ITEMS
Magic Wand +4, Cloak of Resistance +4, Elven Battle Feyleather Armor +4, Boots of Striding (heroic tier), Gloves of Piercing (heroic tier), Helm of the Eagle (paragon tier)

RITUALS
Comprehend Language, Tenser's Floating Disk, Magic Mouth, Arcane Lock, Magic Circle, Detect Object, Water Breathing, Control Weather, View Location
====== Created Using Wizards of the Coast D&DI Character Builder ======
#44

huan

Apr 21, 2009 23:02:56
Just to let you guys know, my official cut-off time for characters will be 12 PM Midnight EST for Wednesday. When you are ready and your character is ready to go, please post that you are ready.
#45

Erithmu

Apr 21, 2009 23:04:51
Rock and roll ... then follow the warden.
#46

LinkN

Apr 22, 2009 2:20:41
My wizard is ready, character sheet's above. I'll go through and make it all pretty and give better power descriptions later, possibly tomorrow night or during the day on Thurs.
#47

lonewolf

Apr 22, 2009 3:43:55
Im still working on the fluff section, but otherwise Gorban is also ready to go.
#48

whitebaron

Apr 22, 2009 5:20:21
sir nicholas is ready to roll -
however, my intended fluff section will have to wait for someone to write it for me - cause my ringfinger is kinda broken.
#49

lonewolf

Apr 22, 2009 8:36:52
Gorban is now complete.

He has no static bonuses for allies and his immedieate actions trigger only if a marked enemy attacks someone else.