4e Character Thread

Post/Author/DateTimePost
#1

phelf_der_zemit

Jul 09, 2008 18:55:49
I was wondering if Ol' Greeny was going to start a thread for NPC's using the 4e stats? I was throwing acouple together for a session (we have tried to adopt 4e play into our still 3.x Faruen world) and I thought "Why don't I just ask my fellow board members their thoughts".

I have a couple I'll post up later, or some one could just stear me towards the correct thread. In the mean time, I'll be thinking of other somesuch.

EDIT: The latest edtions to the "Cast".
Calex Interthorn, Vindicator of the Ironfell Council
Drasek Riven, Chosen of Mask. pg2.
Drizzt Do'Urden, The Origanol Good Drow. pg 2.
Jonmarc "The Limper" Hathsin, Vindecator of the Ironfell Council. pg 2

Pharaun Mizzrym. pg2.
Galaeron Nihmedu. pg 2.
(Homebrew) Sir Marcus D'Arch. pg 1.
#2

phelf_der_zemit

Jul 10, 2008 14:56:11
I went back to an old favorite for my first character rebuild. He may be dead (or not so dead for to much longer) but for your entertainment...

This embrassing test has been scratched..

Hows it look?
#3

GreenKnight

Jul 10, 2008 15:41:43
Looks good, though I had a few questions and comments.

1. What race is this guy?

2. "Hp 94, Bloodied 47". You should have HP 106, Bloodied 53.

3. "8HP surges/ day (23)". You get 7 Healing Surges Per Day, and heal 26 HP with a Healing Surge.

4. "Saves Fort +22, Ref +27, Will +25, AC +27". There shouldn't be any plusses. They're flat rolls your opponent has to beat, not scores you add to a d20 roll.

Don't forget that the game also assumes that you have a bonus to Defenses from appropriate level magic items, as well as a magic weapon. So you should have a suit of armor, weapon, and neck item. One of which is +6, while the other two are +5. I suggest +6 magic starweave armor, a +5 wand with an appropriate lightning spell, and a +5 neck slot item.

5. "+4 Dancing Rapier". Are you just using it without a proficiency bonus?

6. You're missing an Epic Destiny.

7. "Daily: Wall of Ice, Otiluke's Resilent Sphere, Everd's Black Tenticales, Acid Wave". Only three of those can be Wizard attacks. The other one is the Paragon Path Encounter Power (in this case Destructive Salutation).

In addition, you can't have Acid Wave and Evard's Black Tentacles memorized at once, as they're both the same level. Same goes for Otiluke's Resilient Sphere and Wall of Ice. You can memorize one level 19 spell (chosen from a list of three written into your spellbook), one level 15 spell (chosen from a list of three written into your spellbook), and one level 9 spell (chosen from a list of three written into your spellbook).

8. "Utility: Fly, Invisibilty, Dimensional Door, Stoneskin, Mirrior Image, Soul Burn". Same as above. You can't memorize Dimension Door and Invisibility at once. You can have them both in your spellbook (along with one other 6th-level Utility Spell), but you can only memorize one 6th-level Utility Spell. Same goes for Fly and Stoneskin.

And that's all I got.
#4

serphet

Jul 10, 2008 16:27:11
also thats not an "npc" in 4e rules... thats a pc

see DMG pg 187-188
#5

GreenKnight

Jul 10, 2008 16:30:02
There's no reason you can't write up NPC's as PC's. The NPC rules just make it quicker and easier to make an NPC. You can write up an NPC as a full-fledged PC if you want to. Besides, this is one of his old characters converted.
#6

serphet

Jul 10, 2008 16:39:51
Oh I understand that, but the OP is asking for npcs (which are significantly less powerful than pc's[no PP's or EP's, no action points, 1 healing surge per tier, and so on ).
#7

GreenKnight

Jul 10, 2008 17:07:54
Well, some NPC's do get Action Points.
#8

phelf_der_zemit

Jul 10, 2008 17:54:38
I was really just using the term NPC as a catch all for the book characters that everybody loves (or hates) and wants for a cameo in there campaign.

I'll make the do changes, still a little rusty with the 4e mechanics (another reason I came to the boards).

I've add in his drow (yes he is drow) bonuses, I just haven't gotten around to his Encounter powers for the race. I'm sure he'll use Int as his primary though, for obvious reasons.

EDIT: ps. Oh and I was fibbing alittle on the spell choice to fit the flavor in the books he appears in (WotSQ). I'll check with the other guys to see if they're fine with it, but if not I'll change them up.
#9

rinonalyrna_fathomlin

Jul 10, 2008 18:08:38
There's no reason you can't write up NPC's as PC's. The NPC rules just make it quicker and easier to make an NPC. You can write up an NPC as a full-fledged PC if you want to. Besides, this is one of his old characters converted.

Agreed on your points, although Pharaun Mizzrym is actually a novel character (from WotSQ).
#10

GreenKnight

Jul 10, 2008 18:28:51
Ah. The way he talked, I thought "old favorite" meant a former character of his. ;)
#11

Diffan

Jul 10, 2008 18:57:44
This was my write up for my 1st 4e character. I took the format from the MM but added Feats and Class Features too

Sir Marcus D'Arch; Level 1 defender
Medium natural humanoid paladin 1
Initiative +1; Senses Perception +2
HP 28; Bloodied 14
AC 18; Fortitude +16, Reflex +13; Will +14
Speed 5; Healing Surges 11/day; Surge Value 7
Action Points 1
*Greatsword (standard; at-will)* Weapon
+7 vs. AC; 1d10+5 damage
*Enfeebling Strike (standard; at-will)* Divine, Weapon
+6 vs. AC; 1d10+3 damage; if target was marked, takes a -2 penalty to attack rolls until Sir Marcus's next turn
*Holy Strike (standard; at-will)* Divine, Radiant, Weapon
+7 vs. AC; 1d10+5 radiant damage; if target was marked, deal an additional 2 damage
*Valiant Strike (standard; at-will)* Divine, Weapon
+7 plus 1 per enemy adjacent Sir Marcus vs. AC; 1d10+5 damage
*Radiant Smite (standard; encounter)* Divine, Radiant, Weapon
+7 vs. AC; 2d10+5 plus 2 additional damage
*Paladin's Judgment (standard; daily)* Divine, Healing, Weapon
+7 vs. AC; 3d10+5, and 1 ally within 5 squares of Sir Marcus can spen a healing surge.
Miss: one ally within 5 squares of Sir Marcus can spend a healing surge
*Divine Challenge [Feature] (minor; at-will)* Divine, Radiant
You mark a target. While target is marked it takes a -2 penalty to attacks for any attack that doesn't include you. You must engage the target.
Alignment Lawful Good; Languages Common, Supernal
Feats Power Attack, Human Perservence
Skills Endurance +4, Heal +7, Insight +7, Intimidate +8, Religion +5
Str 18 (+4) Dex 12 (+1) Wis 15 (+2)
Con 13 (+1) Int 10 (+0) Cha 17 (+3)
Equipment plate armor, greatsword, holy symbol (Torm), standard adventuring gear

NOTE: I didn't add the Divine Channeling or Lay on Hands class features
#12

phelf_der_zemit

Jul 10, 2008 19:23:15
^ that's what I needed. I've skimmed the MM and the DM but I could only afford the PH, so my drafts are a little off. I'll make the due changes. Thanks.
#13

rinonalyrna_fathomlin

Jul 10, 2008 22:06:17
Ah. The way he talked, I thought "old favorite" meant a former character of his. ;)

Understood.

I haven't tried to stat up any of my 4E ideas (characters) yet, but if I do, I'll put them here, or in some other appropriate thread.
#14

phelf_der_zemit

Jul 10, 2008 22:23:51
Much obliged, Lynra.
#15

merrikcale

Jul 13, 2008 22:19:02
Understood.

I haven't tried to stat up any of my 4E ideas (characters) yet, but if I do, I'll put them here, or in some other appropriate thread.

stat 'em up
#16

lord_typhus

Jul 13, 2008 22:25:45
As MC said, stat em' up...I really would like to get started on my 4ED campaign, bought the PHB & KotSF...I like it...my name's all through it....haha, sweet...
#17

Mr_Miscellany

Jul 14, 2008 2:18:42
If my players give me permission I'd like to add their character's 1st level stats and partial back-stories to this thread.
#18

rinonalyrna_fathomlin

Jul 15, 2008 18:34:59
To those who want me to "stat 'em up"--LOL, I'll try to sooner or later.
#19

nymrohd

Jul 15, 2008 19:13:43
Personally I would really consider using a template as well to make certain NPCs at least elite. Pharaun for instance would be better for play imo if he had standard lvl 22 Wiz NPC stats and a devastator template. Full write-ups are nice, but unless the NPC is at least an elite, he really will not have the battle endurance to use half his powers.
#20

GreenKnight

Jul 15, 2008 20:56:15
Here's my Paladin for Living Forgotten Realms. I still haven't come up with a name, sadly (always the biggest PITA for me), but I've got him statted out and know the basic gist of his background. His family line essentially began with his great-grandfather, who was one of the Martyr's Progeny. He was found as an infant next to his dead parents, who gave their lives to power Torm in his battle against Bane. None recognized the baby or his parents, so the church took him in, named him, and raised him. He became a Paladin and a great hero, and later settled down. He told the stories of his adventures to his children, who told those stories to their children, who told those stories to their children. And in steps my character, who's heard tales of his great-grandfather all his life. Wanting to take after him, he also becomes a Paladin of Torm. He hails from Tantras and is dedicated towards opposing evil wherever it's found, but holds a particular hatred for the followers of Bane.

Anyway, here's my write-up.

HUMAN PALADIN 1
STR: 14 (+2), CON: 13 (+1), DEX: 13 (+1), INT: 9 (-1), WIS: 14 (+2), CHA: 16 (+3)

HIT POINTS: 28, BLOODIED: 14, HEALING SURGE: 7, SURGES PER DAY: 11
ARMOR CLASS: 20, FORT DEFENSE: 14, REF DEFENSE: 15, WILL DEFENSE: 15
INITIATIVE: +1, SPEED: 5 Squares, SIZE: Medium, VISION: Normal
AGE: 24, GENDER: Male, HEIGHT: 6'2", WEIGHT: 210 lbs., ALIGNMENT: Lawful Good, DEITY: Torm

RACIAL FEATURES: Bonus At-Will Power, Bonus Feat, Bonus Skill, Human Defense Bonuses
CLASS FEATURES: Channel Divinity, Divine Challenge, Lay on Hands

LANGUAGES: Damaran, Chondathan
SKILLS: Acrobatics -4, Arcana -1, Athletics -2, Bluff +3, Dungeoneering +2, Endurance -3, Intimidate +3, Nature +2, Perception +2, Stealth -3, Streetwise +3, Thievery -3
TRAINED SKILLS: Diplomacy +8, Heal +7, History +4, Insight +7, Religion +4
FEATS: Healing Hands, Weapon Proficiency (Bastard Sword)
EQUIPMENT: Plate Armor, Heavy Shield, Bastard Sword, Javelin, Backpack, Bedroll, Belt Pouch, Waterskin
COINS: 9 Silver Pieces

AT-WILL POWERS: Bolstering Strike, Holy Strike, Valiant Strike, Lay on Hands, Divine Challenge
ENCOUNTER POWERS: Radiant Smite, Channel Divinity: Divine Mettle, Channel Divinity: Divine Strength
DAILY POWERS: On Pain of Death

I really hate that Int 9, but I really need a decent Con and Dex in order to later get armor and shield specialization. I also want Astral Fire and Heavy Blade Opportunity. Thankfully it'll go up to a 10 once I hit 11th-level.
#21

merrikcale

Jul 15, 2008 21:08:51
Here's my Paladin for Living Forgotten Realms. I still haven't come up with a name,

I like Frank or perhaps Boscoe
#22

GreenKnight

Jul 16, 2008 0:28:59
Err... yeah. I'll make sure to take Boscoe into consideration. :P

I got a habit of taking names of knights from medieval literature (at least when it comes to Paladins and similarly chivalrous characters, though at least one such name I used for a Wizard), so I may go that route. So far I've gone with names like Parzival (from the same poem), Wolfram (I.E. Wolfram Von Eschenbach), Bertilak (Sir Gawain and the Green Knight), Balin (Le Morte D'Arthur), Wilfred (Ivanhoe), etc. At the very least I'm thinking his last name will be lionsomething. I figure any of the Martyr's Progeny the church of Torm found that were orphaned with no names and no knowledge of who they were probably got similar such names. So names like Lionsblood, Lionshand, Lionheart, etc (My 2E Paladin was actually Aridis Lionsblood).
#23

lord_karsus

Jul 16, 2008 10:41:30
-Boscoe...Good name. :P
#24

rinonalyrna_fathomlin

Jul 16, 2008 14:46:57
Here's my Paladin for Living Forgotten Realms. I still haven't come up with a name, sadly (always the biggest PITA for me)...

Try using a name generator. I have a few good ones (including a list of Arthurian names)--if you want, I can post links to them later.
#25

merrikcale

Jul 16, 2008 15:33:58
Try using a name generator. I have a few good ones (including a list of Arthurian names)--if you want, I can post links to them later.

he likes Boscoe. The name is Boscoe. Lets just support him in his decision
#26

GreenKnight

Jul 16, 2008 19:41:18
Try using a name generator. I have a few good ones (including a list of Arthurian names)--if you want, I can post links to them later.

Post those links NOW! NOW, GOD DAMN IT, NOW!
#27

lord_karsus

Jul 16, 2008 21:10:08
Post those links NOW! NOW, GOD DAMN IT, NOW!

-You don't have the Everchanging Book of Names?
#28

merrikcale

Jul 16, 2008 21:49:23
Please people, you are confusing the poor lad. He has take my suggestion. Now lets move on
#29

rinonalyrna_fathomlin

Jul 16, 2008 23:01:28
Post those links NOW! NOW, GOD DAMN IT, NOW!

OK.

--20000 Names. Many real world names to choose them, and there's a whole section devoted to Arthurian names.

--Squid.org generator.

--Seventh Sanctum generators.

--Fantasy Name generator.

Hope that helps. I've found that generators are good for generating ideas even if you don't totally love the names you wind up getting, but the ones I posted are ones I've found to be pretty reliable (that is, they won't spit out "Cnixxxyz" as a potential character name).
#30

GreenKnight

Jul 17, 2008 1:17:02
I thank you, and Reginald VelJohnson thanks you.

-You don't have the Everchanging Book of Names?

I do, but it's a bit of a pain to use so I never touch it.

Please people, you are confusing the poor lad. He has take my suggestion. Now lets move on

I said I'd take it into consideration, and believe me, I made sure to file your suggestion appropriately.

IMAGE(http://216.77.188.54/coDataImages/p/Groups/137/137974/folders/278025/2329959trash.jpg)

:P
#31

rinonalyrna_fathomlin

Jul 17, 2008 16:55:32
I thank you, and Reginald VelJohnson thanks you.

To, er, both of you, you're welcome.
#32

lord_karsus

Jul 17, 2008 17:41:06
I do, but it's a bit of a pain to use so I never touch it.

-A pain? How so? I use it just about every day, or every other day, or however often I'm doing world construction.
#33

phelf_der_zemit

Jul 30, 2008 15:04:39
Pharaun Mizzrym; Level 22 Controller
Medium Humaniod Drow Wizard 22
Initiative +16 Senses; Perception +18
HP: 106; Bloodied: 53
AC: 37; Fortitude: 27, Reflex: 32, Will: 30
Speed 8; Healing Surges 7/day; Surge Value 26

*+4 Dancing Rapier (standard; at-will) *Material, Light Blade
+16 vs AC; This weapon isn't required to be held by it's user, instead it ma float beside him and attack freely.

*Cantrips (minor, minor, standard; at-will) *Arcane, Illusion and/or Conjuration
The ability to turn your magical skills into minor magical tricks.

*Magic Missle (standard; at-will) *Arcane, Force, Implement
+22*^ vs. Reflex; 4d4+6 against once creature.

*Scorching Burst (standard; at-will) *Arcane, Fire, Implement
+22*^ vs. Reflex; 2d6+6 against each creature in burst, Burst 1 within 10 squares

*Spectral Ram (standard; encounter) *Arcane, Force, Implement
+22*^ vs. Fortitude; 2d10+6 against one creature, Range 10. Hit: slides target 3 squares and knocks him prone.

*Crushing Titan's Fist (standard; encounter) *Arcane, Force, Implement
+22*^ vs. Reflex; 3d8+6 against each creature in Burst, Area burst 2 within 20 squares. Hit: targets become immobalized until the end of your next turn.

*Frostburn (standard; encounter) *Arcane, Cold, Fire, Implement
+22*^ vs. Fortitude; 3d6+6 against each creature in burst, Area burst 2 within 20 squares. Effected area is considered difficult terrain until end of next turn.

*Blood Pulse (standard; encounter) *Arcane, Implement
+22*^ vs. Will; 2d6+6 against each target in burst, Area burst 3 within 20 squares. Each target takes an additional 1d6 damage for every square it leaves.

*Wall of Ice (standard; daily) *Arcane, Cold, Conjuration, Implement
You conjure a wall of ice. This wall melts after an hour. Area wall 12 within 10 squares.

*Evard's Black Tentacles (standard; daily) *Arcane, Implement, Necrotic, Zone
+22*^ vs. Reflex; 2d10+6 against each target in burst, Area burst4 within 10 squares. Targets are immobilized till the end of your next turn. Sustain Minor. Each creature immobilized in the effect area during your next turn takes 1d10 damage.

*Otiluke's Resilient Sphere (standard; daily) *Arcane, Conjuration, Force, Implement
+22*^ vs. Reflex; One creature, Ranged 10. You conjure a sphere of force that traps the target inside, keeping it in and everything else out.

*Acid Wave (standard; daily) *Acid, Arcane, Implement
+22*^ vs. Reflex; 5d6+6 Each creature in blast and an Ongoing 10 acid damage. Close blast 5.

*Destructive Salutation (standard; daily) *Arcane, Implement, Physic
+22*^ vs. Will; 6d6+6 each creature in burst, Area burst 3 within 20 squares. Effected targets take 10 physic ongoing damage and are stunned (save ends).

Utility Spells: Dimmensional Door, Fly, Stoneskin, Mirror Image, Soul Burn, Invisibilty.

Rituals: Comprehend Language, Silence, Tenser's Floating Disk, Eye of Alarm, Brew Potion, Knock, Enchant Magic Item, Arcane Lock, Magic Cirlce, Disenchant Magic Item, Sending, Wizards Sight, Passwall, Shadow Walk, Linked Portal.

Alignment: Evil; Languages: Common, Elven, Deep Speech, Draconic.
Feats: Skill Training, Burning Blizzard, Expanded Spellbook, Quick Draw, Defensive Mobility, Alertness, Arcane Reach, Lasting Frost, Spell Focus, Blood Thirst, Fleet Footed, Running Shot, Arcane Mastery, Epic Resurgence.
Skills: +22 Arcana, +22 History, +18 Insight, +22 Religion, +18 Perception (skill training), +13 Athletics (when jumping).
Str 12 (+1) Ref 20 (+5) Wis 14 (+2)
Con 12 (+1) Int 22 (+6) Cha 12 (+1)
Equipment: +6 Magic Starweave Armor, +4 Dancing Rapier, +5 Wand of Lightning Bolt, Boots of Striding and Springing, Ring of Flight, Bag of Holding, Potion of Vitality x 2.

*Can use wand of accuracy for these spells.

Hope this looks alittle better.

Oh and this thread involves alot of mechanic like stuff so LordK you might want to move this to the other Realms thread.
#34

straploknight

Aug 02, 2008 0:55:45
...sigh... I'll have to wait a bit for my Soluafein conversion - there seems to be nothing in the current 4e inventory that would really define him well - although I got a spiffy new (ego stroking) description for him.

"Soluafein Helviiryn is atypical of his race, slightly more compact in stature, he stands perhaps a hand width taller than the tallest dwarf. He also does not share the customary sable hue of his people, rather Soluafein is dark pewter in color. Moreover, while lean by human standards, he possesses a powerful build for a drow featuring sinewy-corded muscle layered over a deep chest, strong shoulders, and powerful arms with lean loins. All of which propel the warrior with vitality and supple grace.

His handsome if stern countenance possesses angular features, almond eyes and pointed ears giving testimony to Soluafein’s elven heritage. His hair; thick and lustrous is the color of pure snow which the warrior wears long, to the middle of his back and tied in a ponytail. From each temple he sports two thin braids, hanging long and ending in gold coils. Also unlike the ruby eyes of his more typical kin, Soluafein’s are a rich amber made even more striking by the piercing intensity with which he uses them.

In addition, his dress is simple with a long dark tunic left open on the sides, cut wide exposing his chest, trimmed in red and secured to his waist with a girdle under which he wears soft black leather breeches. Loose fitting soft leather boots, which he wears to just below his knees, finishes his ensemble. Soluafein’s jewelry is as simple as his dress; in each ear, he wears a simple gold loop and just above his left bicep sits a twisted bronze and iron band. finally on each hand he wears a single ring. To the left he sports a slim ivory loop inlaid with runes of platinum and on the right he wears a gold band in the shape of a twin headed ouroborus grasping at a stylized ruby reminiscent of a blazing sun.

The accoutrements that mark him as a warrior are as sparse as his clothing and adornment. Strapped to each forearm are ornate bronze bracers filigreed with gold and silver and set with large cabochon emeralds. At his waist hangs two short swords; to his right is a light silvery blade clearly of elven make. This sword, which Soluafein had dubbed Abbil in his native tongue, is trimmed with ivory and sapphire at the hilt and the blade blazes a curious emerald when light plays along its surface. To his left sits a weapon more sinister, the opposite of Abbil in almost every way. Its cruel blade is a dull dark gray with a hilt trimmed in black leather and gold ending in a pommel into which is set a ruby of cabochon cut. This weapon Soluafein had also given a drow name and it is Sargtlin.

In all Soluafein’s appearance and movement speaks of a lithe, dangerous and preternatural predator infused with an implacable cunning and sharp wit."

If anybody has some suggestions - the current iteration is an L27 character (Aristocrat 2/Fighter 20/Street Fighter 5). I thought perhaps some combination of ranger/thief would be fitting in the current version of the game, but I dont really care for the ranger part (for obvious reasons)
#35

lord_karsus

Aug 02, 2008 12:06:55
-There, I had this thread moved for you.
#36

phelf_der_zemit

Aug 03, 2008 17:16:29
And on bended knee I thank you...

to much? :D
#37

lord_karsus

Aug 03, 2008 17:20:15
-Just right. ;)
#38

phelf_der_zemit

Aug 03, 2008 21:46:52
Another. But this one I'm even more shakey on than the last because he is a chosen of a god, and I'm not sure how they will play out in 4e. I'll try my best with what I gathered from 3e. It's a good thing that it's not that complicated of a God to be chosen for.

Drasek Riven; Level 20 Defender
Medium Humaniod Chosen Human FighterCleric
Initiative: +18, Senses; Perception: +17
HP: 129; Bloodied: 68
AC: 33, Fortitude: 27, Reflex: 28, Will: 26
Speed: 6, Healing Surges: 10, Surge Value: 34

*+3 Magic Longsword (standard; at-will) *Weapon
+20 vs. AC; 1d8+4; One Creature

*Cleave (standard; at-will) *Martial, Weapon
+20 vs. AC; 1d8+7 and an adjacent enemy takes damage equal to your strength modifier; One Creature

*Reaping Strike (standard; at-will) *Martial, Weapon
+20 vs. AC; 1d8+7, Miss: Half StrMod damage. Full w/2 handed weapon; One Creature

*Sure Strike (standard; at-will) *Martial, Weapon
+22 vs. AC; 1d8+3; One Creature


*Sweeping Blow (standard; encounter) *Martial, Weapon
+22 vs. AC; 1d8+7; Each creature in Close burst 1.

*Iron Bulwark (standard; encounter) *Martial, Weapon
+20 vs. AC; 2d8+7; One Creature. You gain +1 to AC until the end of you next turn.

*Storm of Blows (standard; encounter) *Martial, Weapon
+20 vs. AC; 1d8+11; One Creature. Shift 1sqr, Atk new foe. Repeat twice. Shift once more.

*Exacting Strike (standard; encounter) *Martial, Weapon
+26 vs. AC; 2d8+7; One Creature.


*Rain of Steel (standard; daily) *Martial, Stance, Weapon
Any enemy that starts its turn adjacent to you takes 1d8+3 damage.

*Shift the Battlefield (standard; daily) *Martial, Weapon
+20 vs. AC; 2d8+7 and you slide the target 1 square. Target each creature in close burst 1. Miss: Half damage.

*Dragon's Fangs (standard; daily) *Martial, Weapon
+20 vs. AC twice against one creature, or once against two creatures. 3d8+7. Miss: half damage.

*Serpent Dance Strike (standard; daily) *Martial, Weapon
+20 vs. AC against one creature. 2d8+7 and target is knocked prone. Shift 1sqr, repeat atk 3 times, shifting between each atk.

*Battle Awareness (no action; daily) *Martial
Gain +10 to Init. Use after roll.


*Unbreakable (Immediate Reaction; encounter) *Martial
Trigger: An attack hits you. Reduce the damage from attack by 6


*Last Ditch Evasion (Immediate Inturrupt; Daily) *Martial
Trigger: An attack hits you. Immune to damage from attack. -2 penlty to deffenses until the end of your next turn.


*Surprise Step (Immediate Reaction; encounter) *Martial
Enter sqr adjacent enemy just vacated. You gain CA on enemy.


*Deffensive Training (minor action; daily) *Martial, Stance
Gain +2 to all saves.

Healing Word (Minor action; daily) *Divine, Healing
Close burst 5. Target may spend a HS and regain an additional 4d6 HP.


Combat Advantage: Mark an enemy who takes a -2 penality to attacks and deffenses when not attacking you.
Alignment: Neutral; Languages: Common, Abyssal
Feats: Human Preserverance, Improved Initiative, Two Weapon Deffense, Two Weapon Fighting, Weapon Focus, Alertness, Intiative of the Faith, Heavy Blade Oppertunity, Evasion, Agile Athlete, Danger Sense, Skill Trainging (Stealth).
Skills: Athletics +22, Intimidate +16, Streetwise +16, Stealth +22, Endurance +16
Str 19 (+4) Dex 18(+4) Wis 16(+3)
Con 13 (+1) Int 12(+1) Cha 12(+1)
Equipment: +4 Sylvan Darkhide Armor, (2) +3 Magic Longsword, Eladrin Boots, +3 Amulet of Protection (Doubles as his holy symbol to Mask)

Divine Resistance special: When some one is attempting to use a magical spell with the keyword 'Scrying' in it on Riven they must defeat a Will vs. (Key ability of caster) to see Riven there.
#39

merrikcale

Aug 04, 2008 13:39:35
Another. But this one I'm even more shakey on than the last because he is a chosen of a god, and I'm not sure how they will play out in 4e.

I'm not sure it will be played out in 4e
#40

phelf_der_zemit

Aug 04, 2008 16:20:48
I only gave him one added power for his Chosen status.

Mask is a noteriously cheap god when it comes to handing out power. You've got to earn what you get, not get it dropped in your lap from any higher power; or atleast that's what Mask thinks.
#41

lord_karsus

Aug 04, 2008 16:44:33
-The only Chosen powers I can think Mask's Chosen of having is Rivalen's Dark Speech ability. Cale, most of his powers stem from either being a Cleric, or being a Shade, neither of which is inherently tied to his Chosen of Mask status.
#42

phelf_der_zemit

Aug 04, 2008 18:29:21
I asked Mr.Kemp and he replied the only god granted power to his Chosen was the Divine resistance to scrying. While following Mask may have lead Riven down the path towards that of Dark Speech it was all personal power that he used to control it himself. He might have eventual found the skill with out Mask but it was just his association with him that sped it up.
#43

lord_karsus

Aug 04, 2008 19:59:06
I asked Mr.Kemp and he replied the only god granted power to his Chosen was the Divine resistance to scrying.

-I didn't even know they had that. One of those details that goes in one ear and out the other, I guess.
#44

phelf_der_zemit

Aug 04, 2008 20:51:57
Even the greats have room for error. If not more so than others. It's my job to collect all the little pieces of information on a few topics. Mask's chosen nonwithstanding. You have the big picture.
#45

18DELTA

Aug 06, 2008 12:06:36
I put a link to this thread in the 4E FR Handy Links Thread.


18DELTA
#46

phelf_der_zemit

Aug 06, 2008 12:25:26
Thanks, Delta. I'll try my hardest to make it even handier.

Everybody feel free to drop in how you think a Character should be done with their new 4e rendition, or make a request and I'll see if I can replicate them as best as possible.
#47

Ramar_Aulinvox

Aug 06, 2008 13:27:27
Well, I'll throw my two cents into this.

Galaeron Nihmedu 22L Striker
Medium Huminoid (elf)
Class: Warlock (fey pack), Paragon Path: Fighter, Epic Destiney: ???

Perhaps wizard would be a better class for him until the official sorcerer comes out. He was listed as a Ftr/Sorc 7/8 during The Summoning in Dragon Magazine but I think it was pretty clear that he picked up 7 levels of Shadow Adept by the end of The Sorcerer since he jumped to the plane of shadow and was using the greater shadow shield ability.
#48

lord_karsus

Aug 06, 2008 13:39:49
-Galaeron would be a normal Wizard, for the time being. Even afterwards, he'd probably still be a Wizard, if Sorcerer is going to be really different from the 3e version of it, with aftereffects, and 'rage', and all of that stuff.
#49

phelf_der_zemit

Aug 06, 2008 17:30:37
So are you saying he'd be more like-

Galaeron Nihmedu Level 22 Controller
Medium Humoniod Elf
Class: Wizard (Multiclass Fighter) Paragon Path: Kensei Epic Path: Archmage (He was in the matching title series)
#50

phelf_der_zemit

Aug 06, 2008 21:31:36
I've modified my origanol 4e posting to be easier on my typing fingers. So the next instalment of 4e Characters..

Drizzt Do'Urden; Level 22 Striker
Medium Humaniod Drow Ranger 22
Initiative: +21, Senses: Perception +21
HP: 117, Bloodied: 58
AC: 37, Fortitude: 27, Reflex: 27, Will: 26
Speed: 12, Healing Surges: 6, Surge Value: 29

+3 Duelist Scimitar (standard; at-will) *Martiel, Heavy Blade
+21 vs. AC; 2d8+1d6+5, Main Hand.

+3 Berseker Scimitar (standard; at-will) *Martiel, Heavy Blade
+21 vs. AC; 2d8+4, Off hand.

Hit and Run (At-will)

Twin Strike (At-will)


Nimble Deffense (Encounter)

Sweeping Whirlwind Encounter)

Hawks Talons (Encounter)

Cheetahs Rake (Encounter)


Attacks on the Run (Daily)

Swirling Leaves of Steel (Daily)

Blade Cascade (Daily)

Cruel Cage of Steel (Daily)


Weave through the Fray (Encounter/Utility)

Undaunted Stride (Daily/Utility)

Evade the Blow (Daily/Utility

Forest Ghost (Daily/Utility

Momentary Respite (Daily/Utility)


Unbalancing Parry Encounter/Utility)

Alignment: Good; Languages: Common, Deep Speech, Dwarven, Elven.
Feats: Agile Hunter, Alertness, Deffensive Mobility, Quick Draw, Improved Intiative, Two Weapon Deffense, Two Weapon Fighting, Blood Thirst, Heavy Blade Opportunity, Evasion, Iron Will, Danger Sense, Scimitar Dance, Blind Fight.
Skills: +19 Dungoneering, +21 Perception, +20 Stealth, +20 Acrobatics, +19 Nature, +20 Athletics (Untrained).
Str 20 (+5) Dex 20 (+5) Wis 16 (+3)
Con 14 (+2) Int 12 (+1) Cha 12 (+1)
Equipment: +5 Sylvan Darkhide, Braccelts of Quickness*.

Bracclets of Quickness
These enchanted bracelets reduce your hands or feets to blures of motion by increasing anythings naturel speed beyound imagination.
Property: Gain a +4 item bonus to speed when wearing light or no armor.
Property: Gain a +5 item bonus to Athletic checks made to jump.

That's all I could think of for now. If some one wished to do me a solid and do the Black Panther (never can spell it) I would owe them eternally.
#51

lord_karsus

Aug 06, 2008 23:14:50
So are you saying he'd be more like-

Galaeron Nihmedu Level 22 Controller
Medium Humoniod Elf
Class: Wizard (Multiclass Fighter) Paragon Path: Kensei Epic Path: Archmage (He was in the matching title series)

-I don't know what the Controller part means, but the Wizard part sounds good, the multiclass Fighter sounds good. The Kensei part, eh, I don't know, and same thing with the Archmage part.

-Is it possible to "multiclass" within your own class? What I mean is, Galaeron used both Weave magic, and Shadow Weave magic. Would it be possible for him to use the Arcane power source and the Shadow power source?
#52

phelf_der_zemit

Aug 07, 2008 6:58:12
I'm quiet sure there will be a paragon path or epic path for the shadow weave ability in the 4eFRCS but with only the PHB at my disposal I instead choose Kensei to increase his fighting ability. And it was either Archmage or Demigod so..

As for controller, each class falls into a different catagory. Fighter, Paladin are Deffenders (protecting the more squashy characters); Clerics and Warlords are Leaders (using their healing abilities and high charasma to lead the group); Wizards are Controllers (using big flashy spells to keep enemies in a certain area and off balance); and Rogues, Warlocks, Rangers are Strikers (Doing a great amount of damage in one strike to a singule target).
#53

GreenKnight

Aug 07, 2008 9:19:00
-Is it possible to "multiclass" within your own class? What I mean is, Galaeron used both Weave magic, and Shadow Weave magic. Would it be possible for him to use the Arcane power source and the Shadow power source?

Nope, can't multiclass into your own class. However, that wouldn't be the case there, as a class can't have both Arcane and Shadow power source. Each class has one power source, only. And yep, it is possible to have both. So once the classes with the Shadow power source come out, it'll be possible for an Arcane character (like a Sorcerer or a Wizard) to multiclass into a class with the Shadow power source (like the Necromancer and Illusionist mentioned when talking about the Shadow power source). Thus you'll have a character who draws on the power of the arcane as well as the power of shadow.
#54

lord_karsus

Aug 07, 2008 16:24:29
-Then you can.

-Necromancers and Illusionists are considered separate classes?
#55

Belorin

Aug 07, 2008 18:28:40
Well they will be once the Shadow power source comes out.
LK are you feeling alright? You seem kinda out of it. Just asking.

Bel
#56

lord_karsus

Aug 07, 2008 19:02:04
LK are you feeling alright? You seem kinda out of it. Just asking.

-I'm fine. I'm great, actually. I went 4-5 in my first baseball game, and 5-5 in my second. That raised the ol' batting average.

-Why do I seem out of it?
#57

phelf_der_zemit

Aug 07, 2008 19:04:35
I personally believe it's because your asking the questions.

It's like some sort of episode out of the twilight zone..

DuDuuduududududu.
#58

phelf_der_zemit

Aug 07, 2008 20:00:23
A Great Big Thanks to Banpai for Making My Council Member Come to Life.

Jonmarc "The Limper" Hathsin Level 18 Striker
Human Rogue Level 18 Paragon Multiclass Warlock
Initiative: +14, Perception: +14
HP: 111, Bloodied: 55
AC: 24, Fortitude: 25, Reflex: 31, Will: 28
Speed:6, Healing Surges: 8, Surges Value: 27

*+4 Pact Blade Rapier (standard; at-will) *Weapon
+21 vs. AC; 1d8; Melee Basic Attack

Sly Flourish (At-will)

Eyebite (At-will)

Piercing Strike (At-will)


Dire Radiance (Encounter)

Rogues Luck (Encounter)

Tornado Strike (Encounter)

Strand of Fate (Encounter)


Mire the Mind (Daily)

Master of Deceit (Encounter/Utility)

Chamaleon (At-will/Utility)

Certain Freedom (Daily/Utility)

Infuriating Elusiveness (Encounter/Utility)

Beguilers Tongue (Encounter/Utility)


Clever Riposte (Daily)

Curse of the Black Frost (Daily)*

Slaying Strike (Daily)


Class Features: First Strike, Rogue Tactics (Artful Dodger), Rogue Weapon Talent, Sneak Attack (3d8)

Feats: Backstabber, Armor prof. Hide, Skill Focus Diplomacy, Pact Innate(Star:Telos), Adept Power, Acolyte Power, Novice Power, Skill Focus (Bluff), , Ritual Caster, Weapon prof. Rapier.
Trained Skills: Stealth, Thievery, Bluff, Insight, Streetwise, Perception, Arcana, Diplomacy.
Scores at Level 18
STR: 11(+0) DEX: 20(+5) WIS: 11(+0)
CON: 14(+2) INT: 14(+2) CHA: 20(+5)
Possessions: +4 Pact Blade Rapier, +4 Prismatic Armor (Forgemail), Bracers of Defense, Catstep Boots, Gloves of Piercing, Circlet of Authority, Ironfell Amulet, Ironfell Ring (enchanted as Ring of Protection), Dynamic Belt. As a high ranking Warlock Knight he can given time access almost any non-epic item.


Ironfell Amulet Level 15+
These 13 edged amulets made from Ironfell are given only to the 13 Vindicators.
Lvl 15 +3 25,000 gp Lvl 25 +5 625,000 gp
Lvl 20 +4 125,000 gp Lvl 30 +6 3,125,000 gp

Item Slot: Neck
Enhancement: Fortitude, Reflex, and Will
Power (At-Will): Standard Action. Until the end of your next
turn, the wearer can be heard
by either all, several chosen or just one wearer of the other
12 amulets as though he or she were
standing in the other amulet’s place. You have to have touched an amulet at least once to contact it without contacting all amulets.
Special: Adding another amulet to the set fails and the new amulet is destroyed immediately in an explosion.

And I'll add the rest of the Thirteen if they show up.
#59

banpai

Aug 07, 2008 20:44:29
A Great Big Thanks to Banpai for Making My Council Member Come to Life.

Jonmarc "The Limper" Hathsin Level 18 Striker
Human Rogue Level 18 Paragon Multiclass Warlock
Initiative: +14, Perception: +14
HP: 111, Bloodied: 55
AC: 32, Fortitude: 25, Reflex: 31, Will: 28
Speed:5, Healing Surges: 8, Surges Value: 27

*+4 Pact Blade Rapier (standard; at-will) *Weapon
+22 vs. AC; 1d8+(damage from power)+5 Radiant ; Rogue Attacks
+16 vs. AC, 1d8+5 Radiant, Basic Attack
#Implement
+19 vs. AC,REF,Fort,Will, Power Damage+maybe 5 radiant - not clear from source material

Sly Flourish (At-will)

Eyebite (At-will)

Piercing Strike (At-will)


Dire Radiance (Encounter)

Rogues Luck (Encounter)

Tornado Strike (Encounter)

Strand of Fate (Encounter)


Mire the Mind (Daily)

Master of Deceit (Encounter/Utility)

Chamaleon (At-will/Utility)

Certain Freedom (Daily/Utility)

Infuriating Elusiveness (Encounter/Utility)

Beguilers Tongue (Encounter/Utility)


Clever Riposte (Daily)

Curse of the Black Frost (Daily)

Slaying Strike (Daily)


Class Features: First Strike, Rogue Tactics (Artful Dodger), Rogue Weapon Talent, Sneak Attack (3d8)

Feats: Backstabber, Armor prof. Hide, Skill Focus Diplomacy, Pact Innate(Star:Telos), Adept Power, Acolyte Power, Novice Power, Skill Focus (Bluff), Armor prof. (Chain), Armor Specialization (Chain), Ritual Caster, Weapon prof. Rapier.
Trained Skills: Stealth, Thievery, Bluff, Insight, Streetwise, Perception, Arcana, Diplomacy.
Scores at Level 18
STR: 11(+0) DEX: 22(+6) WIS: 11(+0)
CON: 14(+2) INT: 14(+2) CHA: 20(+5)
Possessions: +4 Pact Blade Rapier, +4 Prismatic Armor (Forgemail), Bracers of Defense, Catstep Boots, Gloves of Piercing, Circlet of Authority, Ironfell Amulet +3, Ironfell Ring (enchanted as Ring of Protection), Dynamic Belt. As a high ranking Warlock Knight he can given time access almost any non-epic item.


Ironfell Amulet Level 15
These 13 edged amulets made from Ironfell are given only to the 13 Vindicators.
Lvl 15 +3 25,000 gp Lvl 25 +5 625,000 gp
Lvl 20 +4 125,000 gp Lvl 30 +6 3,125,000 gp

Item Slot: Neck
Enhancement: Fortitude, Reflex, and Will
Power (At-Will): Standard Action. Until the end of your next
turn, the wearer can be heard
by either all, several chosen or just one wearer of the other
12 amulets as though he or she were
standing in the other amulet’s place. You have to have touched an amulet at least once to contact it without contacting all amulets.
Special: Adding another amulet to the set fails and the new amulet is destroyed immediately in an explosion.

And I'll add the rest of the Thirteen if they show up.

I like your formating, but I corrected some errors. The () behind the stats is usually for the skill mods for skills based on them, but I guess this is intentional so I leave it unchanged.
I incorporate the change in DEX from Human I initially forgot.
#60

naex

Aug 08, 2008 1:12:53
Calex Interthorn <> Vindicator of the Ironfell Council
Half-elf male
level: 16
Wizard (Wizard of the Spiral Tower)
Alignment: Evil

Stats:
Show

Str: 10 (+0)
Dex: 13 (+1)
Con: 18 (+4)
Int: 20 (+5)
Wis: 14 (+2)
Cha: 14 (+2)

AC: 29
Fort: 25
Ref: 26
Will: 25
#61

lord_karsus

Aug 08, 2008 21:11:37
I personally believe it's because your asking the questions.

It's like some sort of episode out of the twilight zone..

DuDuuduududududu.

-What I'm not allowed to ask questions? Well, Bel, why am I acting weird and out of it?
#62

phelf_der_zemit

Aug 08, 2008 21:36:36
No. Infact we all encourage questions, but it's just out of the norm for you.
#63

Belorin

Aug 09, 2008 13:00:44
-What I'm not allowed to ask questions? Well, Bel, why am I acting weird and out of it?

LK, sorry I took so long in responding, it wasn't so much you were asking questions, but the questions you were asking, then I realized you don't own the 4E books and felt a little foolish for bringing it up. That plus having to limit my time in front of the computer, least my legs turn into balloons. Getting old is no fun.

Bel
#64

lord_karsus

Aug 09, 2008 13:22:02
LK, sorry I took so long in responding, it wasn't so much you were asking questions, but the questions you were asking, then I realized you don't own the 4E books and felt a little foolish for bringing it up.

-Oh. Yeah, the only reading I've done of the 4e stuff is a quick scan of the Monster Manual at Barnes and Noble, and a little but of checking it out with Rin.
#65

merrikcale

Aug 11, 2008 10:53:06
-Oh. Yeah, the only reading I've done of the 4e stuff is a quick scan of the Monster Manual at Barnes and Noble, and a little but of checking it out with Rin.

the ruleset is pretty good, though I don't think I like the new magic system myself and I think the paragon paths should be a little earlier. I liked that most PrCs were attainable around 7th level or so. I think thats a prime spot for PPs
#66

banpai

Aug 11, 2008 18:11:35
the ruleset is pretty good, though I don't think I like the new magic system myself and I think the paragon paths should be a little earlier. I liked that most PrCs were attainable around 7th level or so. I think thats a prime spot for PPs

They actually didn´t really incorporate the stuff I remember from the ELH into the new game so essentially they stretchet the 20 levels over 30 so 11 is the new 7.
#67

merrikcale

Aug 11, 2008 19:16:18
They actually didn´t really incorporate the stuff I remember from the ELH into the new game so essentially they stretchet the 20 levels over 30 so 11 is the new 7.

Well, I supposed thats true. But I still don't really like the magic system. Haven't played it yet though
#68

Diffan

Aug 12, 2008 3:58:16
I think the problem people have with the new magic system is that everyone levels up the same. Eveyone has so many at-will, encounter, daily, and utility powers and there's no real deviation from that. For me, that bring some balance to the game whre as in 3.5, some classes dominate at higher levels. For example, my one cleric is a cleric 5/ordained champion 4 and serves as the party's healer and main melee combatant and does both extremly well. This makes me wonder why have a fighter when someone can heal as well as fight with almost the same efficeny? Another reason why I like 4e :D
#69

phelf_der_zemit

Aug 12, 2008 6:48:00
The fact that it's balanced though also makes it seem a tad irrational. I know applying logic to D&D and FR is alitte bit of a oxymoron but hey, I can try.

Really, you think a wizard would beable to destroy a melee fighter at high levels. Just makes sense.
#70

merrikcale

Aug 12, 2008 21:24:04
I think the problem people have with the new magic system is that everyone levels up the same. Eveyone has so many at-will, encounter, daily, and utility powers and there's no real deviation from that. For me, that bring some balance to the game whre as in 3.5, some classes dominate at higher levels. For example, my one cleric is a cleric 5/ordained champion 4 and serves as the party's healer and main melee combatant and does both extremly well. This makes me wonder why have a fighter when someone can heal as well as fight with almost the same efficeny? Another reason why I like 4e :D

Thats part of it. But there isn't the choice you have and the feel of the wizard compiling his "spellbook". Now its just basically abilities. I liked the "feel" of the wizard.
#71

karazhan

Aug 14, 2008 13:45:03
If you liked the feel of the 3.5 wizard, you could always allow them to compile their spellbooks as in the past and also retain lower level spells while leveling up. You could also plug back in the old magic spell system and just adjust the spell damage so it would not be overpowering and also remove any instant death spells and adjust them to the new rules. My group went with the second option and it is working very well. The addition of new powers to all the classes more than balances out the old style wizard. However, that's just my opinion.
#72

lord_karsus

Aug 14, 2008 15:40:44
-I could have sworn I saw on the 4e boards, a homebrew magic system for the 4e Wizard that is like the 3e version.
#73

merrikcale

Aug 14, 2008 15:53:15
-I could have sworn I saw on the 4e boards, a homebrew magic system for the 4e Wizard that is like the 3e version.

ya shouldn't swear
#74

lord_karsus

Aug 14, 2008 16:17:17
-Sorry. I am relatively sure that I saw on the 4e boards, a homebrew magic system for the 4e Wizard that is like the 3e version.
#75

merrikcale

Aug 17, 2008 22:08:08
-Sorry. I am relatively sure that I saw on the 4e boards, a homebrew magic system for the 4e Wizard that is like the 3e version.

who looks at the 4e boards?
#76

lord_karsus

Aug 17, 2008 23:20:45
who looks at the 4e boards?

-No one here, apparently.
#77

naex

Aug 18, 2008 3:30:20
who looks at the 4e boards?

I've tried, but those people make even the most belligerent on the Realms boards feel like best friends. I think I saw it there as well, try under House Rules.
#78

lord_karsus

Aug 18, 2008 11:56:15
I think I saw it there as well, try under House Rules.

-Good, it's nice to see someone else saw them, and I'm not just randomly making things up in my head.
#79

karazhan

Aug 19, 2008 12:10:02
Yes,

There are 2 different systems listed. One uses spell points and the other continues to use the older 3.5 system.
#80

merrikcale

Aug 20, 2008 22:09:14
-Good, it's nice to see someone else saw them, and I'm not just randomly making things up in my head.

again
#81

naex

Aug 21, 2008 13:03:15
Ok, after going through the FRCG I came up with this...
(Still not entirely statted, need the PG to finish)

Yroeth is unsure of the circumstances of his birth, he was found wandering near a small village near to Silverymoon in 1407 DR. The village folks were hesitant to take in the young child, due to the spellscars plainly visible on his arms. Compassion overcame fear, in the end, and the villagers begrudgingly cared for the boy. They were grateful when a sage from Silverymoon showed up, having heard of the child, and desiring to study the spellplague and it's effects, he took young Yroeth back to his home. It was the mage, Jolantin Caradino, who named him Yroeth. Jolantin was not a cruel man, but he had no emotional ties to the boy and so Yroeth grew up cut off from his feelings, and awkward in social situations. Together the two of them explored Yroeth's abilities, and over time Yroeth discovered he had an aptitude for the Art, and became an apprentice to Jolantin. He discovered a way to tap into his spellscared power to enhance his magic, becoming a spellscarred wizard. He also discovered he was aging much slower than most humans.

It was in his 32nd year of being the ward of Jolantin that his master passed away, peacefully, in his sleep. Yroeth Sold off his former master's goods, except those that he thought would prove useful, and used the money to set out into the realms. He was finally free to explore his own origins, but found no answers. It was while exploring a ruin still suffering from the spellplague that he first had a vision, that the spellplague was the shattered remnants of the weave, and that it was the means by which a new god of magic would arise, and he felt it was his destiny to gather those last strands together and ascend to that lofty perch. He furthered his and his former master's studies of the spellplague, travelling with various groups of adventurer's throughout the Realms to see it's effects. He joined the Order of Blue Fire in 1469 DR, seeing in them a group of ready made followers, and has been building a power base among them, by teaching those he chooses how to supplement their own magic with their spellscarred powers. He also has become a devotee of Oghma, believing that he needs a divine patron to ascend, and because he has heard whispers that it is Shar who blocks the ascension of a new god of magic, and that only by the light of truth and knowledge will the goddess of lies and darkness be weakened enough for him to fulfill his destiny.

Yroeth stands about 5'8" and weighs 150 lb. By no means athletic, he is of average build, with a weak chin. He appears to be in his early 40's. He has brown hair, usually unkempt, hangs down to the middle of his back, and kept tied back with a piece of leather. He does not appear to have shaved in a while, but only has a scraggly beard and mustache. He has a tawny complexion. His eyes have taken on the hue of the spellscars that cover his upper body, all the way to his neck, run down his arms and over his hands, and flow up the side of his face to his forehead. His eyes sometimes glow when he is using his spellscarred powers. He is not an evil man, but sometimes is lacking empathy, he had no real friends growing up, so has little insight into social behavior, beyond basic civility. He is very curious though, often asking odd and inappropriate questions, or committing social gaffes, this has improved as he has aged though. He is a talented scholar, and has studied history and religion. He has acquired a Telu'Kiira from an elven village destroyed by the spellplague. And carries the Star of Mystryl, the holy symbol of the High Priest/Priestess of Mystryl in ancient Netheril. He uses an orb as his Implement of choice, but is comfortable with the staff he carries as well.

Yroeth
Human male, spellscarred
Level 21
Wizard
Spellscarred Wizard paragon path (work in progress)
Demigod epic destiny
Str:10 Dex:12 Con:14 Int:26 Wis:18 Cha:12
Initiate of the faith: Oghma
#82

realms_walker

Aug 26, 2008 12:05:46
Could one of you masters of the forums point me to where the alternate magic systems are listed (The Point buy system and the other one mentioned above). I have searched the boards with little luck.

Ty for you time..
#83

rinonalyrna_fathomlin

Aug 26, 2008 12:11:30
I've tried, but those people make even the most belligerent on the Realms boards feel like best friends.

Seconded.
#84

Diffan

Aug 27, 2008 8:05:52
Could one of you masters of the forums point me to where the alternate magic systems are listed (The Point buy system and the other one mentioned above). I have searched the boards with little luck.

Ty for you time..

I don't know if they're posted on the boards, but here's where you can find the alternative magic systems------> http://www.d20srd.org/indexes/variantMagic.htm

Also, the SRD is a great place for the basic info if your away from you core, psionic, epic, and variant books.
#85

Diffan

Aug 27, 2008 8:10:42
Thats part of it. But there isn't the choice you have and the feel of the wizard compiling his "spellbook". Now its just basically abilities. I liked the "feel" of the wizard.

Honestly, I think we need to give it time. True, the wizard's spell book only holds his daily, utility, and ritual spells (right?) but with more supplements on the way, I think the options will grow exceptionally large, espically when we get a 4e Spell Compendium.