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Author Topic: Lottel's 4e (Zelda?) Fucksplosion  (Read 6637 times)

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Joxam

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Re: Lottel's 4e (Zelda?) Fucksplosion
« Reply #20 on: February 17, 2010, 11:50:43 PM »

Water person bard.
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Defenestration

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Re: Lottel's 4e (Zelda?) Fucksplosion
« Reply #21 on: February 18, 2010, 03:42:22 AM »

Zora Names

Male- Yylor
How... CONSPICUOUS.
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Lottel

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Re: Lottel's 4e (Zelda?) Fucksplosion
« Reply #22 on: February 18, 2010, 07:51:58 AM »

That's was entirely unintentional. I was sounding out sounds and putting them together.
But the result is...    
 :nyoro~n:
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Meikai

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Re: Lottel's 4e (Zelda?) Fucksplosion
« Reply #23 on: February 18, 2010, 08:09:05 AM »

Zora Swordmage!  Yes!  Time for drawrings.  >:D
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Lottel

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Re: Lottel's 4e (Zelda?) Fucksplosion
« Reply #24 on: February 18, 2010, 08:21:01 AM »

ROLL CALL!
I have Joxam, Bongo, JD, SoundWave, and Mei confirmed.
Dogstar unconfirmed.
Anymore will be moved to Saturday slot!
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Joxam

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Re: Lottel's 4e (Zelda?) Fucksplosion
« Reply #25 on: February 18, 2010, 09:00:19 AM »

I DIDN'T WANT TO PLAY ANYWAYS JERK  :nyoro~n:
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Ridley

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Re: Lottel's 4e (Zelda?) Fucksplosion
« Reply #26 on: February 18, 2010, 09:12:15 AM »

I can play if I can play on mondays
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Dogstar

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Re: Lottel's 4e (Zelda?) Fucksplosion
« Reply #27 on: February 18, 2010, 10:58:48 AM »

Lemme step out - my friend wouldn't be able to play in the morning/afternoon, he has to take care of his daughter during that time, and I'm looking to find one game for now to hang out with him in. Maybe next time.
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Lottel

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Re: Lottel's 4e (Zelda?) Fucksplosion
« Reply #28 on: February 18, 2010, 11:01:42 AM »

Okay. That's too bad.
Better luck next time.
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Ridley

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Re: Lottel's 4e (Zelda?) Fucksplosion
« Reply #29 on: February 18, 2010, 11:36:09 AM »

Gonna do a human (Gerudo) rogue (probably)
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JDigital

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Re: Lottel's 4e (Zelda?) Fucksplosion
« Reply #30 on: February 18, 2010, 05:06:04 PM »

That's was entirely unintentional. I was sounding out sounds and putting them together.

I once wrote a PDF with an NPC, a brave tribal leader called Barrack. This was in 2007, long before most people had heard of Obama.
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Ridley

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Re: Lottel's 4e (Zelda?) Fucksplosion
« Reply #31 on: February 18, 2010, 07:00:40 PM »

Hokay.  I used Martial Power 2 for a hell of a lot of this character, and that's not in the builder till probably March 2nd.  Fortunately for me I started playing this edition well before the builder existed and can still sheet up a character pretty quick if I need to.  God, that was a lot of writing.  I'm typing up a summary version of all the stuff, and including a pdf of my handwritten scrawlings for good measure.

Nidoora's a Gerudo girl who just didn't have a lot of talent at the more athletic pursuits generally practiced by her tribe.  She was good at using a slingshot, sure, and could handle hiding and sneaking around, but put her in a swordfight and she's in trouble. On top of that, she's fairly kind-hearted, and doesn't really like taking every last rupee from someone who might need it.  She is, though, pretty smart, so a lot of the other girls thought she should go train with the witches, but Nidoora wanted to show them she could do the bandit thing just as well as they could.  Besides, the witches are creepy and have great big heads.  Eventually, tired of being made fun of for her kind-heartedness and small nose other failings, she ran away, looking for a way to prove herself.

Code: [Select]
Name: Nidoora   Race: Human   Class: Rogue
Age: 17 Gender: Female Alignment: Good

Languages: Common, Aquan

Speed 6

Strength 8 (-1)                AC 16   (10 +4(dex) +2(Leather armor) = 16)
Constitution 10 (+0)        Fortitude 11 (10 + 0(con) + 1 (human) = 11)
Dexterity 18 (+4)            Reflex 17 (10 + 4(dex) + 2 (rogue) + 1 (human) = 17)
Intelligence 16 (+3)         Will 12 (10 + 1 (wis/cha) + 1 (human) = 12)
Wisdom 12 (+1)
Charisma 12 (+1)

HP: 22  Bloodied: 11 Surge Value: 5  Surges/Day: 6

Trained Skills: Acrobatics, Athletics, Bluff, Dungeoneering, Perception, Stealth, Thievery

Race Features: Bonus At Will, Bonus Skill Training, Bonus Feat, Human Defenses (+1 to Ref/Fort/Will)
Class Features:
First Strike - Combat Advantage vs foes that have not acted yet this encounter
Cunning Sneak - No penalty to stealth for moving more than 2 squares, penalty to stealth for running reduced to -5.
    If you end a move action at least 3 squares from your starting space you can make a stealth check to become
    hidden if you have any concealment or cover other than your allies.
Sharpshooter - Gain +1 to attack rolls with slings.  Gain Far Shot as a bonus feat.
Sneak Attack - Once per round, add +2d6 damage vs. target you have combat advantage against.

Feats:
Far Shot - increase normal and long range by 5 squares.
Distant Advantage - Gain combat advantage on foes flanked by your allies
Weapon Expertise: Sling - +1 to attack rolls using weapons in the sling group.

Equipment:
Slingshot (as Sling but it's a Zelda themed game so I thought it appropriate) - EQUIPPED
30 sling bullets
Leather Armor - EQUIPPED
Short Sword
Adventurer's Kit
Thieves' Toolkit (+2 to rolls to disarm traps and open locks I believe)

Exploits: (All attacks calculated using slingshot)

At Will:
Gloaming Cut (Martial Power 2)  +8 vs AC, d6 damage.  Shift 3 squares and make a stealth check to become hidden.
Preporatory Shot (Martial Power 2) +8 vs AC, 7 damage and target grants CA till end of your next turn.
Deft Strike (Player's Handbook 1) Can move 2 squares before the attack.  +8 vs AC, d6+4 damage.

Encounter:
Skip the Rock (Martial Power 2) +8 vs AC.  1d6+4 damage, and make secondary attack vs 1 creature within 10 of primary target.  Secondary Attack: +8 vs AC, 7 damage and target is dazed until end of your next turn.

Daily:
Confounding Attack (Martial Power) +8 vs AC, 2d6+4 damage.  Effect: as a free action, target makes MBA vs one adjacent target of your choosing.  If you have not expended sneak attack this round and either you or the primary target have CA versus secondary target, can apply sneak attack to the damage.

Handwritten Character Sheet.  Don't make fun of my handwriting, those spaces are cramped!
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JDigital

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Re: Lottel's 4e (Zelda?) Fucksplosion
« Reply #32 on: February 18, 2010, 08:53:29 PM »

Which races are available other than the ones presented in this thread? All? Just human?
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Lottel

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Re: Lottel's 4e (Zelda?) Fucksplosion
« Reply #33 on: February 19, 2010, 12:27:43 AM »

All races.
Be an orc.
Be a goliath.
Be a dragonborn.
I just added the races for more flavor.
Feel free not to play something Zelda-y
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Büge

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Re: Lottel's 4e (Zelda?) Fucksplosion
« Reply #34 on: February 19, 2010, 04:55:58 AM »

But be prepared to be ostracized!
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Ridley

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Re: Lottel's 4e (Zelda?) Fucksplosion
« Reply #35 on: February 19, 2010, 06:17:07 AM »

Ostracized and mocked.
Unless you're a Moblin Half-orc or something.
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Joxam

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Re: Lottel's 4e (Zelda?) Fucksplosion
« Reply #36 on: February 19, 2010, 08:57:41 AM »

Code: [Select]
Name: Marni Race: Zora Class: Bard
Age: 28 Gender: Male Alignment: Good


Languages: Common, Aquan


Speed: 6 (Swim: 8)


Str 10 (+0)                      AC        18 (10 + 6(armor) + 1(shield) + 1 (dex) = 18)
Con 11 (+0)                      Fortitude 10 (10 + 0(con)= 10)
Dex 10 (+0)                      Reflex    14 (10 + 3(int) + 1 (bard) = 14)
Int 16 (+3)                      Will      15 (10 + 4(cha) + 1 (bard) = 15)
Wis 10 (+0)
Cha 18 (+4)


HP: 23
Bloodied: 11
Surge Value: 5
Surges/day: 7


Trained Skills:


              Arcana,
              Bluff,
              Intimidate,
              Perception,
              Streetwise


Race Features:


              Skill Bonuses: +2 History, +2 Acrobatics
      Swim: Zora can swim at a Speed of 8
              Fins: The fins on your arms are Natural Weapons
              Gills: Zora can breath on land and in water.
              Slippery: Zora gain a +2 bonus to Escape Rolls


Class Features:


               Bardic Training: You gain the Ritual Caster feat as a bonus feat, allowing you to use magical rituals.
You own a ritual book, and it contains two rituals of your choice that you have mastered: one 1st-level ritual
that has bard as a prerequisite and another 1st-level ritual.
               

       Bardic Virtue:Virtue of Cunning: Once per round, when an enemy attack misses an ally within a number
of squares of you equal to 5 + your Intelligence modifier, you can slide that ally 1 square as a free action.


               Majestic Word: The arcane power of a bard’s voice can heal allies. You gain the majestic word power.
               
       Majestic Word Bard Feature: You utter words laden with preternatural inspiration, restoring your
ally’s stamina and making wounds seem insignificant. Encounter (Special) ✦ Arcane, Healing Minor Action Close
burst 5 (10 at 11th level, 15 at 21st level) Target: You or one ally in burst Effect: The target can spend a
healing surge and regain additional hit points equal to your Charisma modifier. You also slide the target 1
square.


               Multiclass Versatility: You can choose class-specific multiclass feats from more than one class.


               Skill Versatility: You gain a +1 bonus to untrained skill checks.

               
               Song of Rest: When you play an instrument or sing during a short rest, you and each ally who can hear
you are affected by your Song of Rest. When an affected character spends healing surges at the end of the rest, that
character regains additional hit points equal to your Charisma modifier with each healing surge. A character
        can be affected by only one Song of Rest at a time.


               Words of Friendship: Bards use magic to honey their words and turn the simplest argument into a
compelling oration. You gain the words of friendship power.
               
               Words of Friendship Bard Feature: You infuse your words with arcane power, transforming even the
        simplest speech into compelling oratory. Encounter ✦ Arcane Minor Action Personal Effect: You gain a +5 power
        bonus to the next Diplomacy check you make before the end of your next turn.


Feats:


               Advantage of Cunning: When you slide an ally with your Virtue of Cunning, you can also slide an enemy
        that was adjacent to that ally into the space the ally vacated.


Equipment:
               
               
               Guitar       10 gp
               Longsword    +3 1d8 15 gp 4 lb. Heavy blade Versatile
               Light shield  5 gp 6 lb.
               Chainmail armor  40 gp 40 lb.


At Will:


               Misdirected Mark Bard Attack 1

               You conceal your arcane attack, tricking your foe into thinking the attack came from one of your allies
.              At-Will ✦ Arcane, Implement
               Standard Action Ranged 10
               Target: One creature
               Attack: Charisma vs. Reflex
               Hit: 1d8 + Charisma modifier damage, and the target is marked by an ally within 5 squares of you until
the end of your next turn.
               Level 21: 2d8 + Charisma modifier damage.


               Vicious Mockery Bard Attack 1

               You unleash a string of insults at your foe, weaving them with bardic magic to send the creature into
a blind rage.
               At-Will ✦ Arcane, Charm, Implement, Psychic
               Standard Action Ranged 10
               Target: One creature
               Attack: Charisma vs. Will
               Hit: 1d6 + Charisma modifier psychic damage, and the target takes a –2 penalty to attack rolls until
the end of your next turn.
               Level 21: 2d6 + Charisma modifier damage.



Encounter:


               Inspiring Refrain Bard Attack 1

               Your weapon hums with an arcane song that helps guide nearby allies to glory.
               Encounter ✦ Arcane, Weapon
               Standard Action Melee weapon
               Target: One creature
               Attack: Charisma vs. AC
               Hit: 2[W] + Charisma modifier damage, and each ally within 5 squares of you gains a +1 power bonus to
attack rolls until the end of your next turn.


Daily:


               Stirring Shout Bard Attack 1

               Your shout of wrath stabs into your foe’s mind. Each time your allies hit that foe, they draw strength
from its weakness.
               Daily ✦ Arcane, Healing, Implement, Psychic
               Standard Action Ranged 10
               Target: One creature
               Attack: Charisma vs. Will
               Hit: 2d6 + Charisma modifier psychic damage.
               Effect: Until the end of the encounter, whenever an ally hits the target, that ally regains hit points
equal to your Charisma modifier.


Rituals:


               Traveler’s Chant

               Your chant lifts your allies’ steps and helps take their minds off the drudgery of the journey.
               Level: 1 Component Cost: 10 gp,
               Category: Exploration plus a focus worth 5 gp
               Time: 10 minutes Market Price: 75 gp
               Duration: 8 hours Key Skill: Arcana (no check)
               Prerequisite: Bard
               For the ritual’s duration, you and up to eight allies who heard the whole performance of the ritual
can travel farther than normal. For the purpose of determining how far you and the allies can travel in an
hour or a day, treat the group’s speed as the slowest member’s speed + 2.
               Focus: A musical instrument you play as part of performing the ritual.


               Create Campsite

               A crackling fire, a hot meal, and a warm bedroll await you after a long day of adventuring.
               Level: 1 Component Cost: 15 gp
               Category: Exploration Market Price: 50 gp
               Time: 10 minutes Key Skill: Nature
               Duration: 8 hours
               You summon hundreds of diminutive nature spirits to assemble a campsite in a 5-square radius around
you. The spirits clear the area, set up tents, unroll bedrolls, gather water, and prepare a nourishing meal.
They also conceal the campsite, with your Nature check result serving as the DC for Perception checks to
notice the hidden camp. The spirits utilize your and your allies’ gear to make the campsite. If you and your
allies lack the appropriate gear, the spirits gather raw materials from the environment to make the campsite.
               
       At the end of the ritual’s duration, the spirits break down the campsite, pack up your gear, and
restore the site to its original state, removing evidence that you and your allies camped there.
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Lottel

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Re: Lottel's 4e (Zelda?) Fucksplosion
« Reply #37 on: February 21, 2010, 05:16:10 AM »

Well shit! We haven't agreed on how to play this!
Gametable is a must.
We can chat on there, chat in IRC, or use skype/vent.
Whichever is fine.
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Bongo Bill

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Re: Lottel's 4e (Zelda?) Fucksplosion
« Reply #38 on: February 21, 2010, 06:09:28 AM »

I strongly prefer something with text.
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...but is it art?

Joxam

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Re: Lottel's 4e (Zelda?) Fucksplosion
« Reply #39 on: February 21, 2010, 04:02:31 PM »

I prefer talking. Like D&D was meant to be played.
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