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Author Topic: Prchadzk's Dungeon  (Read 13596 times)

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yeoz

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Re: Prchadzk's Dungeon
« Reply #20 on: June 13, 2008, 04:14:57 PM »

First session will be 10 PM ET (7 PM PT) on Friday the 13th!

Feel free to come early to prepare.  It'll be on clover.arity.net in channel #kazzgame.
Still going to be in #kazzgame ?
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Kazz

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Re: Prchadzk's Dungeon
« Reply #21 on: June 13, 2008, 04:21:42 PM »

Sir Yes Sir
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Doom

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Re: Prchadzk's Dungeon
« Reply #22 on: June 13, 2008, 05:53:19 PM »

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Guild

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Re: Prchadzk's Dungeon
« Reply #23 on: June 13, 2008, 06:03:26 PM »

Warlord is my favorite class in 4e so far. I'm a power gamer: The warlord's mix of decent damage and battlefield control really do it for me.
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Kazz

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Re: Prchadzk's Dungeon
« Reply #24 on: June 13, 2008, 09:40:39 PM »

So, we learned an important lesson.

We need to use Gametable.

Because everybody but me was confused about where everything was.

The first puzzle frustrated them a bit (after the initial "ooh something odd is happening") and the first combat dragged, but I think the session went off pretty okay.  Mostly because my players are funny guys.
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MadMAxJr

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Re: Prchadzk's Dungeon
« Reply #25 on: June 13, 2008, 09:45:43 PM »

I still contest that there was no sign that thing was a door.
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Kazz

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Re: Prchadzk's Dungeon
« Reply #26 on: June 13, 2008, 09:52:16 PM »

I think the best part was the beetle pit.  I should have made it attack harder so that Doom fell in.
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yeoz

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Re: Prchadzk's Dungeon
« Reply #27 on: June 13, 2008, 09:54:36 PM »

Session transcript: [badly formatted html] and [raw text log]
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Burrito Al Pastor

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Re: Prchadzk's Dungeon
« Reply #28 on: June 18, 2008, 11:17:44 PM »

Here's a pretty full set of pogs, and more importantly, 4e templates:

http://rapidshare.com/files/123507287/Pogs.rar.html

Unzip to your Gametable directory. Delete old stuff first if you want.

Gametable's pog alphabetization, for some reason, is case sensitive. So, I went through all my pogs and made sure they all start with upper-case letters. Please endeavor to maintain this format with pogs of your own.

If you move stuff around, it'll get resent to everybody else, and then people will have duplicates. Please maintain the present subfolder structure inasmuch as you can.

Thank you.
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Kazz

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Re: Prchadzk's Dungeon
« Reply #29 on: June 19, 2008, 01:03:05 AM »

Jari brings you to a dark corner of the underground camp.  His own personal bedroll is here, laid out in the entrance to a long passageway.  The few others that are camped further than Jari are sleeping fitfully.

He lights an oil lamp, and rolls out a scroll.



"This is where you entered the dungeon.  Here is the maze you encountered, and here is where we are now.  See all these paths?  It isn't the half of them.  Each of these tunnels branches at least once, and I've heard talk of a faraway hub that resembles this one.  The dungeon is immense."

"The story goes, a group of prisoners came to this intersection after having been confused and battered by the traps they encountered along the way.  Relieved by the apparent lack of traps and monsters, and unable to decide on a further direction, they rested here.  Just a few hours later, another small group of prisoners arrived.  Before too long, it turned into this."

"The early efforts to explore the dungeon have been fruitless.  The few maps that have been made are confusing, badly scaled, or just plain wrong.  My scroll only contains the areas that I'm positive about; as you can see, it isn't much."

"A lot of people went back to the 'entrance.'  There's no sign of that trap door.  The ceiling there is solid rock.  And nobody who goes the wrong way down that hall has returned.  Ever since I etched that arrow into the wall, the population here has grown rapidly."

"Now, of course, there is the question of where to go from here.  Opinions differ on our ultimate goal, but everyone agrees that we require accurate maps and information.  You fellows seem better qualified than most for this work.  We can provide you with a little help, in the form of food and equipment."

"The very nature of the dungeon is a total mystery; perhaps you can help us figure it out.  In the meantime, be on the lookout for sources of food or water; in fact, firewood or coal would be wonderful.  The settlement is fast outgrowing its means."

-------------------

After a few hours of haggling and scrounging, Jari returns to you with the following equipment:

Cloak of Resistance +1
(+1 to Fortitude, Reflex, and Will defenses.
Power (Daily): Minor Action.  Gain resist 5 to all damage until the start of your next turn.)

Amulet of Protection +1
(+1 to Fortitude, Reflex, and Will defenses)

Magic Rod +1
(+1 to attack and damage rolls, +1d6 to crits, magic implement users only)

A scroll of Magic Armor +1
(+1 to AC of someone's armor)

A scroll of Vicious Weapon +1
(+1 to the attack and damage of someone's weapon, +1d12 to crits)

Necrotic Attack Ring
(Power (At-will): Immediate Reaction.  When you hit an enemy, you may spend a healing surge.  You do not heal any hit points; instead, add 1d6 necrotic damage to your damage roll.  You may do this more than once per hit.)

Two scrolls of Detect Secret Doors

Two Potions of Healing

Two days worth of food and water

--------------

In exchange for this, you must agree to explore a branch of the dungeon and return with an accurate map.  (You don't actually have to draw a map, but you should try to find every nook and cranny of the path you choose.)
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Kazz

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Re: Prchadzk's Dungeon
« Reply #30 on: June 19, 2008, 09:48:09 AM »

Doom (11:51:20 AM): Also I'd like to put in a DKP bid on The Scroll of Vicious Weapon and the Necrotic Attack Ring

anyone else claiming anything

or willing to challenge doom's FOOLISH CLAIMS

Post here to eat loot aliveee
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Norondor

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Re: Prchadzk's Dungeon
« Reply #31 on: June 19, 2008, 01:17:48 PM »

those are mine doom sorry about that
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MadMAxJr

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Re: Prchadzk's Dungeon
« Reply #32 on: June 19, 2008, 02:00:30 PM »

I claim leftovers.  And if I get the orb and I am incapable of selling it, I use it to make a called shot to the GM.
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Detonator

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Re: Prchadzk's Dungeon
« Reply #33 on: June 19, 2008, 03:15:52 PM »

Kazz changed orb to rod, so it's mine, being that I'm the only one who can use it.  There are six (main) magic items, so I say we roll off for the item no one claims.

The potions, food, and detect secret door scrolls should probably be used by the group.
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"Imagine punching somebody so hard that they turned into a door. Then you found out that's where ALL doors come from, and you got initiated into a murder club that makes doors. The stronger you punch, the better the door. So there are like super strong murderers who punch people into Venetian doors and shit"

Kazz

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Re: Prchadzk's Dungeon
« Reply #34 on: June 20, 2008, 12:10:15 AM »

Attention Sirs:

I want all Level 2 character sheets either linked here or PM'd to me by 9 PM ET, an hour prior to the game start.

If your character sheets don't currently include the math behind derivative values (ie what makes your AC 19), please do that for my convenience.

A quick guide:

Check your class page for the correct number of HP to add.
Increase your base Attack, Defense, Skill-check, and Initiative values by 1.
Pick out a new Level 2 Utility power.
Pick out a new Feat.  If your Feat affects any of your old abilities (ie a damage increase) you should note so.

I don't think this is all too much to ask, because I'm busting ass on designing a really cool session for tonight.

Most importantly: Be sure you can run Gametable!  If you have issues, such as the CMD box popping up and quickly disappearing, I can probably help you fix them.
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MadMAxJr

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Re: Prchadzk's Dungeon
« Reply #35 on: June 20, 2008, 08:19:30 AM »

If you can't get gametable to run in windows, and you have the JRE installed, you may need to add the JRE /bin folder (The place where java.exe sits) to your path variable.

Also, I've been calculating my attack bonuses wrong, I think.  I've been using just the proficiency bonus to-hit, and completely neglecting to add relevant stat.
:derp:
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Kazz

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Re: Prchadzk's Dungeon
« Reply #36 on: June 20, 2008, 04:09:03 PM »

#kazzgame on esper is open for business
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yeoz

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Re: Prchadzk's Dungeon
« Reply #37 on: June 20, 2008, 04:57:39 PM »

Code: [Select]
name: edward grumley
level ........: 2
class ........: cleric
total xp .....: 1000

race ....: human
size ....: m (medium)
age .....: 26 (approx.)
gender ..: male
height ..: 5'9"
weight ..: 185 lbs.
alignment: unaligned
deity ...: raven queen

initiative =====================================================================
  +4  (-1 dex, +1 half.level, +4 improved initiative)

ability scores =================================================================
  strength ...: 12  (+1 abil.mod)  (+2 abil.mod+half.level)
  constitution: 10  (+0 abil.mod)  (+1 abil.mod+half.level)

  dexterity ..: 08  (-1 abil.mod)  (+0 abil.mod+half.level)
  intelligence: 12  (+1 abil.mod)  (+2 abil.mod+half.level)

  wisdom .....: 20  (+5 abil.mod)  (+6 abil.mod+half.level)
  charisma ...: 12  (+1 abil.mod)  (+2 abil.mod+half.level)

defenses =======================================================================
  ac .: 17  (10 base, +1 half level, +6 armor, +0 int, +0 misc)
        +2 ac bonus vs opportunity attacks
  fort: 14  (10 base, +1 half level, +1 str, +1 racial bonus, +1 cloak)
  ref.: 14  (10 base, +1 half level, +1 int, +1 racial bonus, +1 cloak)
  will: 20  (10 base, +1 half level, +5 wis, +1 racial, +2 class, +1 cloak)

hit points =====================================================================
  max hp ....: 27  (12 base, +10 con, +5 per level)
  bloodied ..: 13  (half hp)
  surge value:  6  (quarter hp)
  surges/day.:  7  (7 base, +0 con mod)

  current hp.: 27
  surges used: 0
  second wind:[ ]

  death saving throw failures:[ ][ ][ ]

  saving throw modifiers:

  resistances:

  current conditions and effects:

action points ==================================================================
  current ap: 1 (base 1, +1 per milestone up to 3ap)

movement =======================================================================
  speed: 5 squares (6 base, -1 armor)

senses =========================================================================
  passive insight...: 21  (10 base, skill +11)
  passive perception: 16  (10 base, skill +6)

basic attacks ==================================================================
  mace, simple melee attack (str vs ac)
    attack: +4  (+1 str.mod, +1 half.level, +2 prof)
    damage: 1d6+1  (1[w] + str.mod)

  lance of faith (wis vs ref)
    attack: +6  (+5 wis.mod, +1 half.level)
    damage: 1d8+5  (1d8 + wis.mod)

  righteous brand (str vs ac)
    attack: +4  (+1 str.mod, +1 half.level, +2 prof)
    damage: 1d6+1  (1[w] + str.mod)

  sacred flame (wis vs ref)
    attack: +6  (+5 wis.mod, +1 half.level)
    damage: 1d6+5  (1d6 + wis.mod)

skills =========================================================================
  acrobatics ..:  -1  (+0 dex/half-level, -1 armor)
  arcana ......:  +7  (+2 int/half-level, +5 training)
  athletics ...:  +1  (+2 str/half-level, -1 armor)
  bluff .......:  +2  (+2 cha/half-level)
  diplomacy ...:  +2  (+2 cha/half-level)
  dungeoneering:  +7  (+6 wis/half-level)
  endurance ...:  +0  (+1 con/half-level, -1 armor)
  heal ........: +11  (+6 wis/half-level, +5 training)
  history .....:  +7  (+2 int/half-level, +5 training)
  insight .....: +11  (+6 wis/half-level, +5 training)
  intimidate ..:  +2  (+2 cha/half-level)
  nature ......:  +6  (+6 wis/half-level)
  perception ..:  +6  (+6 wis/half-level)
  religion ....:  +7  (+2 int/half-level, +5 training)
  stealth .....:  -1  (+0 dex/half-level, -1 armor)
  streetwise ..:  +2  (+2 cha/half-level)
  thievery ....:  -1  (+0 dex/half-level, -1 armor)

race features ==================================================================
  ability score modifiers: +2 wis
  bonus at-will power, bonus feat, bonus skill
  human defense bonus: +1 fort, +1 ref, +1 will

class/path/destiny features ====================================================
  armor proficiencies: cloth, leather, hide, chainmail
  weapon proficiencies: simple melee, simple ranged
  implment: holy symbol
  bonus to defense: +2 will
  class features: channel divinity, healer's lore, healing word
  class features: ritual casting

feats ==========================================================================
  ritual caster =================================================== (class feat)
    Benefit: You can master and perform rituals of your level or lower. See
      Chapter 10 for information on acquiring, mastering, and performing
      rituals. Even though some rituals use the Heal skill or the Nature skill,
      the Arcana skill or the Religion skill is required to understand how to
      perform rituals.
  ------------------------------------------------------------------------------

  channel divinity: raven queen's blessing ====================== (level 1 feat)
    Benefit: You can invoke the power of your deity to use Raven Queen�s
             blessing. (see encounter powers)
  ------------------------------------------------------------------------------

  defense mobility ================================================ (bonus feat)
    Benefit: You gain a +2 bonus to AC against opportunity attacks.
  ------------------------------------------------------------------------------

  improved initiative =========================================== (level 2 feat)
    Benefit: You gain a +4 feat bonus to initiative checks.
  ------------------------------------------------------------------------------

power index ====================================================================

  at-will powers ===========================================

    lance of faith =========================================== (cleric attack 1)
      at-will - divine, implement, radiant
      standard action - ranged 5
      target: one creature
      attack: wisdom vs. reflex
      hit: 1d8 + wisdom modifier radiant damage, and one ally you can see gains
             a +2 power bonus to his or her next attack roll against the target.
      increase damage to 2d8 + wisdom modifier at 21st level.
    ----------------------------------------------------------------------------

    righteous brand ========================================== (cleric attack 1)
      at-will - divine,weapon
      standard action - melee weapon
      target: one creature
      attack: strength vs. ac
      hit: 1[w] + strength modifier damage, and one ally within 5 squares of you
           gains a power bonus to melee attack rolls against the target equal to
           your strength modifier until the end of your next turn.
      increase damage to 2[w] + strength modifier at 21st level.
    ----------------------------------------------------------------------------

    sacred flame ============================================= (cleric attack 1)
      at-will - divine, implement, radiant
      standard action - ranged 5
      target: one creature
      attack: wisdom vs. reflex
      hit: 1d6 + wisdom modifier radiant damage, and one ally you can see
              chooses either to gain temporary hit points equal to your charisma
              modifier + one-half your level or to make a saving throw.
      increase damage to 2d6 + wisdom modifier at 21st level.
    ----------------------------------------------------------------------------

  encounter powers =========================================

    channel divinity: divine fortune ========================== (cleric feature)
      encounter - divine
      free action - personal
      effect: you gain a +1 bonus to your next attack roll or saving throw
              before the end of your next turn.
    ----------------------------------------------------------------------------

    channel divinity: turn undead ============================= (cleric feature)
      encounter - divine, implement, radiant
      standard action - close burst 2 (5 at 11th level, 8 at 21st level)
      target: each undead creature in burst
      attack: wisdom vs. will
      hit: 1d10 + wisdom modifier radiant damage, and you push the target a
            number of squares equal to 3 + your charisma modifier. the target is
            immobilized until the end of your next turn.
      increase damage to 2d10 + wisdom modifier at 5th level, 3d10 + wisdom
             modifier at 11th level, 4d10 + wisdom modifier at 15th level,
             5d10 + wisdom modifier at 21st level, and 6d10 + wisdom modifier at
             25th level.
      miss: half damage, and the target is not pushed or immobilized.
    ----------------------------------------------------------------------------

    healing word ============================================== (cleric feature)
      encounter (special) - divine, healing
      special: you can use this power twice per encounter, but only once per
         round. at 16th level, you can use this power three times per encounter.
      minor action - close burst 5 (10 at 11th level, 15 at 21st level)
      target: you or one ally
      effect: the target can spend a healing surge and regain an additional 1d6
              hit points.
      increase the amount of additional hit points regained to 2d6 at 6th level,
             3d6 at 11th level, 4d6 at 16th level, 5d6 at 21st level, and 6d6 at
             26th level.
    ----------------------------------------------------------------------------

    cause fear =============================================== (cleric attack 1)
      encounter - divine, fear, implement
      standard action - ranged 10
      target: one creature
      attack: wisdom vs. will
      hit: the target moves its speed + your charisma modifier away from you.
            the fleeing target avoids unsafe squares and difficult terrain if it
            can. this movement provokes opportunity attacks.
    ----------------------------------------------------------------------------

    channel divinity: raven queen’s blessing ====================== (feat power)
      encounter - divine, healing
      free action - ranged 10
      trigger: your attack drops an enemy within range to 0 hit points or fewer
      effect: you or an ally within 5 squares of the enemy can spend a healing
              surge.
      special: you must take the raven queen’s blessing feat to use this power.
    ----------------------------------------------------------------------------

  daily powers =============================================

    cascade of light ========================================= (cleric attack 1)
      daily - divine, healing, implement
      standard action - close burst 3
      target: each enemy in burst
      attack: wisdom vs. will
      hit: the target is weakened until the end of its next turn.
      effect: you and all your allies in the burst regain 5 hit points, and your
            healing powers restore +5 hit points until the end of the encounter.
    ----------------------------------------------------------------------------

  utility powers =======================

    bless =================================================== (cleric utility 2)
      daily - divine
      standard action - close burst 20
      targets: you and each ally in burst
      effect: until the end of the encounter, all targets gain a +1 power bonus
              to attack rolls.
    ----------------------------------------------------------------------------

magic item index ===================================================

  cloak of resistance +1 ========================================= ( neck item )
    Item Slot: Neck
    Enhancement: Fortitude, Reflex, and Will
    Power (Daily): Minor Action. Gain resist 5 to all damage until the start of
      your next turn.
  ------------------------------------------------------------------------------

other equipment ================================================================
  chainmail                                                           ( 40 lbs.)
  mace                                                                (  6 lbs.)
  holy symbol                                                         ( 10 lbs.)
  9x torhces                                                          (  9 lbs.)
  standard adventurer's kit                                           ( 33 lbs.)
                                                                      ----------
                                                                      ( 98 lbs.)

rituals ========================================================================
  --

coins and other wealth =========================================================
  29 gold pieces

languages known ================================================================
  common
  dwarven

personality traits =============================================================
  to be entered

mannerisms and appearance ======================================================
  to be entered

character background ===========================================================
  see link

companions and allies ==========================================================
  to be entered

session and campaign notes =====================================================
  to be entered

================================================================================
==========1234567890==========1234567890==========1234567890==========1234567890
================================================================================
based on:
dungeons & dragons fourth edition text-based character sheet by jd
version 1.0                           http://d20.jonnydigital.com/
================================================================================
==========1234567890==========1234567890==========1234567890==========1234567890
================================================================================

link: http://www.well.com/~bcw/prchadzk_edward_grumley_2.txt (last updated 10:24 PM EDT)
picked Bless (utility)
picked Improved Iniative (feat)
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MadMAxJr

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Re: Prchadzk's Dungeon
« Reply #38 on: June 20, 2008, 05:13:35 PM »

Updated char sheet.
Fixed to-hit bonuses (Rogues get an extra +1 on daggers, whee!.  Also HEY MY STATS WORK ON THESE THINGS.  Oy.)
Picked Tumble (Utility)
Picked Blade Opportunist (feat)
Respec - dazing strike -> torturous strike

Code: [Select]
Name: Marc Tavik
Class/Race: Rogue 2/Human

29/29


History:
Son of Thrhzlnm Tavik, who was executed for a particular crime (Ambiguity intentional)

Languages: Common, Abyssal

;--------------------------------------------------------------------------------


STR 13 [+1][+2] Fortitude [B ][AB][CL][FE][EN][MI][MI]
CON 12 [+1][+2]   [ 13]   [11][+1][+0][+0][+0][+1][+0]

DEX 15 [+2][+3]             Reflex    [B ][AB][CL][FE][EN][MI][MI]
INT 11 [+0][+1]               [ 16]   [11][+2][+2][+0][+0][+1][+0]
 
WIS 15 [+2][+3]             Willpower [B ][AB][CL][FE][EN][MI][MI]
CHA 12 [+1][+2]               [ 14]   [11][+2][+0][+0][+0][+1][+0]

Defense   [B ][AB][CL][FE][EN][MI][MI]
  [ 15]   [11][+4][+0][+0][+0][+0][+0]

Movement Type Base Armor Item Misc
Running 06 -- -- --

Max Hit Points Bloodied Surge Value Num Surges Second Wind
29 14 7 7/7 [ ]

        Death Saving Throws: [ ] [ ] [ ]

Attack Attack Bonus Damage Special Effect
Basic Attack +0 -- --
Dagger x5 [7]+3+2+1+1 1d4+2 5/10
Short Sword [5]+3+1+1 1d6+1
Shuriken x25 [6]+3+2+1 1d6+2 6/12



Passive Insight Passive Perception
10 + Skill Bonus 10 + Skill Bonus


Experience 1000 Level 2 Action Points 1

;--------------------------------------------------------------------------------

Skills

Total Base Trained Level Armor Penalty Misc
Acrobatics DEX 9 2 5 1
Arcana INT 1 0 1
Athletics STR 7 1 5 1
Bluff CHA 2 1 1
Diplomacy CHA 2 1 1
Dungeoneering WIS 8 2 5 1
Endurance CON 2 1 1
Heal WIS 3 2 1
History INT 1 0 1
Insight WIS 8 2 5 1
Intimidate CHA 2 1 1
Nature WIS 3 2 1
Perception WIS 10 2 5 1 +2
Stealth DEX 8 2 5 1
Streetwise CHA 2 1 1
Thievery DEX 8 2 5 1

;--------------------------------------------------------------------------------

-- Inherent Abilities (P.117) / Feats
First Strike
Rogue Tatics - Brutal
Rogue Weapon Talent
Sneak Attack 2d6
Blade Opportunist - +2 On opportunity attack w/ blade

Alertness
Backstabber (d8s)

-- At Will Powers
(P.118)
Deft STrike
Piercing STrike
Riposte STrike

-- Encounter Powers
Torturous Strike

-- Daily Powers
Blinding Barrage

-- Utility Exploits
Tumble


;--------------------------------------------------------------------------------

Gear

Leather Armor
Dagger x5
Short Sword
Adventure Kit p222
Shuriken x22/25

40GP
Logged
"The trouble with the world is that the stupid are cocksure and the intelligent are full of doubt." - Bertrand Russell

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Norondor

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Re: Prchadzk's Dungeon
« Reply #39 on: June 20, 2008, 06:27:08 PM »

Grabbed UNSTOPPABLE and Action surge. Heroic tier feats kind of suck!

Code: [Select]
Name Danior
Class/Race Human Fighter

History: A human mercenary who was arrested for murder. Has been given a Glasgow smile at some point in his past. Age is hard to determine since he looks like he has been run over by a carriage at least a couple times. While he’s capable of handling death with good (if dark) humor, the same can’t be said for the rest of life.

;----------------------------------------------------------------------------

STR 16 [+3][+0] Fortitude  [B ][AB][CL][FE][EN][MI][MI]
CON 12 [+1][+0]   [ 18]     [11][+3][+2][+1][+0][+1][+0]

DEX 14 [+2][+0]             Reflex    [B ][AB][CL][FE][EN][MI][MI]
INT 11 [+0][+0]              [ 15]    [11][+2][+0][+1][+0][+1][+0]
 
WIS 16 [+3][+0]             Willpower [B ][AB][CL][FE][EN][MI][MI]
CHA 08 [-1][+0]              [ 16]    [11][+3][+0][+1][+0][+1][+0]

Defense   [B ][AB][CL][FE][EN][MI][MI]
  [ 18]   [11][+0][+0][+0][+0][+0][+0]

Movement Type Base Armor Item Misc
Running 05 -1 -- --

Max Hit Points Bloodied Surge Value Num Surges 2nd Wind
33 / 33 16 8 10 [ ]

        Death Saving Throws: [ ] [ ] [ ]

Attack Attack Bonus Damage Special Effect
Basic Attack +5 1d10 -- Initiative 3


Passive Insight Passive Perception
11 + Skill Bonus 11 + Skill Bonus


Experience 0 Level 2 Action Points 0

;----------------------------------------------------------------------------

Skills

Total Base Trained Armor Penalty Misc
Acrobatics DEX 2 0 NO
Arcana INT 0 0 NO
Athletics STR 8 5 YES
Bluff CHA -1 0 NO
Diplomacy CHA -1 0 NO
Dungeoneering WIS 3 0 NO
Endurance CON 6 5 YES
Heal WIS 8 5 YES
History INT 0 0 NO
Insight WIS 3 0 NO
Intimidate CHA -1 0 NO
Nature WIS 3 0 NO
Perception WIS 3 0 NO
Stealth DEX 1 0 NO
Streetwise CHA 4 5 YES
Thievery DEX 1 0 NO

;----------------------------------------------------------------------------

-- Inherent Abilities / Feats
-BONUS AT-WILL POWER (spent)
-BONUS FEAT (spent)
-BONUS SKILL (spent)
-BONUS DEFENSES
+1 to all saves.
-COMBAT CHALLENGE
When you attack an enemy, you can choose to mark them. Marked targets   suffer a -2 penalty to attack rolls that don’t include you as a target. In addition, whenever a marked target attacks someone besides you or shifts, you can use a basic melee attack against them.
-COMBAT SUPERIORITY
You gain a bonus to attacks of opportunity equal to your WIS bonus. When you hit an enemy with an AoO, they stop moving, if they provoked the attack by moving.
-TWO-HANDED WEAPON TALENT
Gain a +1 bonus to all attack rolls with two-handed weapons.
-WEAPON FOCUS (POLEARMS)
+1 to all attacks made with polearm-class weapons.
-HUMAN PERSEVERANCE
+1 to all saves.
-ACTION SURGE
+3 to attacks when you use an action point.

-- At Will Powers
-REAPING STRIKE
Martial, Weapon; Standard Action, Melee Weapon; TARGET: one creature. STR vs. AC: on hit, 1[W]+ STR damage. On miss, STR damage.
-CLEAVE
Martial, Weapon; Standard Action, Melee Weapon; TARGET: One creature. STR vs. AC: on hit, 1[W]Damage, and adjacent target takes STR damage.

-- Encounter Powers
-STEEL SERPENT STRIKE
Martial, Weapon; Standard Action, Melee Weapon; TARGET: One creature. STR vs. AC: On hit, 2[W] Weapon damage, and target is Slowed and cannot shift position until next turn.

-- Daily Powers
-COMEBACK STRIKE (RELIABLE)
Healing, Martial, Weapon; Standard Action, Melee Weapon; TARGET: one creature. STR vs. AC; On hit, 2[W] Damage, and you can use a Healing Surge.
-UNSTOPPABLE
Healing, Martial
Minor Action, Personal
You gain temporary hit points equal to 2d6+CON.


;----------------------------------------------------------------------------
 
Gear 4G
Scale Armor +7 AC | -1 SPD
Longspear  +2 PROF | 1d10 DMG | Reach
Shortbow +2 PROF | 1d8 DMG | 15/30 RANGE | Load=FREE
30 Arrows
Standard-issue adventuring kit.
Necrotic Attack Ring
(Power (At-will): Immediate Reaction.  When you hit an enemy, you may spend a healing surge.  You do not heal any hit points; instead, add 1d6 necrotic damage to your damage roll.  You may do this more than once per hit.)
Logged
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