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Dungeons & Dragons (4th Edition)» Forums » Play By Forum

Subject: OOC - Storm Tower rss

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Paul Unwin
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This is the Out of Character thread for Storm Tower.

DM: Paul (pdunwin)

Players:
Dino Sword (DiNo29)
Ryan Metzler (slaqr)
Jennifer Fuller (Vapor11)
Nick Jones (themeeplesociety)
Pieter (Flyboy Connor)
Austin Boyle (aussie1987)

Waitlist:
Ed R (edjrjr)
Rich Moore (rcmoore4)
Chun Ping (cpf86)

I will be posting an In Character and Encounter thread soon, but I wanted to at least give us a place to hang out.

Because this is designed as a first-time or first-few-times game for newer players, I am using pregenerated characters. They are:

Dwarf Fighter, Thromgood Stormhammer, played by themeeplesociety.
Halfling Rogue (Vapor 11 interested)
Human Wizard, Alexander O'Connor, played by Flyboy Connor.
Half-elf Cleric, Riclamin Serpenthelm, played by slaqr.
Dragonborn Paladin
Tiefling Warlord, Zanroar Acidhorn, played by DiNo29.

I'll post capsule descriptions of these, but I'm hoping that list will get you thinking.

This is by no means mandatory, but if you're interested you can check out the Quick Start rules available from the Wizards of the Coast website: http://www.wizards.com/dnd/files/QuickStartRules.pdf

The characters are listed in there, but the ones we'll be using have some slight differences. My intention is not that you learn every detail of the rules, or even of the Quick Start rules. I'm hoping to give you an in-game overview of how the game works, so that you never have to actually look at any more rules than you want to.

More to come, but I hope this is a good kick-off. Thanks for your interest.
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  • Last edited Sun May 6, 2012 3:14 am (Total Number of Edits: 7)
  • Posted Wed Jan 25, 2012 6:13 pm
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Austin Boyle
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Re: Storm Tower - OOC
Thank you Paul.
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Pieter
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Re: Storm Tower - OOC
Thanks.

Make sure to subscribe to this thread.
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Ryan Metzler
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Are you pondering what I'm pondering Pinky?
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I think so, Brain, but if we have nothing to fear but fear itself, why does Eleanor Roosevelt wear that spooky mask?
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Re: Storm Tower - OOC
Flyboy Connor wrote:
Thanks.

Make sure to subscribe to this thread.


Subbed
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Jennifer Fuller
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Re: Storm Tower - OOC
Thanks for the link. Spent a little time reading through some of the introductory material as well as the character descriptions. I would be interested in being the Halfling Rogue if possible.
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Dino Sword


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Re: Storm Tower - OOC
Subbed.
Tiefling Warlord seems pretty interesting. ^^
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Paul Unwin
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Re: Storm Tower - OOC
Vapor11 wrote:
Thanks for the link. Spent a little time reading through some of the introductory material as well as the character descriptions. I would be interested in being the Halfling Rogue if possible.
That's certainly possible. There are lots of possibilities, including having more than one player use the same character or drastically reflavoring the characters to suit a player's personal preference.

DiNo29 wrote:
Subbed.
Tiefling Warlord seems pretty interesting. ^^
I think so too.

I'm going to note interest in the top thread.
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Ryan Metzler
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I think so, Brain, but if we have nothing to fear but fear itself, why does Eleanor Roosevelt wear that spooky mask?
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Re: Storm Tower - OOC
I was interested in the Tiefling as well, but I'm not picky! DiNo29 should have it, I'll gladly play a wizard or cleric....or anything for that matter.
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Pieter
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Re: Storm Tower - OOC
I'll take the wizard if nobody else has that preference. I want to be a cranky old man who is playing with fire!
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Paul Unwin
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Re: Storm Tower - OOC
Some brief overviews:

Dwarf: Slow but sturdy.
Halfling: Nimble and hard to hit
Human: Adaptable.
Half-elf: Diplomatic dilettante.
Dragonborn: Strong of body and personality. Breath weapon.
Tiefling: Savvy. Fire resistant and

Fighter: Defends his allies with his weapon talents. Basic man-at-arms.
Rogue: Highly-skilled and very deadly. See also: thief, burglar.
Wizard: Knowledgeable. Good at foiling enemy tactics.
Cleric: Fighting priest. Helps keeps his allies upright.
Paladin: A holy protector that harries enemies with divine vengeance.
Warlord: Like a fighter, but with a focus toward support and tactics.

In the full game, there are more races and classes and you can mix and match. For this session, we'll stick with the combinations listed in the original post. The full game also provides lots of story details about the races and the classes, but as I'm already limiting your options I want to leave the interpretation as much up to you as possible. Let me know if you need ideas for how to think about the character you've picked.

If you're up for it, think about why your character might be an adventurer and why he or she might have allied with the other characters. If nothing else, it's a dangerous world and a good place to have friends. You don't need to be golden hearted, but it's good to be cooperative.

Your characters are relatively seasoned to the adventuring life. They're able to defend themselves and make their way between the civilized points in the world. Most other folk probably don't travel far from home unless absolutely necessary, or in the company of people as capable as you.

My plan is generally to post in the evenings. I'll try to get something to at least one of the threads every day, though not always on the weekends.

Let me know if you have any questions.
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Pieter
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Re: Storm Tower - OOC
So we also have "in-character" thread? Where is it?

And if we get a clash in characters (someone else wants the human wizard), I'll pick the dwarf fighter (make it easy on myself).
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  • Last edited Thu Jan 26, 2012 7:46 am (Total Number of Edits: 2)
  • Posted Thu Jan 26, 2012 7:44 am
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Paul Unwin
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Re: Storm Tower - OOC
I haven't created the IC thread yet. Probably not until next week, at which time I'll post a link to it here.
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Nick Jones
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Re: Storm Tower - OOC
I'd love to be the Dwarf Fighter!
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Paul Unwin
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Re: Storm Tower - OOC
What follows are the summaries of the characters with some brief rules to outline what they can do.

I want to keep in mind that, this being a roleplaying game, the characters can do or at least attempt to do anything you want. What is listed is what they are generally best at when it comes to facing physical dangers on their adventures, but it is not the whole of what they are about. Most of what is unwritten is for you to declare. If you go overboard, I'll rein you in, but it's a fantasy game so you have a lot of freedom.

The character layouts look basically like this:

====== Created Using Wizards of the Coast D&D Character Builder ======
NAME level 1
RACE, CLASS

ABILITY SCORES: The basic make up of your character. Some people use these to inspire how they play the character, but they can also just be allowed to have their basic mechanical effects.
STRength: The basis for brute force attacks and feats of strength.
CONstitution: The basis for one's hit points and general toughness.
DEXterity: Nimbleness, litheness, adroitness, reaction time.
INTelligence: How much you know about what adventurers need to know.
WISdom: Your intuitive sense.
CHArisma: Your social sense and ability to bring your personality to bear.

Armor Class: XX Fortitude: XX Reflex: XX Will: XX
(Your defenses. How hard it is to attack you effectively)
Hit Points: XX Surges: XX Surge Value: X
(Your staying power and resiliency)

Initiative (How quickly you react to situations.)

TRAINED SKILLS
(You have a handfull of adventuring skills you're very good at)

UNTRAINED SKILLS
(The rest of the skills you might be good at if you are naturally inclined, but one of your allies will generally be better.)

(Note: The skills cover things adventurers need. If you'd like to say you character is skilled at something not listed, we can talk about it.)

Racial abilities: Distinctive features of your race.
Language: Common and sometimes another.

POWERS (Your direct means of offense and defense. These always work, but you can attempt other maneuvers if you think of them.)
Basic Attack: Melee Basic Attack
Basic Attack: Ranged Basic Attack
Action Point (An extra action when you need it.)
Second Wind (Healing and a boost to your defenses, once per fight.)
(Everyone has these.)

Racial Power (Your race gives you a power that you can use about once per fight, or once every few minutes.)

At-Will Powers (You'll have 2 to 4 of these, which you can use every time its your turn.)

Encounter Powers (You'll have at least one of these which, like your racial power, you can use about once per fight, or once every few minutes.)

Daily Powers (You'll have one of these which, for whatever reason makes sense to you, you can only use once per day.)

FEATS
An extra character choice or two that makes your character distinctive.

ITEMS
What you carry on your person. Everyone has an adventurers pack, which includes food, water, camping basics, rope, and whatever other minor items you think would make sense.
====== End ======
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Paul Unwin
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Dwarf Fighter
====== Created Using Wizards of the Coast D&D Character Builder ======
Name: Thromgood Stormhammer
Player: themeeplesociety
Level 1
Dwarf, Fighter

ABILITY SCORES
STR 16
CON 16
DEX 13
INT 10
WIS 14
CHA 11

AC: 17 Fort: 15 Ref: 11 Will: 12
HP: 31 Surges: 12 Surge Value: 7

Initiative: +1
Speed: 5 squares

TRAINED SKILLS
Athletics +8, Endurance +10, Intimidate +5

UNTRAINED SKILLS
Acrobatics +1, Arcana +0, Bluff +0, Diplomacy +0, Dungeoneering +4, Heal +2, History +0, Insight +2, Nature +2, Perception +2, Religion +0, Stealth +1, Streetwise +0, Thievery +1

Racial Abilities:
Cast-Iron Stomach: Shrug off the effects of toxins more quickly.
Encumbered Speed: You're slow, but no amount of weight will slow you further.
Stand Your Ground: You can resist being pushed or knocked down

Class Abilities:
Combat Superiority: Keep your enemies close.

POWERS (ATTACK vs. DEFENSE, DAMAGE)
Melee Basic Attack: Maul (+6 vs. AC, 2d6+3)
Ranged Basic Attack: Dagger (+4 vs. AC, 1d4+1)
Action Point
Second Wind
Dwarf Racial Power: Dwarven Resilience: Make use of your Second Wind more effectively than non-dwarves
Fighter At-Will: Combat Challenge: Enemies you have attacked are penalized for not focusing on you.
Fighter At-Will: Cleave: Affect a second near-by enemy when you affect one with this attack. (+6 vs. AC, 2d6+3)
Fighter At-Will: Reaping Strike: If this attack always has some effect on the target. (+6 vs. AC, 2d6+3)
Fighter Encounter: Spinning Sweep: This attack knocks an enemy to the ground. (+6 vs. AC, 2d6+3)
Fighter Daily: Brute Strike: A massive attack that you can attempt until it works. (+3 vs. AC, 6d6+3)

FEATS
Level 1: Power Attack: Take a penalty to your attack for a bonus to your damage.

ITEMS
Adventurer's Kit
Maul: Your standard-issue big hammer.
Dagger
Scale Armor
====== End ======
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  • Last edited Wed Mar 28, 2012 6:02 am (Total Number of Edits: 3)
  • Posted Mon Jan 30, 2012 6:58 am
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Halfling Rogue
====== Created Using Wizards of the Coast D&D Character Builder ======
Name: Xyrlynn Brekahn
Player: Vapor 11
Level 1
Halfling, Rogue

ABILITY SCORES
STR 12
CON 13
DEX 18
INT 11
WIS 10
CHA 16

AC: 16 Fort: 11 Ref: 16 Will: 13
HP: 25 Surges: 7 Surge Value: 6

Initiative: +4
Speed: 6 squares

TRAINED SKILLS
Acrobatics +11, Bluff +8, Insight +5, Perception +5, Stealth +9, Thievery +11

UNTRAINED SKILLS
Arcana +0, Athletics +1, Diplomacy +3, Dungeoneering +0, Endurance +1, Heal +0, History +0, Intimidate +3, Nature +0, Religion +0, Streetwise +3

Racial Abilities:
Small: About 2/3 human size, despite the name.
Bold: You're never frightened long.
Nimble Reaction: You can move and attack with some impunity.

Class Abilities:
Artful Dodger: Even more nimble than most halflings.
First Strike: You make the most of off-guard enemies.
Sneak Attack: If you have the advantage on an enemy, you can cause it a lot of trouble. (+2d8 damage)

POWERS (ATTACK vs. DEFENSE, DAMAGE)
Melee Basic Attack: Dagger (+5 vs. AC, 1d4+1)
Ranged Basic Attack: Dagger (+8 vs. AC, 1d4+4)
Action Point
Second Wind
Halfling Racial Power: Second Chance: They could have sworn they hit you.
Rogue At-Will: Deft Strike: You can make a quick movement before this attack. (+8 vs. AC, 1d4+4)
Rogue At-Will: Sly Flourish: A little extra bluff makes this attack more effective. (+8 vs. AC, 1d4+7)
Rogue Encounter: Positioning Strike: You maneuver the enemy where you want it. (+8 vs. Will, 1d4+4)
Rogue Daily: Trick Strike: Every hit after this attack drives the enemy where it suits you. (+8 vs. AC, 3d4+4)

FEATS
Level 1: Backstabber: You're even more lethal when you get the drop.

ITEMS
Dagger x10: For throwing or stabbing.
Leather Armor
Adventurer's Kit
Thieves' Tools: For dealing with traps or locks.
====== End ======
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  • Last edited Wed Mar 28, 2012 5:58 am (Total Number of Edits: 3)
  • Posted Mon Jan 30, 2012 7:12 am
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Human Wizard
====== Created Using Wizards of the Coast D&D Character Builder ======
Name: Alexander O'Connor
Player: Flyboy Connor
Level 1
Human, Wizard

ABILITY SCORES
STR 11
CON 13
DEX 14
INT 18
WIS 12
CHA 10

AC: 14 Fort: 12 Ref: 15 Will: 14
HP: 23 Surges: 7 Surge Value: 5

Initiative: +6
Speed: 6 squares

TRAINED SKILLS
Arcana +9, Dungeoneering +6, History +9, Nature +6, Religion +9

UNTRAINED SKILLS
Acrobatics +2, Athletics +0, Bluff +0, Diplomacy +0, Endurance +1, Heal +1, Insight +1, Intimidate +0, Perception +1, Stealth +2, Streetwise +0, Thievery +2

Racial Abilities:
Human Defense Bonus: Better Fortitude, Reflex, and Will (factored in)
Bonus Trained Skill (factored in)
Bonus Power (factored in)
Bonus Feat (factored in)

Class Abilities:
Arcane Implement Mastery: Skill with wands. See Powers below.
Cantrips: Minor magic spells.
Ritual Casting: Major magic that takes time to execute.
Spellbook: You just know more that most adventurers, and you're flexible.

POWERS (ATTACK vs. DEFENSE, DAMAGE)
Melee Basic Attack: Staff (+2 vs. AC, 1d8)
Basic Attack: Ranged Basic Attack (superseded by Magic Missile)
Action Point
Second Wind
Wand of Accuracy Power: Wand of Accuracy: Pull off an impressive shot once per fight.
Wizard Utility: Ghost Sound: Create minor sounds and ventriloquisms.
Wizard Utility: Light: A dim but useful glow when you need it.
Wizard Utility: Mage Hand: Lift and move small objects at a distance.
Wizard Utility: Prestidigitation: Every other minor, inoffensive magical effect. Use your imagination.
Wizard At-Will: Scorching Burst: A minor fireball. (+4 vs. Reflex, 1d6+4)
Wizard At-Will: Magic Missile: A small effect, but it never misses. (no attack roll, 6 damage)
Wizard At-Will: Ray of Frost: A beam of cold that hinders a target. (+4 vs. Fortitude, 1d6+4)
Wizard Encounter: Burning Hands: A fan of fire that can't be entirely avoided. (+4 vs. Reflex, 2d6+4)
Wizard Daily: Acid Arrow: An inescapable caustic attack that splashes those around the target. (+4 vs. Reflex, 2d8+4)
Wizard Daily: Sleep: The targets falter and some drift off to sleep. (+4 vs. Will, no damage)
(Note: Choose which Daily you will be able to cast on a given day)

FEATS
Level 1: Action Surge: You get a boost of accuracy with your action point.
Level 1: Ritual Caster: The ability to weave major magic.
Level 1: Improved Initiative: Improved reaction time.

ITEMS
Staff Implement
Adventurer's Kit
Cloth Armor (Basic Clothing)
Wand Implement
Spellbook with the following rituals:
Magic Mouth: Leave a spoken message on a surface.
Tenser's Floating Disk: A load-bearing floating surface.
Silence: Dampen sound in an area.
60 gold pieces worth of ritual components.
====== End ======
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  • Last edited Wed Mar 28, 2012 5:55 am (Total Number of Edits: 3)
  • Posted Mon Jan 30, 2012 7:33 am
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Re: Storm Tower - OOC
====== Created Using Wizards of the Coast D&D Character Builder ======
Name: Zanroar Acidhorn
Player: DiNo29
Level 1
Tiefling, Warlord

ABILITY SCORES
STR 16
CON 12
DEX 10
INT 18
WIS 10
CHA 12

AC: 18 Fort: 14 Ref: 15 Will: 12
HP: 24 Surges: 8 Surge Value: 6

Initiative: +2
Speed: 6 squares

TRAINED SKILLS
Athletics +7, Diplomacy +6, History +9, Intimidate +6

UNTRAINED SKILLS
Acrobatics –1, Arcana +4, Bluff +3, Dungeoneering +0, Endurance +0, Heal +0, Insight +0, Nature +0, Perception +0, Religion +4, Stealth +1, Streetwise +1, Thievery –1

Racial Abilities:
Bloodhunt: You instinctively home in on tired and wounded foes.
Fire Resistance: Part of your infernal heritage.

Class Abilities:
Combat Leader: Improve the reactions of your nearby allies.
Tactical Presence: When your ally spends an action point, you improve the attack.

POWERS (ATTACK vs. DEFENSE, DAMAGE)
Melee Basic Attack: Longsword (+6 vs. AC, 1d8+3)
Ranged Basic Attack: Crossbow (+2 vs. AC, 1d8)
Action Point
Second Wind
Tiefling Racial Power: Infernal Wrath: A dose of fire upon one who has wronged you. (1d6+4)
Warlord Feature: Inspiring Word: You encourage and restore your allies.
Warlord At-Will: Viper's Strike: Help pin the enemy down. (+6 vs. AC, 1d8+3)
Warlord At-Will: Wolf Pack Tactics: Your ally can circle as you attack. (+6 vs. AC, 1d8+3)
Warlord Encounter: Leaf on the Wind: Swap and allied and enemy position. (+6 vs. AC, 2d8+3)
Warlord Daily: Lead the Attack: You inspire accuracy with your massive attack. (+6 vs. AC, 3d8+3)

FEATS
Level 1: Tactical Assault: When you improve the accuracy of an action point attack, you also improve its damage.

ITEMS
Hide Armor: Sturdier than leather.
Light Shield
Longsword
Crossbow
Crossbow Bolts x 20
Adventurer's Kit
====== End ======
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  • Last edited Wed Mar 28, 2012 5:48 am (Total Number of Edits: 2)
  • Posted Mon Jan 30, 2012 7:51 am
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Paul Unwin
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Re: Storm Tower - OOC
Okay, I hope I haven't confused things too much. I'll put up the other two characters later, probably tomorrow night.

I'm planning to take care of the bulk of the details, at least at first, leaving you free to have some fun getting used to the characters. However, if you want any specifics, I'm happy to provide them. Most of the details are in the Quick Start Rules. A few things, like Magic Missile and Infernal Wrath are a bit different in that listing, but most everything else is the same.

I'm planning to put up the In Character thread in the next day or so.
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Re: Storm Tower - OOC
I see that we actually do have an interest expressed for the five players. I'll put up the details on the cleric tonight, and I hope to put up the IC thread as well.

It's easiest if your characters know each other at least a little, or have some other reason to cooperate. I'm also interested in backstory, if you have a paragraph or two you'd like to float, but it's not necessary.
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Pieter
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Re: Storm Tower - OOC
I'll write something tomorrow (it's pretty late here). In this thread?
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  • Last edited Mon Jan 30, 2012 11:32 pm (Total Number of Edits: 1)
  • Posted Mon Jan 30, 2012 11:32 pm
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Re: Storm Tower - OOC
Flyboy Connor wrote:
I'll write something tomorrow (it's pretty late here). In this thread?
Yes. We can move it over later, if we want.
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Ok, the IC thread is up: http://boardgamegeek.com/article/8373404#8373404

I changed the name of this thread so I can tell at a glance which one I'm in. I hope that didn't mess up any bookmarks or anything anyone was using.

I have some links in the IC thread. I know HTML, but couldn't get the links to hide neatly behind words using the markup language this site uses. If anyone knows it, I'd appreciate a pointer. For all I know, that feature has been disabled to keep people from clicking on malicious links.

I'll get the cleric's info posted tonight. Please let me know if you have questions or concerns.
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====== Created Using Wizards of the Coast D&D Character Builder ======
Name: Riclamin Serpenthelm
Player: slaqr
Level 1
Half-Elf, Cleric

ABILITY SCORES
STR 13
CON 14
DEX 11
INT 10
WIS 16
CHA 16

AC: 16 Fort: 12 Ref: 10 Will: 15
HP: 26 Surges: 9 Surge Value: 6

Initiative: +0
Speed: 5 squares

TRAINED SKILLS
Arcana +5, Heal +8, History +5, Religion +5

UNTRAINED SKILLS
Acrobatics –1, Athletics +0, Bluff +3, Diplomacy +5, Dungeoneering +3, Endurance +1, Insight +5, Intimidate +3, Nature +3, Perception +3, Stealth –1, Streetwise +3, Thievery –1

Racial Abilities:
Dilettante: You possess a talent outside your chosen class. (See below.)
Dual Heritage: You are both an elf and a human for most purposes.
Group Diplomacy: Your very presence fosters civility.

Class Abilities:
Healer's Lore: You excel at keeping your allies hale and hearty.
Ritual Casting: Major magic that takes time to execute.

POWERS (BONUS vs DEFENSE, DAMAGE)
Melee Basic Attack: Mace (+3 vs. AC, 1d8+2)
Ranged Basic Attack: Crossbow (+2 vs. AC, 1d8)
Action Point
Second Wind
Cleric Feature: Channel Divinity: Divine Fortune: Your faith sees you through.
Cleric Feature: Channel Divinity: Turn Undead: The unholy are driven from you. (+3 vs Will, 1d10+3)
(You may use one Channel Divinity power once per fight or every few minutes)
Cleric Utility: Healing Word: You call down a restorative blessing.
Dilettante: Paladin Encounter: Bolstering Strike: The act of attacking encourages you. (+5 vs. AC, 1d8+4)
Cleric At-Will: Lance of Faith: A holy ray guide's your ally's attack. (+3 vs. Reflex, 1d8+3)
Cleric At-Will: Sacred Flame: A divine fire that inspires your ally. (+3 vs. Reflex, 1d6+3)
Cleric Encounter: Healing Strike: As your weapon falls, an ally resurges. (+3 vs. AC, 2d8+2)
Cleric Daily: Beacon of Hope: An enemy is weakened, and your party is empowered. (+3 vs. Will, no damage)

FEATS
Level 1: Ritual Caster: The ability to weave major magic.
Level 1: Human Perseverance: You have the resilience of your human forebears.

ITEMS
Holy Symbol of Bahamut
Crossbow
Adventurer's Kit
Crossbow Bolts x 20
Chainmail
Mace
Ritual Book with the following rituals:
Comprehend Language: Understand one language for a day.
Gentle Repose: Preserve a corpse.
====== End ======
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  • Last edited Wed Mar 28, 2012 5:44 am (Total Number of Edits: 2)
  • Posted Tue Jan 31, 2012 8:15 am
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Paul Unwin
United States
Seattle
Washington
Avatar
mbmb
As a reminder, the character choices aren't set in stone, I'm just going by the wishes and preferences set earlier. The paladin is still an option and we can even double up characters.
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