|
Paul Unwin
United States Seattle Washington
-
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.
-
Austin Boyle
United States Indiana Pennsylvania
-
Re: Storm Tower - OOC
Thank you Paul.
-
Pieter
Netherlands Maastricht
-
Re: Storm Tower - OOC
Thanks.
Make sure to subscribe to this thread.
-
Ryan Metzler
United States Kenosha Wisconsin
Are you pondering what I'm pondering Pinky?
I think so, Brain, but if we have nothing to fear but fear itself, why does Eleanor Roosevelt wear that spooky mask?
-
Re: Storm Tower - OOC
Flyboy Connor wrote: Thanks.
Make sure to subscribe to this thread.
Subbed
-
Jennifer Fuller
United States Argyle TWP Maine
-
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.
-
-
Re: Storm Tower - OOC
Subbed. Tiefling Warlord seems pretty interesting. ^^
-
Paul Unwin
United States Seattle Washington
-
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.
-
Ryan Metzler
United States Kenosha Wisconsin
Are you pondering what I'm pondering Pinky?
I think so, Brain, but if we have nothing to fear but fear itself, why does Eleanor Roosevelt wear that spooky mask?
-
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.
-
Pieter
Netherlands Maastricht
-
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!
-
Paul Unwin
United States Seattle Washington
-
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.
-
Pieter
Netherlands Maastricht
-
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).
-
Paul Unwin
United States Seattle Washington
-
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.
-
Nick Jones
United States edmond Oklahoma
-
Re: Storm Tower - OOC
I'd love to be the Dwarf Fighter!
-
Paul Unwin
United States Seattle Washington
-
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 ======
-
Paul Unwin
United States Seattle Washington
-
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 ======
-
Paul Unwin
United States Seattle Washington
-
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 ======
-
Paul Unwin
United States Seattle Washington
-
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 ======
-
Paul Unwin
United States Seattle Washington
-
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 ======
-
Paul Unwin
United States Seattle Washington
-
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.
-
Paul Unwin
United States Seattle Washington
-
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.
-
Pieter
Netherlands Maastricht
-
Re: Storm Tower - OOC
I'll write something tomorrow (it's pretty late here). In this thread?
-
Paul Unwin
United States Seattle Washington
-
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.
-
Paul Unwin
United States Seattle Washington
-
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.
-
Paul Unwin
United States Seattle Washington
-
====== 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 ======
-
Paul Unwin
United States Seattle Washington
-
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.
-
|
|
|