Would you prefer I make a Paladin who is all about JUSTICE, or a wizard who shouts often and is a bit of a jerk to everyone?
Figured I should run my ideas by the DM first
Boreale I don't care what you make, I'm only going to dictate what people make if we somehow end up with four mages. I don't care what you do personality wise as long as you don't try to do something game breaking. Also everyone should just post all their info in this topic when it is done so we can make sure everything is going to work before we start.
= 0 [strength] + 2 [jack of all trades] -1 [armor]
Bluff:
+4
= 2 [charisma] + 2 [jack of all trades]
Diplomacy:
+6
= 2 [charisma] + 2 [Unicorn] + 2 [jack of all trades]
Dungeoneering:
+5
= 3 [wisdom] + 2 [jack of all trades]
Endurance:
+1
= 0 [constitution] + 2 [jack of all trades] -1 [armor]
Heal:
+8
= 3 [wisdom] +5 [class training]
History:
+7
= 2 [intelligence] +5 [class training]
Insight:
+5
= 3 [wisdom] + 2 [jack of all trades]
Intimidate:
+4
= 2 [charisma] + 2 [jack of all trades]
Nature:
+5
= 3 [wisdom] + 2 [jack of all trades]
Perception:
+5
= 3 [wisdom] + 2 [jack of all trades]
Religion:
+7
= 2 [intelligence] +5 [class training]
Stealth:
+0
= -1 [dexterity] + 2 [jack of all trades] -1 [armor]
Streetwise:
+4
= 2 [charisma] + 2 [jack of all trades]
Thievery:
+0
= -1 [dexterity] + 2 [jack of all trades] -1 [armor]
Feats:
Jack of all Trades- +2 feat bonus to all untrained skill checks Unicorn Magic- +2 racial bonus on caster level checks to overcome spell resistance Non-Dexterous- Unicorns can only grasp (mouth) one item at a time. Two-handed weapons may be used but suffer from -2 attack. Unicorns also suffer -10 on all checks that require fingers.
At-Will:
Melee Basic Attack: By weapon, damage 1[W] [standard action]
Ranged Basic Attack: By weapon, damage 1[W]-1 [dexterity penalty] [standard action]
Bull Rush: +0 [base strength attack] vs fortitude [standard action]
Grab: +0 [base strength attack] vs reflex [standard action]
Move grabbed target: +0 [base strength attack] vs fortitude [standard action]
Escape: +0 [acrobatics] vs reflex / +1 [athletics] vs fortitude [move action]
Lance of Faith [Level 1]
Sacred Flame [Level 1] Gore [Unicorn Natural Attack] Magic Hand [Unicorn Ability] Prestidigitation [Unicorn Ability]
Other Standard Actions:
Administer a potion; Aid another [revised: skill check vs. 10+level/2, success helps +2, failure hurts -1]; Charge [+1 to basic melee attack or bull rush]; Coup de grace; Equip / stow shield; Ready an action; Total defense; Sustain standard action; Some skills during combat (i.e., Acrobatics -- fast escape; Bluff, Heal -- first aid (use second wind DC10, stabilize the dying DC15, grant a saving throw DC15), Intimidate, Thievery depending on circumstances);
Other Move Actions:
Crawl; Run [speed 7]; Stand up; Shift; Squeeze; Walk; may include some skills during combat (i.e., Acrobatics, Athletics); half of a Double Move (if taken in place of a standard action)
Other Minor Actions:
Draw / sheathe weapon; Drink a potion; Drop prone; Load a crossbow; Open / close a door; Pick up an item; Retrieve / stow an item; Perception -- active (as per revision), Sustain minor action; Some skills during combat (i.e., Insight)
Second Wind
Spend an Action Point [free action, not in surprise round]
Channel Divinity
Divine Fortune [free action]
Healer's Mercy [DP]
Healing Word [minor action, 2x/encounter, maximum 1x/round]
Cause Fear [Level 1]
Divine Glow [Level 1]
This isn't the real campaign anyway, it's a test to make sure we can actually make this work.
This is going to be like a day or two at most and then there will be a total reboot with actual 4e content if we can get it going.
Flavio doesn't decide shit, I do.
I'm still trying to figure out which program would be best and trying to get a bunch of .pngs and shit ready so this will actually work.
what is 4e DnD? nvm... 4th edition
Figured I should run my ideas by the DM first
Dwemer, babe
Also everyone should just post all their info in this topic when it is done so we can make sure everything is going to work before we start.
Lawful Good Dragonborn Paladin of Bahamut
6'7", 250 pounds. Reddish-brown scales, more red than brown
18 STR, +6 (Racial Attribute Bonus)
15 CON, +2
13 DEX, +1
12 INT, +1
15 WIS, +2
15 CHA, +2
30 HP, 20 AC
12 Healing Surges a day
Dragonbreath: Fire damage, uses strength
Feat: Astral Fire
Languages: Common, Draconic
Speed: 5 (6-1)
13 Fort, 12 Ref, 15 Will
Trained Skills: Endurance, Insight, Intimidate, Religion
Powers: Holy Strike, Bolstering Strike, Radiant Smite (Encounter), On Pain of Death (Daily)
Equipment: Longsword (1d8), Standard Adventurer's Kit, Scale Armor, Light Shield, Tent
10 GP
Chaotic Neutral Elvish Rogue
5'10 130 pounds Tanned Skin, Green hair the color of forest leaves, smells of fresh grass clippings
STR 7 (-2)
CON 10
DEX 19 (+4)
INT 17 (+3)
WIS 12 (+1)
CHA 13 (+1)
HP 22 AC 16
6 Healing Surges
Speed: 7
Languages: Elven, Common
Dagger: +1 vs AC damage 1[W]=1d4-2 [strength penalty] 1 lb (Light blade); usable off-hand; light throwable
Short sword: +1 vs ACdamage 1[W]=1d6-2 [strength penalty] 2 lb (Light blade) Usable Off-hand
Shortbow: +6 vs AC damage 1[W]=1d8+4 [dexterity bonus] range 15/30 2 lb (Bow) Load free, small
Sly Flourish +4w [base dexterity attack] vs AC
Acrobatic Strike +4w [base dexterity attack] vs AC
Dazing Strike +4w [base dexterity attack] vs AC
Blinding Barrage +4w [base dexterity attack] vs AC
Acrobatics: +12 = 4 [dexterity] +5 [class training] + 3 [skill focus]
Arcana: +3 = 3 [intelligence]
Athletics: +3 = -2 [strength] +5 [class training]
Bluff: +6 = 1 [charisma] +5 [class training]
Diplomacy: +1 = 1 [charisma]
Dungeoneering: +1 = 1 [wisdom]
Endurance: +0 = 0 [constitution]
Heal: +1 = 1 [wisdom]
History: +3 = 3 [intelligence]
Insight: +1 = 1 [wisdom]
Intimidate: +1 = 1 [charisma]
Nature: +3 = 1 [wisdom] + 2 [Elf]
Perception: +3 = 1 [wisdom] + 2 [Elf]
Religion: +3 = 3 [intelligence]
Stealth: +9 = 4 [dexterity] +5 [class training]
Streetwise: +6 = 1 [charisma] +5 [class training]
Thievery: +9 = 4 [dexterity] +5 [class training]
Feats:
Skill Focus -- Acrobatics
At-Will:
Melee Basic Attack: By weapon, damage 1[W]-2 [strength penalty] [standard action]
Ranged Basic Attack: By weapon, damage 1[W]+4 [dexterity bonus] [standard action]
Bull Rush: -2 [base strength attack] vs fortitude [standard action]
Grab: -2 [base strength attack] vs reflex [standard action]
Move grabbed target: -2 [base strength attack] vs fortitude [standard action]
Escape: +12 [acrobatics] vs reflex / +3 [athletics] vs fortitude [move action]
Sly Flourish [Level 1]
Acrobatic Strike [MP2; Level 1]
Equipment: Adventures Kit, Leather Armor, Short Sword, Dagger, Shortbow, 1 Arrow Quiver (30 Arrows), Standard thiefs tools, Standard disguise kit,
Tootsie Flute
Female Unicorn Cleric
Level 1
Good
Maximum Hit Points: 22
Bloodied: 11
Surge Value: 5
Surges / Day: 7
Size: Medium
Speed: 5 squares [includes armor penalty]
Vision: Normal
Armor: Chainmail +1 (40 lb)
Shield: None
Attacks:
Heavy Load:
Maximum Drag Load
200 lb.
500 lb.
Rituals Known:
Skills:
Feats:
At-Will:
Melee Basic Attack: By weapon, damage 1[W] [standard action]
Ranged Basic Attack: By weapon, damage 1[W]-1 [dexterity penalty] [standard action]
Bull Rush: +0 [base strength attack] vs fortitude [standard action]
Grab: +0 [base strength attack] vs reflex [standard action]
Move grabbed target: +0 [base strength attack] vs fortitude [standard action]
Escape: +0 [acrobatics] vs reflex / +1 [athletics] vs fortitude [move action]
Lance of Faith [Level 1]
Sacred Flame [Level 1] Gore [Unicorn Natural Attack] Magic Hand [Unicorn Ability] Prestidigitation [Unicorn Ability]
Encounter Powers:
Second Wind
Spend an Action Point [free action, not in surprise round]
Channel Divinity
Divine Fortune [free action]
Healer's Mercy [DP]
Healing Word [minor action, 2x/encounter, maximum 1x/round]
Cause Fear [Level 1]
Divine Glow [Level 1]
Daily Powers:
Beacon of Hope [Level 1]
Locate Object [Unicorn]
Summon Item [Unicorn]
Cleric
2 lb
5 lb
2 lb
1 lb
10 lb
10 lb
2 lb
4 lb
1 lb
3 lb
Backpack
Bedroll
Bottle
Bucket
Flint and steel
Pouch (belt) x1
Rations (1 day) x10
Rope (50', hempen) x1
Sunrods x2
Waterskins x1
Holy symbol (silver)
Ritual book x1
Ritual components
And we might start today because 3 people is enough.
This is going to be like a day or two at most and then there will be a total reboot with actual 4e content if we can get it going.
I don't know.
If Pops wants otherwise then do that, but we need a time for this.
I'm still trying to figure out which program would be best and trying to get a bunch of .pngs and shit ready so this will actually work.