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[OOC - 4E DnD] Sorrow of the Heavens

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    AegeriAegeri Tiny wee bacteriums Plateau of LengRegistered User regular
    edited October 2008
    This is all pretty good stuff guys. I'm reading through and making some notes etc.

    I'll have to read some of the novels about the Simbul and such, though as far as I know she may be dead from the spellplague noting that not all chosen were in fact killed.

    REG: You'll probably want to know that Thay is actually a giant land of gibbering undead monsters these days. Szass Tam almost succeeded in making himself a God but just managed to turn everyone in Thay into undead monstrosities. The Red Wizards themselves got devastated by the spellplague and were then butchered en masse when people realised they were now defenseless. The term "Red Wizard" is less associated with an evil group of wizards who have machinations to take over the world and more with a group of largely mercantile wizards around the Sea of Fallen stars.

    Though having something against Thay and the nutter Szass Tam would certainly be workable and generally disliking Red Wizards would not be a long stretch (perhaps they are secretly evil?).

    Aegeri on
    The Roleplayer's Guild: My blog for roleplaying games, advice and adventuring.
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    REG RyskREG Rysk Lord Rageface Rageington The Exploding ManRegistered User regular
    edited October 2008
    Hmm, must be reading the wrong guide or something. If that's the case I'll possibly have to relook at some stuff.

    I did know that it was a virtual land of the dead though...dunno, maybe I've become illiterate.

    REG Rysk on
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    AegeriAegeri Tiny wee bacteriums Plateau of LengRegistered User regular
    edited October 2008
    REG Rysk wrote: »
    Hmm, must be reading the wrong guide or something. If that's the case I'll possibly have to relook at some stuff.

    I did know that it was a virtual land of the dead though...dunno, maybe I've become illiterate.

    It's covered in the box in the Forgotten Realms Campaign Guide. Thayan Wizards are still called Red Wizards, but there is also a mercantile group who also call themselves that, but they aren't strictly related to the Thayans and are largely around the Sea of Fallen Stars. I'm not sure if the FRPG says anything different.

    Aegeri on
    The Roleplayer's Guild: My blog for roleplaying games, advice and adventuring.
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    MorninglordMorninglord I'm tired of being Batman, so today I'll be Owl.Registered User regular
    edited October 2008
    YesNoMu wrote: »
    Does he sound like the kind of close minded character who would badmouth spirits? Because I was trying to portray him as a non typical stick in the mud paladin. I read the backstory. I think he'd be fine with you, to be honest. Maybe he'd ask a few questions, but he'd definitely listen to your explanation.
    Oh, I'm sure you'll be reasonable. Armisael just has a bit of a chip on his shoulder.

    That works though. Character specialises in diplomacy, which with his personality type would result in a naturaly diplomatic stance to, well, everybody, right up to the point where it becomes clear it is combat time.

    When he burns things.

    So there's plenty of room for snide comments on your part if you want.

    I like this guy.

    Morninglord on
    (PSN: Morninglord) (Steam: Morninglord) (WiiU: Morninglord22) I like to record and toss up a lot of random gaming videos here.
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    AegeriAegeri Tiny wee bacteriums Plateau of LengRegistered User regular
    edited October 2008
    After some poking, I'm changing a couple of decisions from the original thread.

    The double sword I'm not sure about at the moment. I'm tempted to say it counts either as a heavy or light blade (but still has the AC bonus). This avoids certain ridiculously stacking of stacking doom, particularly in relation to the brutal scoundrel combined with heavy blade opportunist build I've seen around. Not that this actually matters as there isn't a rogue, but you know.

    The ritualists ring is available, but it does not affect item creation rituals and multiple rings never stack. You also cannot stack a ritualists ring and Elven High Mage. This has come from a loooong discussion with a friend of mine and should work to minimise the late game negative engine economy (basically, rituals drain your money and you don't really have any way of making money on top of things, so it becomes too much of an unfair choice on players at late paragon/epic tier to use rituals over buying more magical items). No item, class feature or power will affect magic item ritual costs in fact. However, I do want to allow items and class features that affect the price of regular rituals.

    Veterans armour is level 4 armour (not level 2) with the modification that the daily power you get back must be used by the end of the encounter or it is lost. This is really just to increase the cost of the item. Carrying around multiple suits of veterans armour will earn you my unholy wrath.

    Tacticians armour is hide, chain, scale and plate. Although the intent of the armour is probably to boost a tactical warlord who doesn't have a high intelligence, I just feel the item is too underpowered as it is to leave as it is. Feedback would be appreciated on this, I feel making it hide as well will give a tactical warlord a nice boost and maybe make it accessible for other characters who would want it.

    Edit: Feedback in general actually, I don't want to outright ban things from the books if possible. Writing errata on everything is equally as annoying for everyone involved though.

    Aegeri on
    The Roleplayer's Guild: My blog for roleplaying games, advice and adventuring.
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    ArasakiArasaki Registered User regular
    edited October 2008
    I'm probably going with a Firesoul Gensai Sword-Mage if nobody has any objections. I'll be building it for offense but I can go with a striker if people think that it would fit a lot better.

    Arasaki on
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    AegeriAegeri Tiny wee bacteriums Plateau of LengRegistered User regular
    edited October 2008
    YesNoMu, I would suggest you get skill training in perception if you weren't planning to already. You're the only character who can train in it and it's kind of useful to have around :D

    Aegeri on
    The Roleplayer's Guild: My blog for roleplaying games, advice and adventuring.
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    TerrendosTerrendos Decorative Monocle Registered User regular
    edited October 2008
    Arasaki, if you want to be a Sword Mage I can change to Warlock. That way we'll have 2.5 Defenders, 1.5 Strikers, a Leader, and a Controller.

    Terrendos on
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    ArasakiArasaki Registered User regular
    edited October 2008
    I'm happy to try something else if a striker will help balance the group that much better. I was planning on building the swordmage for pure damage though, but I doubt it will really hold up next to a rogue or hunter.

    Arasaki on
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    AegeriAegeri Tiny wee bacteriums Plateau of LengRegistered User regular
    edited October 2008
    A striker is a good option at the moment and this leaves the party still balanced as I would like, with 2 defenders, a leader (Warlord, Kilroy), 2 strikers and a controller (you only really need a single controller IMO). Paladins can do a bit of healing when requires, so there shouldn't be any problems with running out of healing too quickly, especially augmented with second winds and the odd potion here and there.

    Aegeri on
    The Roleplayer's Guild: My blog for roleplaying games, advice and adventuring.
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    TerrendosTerrendos Decorative Monocle Registered User regular
    edited October 2008
    Arasaki wrote: »
    I'm happy to try something else if a striker will help balance the group that much better. I was planning on building the swordmage for pure damage though, but I doubt it will really hold up next to a rogue or hunter.

    Well I was building my Cleric to backup tank, so having him along would be pretty redundant.

    Terrendos on
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    ArasakiArasaki Registered User regular
    edited October 2008
    Terrendos wrote: »
    Arasaki wrote: »
    I'm happy to try something else if a striker will help balance the group that much better. I was planning on building the swordmage for pure damage though, but I doubt it will really hold up next to a rogue or hunter.

    Well I was building my Cleric to backup tank, so having him along would be pretty redundant.

    Well if you really wanted to play a Cleric I don't mind switching to something else. I'm last in, so I'm not exactly going to insist things change for me here.

    Arasaki on
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    TerrendosTerrendos Decorative Monocle Registered User regular
    edited October 2008
    I was undecided. I mainly picked Cleric because it looked like that's what the team would need, and I figured that you were most likely to pick a Striker since there's more of them than any other class type. If you want to be a Swordmage, that's fine. Just switch me to Warlock.

    EDIT: Aegeri, since you're probably more knowledgable about this than I am, why is the Archmage class restricted to Wizards?

    Terrendos on
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    YesNoMuYesNoMu Registered User regular
    edited October 2008
    Aegeri wrote: »
    YesNoMu, I would suggest you get skill training in perception if you weren't planning to already. You're the only character who can train in it and it's kind of useful to have around :D
    Jeez, seriously? I'm planning on dumping Wis, since Cha is used for Intimidate and I don't like dumping Int. Can't clerics train Perception?

    Nearly done with my stats, just have to pick powers.

    EDIT: Alright, fine. Here he is. A bit dumber than I planned, but whatever.

    YesNoMu on
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    MorninglordMorninglord I'm tired of being Batman, so today I'll be Owl.Registered User regular
    edited October 2008
    What.

    My character sheet looks nothing like that.

    Did I pick the wrong one?

    edit: Hah I did.

    No wonder I was confused.

    I've got no idea how to do these bonuses. This is going to take a lot of trips to the hobby shop.

    Morninglord on
    (PSN: Morninglord) (Steam: Morninglord) (WiiU: Morninglord22) I like to record and toss up a lot of random gaming videos here.
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    TerrendosTerrendos Decorative Monocle Registered User regular
    edited October 2008
    I never know what to do with the "personality traits" section.

    EDIT: YesNoMu, why is your gp listed in your Feats section? Is owning 15 gp a feat? Because it seems like kind of a sucky one.

    Terrendos on
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    YesNoMuYesNoMu Registered User regular
    edited October 2008
    Oops. I stuck it there when I was choosing equipment. I'll move it.

    YesNoMu on
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    YesNoMuYesNoMu Registered User regular
    edited October 2008
    What.

    My character sheet looks nothing like that.

    Did I pick the wrong one?

    edit: Hah I did.

    No wonder I was confused.

    I've got no idea how to do these bonuses. This is going to take a lot of trips to the hobby shop.
    The most important things to fill in are level at the top, and ability scores on the left. A ton of the sheet will then get automatically filled in. It should be pretty clear what to put in from there.

    YesNoMu on
    camo_sig2.png
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    TerrendosTerrendos Decorative Monocle Registered User regular
    edited October 2008
    Our team should definitely try to fit to the Magnificent Seven trope. Shouldn't be too hard:

    The Hero - Kilroy, if his game role carries though
    The Lancer -
    A cynical Anti Hero - REG Rysk
    The Big Guy - probably YesNoMu
    a Kid Samurai - Morninglord?
    Plucky Comic Relief - Morninglord again?
    The Quiet One -

    That leaves me, unable to place myself because of my position, too close to my own character, and Arasaki, who hasn't yet begun to describe his character's personality.

    Terrendos on
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    REG RyskREG Rysk Lord Rageface Rageington The Exploding ManRegistered User regular
    edited October 2008
    http://www.myth-weavers.com/sheets/view.php?id=85317

    There I am, in all my glory.

    I know there are two Daily's, Sleep is the current prepped one while we are in a town setting. Not sure how best to indicate that.

    REG Rysk on
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    MorninglordMorninglord I'm tired of being Batman, so today I'll be Owl.Registered User regular
    edited October 2008
    My guy suddenly stops talking?


    zzzZZzzzzzz

    Morninglord on
    (PSN: Morninglord) (Steam: Morninglord) (WiiU: Morninglord22) I like to record and toss up a lot of random gaming videos here.
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    YesNoMuYesNoMu Registered User regular
    edited October 2008
    REG Rysk wrote: »
    http://www.myth-weavers.com/sheets/view.php?id=85317

    There I am, in all my glory.

    I know there are two Daily's, Sleep is the current prepped one while we are in a town setting. Not sure how best to indicate that.
    Using Pyrannor as an example, I just put Spellbook: whatever spells I knew, and wrote out the prepared one. Worked pretty well.

    Man, he was fun to play.

    EDIT: You should put "Int" at the first spaces under the Attack and Damage Workspaces. It'll give you your attacks and damage modifiers (right now, both +3), and you can put that in your quick lookup (i.e., +3 vs. Reflex) instead of Int v. Ref.

    Also, I don't mean to be rude, but I would personally sack that Strength and Cha for more Int. Keep a Cha 12 for spell focus, but you don't need Str at all. You don't have the AC or surges necessary to be a front-liner. When monsters get close, you blast them away with Thunderwave. A 18 or even 20 Int is great for wizards.

    Also also, Thunderwave targets Fort, not Ref.

    YesNoMu on
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    AegeriAegeri Tiny wee bacteriums Plateau of LengRegistered User regular
    edited October 2008
    Terrendos wrote: »
    EDIT: Aegeri, since you're probably more knowledgable about this than I am, why is the Archmage class restricted to Wizards?

    I couldn't honestly say. It's not like it's particularly imbalanced that it should only be required for one class only as there are certainly other arcane classes (and upcoming classes) that could get use out of it. If you want to use the Archmage epic destiny as a warlock, I can allow this.

    Aegeri on
    The Roleplayer's Guild: My blog for roleplaying games, advice and adventuring.
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    TerrendosTerrendos Decorative Monocle Registered User regular
    edited October 2008
    Aegeri wrote: »
    Terrendos wrote: »
    EDIT: Aegeri, since you're probably more knowledgable about this than I am, why is the Archmage class restricted to Wizards?

    I couldn't honestly say. It's not like it's particularly imbalanced that it should only be required for one class only as there are certainly other arcane classes (and upcoming classes) that could get use out of it. If you want to use the Archmage epic destiny as a warlock, I can allow this.

    Nifty. Now then, I give you Sidus Solitarius the Half-Elf Warlock.

    Terrendos on
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    KilroyKilroy timaeusTestified Registered User regular
    edited October 2008
    Terrendos wrote: »
    Our team should definitely try to fit to the Magnificent Seven trope. Shouldn't be too hard:

    The Hero - Kilroy, if his game role carries though
    The Lancer -
    A cynical Anti Hero - REG Rysk
    The Big Guy - probably YesNoMu
    a Kid Samurai - Morninglord?
    Plucky Comic Relief - Morninglord again?
    The Quiet One -

    That leaves me, unable to place myself because of my position, too close to my own character, and Arasaki, who hasn't yet begun to describe his character's personality.

    I was planning my character to be more of a cunning, veteran tactician than an inspiring hero. I'd probably be more the Lancer than the Hero.

    This of course may change when I read over the Forgotten Realms, now that I have my book. :D

    Kilroy on
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    MorninglordMorninglord I'm tired of being Batman, so today I'll be Owl.Registered User regular
    edited October 2008
    So what do I need to go more of a party helper route now that we lose a cleric or wut?

    Morninglord on
    (PSN: Morninglord) (Steam: Morninglord) (WiiU: Morninglord22) I like to record and toss up a lot of random gaming videos here.
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    TerrendosTerrendos Decorative Monocle Registered User regular
    edited October 2008
    The team should be set, Morninglord. The basic team structure is 1 Leader, 1 Controller, 1 Defender, 1 Striker. Ours is 1 Leader, 1 Controller, 2 Defenders, and 2 Strikers. With your backup healing, as long as your Charisma doesn't suck, Kilroy should provide adequate healing and buffing for the group. Sidus is Star Pact, so although he won't be Turning Undead, he's still packing several spells that do Radiant damage.

    Terrendos on
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    AegeriAegeri Tiny wee bacteriums Plateau of LengRegistered User regular
    edited October 2008
    So what do I need to go more of a party helper route now that we lose a cleric or wut?

    No. Looking at the party I don't see any problem. You have some odd backup healing here and there, but otherwise the Warlord has an encounter power that he can use twice (plus some other healing abilities) and with six characters, damage will be spread over.

    Your Wizard is very squishy though.

    Hmmm squishy.

    Edit: Rumor has preceded me that I am sometimes undead obsessed it seems.

    Aegeri on
    The Roleplayer's Guild: My blog for roleplaying games, advice and adventuring.
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    MorninglordMorninglord I'm tired of being Batman, so today I'll be Owl.Registered User regular
    edited October 2008
    I don't actually know what radiant damage is.

    I just thought hey radiant means shiney. Sun god. Pick!

    What's it mean?

    Morninglord on
    (PSN: Morninglord) (Steam: Morninglord) (WiiU: Morninglord22) I like to record and toss up a lot of random gaming videos here.
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    AegeriAegeri Tiny wee bacteriums Plateau of LengRegistered User regular
    edited October 2008
    It's an energy type. Certain creatures really hate radiant damage, most notably undead which universally hate it. You can think of it as positive energy if you want (it's a bit like intense burning light). All it's really important for is certain effects and if a creature has vulnerability, resistance or immunity to that. If something is vulnerable, like most undead, an attack that does radiant damage does extra damage.

    So say, 1d8 + 5 (your cha modifier or whatever) + another 5 damage (vulnerability).

    Edit: There are also some creatures that regenerate unless hit by radiant damage.

    Aegeri on
    The Roleplayer's Guild: My blog for roleplaying games, advice and adventuring.
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    MorninglordMorninglord I'm tired of being Batman, so today I'll be Owl.Registered User regular
    edited October 2008
    So I'll still be burning kobolds, I'll just burn undead ones harder?

    I can live with that.

    Morninglord on
    (PSN: Morninglord) (Steam: Morninglord) (WiiU: Morninglord22) I like to record and toss up a lot of random gaming videos here.
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    AegeriAegeri Tiny wee bacteriums Plateau of LengRegistered User regular
    edited October 2008
    As I noted earlier though, any magical effect you produce can be described any particular way you want.

    Aegeri on
    The Roleplayer's Guild: My blog for roleplaying games, advice and adventuring.
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    MorninglordMorninglord I'm tired of being Batman, so today I'll be Owl.Registered User regular
    edited October 2008
    I'm talking about the game mechanic, not the flavour text. :P

    Morninglord on
    (PSN: Morninglord) (Steam: Morninglord) (WiiU: Morninglord22) I like to record and toss up a lot of random gaming videos here.
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    AegeriAegeri Tiny wee bacteriums Plateau of LengRegistered User regular
    edited October 2008
    I've decided on one last little change to veterans armour, after further debate:
    Veterans armour is level 4 armour (not level 2) with the modification that the daily power you get back must be used by the end of the encounter or it is lost. This is really just to increase the cost of the item. Carrying around multiple suits of veterans armour will earn you my unholy wrath.

    Now it is:

    Veterans armour only appears initially in the paragon tier (can only be purchased/found after level 10) and starts at level 17 (+4), 22 (+5) and 27 (+6). The power goes to the following text:

    Power (Daily): Free action. Spend an action point. You do not gain the normal extra action. Instead, you regain the use of one expended daily power. The regained power must be used before the end of the encounter or it is lost.

    I think this makes it more acceptable. It outclasses heroic tier armour too much, even with the increase in level and is just far too efficient overall. Restricting it to paragon tier (so it can be obtained in a treasure parcel from level 13 potentially) and epic tier makes sense, because it has some real "competition" armour wise by that point. Plus it's a nice thing to have by this point and not a "must own" item.

    Aegeri on
    The Roleplayer's Guild: My blog for roleplaying games, advice and adventuring.
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    REG RyskREG Rysk Lord Rageface Rageington The Exploding ManRegistered User regular
    edited October 2008
    YesNoMu wrote: »
    REG Rysk wrote: »
    http://www.myth-weavers.com/sheets/view.php?id=85317

    There I am, in all my glory.

    I know there are two Daily's, Sleep is the current prepped one while we are in a town setting. Not sure how best to indicate that.
    Using Pyrannor as an example, I just put Spellbook: whatever spells I knew, and wrote out the prepared one. Worked pretty well.

    Man, he was fun to play.

    EDIT: You should put "Int" at the first spaces under the Attack and Damage Workspaces. It'll give you your attacks and damage modifiers (right now, both +3), and you can put that in your quick lookup (i.e., +3 vs. Reflex) instead of Int v. Ref.

    Also, I don't mean to be rude, but I would personally sack that Strength and Cha for more Int. Keep a Cha 12 for spell focus, but you don't need Str at all. You don't have the AC or surges necessary to be a front-liner. When monsters get close, you blast them away with Thunderwave. A 18 or even 20 Int is great for wizards.

    Also also, Thunderwave targets Fort, not Ref.

    I know right now he's not front line, but his Paragon path will make his sword an implement, and give him several melee abilities. He will, at that point, likely be able to hold his own somewhat in close quarters. There was a plan to it.

    REG Rysk on
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    YesNoMuYesNoMu Registered User regular
    edited October 2008
    REG Rysk wrote: »
    YesNoMu wrote: »
    REG Rysk wrote: »
    http://www.myth-weavers.com/sheets/view.php?id=85317

    There I am, in all my glory.

    I know there are two Daily's, Sleep is the current prepped one while we are in a town setting. Not sure how best to indicate that.
    Using Pyrannor as an example, I just put Spellbook: whatever spells I knew, and wrote out the prepared one. Worked pretty well.

    Man, he was fun to play.

    EDIT: You should put "Int" at the first spaces under the Attack and Damage Workspaces. It'll give you your attacks and damage modifiers (right now, both +3), and you can put that in your quick lookup (i.e., +3 vs. Reflex) instead of Int v. Ref.

    Also, I don't mean to be rude, but I would personally sack that Strength and Cha for more Int. Keep a Cha 12 for spell focus, but you don't need Str at all. You don't have the AC or surges necessary to be a front-liner. When monsters get close, you blast them away with Thunderwave. A 18 or even 20 Int is great for wizards.

    Also also, Thunderwave targets Fort, not Ref.

    I know right now he's not front line, but his Paragon path will make his sword an implement, and give him several melee abilities. He will, at that point, likely be able to hold his own somewhat in close quarters. There was a plan to it.
    And that's cool, but you still won't be using Strength. WotST's attacks are Int-based. Without Str, the only thing you're missing out on is opportunity attacks, and you can MC swordmage and take Intelligent Blademaster to cover that if you want to. (Right, someone who owns FRPG?)

    Seriously, no reason to have any points in Strength. Ever.

    YesNoMu on
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    REG RyskREG Rysk Lord Rageface Rageington The Exploding ManRegistered User regular
    edited October 2008
    Ok, I modified his ability scores. Much more Wizardly now.

    REG Rysk on
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    YesNoMuYesNoMu Registered User regular
    edited October 2008
    Alright, now that's a wizard!

    One more thing: Wand of Accuracy won't be very useful for you, since your Dex is now 10. You might consider a different implement, since you can always get wand later with a feat.

    YesNoMu on
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    REG RyskREG Rysk Lord Rageface Rageington The Exploding ManRegistered User regular
    edited October 2008
    Hmmm I totally spaced on that. Maybe I will relook at slamming some stats into that, I really wanted to do wands. It was a nice little catch for the 8 stat, let the +2 dex racial handle. Perhaps more to come in refining, but not much more...

    EDIT: Ok...can I be done now? I have what should be the final adjustment

    REG Rysk on
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    TerrendosTerrendos Decorative Monocle Registered User regular
    edited October 2008
    Yeah, your char looks fine Rysk. It's not super min/maxy but there's nothing wrong with that.

    Terrendos on
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