Recruiting closed. Follow the story over at:
http://www.myth-weavers.com/forumdisplay.php?f=17591About the Adventure
The Temple of Elemental Evil is an old-school (1st edition AD&D) adventure written by Gygax himself. According to Dungeon magazine, it was considered the 4th greatest D&D adventure of all time (as of 2004). It was re-done in 2001 for 3rd edition under the title Return to the Temple of Elemental Evil. This remake was considered the 8th best D&D adventure of all time. The adventure has been so well-loved that fans updated it to the 3.5 ruleset and several have done the work to update it once again to 4E.
About the Group
I'm currently looking for 4-5 people who are interested in running the classic Temple of Elemental Evil updated to the 4E ruleset. Those who have completed this adventure in the past are asked not to apply (it ruins all of the fun!).
I'll be modifying the encounters, etc. as we go along. There are already some 4th edition updates to the setting which I plan to use.
My job will be to do the conversion, run the campaign, and document our changes to create a module. If anyone would like to help write or edit the module, you're free to do so but it is not required.
About the DM
I've been playing D&D for about 15 years and really fell in love with the game again when 4th edition came out. I've been dying to run a game with it since I read the core rulebooks. It's been a while since I DM'd, but the last time I did it (2 years ago) was quite successful.
I believe the role of the DM is to provide the setting in which the characters can tell their story. I don't believe it is my job to force a story on you. After all, that's what makes D&D so much fun.
I have every rulebook and adventure module from 2nd edition forward, so we have a broad base to draw from.
About the Players
Rules lawyers and munchkins need not apply. While I appreciate the number-crunching aspects of D&D, I don't feel that should be the focus of the game. Especially in a PbP (play by post) environment, character is the most important thing.
New players are encouraged to apply. Everyone has to start somewhere and I really dislike RP snobs. I'm posting here because the tone of the PA podcast is what I'd like to create in this campaign.
Rules & Requirements
I don't have many hard and fast rules, but there are a few things that we all need to be on the same page about for this adventure to run smoothly.
- Players should post at least 3 times a week. I'd like to keep the pace up but also realize that requiring people to post every day might be difficult.
- All classes and races described in the PHB and PHB2 are acceptable.
- Stats are generated using the standard 22 point buy.
- Each character starts with 100g.
How to Apply
I don't need a life story in an application. I think you should have some idea of your character's background when we start, but most of the fun for me in a campaign is the process of discovering your character as we play. Here's what I would like from anyone who is interested in playing:
- A short description of your character.
- A 2-3 paragraph background on your character.
- Your race/class.
- A summary posted from the D&D character builder (feel free to ask if you need help with this).
When to Apply
I'll be looking for applications through the end of next week (November 6th). We'll start the campaign as quickly as possible after that, assuming there is enough interest.
Current ApplicationsDefenders
Bosperan -
Wolfgang, Human Fighter
Zomro -
Erik Chandler, Human Fighter
Nax -
Nax Narian, Dwarf Fighter
Fondor_Yards -
Lugotor Arausio, Dragonborn Warden
Lezta -
Ulgoth, Goliath Warden
Strikers
mightyjongyo -
Jarvis, Gnome Rogue
Smoove Operator -
Ozaiel, Deva Avenger
Nax -
Vaylen, Eladrin Ranger
altmann -
Ariman, Half-Elf Sorcerer
Saurfang -
Deimos Miranil, Eladrin Warlock
Controllers
mightyjongyo -
Torhan, Dragonborn Druid
Finkle -
Drock, Human Invoker
squishy-blob -
Erica Sariel, Eladrin Wizard
Leaders
Finkle -
Finkle Stringspan, Gnome Bard
delroland -
Havrakhad the Mad, Kalashtar Cleric
Kid Presentable -
Rogden Murtaugh, Human Warlord
Zomro -
Thorfinn, Human Bard
Posts
[I have a secondary Character concept for a Wizard (Neutral leaning to powerhungry-evil) should there be no space for a fighter.]
Details ADDED
Description
Background
As punishment he was expelled from the brotherhood and sentenced to work in a mine producing the metal for the Brotherhood’s artisans. He accepted his punishment as righteous and worked tireless in hopes of redemption.
After 10 years of hard labor his punishment has come to an end and he strikes out into the world in hopes to make up for the mistake of his youth.
Summary:
Wolfgang, level 1
Human, Fighter
Build: Guardian Fighter
Fighter: Combat Superiority
Fighter Talents: One-handed Weapon Talent
Human Power Selection: Bonus At-Will Power
FINAL ABILITY SCORES
Str 18, Con 16, Dex 12, Int 8, Wis 12, Cha 10.
STARTING ABILITY SCORES
Str 16, Con 16, Dex 12, Int 8, Wis 12, Cha 10.
AC: 20 Fort: 17 Reflex: 14 Will: 12
HP: 36 Surges: 12 Surge Value: 9
TRAINED SKILLS
Heal +6, Intimidate +5, Endurance +4, Athletics +5
UNTRAINED SKILLS
Acrobatics -3, Arcana -1, Bluff, Diplomacy, Dungeoneering +1, History -1, Insight +1, Nature +1, Perception +1, Religion -1, Stealth -3, Streetwise, Thievery -3
FEATS
Human: Armor Proficiency: Plate
Level 1: Toughness
POWERS
Bonus At-Will Power: Cleave
Fighter at-will 1: Resolute Shield
Fighter at-will 1: Sure Strike
Fighter encounter 1: Steel Serpent Strike
Fighter daily 1: Villain's Menace
ITEMS
Adventurer's Kit, Longsword, Plate Armor, Heavy Shield, Handaxe (2)
====== Copy to Clipboard and Press the Import Button on the Summary Tab ======
I would like to apply with a Sorceror (Striker) Gnome named Nix.
I'll post more when I get off work.
I don't mind seeing multiple applications per person, so go ahead and post any character ideas you have and would like to play.
Thanks to both of you for your interest. I'm looking forward to reading your character ideas!
Edit: WHOOPS. "PHB and PHB2" answers that question. Will submit soon!
Also, if we do multiple submissions, do you want each submission in a separate post?
Yes, just to clarify (in case anyone else had the same question). Multiclass feats are fine, but there needs to be some character-driven reason for you to take those feats.
You don't have to post your experience unless you want to. As I said in the OP, I'd like the game to be welcoming to newer players as well as old pros.
As long as you can meet the minimum posting requirement I outlined in the OP, you don't have to post how often you'll participate. I really only put that up there to set the expectation that I want active players. I'm sure the plot will dictate how often people actually post.
You don't have to put each submission in a separate post if they are each labeled clearly.
Thanks for the interest!
Right, just to clarify my clarification
Hybrid classes are PHB3 which I've chosen not to include. I feel like there are plenty of options in PHB1 and 2 for you to tell your story. If you REALLY feel like you REALLY need to have a hybrid class to tell your story, go ahead and post it.
Sorry for the confusion.
If anyone knows of a better site to host the game or some problem with Myth-Weavers that I'm not aware of, please let me know.
One question, though. Are we allowed to choose options from other sources (i.e. "Powers" books and / or Dragon) for the PHB1 and 2 classes?
Looking over Myth-Weavers I have no idea what they have over these forums, please elaborate.
Most of the stuff here gets run on the forum with rolling through http://4e.orokos.com/ which our very own Infidel built and maintains. It basically lets you upload character sheets created with the official character builder, and has a built in roller.
Example of a character I'm running in another game: http://4e.orokos.com/sheets/2108
And then you can view roll history by user, or by campaign, and it'll link you back to the character sheet used to do the rolls.
Jarvis, Gnome Trickster Rogue
Background:
One day, he met his match in a travelling adventurer who caught him in the act of stealing. More embarrassed than afraid, Jarvis expected to meet his end there. But the adventurer let him go, saying only, "Keep working at it, and maybe you'll find something more useful to do with your skills." Since that day, Jarvis has worked to hone his skill in any way possible, stealing to get what he needed and returning what excess he had. He waits for the opportunity to do more, to get out of this city that has turned him into what he is.
CB summary:
Jarvis, level 1
Gnome, Rogue
Build: Trickster Rogue
Rogue Tactics: Artful Dodger
FINAL ABILITY SCORES
Str 14, Con 11, Dex 16, Int 12, Wis 10, Cha 16.
STARTING ABILITY SCORES
Str 14, Con 11, Dex 16, Int 10, Wis 10, Cha 14.
AC: 15 Fort: 12 Reflex: 15 Will: 13
HP: 23 Surges: 6 Surge Value: 5
TRAINED SKILLS
Stealth +10, Thievery +8, Acrobatics +8, Bluff +8, Streetwise +8, Perception +5
UNTRAINED SKILLS
Arcana +3, Diplomacy +3, Dungeoneering, Endurance +2, Heal, History +1, Insight, Intimidate +3, Nature, Religion +1, Athletics +2
FEATS
Level 1: Defensive Mobility
POWERS
Rogue at-will 1: Riposte Strike
Rogue at-will 1: Deft Strike
Rogue encounter 1: Positioning Strike
Rogue daily 1: Trick Strike
ITEMS
Leather Armor, Dagger (2), Adventurer's Kit, Hand Crossbow, Crossbow Bolts (20)
====== Created Using Wizards of the Coast D&DI Character Builder ======
Second character submission!
Torhan, Dragonborn Druid:
His surprising adjustment was no coincidence. He found himself able to control the elements to some extent, clearing a path through the blizzards and melting the snows in his path. His newfound attunement to nature, coupled with his ordeals, gave him a new appreciation for nature. He began to dedicate himself to attuning himself further with nature, trying to understand the elements and forces around him and how to call upon them at will. At times he felt so in tune with his surroundings that he felt different, like he was somehow one of the animals that lived on the mountainside.
Many years have passed, and Torhan is ready to move on, to go out into the far reaches of the world and see what is out there. He is not sure what he will find, having been away from civilization for so long, but knows only that he will work to maintain the balance he has found in nature.
Description:
CB summary:
Torhan, level 1
Dragonborn, Druid
Build: Predator Druid
Primal Aspect: Primal Guardian
FINAL ABILITY SCORES
Str 10, Con 14, Dex 14, Int 10, Wis 17, Cha 12.
STARTING ABILITY SCORES
Str 8, Con 14, Dex 14, Int 10, Wis 17, Cha 10.
AC: 15 Fort: 12 Reflex: 13 Will: 14
HP: 31 Surges: 9 Surge Value: 9
TRAINED SKILLS
Nature +8, Insight +8, Perception +8, Heal +8
UNTRAINED SKILLS
Acrobatics +1, Arcana, Bluff +1, Diplomacy +1, Dungeoneering +3, Endurance +1, History +2, Intimidate +3, Religion, Stealth +1, Streetwise +1, Thievery +1, Athletics +1
FEATS
Druid: Ritual Caster
Level 1: Toughness
POWERS
Druid at-will 1: Pounce
Druid at-will 1: Chill Wind
Druid at-will 1: Storm Spike
Druid encounter 1: Frost Flash
Druid daily 1: Fires of Life
ITEMS
Hide Armor, Totem, Adventurer's Kit, Mace
RITUALS
Animal Messenger, Make Whole
====== Created Using Wizards of the Coast D&DI Character Builder ======
But I will follow this because it sounds very interesting.
Also, is this the adventure that the video game is based on?
Individual character options outside the PHB are fine, but will be evaluated on an individual basis just to be sure they fit the flavor of the setting and don't break the game. In general, I don't mind using anything from a WotC product but the further away from the core books it is, the more character-driven reason you should have for picking it (not just for getting a game mechanics edge in combat). Does that make sense?
The main thing they have, and it's a pretty big one, is an entire forum (with thread groups - basically subforums) for each game. So you can organize setting information, character background, OOC stuff, etc. into different threads and forums to keep things organized. They also have the ability to put 'private' text in a post that only specific group members can read. The others don't even see it or know it is there.
The spoiler tags here and dice rolling stuff is all fine, but the subforum thing is pretty big for me. I don't really have my heart set on it though. If the group really wants to play here, I'll make that work. We can put background stuff over there and play the game over here as well. I know it's pretty shady to advertise on one site and play on another and the last thing I want to do is take traffic away from this community. After all, the reason I posted here and not there is that I wanted to run a game with PA fans.
Yes indeed. There is also a novel based on the adventure.
Thanks to all who have submitted characters so far and those that have expressed interest. Luckily, the RPGA released the entire first section of this adventure as a fully complete 4E module already, so we can hit the ground running no problems once the group forms up! I think you guys are going to have a lot of fun in the village of Hommlet.
Makes perfect sense. I was only really checking so that I know what choices I have for builds, etc, to make a character that I'd enjoy playing, or other stuff to spice things up a bit.
"Go up, thou bald head." -2 Kings 2:23
Back in 3.5 I had a character concept that I fell in love with (Dwarf Barbarian that was focused on a Bear totem for his power). When the Bear Warrior prestige class came out in some semi-obscure rulebook I just about flipped and would've been heartbroken if the DM hadn't allowed me to use it. I don't ever want to be 'that' DM.
The fact that this is a D&D module and not my own universe makes it a lot easier to accept a wide range of character options, in my opinion.
Hahaha. That would be tons of run to RP.
Background:
After a particularly brutal death at the hands of another deva, Ozaeil found himself not reborn immediately as he had been before, but before the Raven Queen herself, an audience generally reserved for mortals. She offered him a deal. Ozaiel had a unique outlook, having experienced both light and darkness in his many lives, and the Raven Queen had a use for him. If he would give up the pursuit of either good or evil he could serve as her immortal arbiter. An impartial administrator of fate, who would make sure that those who had an audience with the Queen would not be late. This new calling intrigued Ozaiel, and he accepted. What was his other option, rebirth as a Rakshasa, to be hunted forever? No, his experience combined with the divine power of the Raven Queen would make his new mandate anything but boring, as his old lives had been.
...
And thats kinda where I see him now, wherever the story starts he will have been reincarnated nearby shortly beforehand and he will be getting his bearings on his new "life"
Character/Appearance:
Appearance-wise the default Avenger pic works, and I found a simple re-color of it that reflects how I pictured him.
CB Summary (the Orokos page is linked above)
Ozaiel, level 1
Deva, Avenger
Build: Isolating Avenger
Avenger's Censure: Censure of Retribution
FINAL ABILITY SCORES
Str 10, Con 14, Dex 10, Int 16, Wis 19, Cha 8.
STARTING ABILITY SCORES
Str 10, Con 14, Dex 10, Int 14, Wis 17, Cha 8.
AC: 16 Fort: 13 Reflex: 14 Will: 15
HP: 28 Surges: 9 Surge Value: 7
TRAINED SKILLS
Religion +10, Athletics +5, Heal +9, Perception +9
UNTRAINED SKILLS
Acrobatics, Arcana +3, Bluff -1, Diplomacy -1, Dungeoneering +4, Endurance +2, History +5, Insight +4, Intimidate -1, Nature +4, Stealth, Streetwise -1, Thievery
FEATS
Level 1: Weapon Proficiency (Fullblade)
POWERS
Avenger at-will 1: Bond of Retribution
Avenger at-will 1: Radiant Vengeance
Avenger encounter 1: Whirlwind Charge
Avenger daily 1: Wings of Light
ITEMS
Adventurer's Kit, Cloth Armor (Basic Clothing), Holy Symbol, Climber's Kit, Crowbar, Fullblade
_____________________________________________
HoTS: Schmutz#1686
Finkle Stringspan, Gnome Bard
Background
Finkle fortunately has proven himself to be a skilled entertainer and teller of tales, but his talents alone are not enough to overcome the stigma that his father's choice of career (a baker) has created for future Stringspan musicians. To prove himself worthy of reinstatement (and to spit in the eye of all of the Feywild's snivelling Thrumtrods) Finkle activated a fey crossing to bring him to a world full of darkness, fear . . . and adventure!
Despite his family's ill fortunes, Finkle remains a happy-go-lucky chap, still learning the ways of the mundane world and is often amused by the seriousness that people in this world approach their lives. He is on the search for grand stories to take back to his people, and although he will happily travel with a group of adventurers he will never truly class himself as one of them. Yes he will fight with them, yes he will share their treasure, but what Finkle is really interested in is getting a great story and finding exciting people and events to inspire his art.
Description
Summary
Finklelvl1, level 1
Gnome, Bard
Bardic Virtue: Virtue of Cunning
FINAL ABILITY SCORES
Str 10, Con 11, Dex 10, Int 16, Wis 8, Cha 20.
STARTING ABILITY SCORES
Str 10, Con 11, Dex 10, Int 14, Wis 8, Cha 18.
AC: 16 Fort: 10 Reflex: 15 Will: 16
HP: 23 Surges: 7 Surge Value: 5
TRAINED SKILLS
Arcana +10, Bluff +10, Perception +4, History +8, Diplomacy +10
UNTRAINED SKILLS
Acrobatics +1, Dungeoneering, Endurance +1, Heal, Insight, Intimidate +6, Nature, Religion +4, Stealth +3, Streetwise +6, Thievery +1, Athletics +1
FEATS
Bard: Ritual Caster
Level 1: Magic of the Mists
POWERS
Bard at-will 1: Jinx Shot
Bard at-will 1: Vicious Mockery
Bard encounter 1: Blunder
Bard daily 1: Stirring Shout
ITEMS
Ritual Book, Short sword, Light Shield, Implement, Wand, Adventurer's Kit, Leather Armor, Lute
RITUALS
Glib Limerick, Magic Mouth
====== Created Using Wizards of the Coast D&DI Character Builder ======
Havrakhad the Mad, Kalashtar Cleric
Background:
The next few years were hard on Havrakhad, as his new masters sought to "cleanse" the boy of his malady through any means. Years of self-inflicted penance and tireless labor created in the boy a hatred of Pelor, and eventually of all beings divine.
One night, as Havrakhad lay on his bed weeping, the wounds of his self-flagellation still burning, the voice called out to him again, though this time he was not asleep. Whispering of freedom from his servitude, the voice bade him to flee the monastery into the nearby wilderness. There, said the voice, could salvation be found.
The monks performed a token search for the missing child, though they could not help but feel relieved at their burden having been lifted from them. Soon, they declared Havrakhad gone forever, devoured by some foul beast of the woods. His parents came to the funeral, but even they could not find it in themselves to grieve for the loss of their troubled son.
Imagine the surprise of the village when years later Havrakhad would return. Time had changed the youth, as he had grown into a man, toughened from his ordeals of both body and mind. But that was not the only change, for he strode with almost divine grace, as though the mundane concerns of the world no longer concerned him. Wearing an ancient and battered symbol on a cord around his neck, one which no one recognized, he began speaking of an ancient Chained God, one who would free the world from its chains of slavery and pain, if only they would lay down the shackles of servitude preached by the servants of Pelor. Many of the villagers dismissed his message as insane ramblings, and the monks chased Havrakhad from the village for blaspheming against their god, but some in the crowd felt his message call to them.
Thus would Havrakhad journey, traveling from town to town, preaching his message at each location before being chased away, planting the seeds of inspiration in the hearts and minds of any who would listen.
"Go up, thou bald head." -2 Kings 2:23
Background:
At the age of 19, Erik was disowned by his father after a rather embarrassing showing at the local lord's birthday celebration (to this day, Erik still has no idea how that pig got into the punch bowl). Erik, freed from the burden his father had laid upon him, headed out to venture the world and to practice his one true talent, fencing. Erik traveled far and wide challenging soldiers and mercenaries alike, usually with the help of a few sharp words. Erik, using his natural talent and excellent tutoring was more than a match for the run of the mill man-at-arms. At one point, Erik truly believed himself to be the greatest fencer in all of world. He would soon be proven wrong.
Erik heard rumors of a swordsman of unrivaled skill, who could dispatch a foe without even so much as a scratch. Erik was suprised to discover that this fencer was an Elven woman by the name of Liria Valthorin. Erik could not imagine how such a small, fragile looking thing could have such a terrifying reputation and, being arrogant and headstrong, challenged Liria to a duel. The battle was over before Erik even realized it had begun. Finding himself on the ground with Liria's blade at his throat, Erik had no choice but to admit defeat. However, Liria saw the potential in Erik's swordplay, and offered to train him at her school, the House of Flowers. Erik, humbled by his defeat, accepted Liria's offer.
Now at 22 years of age, Erik has left the House of Flowers, after completing his lessons under Liria. Now he seeks to further master his sword fighting technique and find his fortune in the great, big world.
Description:
Appearance (how I kind of envision him to look):
Technically this picture is of an elf / eladrin, but I was mainly using the picture for his attire.
CB Summary (can also post an Orokos link later, if needed):
Human, Fighter
Build: Tempest Fighter
Fighter: Combat Superiority
Fighter Talents: Tempest Technique
Human Power Selection: Bonus At-Will Power
Background: Blademaster (Acrobatics class skill)
FINAL ABILITY SCORES
Str 16, Con 12, Dex 18, Int 10, Wis 8, Cha 12.
STARTING ABILITY SCORES
Str 16, Con 12, Dex 16, Int 10, Wis 8, Cha 12.
AC: 18 Fort: 16 Reflex: 15 Will: 12
HP: 27 Surges: 10 Surge Value: 6
TRAINED SKILLS
Streetwise +6, Intimidate +6, Athletics +7, Acrobatics +8
UNTRAINED SKILLS
Arcana, Bluff +1, Diplomacy +1, Dungeoneering -1, Endurance, Heal -1, History, Insight -1, Nature -1, Perception -1, Religion, Stealth +3, Thievery +3
FEATS
Human: Weapon Expertise (Light Blade)
Level 1: Weapon Proficiency (Parrying dagger)
POWERS
Bonus At-Will Power: Footwork Lure
Fighter at-will 1: Threatening Rush
Fighter at-will 1: Knockdown Assault
Fighter encounter 1: Passing Attack
Fighter daily 1: Tempest Dance
ITEMS
Hide Armor, Rapier, Parrying dagger, Adventurer's Kit
*note: I used the background in order to get Acrobatic's as a class skill, as I envision this character being a nimble swashbuckler-esque type of character. If you don't want me to use the background mechanics, that's cool, I can adjust it and use a feat for it later. Also, the AC should be 19 (Tempest Technique gives Two-Weapon defense, but CB doesn't seem to want to calculate that on there).
Thanks for the consideration!
If anyone is interested, you can check out the forum I've created for the game.
Game Forum
Right now I have the rules modifications I'm using for combat in PbP (nothing major), links to online tools, and a little background. I'm working on this as we speak. Like I said earlier, if anyone who ends up in the group would rather run the game on these forums, we'll just use the other for rules and background. No biggie.
Drock, Human Invoker
Background
All of this changed one fateful night when Drock was out late on the hills searching for a lost lamb. Kord sent a message to Drock in the form of a lightning bolt to the head. Recovering in his order's infirmary, Drock began to make outrageous claims - he was actually Kord's son, banished to this mortal realm to make up for unknown crimes that he had committed in the Astral Sea. Drock claimed that his father would eventually restore him to godhood if he could prove himself in the mortal world.
Of course nobody believed Drock, but nobody could argue with the direct link that Drock now had to his deity, able to call upon Kord's might with but a click of his fingers. What did not help Drock's case was his attitude towards his 'father' - instead of copying the pious, holier-than-thou Invokers that were the pride of his order, Drock would often openly berate Kord for the punishment that he believed that he was currently living through.
Basically, Drock is just an angry teenage boy with major daddy issues. And of course, that lightning bolt to the head made him completely insane. There's no way such a petulant brat could really be the son of the god of thunder. Right? . . . RIGHT?!
Description
Summary
Drock, level 1
Human, Invoker
Divine Covenant: Covenant of Wrath
FINAL ABILITY SCORES
Str 10, Con 16, Dex 10, Int 11, Wis 18, Cha 8.
STARTING ABILITY SCORES
Str 10, Con 14, Dex 10, Int 11, Wis 18, Cha 8.
AC: 16 Fort: 15 Reflex: 12 Will: 16
HP: 26 Surges: 9 Surge Value: 6
TRAINED SKILLS
Arcana +5, Religion +5, History +5, Insight +9, Endurance +7
UNTRAINED SKILLS
Acrobatics -1, Bluff -1, Diplomacy -1, Dungeoneering +4, Heal +4, Intimidate -1, Nature +4, Perception +4, Stealth -1, Streetwise -1, Thievery -1, Athletics -1
FEATS
Invoker: Ritual Caster
Human: Kord's Favor
Level 1: Scouring Wrath
POWERS
Invoker at-will 1: Grasping Shards
Invoker at-will 1: Divine Bolts
Human: Vanguard's Lightning
Invoker encounter 1: Thunder of Judgment
Invoker daily 1: Angelic Echelon
ITEMS
Ritual Book, Chainmail, Implement, Rod, Adventurer's Kit, Mace
====== Created Using Wizards of the Coast D&DI Character Builder ======
Nax Narian, Dwarf Fighter
Background
By 16, it was clear that Nax Narian would not be a follower of the divine. He left behind House Narian and traveled to the Temple of Kord. It was there that he found his true calling among the fighters there. Continuing his training, he mastered the art of the hammer and shield. He spent four seasons there, learning of battle, bravery, and self restraint. He learned what it meant to be a true warrior, a beacon of hope, might, and protection.
When he returned to his House, his kinsmen accepted him with open arms. While he may not have been a paladin or cleric, they recognized Nax's devotion to the House and his family. He was the first fighter among a lineage of paladins and clerics, but he was still a Narian. He became known as the Protector and House Narian. Not content to study the divine or seek knowledge, Nax travels the lands seeking any enemies of his House. He has vowed to put an end to any who oppose the might of House Narian.
Nax is slow to trust and rely on others. However, once someone has proven themselves to him, Nax is as loyal a friend one could have. Like all dwarves, Nax will protect his friends to the detriment of himself. He is a protector through and through, of his House and his companions. With friends he is jovial and comfortable. He is a devout follower of Kord, and aims to meet Kord's tenants in all that he does.
Description/Appearance
Summary
Nax Narian, level 1
Dwarf, Fighter
Build: Guardian Fighter
Fighter: Combat Superiority
Fighter Talents: One-handed Weapon Talent
FINAL ABILITY SCORES
Str 18, Con 17, Dex 11, Int 10, Wis 14, Cha 8.
STARTING ABILITY SCORES
Str 16, Con 15, Dex 11, Int 10, Wis 14, Cha 8.
AC: 19 Fort: 16 Reflex: 12 Will: 12
HP: 32 Surges: 12 Surge Value: 8
TRAINED SKILLS
Heal +7, Endurance +8, Athletics +7
UNTRAINED SKILLS
Acrobatics -2, Arcana, Bluff -1, Diplomacy -1, Dungeoneering +4, History, Insight +2, Intimidate -1, Nature +2, Perception +2, Religion, Stealth -2, Streetwise -1, Thievery -2
FEATS
Level 1: Shield the Fallen
POWERS
Fighter at-will 1: Resolute Shield
Fighter at-will 1: Tide of Iron
Fighter encounter 1: Shield Bash
Fighter daily 1: Comeback Strike
ITEMS
Adventurer's Kit, Scale Armor, Heavy Shield, Warhammer, Throwing hammer (2)
Vaylen, Eladrin Ranger
Background
Description/Appearance
Summary
Vaylen, level 1
Eladrin, Ranger
Build: Archer Ranger
Fighting Style: Archer Fighting Style
Ranger: Prime Shot
FINAL ABILITY SCORES
Str 10, Con 14, Dex 20, Int 12, Wis 11, Cha 8.
STARTING ABILITY SCORES
Str 10, Con 14, Dex 18, Int 10, Wis 11, Cha 8.
AC: 17 Fort: 13 Reflex: 16 Will: 11
HP: 26 Surges: 8 Surge Value: 6
TRAINED SKILLS
Nature +5, Dungeoneering +5, Perception +5, Acrobatics +10, Stealth +10, Athletics +5
UNTRAINED SKILLS
Arcana +3, Bluff -1, Diplomacy -1, Endurance +2, Heal, History +3, Insight, Intimidate -1, Religion +1, Streetwise -1, Thievery +5
FEATS
Level 1: Distant Advantage
POWERS
Ranger at-will 1: Twin Strike
Ranger at-will 1: Hunter's Teamwork
Ranger encounter 1: Evasive Strike
Ranger daily 1: Split the Tree
ITEMS
Leather Armor, Longbow, Longsword, Arrows (150)
Edit: Okay, here he is. Thorfinn, the Valorous Bard.
Background:
The man was clearly aged, but carried himself with vigour. Wearing worn scale armor and carrying both sword and shield, the grey haired man looked intimidating. This man, however, was not a brigand, nor a soldier, but was a wandering storyteller. He told magnificent tales of heroes. Heroes of legendary skill and honor who slew terrible beasts and saved fair maidens. He told of those marked for greatness by Kord, the god of thunder, battle and glory. Alek was enraptured by the tales, both epic and tragic. He soon began to dream of slaying dragons and banishing demons back to the Nine Hells. But, such a life is beyond a mere peasant boy, isn't it?
Thorfinn stayed in the village through the cold winter, his old bones not wanting to travel through the chill winds. Each night, he would continue to spin his tales byt he fireplace in the local inn, each one mroe grand than the last, and each night Alek would listen until his eyes grew heavy and his father had to carry him home. Sadly, the spring came and Thorfinn was ready to continue his wanderings. Alek begged the man to stay, at least until the spring festival. Reluctantly, Thorfinn agreed to stay, not wanting to dissapoint the most loyal of his audience.
At the spring festival, it was Alek's honor to sing the traditional coming of spring song. Alek was beloved throughout the town for his beautiful singning voice. But, during his performance, a sudden thunderstorm came with blasting winds and the terrifying sounds of thunder. The villagers ran for their homes to escape the fury of the storm. Unflinching, Alek continued to sing, and the storm began to lessen, the thunder almost rythmically joining in the boy's song. Alek's voice rose above the storm and as the song ended, so too did the storm. Thorfinn, the only one of the audience still remaining, looked upont he young boy with awe and gave a large grin.
Thorfinn told the boy that he was what he'd been searching for in his wanderings. He confided in the boy that the name Thorfinn was not his birth name his name was originally Thomas. The name Thorfinn had been passed down to him by a wandering poet, who recited epic poems of glorious heroes. Thorfinn, he said, meant "Voice of Thunder", and it was his job to spread the tales of the great heroes blessed by Kord, in order to inspire new heroes to their glorious heights. He was told that one day, when he was in his late years, that he'd receive a sign from Kord and be able to choose his successor, the heir of the name of Thorfinn.
Now, Alek is now named Thorfinn and travels the world as his mentor did, telling tales of the heroes of old and hoping to find new heroes of which to sing of their exploits. And sing he shall, for he is Thorfinn, the Voice of Thunder.
Description:
Thorfinn is very friendly in his demeanour. He can be loud at times, sometimes bordering on obnoxious, but he never boasts of his own deeds. He can, however, go on at lengths about the amazing things his companions can achieve, truly believing them to be epic heroes of whom many a song will be written.
CB Summary:
Human, Bard
Build: Valorous Bard
Arcane Implement Proficiency: Arcane Implement Proficiency (heavy blade group)
Bardic Virtue: Virtue of Valor
Human Power Selection: Bonus At-Will Power
FINAL ABILITY SCORES
Str 13, Con 16, Dex 10, Int 11, Wis 8, Cha 18.
STARTING ABILITY SCORES
Str 13, Con 16, Dex 10, Int 11, Wis 8, Cha 16.
AC: 18 Fort: 14 Reflex: 13 Will: 16
HP: 28 Surges: 10 Surge Value: 7
TRAINED SKILLS
Religion +5, Arcana +5, Diplomacy +9, Intimidate +9, Athletics +6, History +5
UNTRAINED SKILLS
Acrobatics +1, Bluff +5, Dungeoneering, Endurance +4, Heal, Insight, Nature, Perception, Stealth +1, Streetwise +5, Thievery +1
FEATS
Bard: Ritual Caster
Human: Arcane Implement Proficiency
Level 1: Armor Proficiency: Scale
POWERS
Bard at-will 1: Guiding Strike
Bard at-will 1: War Song Strike
Bonus At-Will Power: Staggering Note
Bard encounter 1: Focused Sound
Bard daily 1: Slayer's Song
ITEMS
Ritual Book, Light Shield, Longsword, Adventurer's Kit, Horn, Scale Armor
RITUALS
Traveler's Chant, Purify Water
Background:
Years have done much to change this outlook. As time progressed, he lost much of his youthful drive and passion. Less the noble adventurer, more the weary mercenary just looking to the next job and payday. He turns to drink more than to the spirits now.
Appearance:
Summary:
Lugotor Arausio, level 1
Dragonborn, Warden
Build: Storm Warden
Guardian Might: Stormheart
Dragonborn: Dragon Breath
Dragon Breath Key Ability: Dragon Breath Strength
Dragon Breath Damage Type: Dragon Breath Lightning
FINAL ABILITY SCORES
Str 18, Con 16, Dex 13, Int 10, Wis 8, Cha 13.
STARTING ABILITY SCORES
Str 16, Con 16, Dex 13, Int 10, Wis 8, Cha 11.
AC: 18 Fort: 15 Reflex: 13 Will: 12
HP: 33 Surges: 12 Surge Value: 11
TRAINED SKILLS
Nature +4, Endurance +5, Athletics +6, Perception +4
UNTRAINED SKILLS
Acrobatics -2, Arcana, Bluff +1, Diplomacy +1, Dungeoneering -1, Heal -1, History +2, Insight -1, Intimidate +3, Religion, Stealth -2, Streetwise +1, Thievery -2
FEATS
Level 1: Bolstering Breath
POWERS
Warden at-will 1: Weight of Earth
Warden at-will 1: Tempest Assault
Warden encounter 1: Gale Strike
Warden daily 1: Form of Mountain's Thunder
ITEMS
Hide Armor, Adventurer's Kit, Heavy Shield, Battleaxe
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Yeeseh, I'm never disappointed in how much the people here love fighters, let's see if we can hit 5 subs this time.
3DS Code: 5043-2172-1361
Xbone Tag: Salal al Din
You have to admit, it's a pretty cool class with the 4E rules. I'm pretty shocked wizard isn't getting much love though. They were pretty much the backbone of most parties back in the day. No Jim Darkmagick fans?
(insert disclaimer about how I'm not biased towards any class and will select people on the merits of their submission here)
For me the character concept and story is decided first and then the class follows. Wolfgang could have been a Warlord but I thought the group would need a defender first.
The fighter in 4E is indeed an amazing class for variety in character concept. Sometimes, when I'm bored at home, I'll just make characters in the CB and I've made a few fighters that are all very different. I've made figthers ranging from a plate wearing minotaur fighter with a two hander that is built to charge everything and lots of knock prone attacks to an eladrin tempest fighter with a double sword, multiclass rogue and aiming for the Daring Acrobat PP and take the Fey Charger feat and pretty much be a teleporting ninja.
That's not to say that the other classes have less variety, but it seems like fighters are so much more open than they felt like they were in previous editions (I could be terribly wrong, but it's just that feeling I get).
I've not done a PbP but I really want to. I've played 4E though.
I will write fluff soon:
====== Created Using Wizards of the Coast D&D Character Builder ======
Ariman, level 1
Half-Elf, Sorcerer
Build: Chaos Sorcerer
Spell Source: Wild Magic
FINAL ABILITY SCORES
Str 9, Con 12, Dex 14, Int 14, Wis 12, Cha 18.
STARTING ABILITY SCORES
Str 9, Con 10, Dex 14, Int 14, Wis 12, Cha 16.
AC: 12 Fort: 11 Reflex: 12 Will: 16
HP: 24 Surges: 7 Surge Value: 6
TRAINED SKILLS
Arcana +7, History +7, Intimidate +9, Diplomacy +11
UNTRAINED SKILLS
Acrobatics +2, Bluff +4, Dungeoneering +1, Endurance +1, Heal +1, Insight +3, Nature +1, Perception +1, Religion +2, Stealth +2, Streetwise +4, Thievery +2, Athletics -1
FEATS
Level 1: Gambler's Initiative
POWERS
Dilettante: Eyebite
Sorcerer at-will 1: Chaos Bolt
Sorcerer at-will 1: Lightning Strike
Sorcerer encounter 1: Whirlwind
Sorcerer daily 1: Ice Javelins
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"Oh what a day, what a LOVELY DAY!"
I've actually felt that fighters have been one of the most flexible classes for a long time. They always had a huge number of feats to choose from (more than any other class) to allow you to build different types of melee characters. The 4E books just do a good job of showcasing and encouraging that flexibility, in my opinion.
My favorite Thousand Son. Lets just keep him away from Rubics
http://wh40k.lexicanum.com/wiki/Ahriman
"Who sent you? Was it the Brotherhood? The Majestic Twelve? Tyrants? Men Robed in Black? Syndicate? The Knights Templar? The Illuminated Ones?!
...oh, the innkeeper? Ahem. Well, here is the money for my meal, and a, ah, nice tip for you, lass."
Background:
Deimos was once an instructor at a prestigious academy. A brilliant scholar and a charming instructor, the young eladrin looked to have a bright career ahead of him. He'd always had a curiosity about the occult and the mysterious, but things started to go wrong when he delved into star-lore. Deimos became more and more engrossed with what he called the "hidden patterns" of the heavens. Unfortunately, his apparent success at bartering with some sort of otherworldly entities for arcane information only fueled his increasing suspicion and paranoia. Deimos barely took notice when he was discharged from his teaching duties, rationalizing that it was high time for him to go forth and expose the secret overlords anyway.
Description:
Character Builder Summary:
Deimos Miranil, level 1
Eladrin, Warlock
Eldritch Pact: Star Pact
Eldritch Blast: Eldritch Blast Charisma
Background: Occupation - Scholar (+2 to Arcana)
FINAL ABILITY SCORES
Str 10, Con 12, Dex 12, Int 18, Wis 8, Cha 18.
STARTING ABILITY SCORES
Str 10, Con 12, Dex 12, Int 16, Wis 8, Cha 16.
AC: 14 Fort: 11 Reflex: 15 Will: 16
HP: 24 Surges: 7 Surge Value: 6
TRAINED SKILLS
Streetwise +9, History +11, Religion +9, Arcana +13, Bluff +9
UNTRAINED SKILLS
Acrobatics +1, Diplomacy +4, Dungeoneering -1, Endurance +1, Heal -1, Insight -1, Intimidate +4, Nature -1, Perception -1, Stealth +1, Thievery +1, Athletics
FEATS
Level 1: Improved Fate of the Void
POWERS
Eldritch Blast: Eldritch Blast
Warlock encounter 1: Dreadful Word
Warlock daily 1: Crown of Stars
ITEMS
Adventurer's Kit, Cloth Armor (Basic Clothing), Rod Implement, Disguise Kit
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