The new forums will be named Coin Return (based on the most recent vote)! You can check on the status and timeline of the transition to the new forums here.
The Guiding Principles and New Rules document is now in effect.

[D&D 4e][pbp] The Wilds of Aladrion

KelorKelor Registered User regular
edited December 2020 in Critical Failures
Theleos.jpg

Citizens of a dying world, the peoples of Theleos were offered a bargain by the god Ioun; their participation in a trial by the god of knowledge in exchange for their lives and the survival of their cultures.

With their world crumbling apart they accepted the offer and as the last continent sank into the boiling seas, they were transported by Ioun through space to a city on another world, nestled in a valley among mountain peaks.

They named their new world Aladrion, safety, in their mother tongue, and the city Dawnbreak at their chance to see a new day.

Dawnbreak.jpg

Five angels were sent as mediators, guardians and teachers of this newly named city. They described the Thelians’ task as thus;

To train both mind and body for the rigours ahead
When ready, to seek out the world beyond the valley
To retrieve it's knowledge and relics lost to time and ruin

As aid to the Thelians in their task, Ioun granted all a common tongue in which to communicate, asked Pelor to bless the lands and rivers of their sanctuary with bounty and bade each of the gods to fashion mighty instruments to aid them.

The wilds of Aladrion are a perilous place.

Ironic, given it’s name and danger abounds.



Welcome to my first attempt at a Westmarches style game! We will be using 4th Edition ruleset for Dungeons and Dragons, partly because there is a lot of fondness for it on these boards and mostly because that’s the one I’m familiar with and have the books.

The good news is that 4th Edition is great for interesting set piece combat and the exploratory nature of a Westmarches format game should give me lots of opportunities to provide it to you.

So, a FAQ might be the best way to start, likely with the big one first;

I haven't played 4E before, how hard is it to pick up?
The good news is, super easy to pick up! I’ve uploaded the Quick Start Rules here, or we could have the first group out be a collection of people with experience you can watch, or for $10 you can pick up the Player’s Handbook. here.

Character Creation
The character builder for 4th Edition that was abandoned by Wizards has been maintained by the community over the years, and now includes all the material that was never released. I have also created some premade character you can build around if you don't want to worry about the character builder, they can be found here. Essentials classes are the precursor to 5e characters, if you want to try something more familiar and haven’t played 4th before.

I recently made a google document for my friend group you can check out that lists race and class details. It's not complete, but feel free to ask if you have any questions on others.

For this campaign, your character will start at level 3. Any race is fair game, (with the sole exception of Bugbears for mechanical reasons) as they are all survivors of the destruction of Theleos and the event has united much of what was fractured. You may take an Expertise feat for free, and will receive the Improved Defenses feat for free at level 7. If you take it earlier, you can swap it out at 7 for something else.

You will start with a (+1) magical weapon, implement or focus. Something about the world of Aladrion creates decay in Thelian magical items once they cross the boundaries of the valley. It is hoped that adventurers will manage to acquire further magical items that are attuned to the magical pathways of this world, or even knowledge that will allow them to be fashioned.

I've deliberately left the world of Theleos and it's demise blank, so you can do with it what you will in terms of backstory. If you want to reflavour a race or background it a little, that is fine.

All content from source books and Dragon/Dungeon magazines is legal. If it's in the builder, you can use it to make your character.

Keep in mind that because this is a new world, some skills will not be as useful initially as others. The application of a character's knowledge of history, geography, plant and wildlife may be applied differently than it was on Theleos.

I’m looking for 8-10 players, at least to begin with. This doesn’t necessarily mean two teams, you may wish to mix and match depending on what you think the expedition will require.

What is Westmarches?
The Westmarches format specialises in player empowerment and exploration, popularised by Ben Robbins. When I first started reading about it it struck me that it shares a lot of aspects with the Souls series and that was what got me excited about running it. You know the first two weeks when a Souls game would hit and the thread was abuzz with excite and tales of exploring, secret passages and the like? That's kind of what I'm aiming for here.

The world is dangerous. You will encounter locations, beings and creatures beyond your ability to initially face. There is little to explore in your home city of Dawnbreak, guarded by heroes and angels. The world beyond the valley is where your chance of glory lies. There is story out there to be found, but it will have to be found. It's not going to come to you. The stories come from threats braved, dangers survived and the comradery of adventure.

Information is key. Sharing knowledge of what you encounter saves lives and gives an opportunity to band together and leverage skills and strengths to clear obstacles. After an expedition, one or two players write an afteraction/summary report of what transpired. That might be telling the tale to rapturous listeners at the tavern, or a higher up in their church.

In addition, players maintain a map detailing their exploration of the lands of Aladrion. Take note of the surroundings, so that yourself or future adventurers can find your way back to explore a cave, find the switch for a false wall you discovered or slay a powerful creature.

You are in control: Players set the agenda. Before an expedition sets out, players discuss what their intentions are. Do you want to find what left enormous tracks and crushed vegetation last time you were out? Break open a sealed crypt? Break out a path through unknown territory to the north? Attempt to resolve a task set by one of the gods for the chance at being granted a boon?

Once you have decided on a course of action, ask other adventurers who would be interested in forming a party for it.

It is designed to deal with larger groups of players and allows for flexibility in that players can drop in and out easily from one session to the next. I’m hoping an expedition will last for around two weeks, so people get to jump in and out of the action relatively quickly.

The inhabitants of Aladrion/Dawnbreak

Kelor on
«13456722

Posts

  • KelorKelor Registered User regular
    Eight years have passed since the arrival of the Thelians to their new home, and a new generation of heroes stands trained and ready to break out into the new world.

    A month ago the first party issued forth into the forest at the end of the valley. Dendrac Thriceclawed, Ell of the Green and Bortithor Keeneye. Only Bortithor was seen again, staggering out of the woods three days later, his body swollen with welts. He was rescued by the sentinel Golarios, but died within hours to the injuries his body had taken before reaching Dawnbreak.

    The gods themselves are sealed within the valley, they cannot project themselves into Aladrion beyond it’s walls and only observe outside in glimpses. There are but two ways they may lend their divine aid; when invoked by a follower or by imbuing items with a fraction of their divine power. They have done so and created an armory for Thelians to draw from.

    The angel Adina, Voice of Ioun, has stood forth again this morning and called forth those who wish to form the next expedition into the Wilds. Who will be the first to step forward?

  • BahamutZEROBahamutZERO Registered User regular
    I think I will sign up for this, gonna try to make some sort of druid. Hope we get enough people!

    BahamutZERO.gif
  • ToxTox I kill threads they/themRegistered User regular
    Is there anything that explicitly is or is not legal from, like, any books/Dragon articles? I don't see themes/backgrounds mentioned either

    Discord Lifeboat | Dilige, et quod vis fac
  • MsAnthropyMsAnthropy The Lady of Pain Breaks the Rhythm, Breaks the Rhythm, Breaks the Rhythm The City of FlowersRegistered User regular
    I think I am going to try to toss a hybrid character in on this. Something like a Swordmage | Warlord or Paladin | Warlock.

    Luscious Sounds Spotify Playlist

    "The only real politics I knew was that if a guy liked Hitler, I’d beat the stuffing out of him and that would be it." -- Jack Kirby
  • joshgotrojoshgotro nah nahRegistered User regular
    edited December 2020
    I'm in. Someone will have to talk me out of runepriest.

    joshgotro on
  • KelorKelor Registered User regular
    edited December 2020
    Tox wrote: »
    Is there anything that explicitly is or is not legal from, like, any books/Dragon articles? I don't see themes/backgrounds mentioned either

    @Tox Everything is fair game, from books and Dragon articles. If we're doing 4e, let's do 4e.

    Themes and backgrounds are allowed. Given the destruction of Theleos, I'm happy for you to take whatever backgrounds/themes you want and reflavour them to fit your character. I was discussing this with someone else, but if you want to play Warforged, you can play Warforged. If you want to use a god outside of the core Pantheon, that's okay too. They would be a god of a minor sect, rather than one of the better known ones.

    Thanks for raising it though, I'll include it in the OP.

    The only reason I'm disallowing Bugbears is that they can use oversized weapons and that can break things. Even then if you really want to play one and have a compelling reason, I'm not against it completely provided it's not purely for optimisation reasons.

    Kelor on
  • webguy20webguy20 I spend too much time on the Internet Registered User regular
    Are you doing inherent bonuses as we level or magic item bonuses?

    Steam ID: Webguy20
    Origin ID: Discgolfer27
    Untappd ID: Discgolfer1981
  • KelorKelor Registered User regular
    webguy20 wrote: »
    Are you doing inherent bonuses as we level or magic item bonuses?

    Magic item bonuses. I'm using the free Expertise feat and Improved Defenses feats to correct how math breaks down at higher levels for PCs.

    Magic is quite common in Aladrion, you'll find plenty in your travels.

    Additionally returning any information and relics you discover to Elegor to register in the Library of Ioun will reap additional benefits, both on a individual character basis and for the adventuring group as a whole.

  • LabelLabel Registered User regular
    I think I would like to try this, haven't played dnd before. Probably play a ranger?

  • webguy20webguy20 I spend too much time on the Internet Registered User regular
    Finally, since it's play by post, how are you doing combat, showing a gridded map where we can go "I move from A->B and do X attack...Here are my rolls"? I haven't been part of a D&D pbp in YEARS, so I don't quite remember how it works for combat.

    Steam ID: Webguy20
    Origin ID: Discgolfer27
    Untappd ID: Discgolfer1981
  • KelorKelor Registered User regular
    webguy20 wrote: »
    Finally, since it's play by post, how are you doing combat, showing a gridded map where we can go "I move from A->B and do X attack...Here are my rolls"? I haven't been part of a D&D pbp in YEARS, so I don't quite remember how it works for combat.

    That's the plan. I'll create the layout and give you a pretty looking one at the start, then we'll use a hand drawn one for the actual combat itself and token movement.

    Each side will roll for initiative and will operate in blocks. All the Heroes or enemies go, then the other side.

    I'll upload pictures of the battlefield at the end of each round.

    So a combat turn would look something like this:

    "Bortithor sees the X dart towards Dendrac and slash at the dragonborn with it's claws. Marking the distance between them, he smoothly knocks an arrow and fires it at the beast, then another. As X lets out a cry of pain, he dashes to his right to the cover of a boulder.
    Bortithor uses his minor action to use Hunter's Quarry on X, then Twin Strike to attack it.

    Geth roll 1d20+7 for First Attack
    Geth roll 1d8+5 for Damage

    Geth roll 1d20+7 for Second Attack
    Geth roll 1d8+5 for DDamage

    Afterwards he moves four squares up and to the right. (I can put X/Y axis coordinates on the map to make this clearer)


    It isn't the most elegant way to run things, but it is the fastest for a format like this.

    First Attack:
    1d20+7 18 [1d20=11]
    Damage:
    1d8+5 6 [1d8=1]
    Second Attack:
    1d20+7 15 [1d20=8]
    DDamage:
    1d8+5 13 [1d8=8]

  • KelorKelor Registered User regular
    edited December 2020
    Label wrote: »
    I think I would like to try this, haven't played dnd before. Probably play a ranger?

    Rangers are good times! (And have great utility when exploring as well)

    One of the templates I put up was for a classic elven archer type, but there are several variations that are more melee focused, and one that uses a pet.

    If you take the Fey Beast Tamer theme, you can have a pet and still be a straight up archer if you wish.

    Honestly, if your character's racial stat bonuses match the class you want to play it is really hard to go mess up character creation.

    And if anyone finds they aren't really happy with how their character works or would have rather gone a different substyle then we'll just change it. I want everyone to be having fun.

    Kelor on
  • webguy20webguy20 I spend too much time on the Internet Registered User regular
    I might make up a Warlord. The greatest Crime 5e did was getting rid of that class. I love me a warlord.

    Steam ID: Webguy20
    Origin ID: Discgolfer27
    Untappd ID: Discgolfer1981
  • MsAnthropyMsAnthropy The Lady of Pain Breaks the Rhythm, Breaks the Rhythm, Breaks the Rhythm The City of FlowersRegistered User regular
    edited December 2020
    Seris Velarion
    Eladrin Swordmage|Warlord 3

    "I am Seris Velarion, Sister of the Third House, Holder of the Sacred Chalice of Gaxx, Heir to the Holy Rings of Cendriane."

    xfsdn588l31c.jpg

    Background
    Seris is a Sidhe Lord in a prominent Eladrin Noble family from the Feywild Spires of Cendriane which were lost along with the rest of Theleos. Since arriving in Aladrion, the family has abandoned worship of Corellon to become followers of Ioun, as they believe the former failed them in Theleos' hour of need. This has placed its members in an awkward position with other surviving Eladrin, but has also given them the purpose of collecting knowledge of this new realm. Trained to lead part of the House's arcane guard, Seris now serves as one of their explorers.

    Her intro line above is totally a Star Trek joke.

    Playstyle Notes
    Seris is a variation on the 'princess' or 'lazy' Tactical Warlord, this time crossed over as a Hybrid Shielding Swordmage. On turn she will focus on handing out buffed attacks to other party members who have strong Melee Basic Attacks, enabling party movement, and provide moderate Healing using Inspiring Word. Off turn she will lean on Swordmage Immediate Actions to reduce damage or redirect enemy attacks. While she won't provide as much Healing as a full-Leader class, her Hybrid Aegis of Shielding will provide damage reduction making up for it. In cases where party members do not have solid MBAs, she can summon a house guard using her Sidhe Lord theme to fill in the gap.

    Stats
    ====== Created Using Wizards of the Coast D&D Character Builder ======
    Seris Velarion, level 3
    Eladrin, Swordmage|Warlord
    Swordmage Aegis (Hybrid): Aegis of Shielding
    Warlord Leadership: Combat Leader (Hybrid)
    Hybrid Warlord: Hybrid Warlord Fortitude
    Hybrid Talent: Swordmage Warding
    White Lotus Dueling Expertise: Choose Implement Proficiency: White Lotus Dueling Expertise (Orb)
    Eladrin Subrace: Standard Eladrin Racial Traits
    Background: Eladrin - Noble Birth (+2 to Intimidate)

    FINAL ABILITY SCORES
    Str 8, Con 15, Dex 10, Int 18, Wis 11, Cha 16.

    STARTING ABILITY SCORES
    Str 8, Con 15, Dex 10, Int 16, Wis 11, Cha 14.


    AC: 20 Fort: 14 Reflex: 15 Will: 16
    HP: 38 Surges: 9 Surge Value: 9

    TRAINED SKILLS
    Intimidate +11, Diplomacy +9, History +12, Arcana +12

    UNTRAINED SKILLS
    Acrobatics +1, Bluff +4, Dungeoneering +1, Endurance +3, Heal +1, Insight +1, Nature +1, Perception +1, Religion +5, Stealth +1, Streetwise +4, Thievery +1, Athletics

    FEATS
    Level 1: Intelligent Blademaster
    Level 2: Hybrid Talent
    Feat User Choice: White Lotus Dueling Expertise

    POWERS
    Hybrid at-will 1: Sword Burst
    Hybrid at-will 1: Commander's Strike
    Hybrid encounter 1: Vengeance is Mine
    Hybrid daily 1: Destructive Surprise
    Hybrid utility 2: Channeling Shield
    Hybrid encounter 3: Dimensional Vortex

    ITEMS
    Magic Rapier +1, Leather Armor, Adventurer's Kit, Faerie Puppet, Gray Rain Cloak, Mirror, Orb Implement
    ====== Copy to Clipboard and Press the Import Button on the Summary Tab ======

    MsAnthropy on
    Luscious Sounds Spotify Playlist

    "The only real politics I knew was that if a guy liked Hitler, I’d beat the stuffing out of him and that would be it." -- Jack Kirby
  • ElvenshaeElvenshae Registered User regular
    How are you doing ability scores? Standard array, PB?

  • KelorKelor Registered User regular
    Elvenshae wrote: »
    How are you doing ability scores? Standard array, PB?

    Oh, another thing I should have included.

    Point buy. A couple of classes are stretched pretty thin in a way Standard array can't help, so point buy offers more flexibility.

  • ToxTox I kill threads they/themRegistered User regular
    Kelor wrote: »
    Elvenshae wrote: »
    How are you doing ability scores? Standard array, PB?

    Oh, another thing I should have included.

    Point buy. A couple of classes are stretched pretty thin in a way Standard array can't help, so point buy offers more flexibility.

    Alternatively, you could do forced 18, 16, 14, 12, 10, 8; no racial bonuses. Means any race can play any class

    Discord Lifeboat | Dilige, et quod vis fac
  • KelorKelor Registered User regular
    I'm not against that, but it doesn't neccesarily solve issues of some of the early designed V classes, I'm thinking strength based Paladins (who want high charisma still while also some wisdom) and Rangers (who also want wisdom, but need a high dex so their AC doesn't fall apart specifically (plus some Warlocks to a lesser extent.)

    If anyone wants to do that they're welcome to, given how exceptional and unique heroes are supposed to be it's not a far jump to having the swolest goblin of all time be a barbarian.


    With regards to maintaining a map, I'm still undecided on the best way to maintain it so I'm open for suggestions if anyone has a preference. Most of the solutions I've come across are kind of clunky, and I'm not sure if a handful of people want to update it, or to just keep it simple, hand drawn and anyone can do it.

    Dawnbreak lies at the east end of the sheltering valley, the forest entrance that covers the space in the peaks is to the west.

  • ElvenshaeElvenshae Registered User regular
    edited April 2021
    Ellandryn tel'Barad'anur
    Eladrin Wizard 4

    "I ... We have been given a second chance. We must not repeat the same mistakes."

    y38r1u5lmhh3.jpg

    Background
    doap30iikuxi.png

    Ellandryn is the second son of a cadet branch of a larger house, born into nobility, wealth, and luxury. He frittered away his early years seeking status; serving at court; attending parties, gatherings, soirees, and salons. That ended as the Great Death came for Theleos. Though many tried to stop it - giving their lives, their treasure, their souls - it could not be stopped. Many gave in to despair. Others sank into hedonism. Ellandryn, for the first time in his existence, found purpose.

    In the last days before taking Ioun's Bargain, he dove into the history of his world and his people. He now believes that the Elves had abandoned their role as protectors of the world, holding themselves aloof and focusing on Byzantine internal struggles for meaningless accolades. This blinded them to the dangers of the Great Death, and when they finally decided to act, it was too late. Their pride was their undoing, and an entire world suffered for it.

    With renewed vigor, Ellandryn has applied his mind to the study of magic, and has discovered a talent for Air magic.

    Playstyle Notes
    Blowing things up with magic is occasionally fun and necessary, but it's far, far better to scatter your enemies like chaff upon the wind, to pluck out a high-value target and drop it in front of your friends, to lift an enemy into the air where it can accomplish nothing of use.

    One of my favorite parts of 4E is how many movement abilities actually exist, so let's play with them! Let's go bowling!

    Stats
    ====== Created Using Wizards of the Coast D&D Character Builder ======
    Ellandryn tel'Barad'anur, level 4
    Eladrin, Wizard
    Arcane Implement Mastery: Orb of Imposition
    Eladrin Subrace: Sun Elf (Eladrin)
    Select option: Eladrin Skill Bonuses
    Select option: Eladrin Weapon Proficiency
    Select option: Eladrin Education
    Background: Sun Elf, Iliyanbruen Guardian, Lashrael Crusader (Learn Draconic)

    FINAL ABILITY SCORES
    Str 8, Con 10, Dex 14, Int 19, Wis 15, Cha 15.

    STARTING ABILITY SCORES
    Str 8, Con 10, Dex 14, Int 16, Wis 14, Cha 13.


    AC: 17 Fort: 13 Reflex: 17 Will: 18
    HP: 32 Surges: 5/6 Surge Value: 8

    TRAINED SKILLS
    Perception +9, Arcana +13, Dungeoneering +9, History +13, Diplomacy +9

    UNTRAINED SKILLS
    Acrobatics +4, Bluff +4, Endurance +2, Heal +4, Insight +4, Intimidate +4, Nature +4, Religion +6, Stealth +4, Streetwise +4, Thievery +4, Athletics +1

    FEATS
    Wizard: Ritual Caster
    Feat User Choice: Orb Expertise
    Level 1: Alchemist
    Level 2: Twist the Arcane Fabric
    Level 4: Enlarge Spell

    POWERS
    Arcanist Cantrips: Suggestion
    Arcanist Cantrips: Ghost Sound
    Arcanist Cantrips: Prestidigitation
    Arcanist Cantrips: Mage Hand
    Wizard at-will 1: Howling Wall
    Wizard at-will 1: Beguiling Strands
    Wizard encounter 1: Orbmaster's Incendiary Detonation
    Wizard daily 1: Arcane Whirlwind
    Wizard daily 1 Spellbook: Wind Blade
    Wizard utility 2: Sense Magic
    Wizard utility 2 Spellbook: Mystical Debris
    Wizard encounter 3: Pinioning Vortex

    ITEMS
    Spellbook, Adventurer's Kit, Alchemy Case, Cloth Armor (Basic Clothing), Longsword, Alchemical Reagents (Arcana) (80), Candle (10), Gemmed Flask, Flute, Orb of Storms +1, Candle clocks (4), Chalk and slate, Sack (2), Alarm Foci, Potion of Cure Light Wounds, Alchemist's Fire (level 1), Magic Cloth Armor (Basic Clothing) +1, Periapt of Health +1, Antivenom (heroic tier), Flask (empty) (3)
    RITUALS
    Arcane Mark, Comprehend Language, Make Whole, Traveler's Chant, Amanuensis, Alarm, Hold Portal, Tenser's Floating Disk
    FORMULAS
    Alchemist's Fire, Antivenom, Clearsense Powder, Alchemist's Essence
    ====== Copy to Clipboard and Press the Import Button on the Summary Tab ======

    Elvenshae on
  • BahamutZEROBahamutZERO Registered User regular
    Kelor wrote: »
    webguy20 wrote: »
    Are you doing inherent bonuses as we level or magic item bonuses?

    Magic item bonuses. I'm using the free Expertise feat and Improved Defenses feats to correct how math breaks down at higher levels for PCs.

    Magic is quite common in Aladrion, you'll find plenty in your travels.

    Additionally returning any information and relics you discover to Elegor to register in the Library of Ioun will reap additional benefits, both on a individual character basis and for the adventuring group as a whole.

    I'm new to 4E, what's the free expertise feat and improved defenses feat?
    Also are we starting with a particular amount of money for buying gear and such, aside from the +1 weapon or implement?

    BahamutZERO.gif
  • MsAnthropyMsAnthropy The Lady of Pain Breaks the Rhythm, Breaks the Rhythm, Breaks the Rhythm The City of FlowersRegistered User regular
    edited December 2020
    Kelor wrote: »
    webguy20 wrote: »
    Are you doing inherent bonuses as we level or magic item bonuses?

    Magic item bonuses. I'm using the free Expertise feat and Improved Defenses feats to correct how math breaks down at higher levels for PCs.

    Magic is quite common in Aladrion, you'll find plenty in your travels.

    Additionally returning any information and relics you discover to Elegor to register in the Library of Ioun will reap additional benefits, both on a individual character basis and for the adventuring group as a whole.

    I'm new to 4E, what's the free expertise feat and improved defenses feat?
    Also are we starting with a particular amount of money for buying gear and such, aside from the +1 weapon or implement?

    The free expertise feat refers to a common house rule allowing you to pick any feat with a name like “________ Expertise”. Those feats give attack bonuses needed to keep the math of the game balanced at higher levels. There is also a feat called “Improved Defenses” which is a similar patch to Fort / Ref / Will. To add them in the builder you would click on the tiny house shaped icon on the Feat tab, below the window showing all the Feats.

    As far as money went, I assumed whatever the base starting gold was (100?).

    MsAnthropy on
    Luscious Sounds Spotify Playlist

    "The only real politics I knew was that if a guy liked Hitler, I’d beat the stuffing out of him and that would be it." -- Jack Kirby
  • KelorKelor Registered User regular
    edited December 2020
    Level appropriate gold is 520g for level three however any adventuring gear (whichever kit you want to take, tools, axe, block and tackle etc) is getting expensed by Ioun so to speak.
    Kelor wrote: »
    webguy20 wrote: »
    Are you doing inherent bonuses as we level or magic item bonuses?

    Magic item bonuses. I'm using the free Expertise feat and Improved Defenses feats to correct how math breaks down at higher levels for PCs.

    Magic is quite common in Aladrion, you'll find plenty in your travels.

    Additionally returning any information and relics you discover to Elegor to register in the Library of Ioun will reap additional benefits, both on a individual character basis and for the adventuring group as a whole.

    I'm new to 4E, what's the free expertise feat and improved defenses feat?
    Also are we starting with a particular amount of money for buying gear and such, aside from the +1 weapon or implement?

    Just following up on MsAnthropy said, you can find a list of the Expertise feats here. Generally you will want whichever one matches the weapon/implement type you expect to be using. For classes that use both melee weapons and implements, the Versatile Expertise lets you pick two categories.

    Kelor on
  • BahamutZEROBahamutZERO Registered User regular
    In the character builder, the druid 2nd level utility power Lesser Restoration (from the Heroes of the Feywild supplement) says "The target can make a saving throw and spend a healing surge," what does the making a saving throw part mean? Knowing what Lesser Restoration does in other versions I assume it's something to do with ending abnormal conditions, but I don't have access to that book to read the full text and the only wiki thing I can find that mentions it has a blank page for it.

    BahamutZERO.gif
  • ElvenshaeElvenshae Registered User regular
    edited December 2020
    In the character builder, the druid 2nd level utility power Lesser Restoration (from the Heroes of the Feywild supplement) says "The target can make a saving throw and spend a healing surge," what does the making a saving throw part mean? Knowing what Lesser Restoration does in other versions I assume it's something to do with ending abnormal conditions, but I don't have access to that book to read the full text and the only wiki thing I can find that mentions it has a blank page for it.

    A lot of effects in the game last until you make a saving throw, and you get to make 1 saving throw for each such effect at the end of your turn.

    The Druid spell you're referencing allows you to make an additional save during the Druid's turn, potentially ending an effect early.

    (Like, for instance, if you get lit on fire, you might be subject to Ongoing 5 Fire damage, save ends, which means at the beginning of your turn you take 5 fire damage, and at the end of your turn you attempt a saving through (10 or better on d20) to put out the fire. If you fail, you'll take another 5 fire damage at the start of your next turn. But a friendly Druid can hit you with a Restoration spell, healing you, and letting you save to end the fire effect immediately, saving you from taking 5 more damage on your next turn.)

    Elvenshae on
  • MsAnthropyMsAnthropy The Lady of Pain Breaks the Rhythm, Breaks the Rhythm, Breaks the Rhythm The City of FlowersRegistered User regular
    edited December 2020
    In the character builder, the druid 2nd level utility power Lesser Restoration (from the Heroes of the Feywild supplement) says "The target can make a saving throw and spend a healing surge," what does the making a saving throw part mean? Knowing what Lesser Restoration does in other versions I assume it's something to do with ending abnormal conditions, but I don't have access to that book to read the full text and the only wiki thing I can find that mentions it has a blank page for it.

    In 4e a character can roll a save to end each negative condition (that allows a save) they have once per round at the end of their turn. So the power grants an extra out of turn roll in case they whiff on one on their turn or you want them free of the condition before their turn starts (especially useful if they are dazed or stunned).

    MsAnthropy on
    Luscious Sounds Spotify Playlist

    "The only real politics I knew was that if a guy liked Hitler, I’d beat the stuffing out of him and that would be it." -- Jack Kirby
  • KelorKelor Registered User regular
    Sure, okay, so letting an ally make a saving throw just means that they can make an attempt to stop an ongoing condition. It's just a straight up d20 roll, if you get a 10 or higher you save and the effect ends.

    So say your paladin gets dominated by an enemy by an effect with a condition that stays on them until they make a successful saving throw. Being able to grant them their saving throw before they take their turn instead of the end is super valuable and somewhat rare outside of leader-type classes.

    It's worth noting that if they were Dominated until the end of their turn, a saving throw won't do anything, it's strictly when it's a long term ailment that makes them check every turn.

    This might be helpful to you, it covers saving throws.

  • MsAnthropyMsAnthropy The Lady of Pain Breaks the Rhythm, Breaks the Rhythm, Breaks the Rhythm The City of FlowersRegistered User regular
    Three replies to the same question in two minutes. Not bad, not bad.

    Luscious Sounds Spotify Playlist

    "The only real politics I knew was that if a guy liked Hitler, I’d beat the stuffing out of him and that would be it." -- Jack Kirby
  • ElvenshaeElvenshae Registered User regular
    Rules nerds high-fives!

  • BahamutZEROBahamutZERO Registered User regular
    thanks for bearing with my noob ass

    BahamutZERO.gif
  • captainkcaptaink TexasRegistered User regular
    I'll throw in my hat. Perhaps as a Swordmage? I looked at Artificer from Eberron and was confused.

  • ElvenshaeElvenshae Registered User regular
    Artificers are pretty cool, though ... :D

  • MsAnthropyMsAnthropy The Lady of Pain Breaks the Rhythm, Breaks the Rhythm, Breaks the Rhythm The City of FlowersRegistered User regular
    edited December 2020
    captaink wrote: »
    I'll throw in my hat. Perhaps as a Swordmage? I looked at Artificer from Eberron and was confused.

    I am not a fan of slavishly following Char-Op guides, but they are sometimes useful to get an idea of how a class plays*. So you can always take a look at the Artificer guide on ENWorld ( https://www.enworld.org/threads/potent-potables-the-artificer-manual-by-zathis.468924/ ) if you want to better understand how they work.

    * Char-Op guides can also be useful if you can’t remember what kind of powers work with certain play/build styles, so I definitely used the Warlord guide to quickly find all the ‘lazy’ attack granting powers for the Swordmage | Warlord lady I posted earlier.

    MsAnthropy on
    Luscious Sounds Spotify Playlist

    "The only real politics I knew was that if a guy liked Hitler, I’d beat the stuffing out of him and that would be it." -- Jack Kirby
  • joshgotrojoshgotro nah nahRegistered User regular
    Bos Taurus

    "the labyrinth provides"

    minotaur-by-el-grimlock-d4hlhdv.jpg





    Background
    A servant to his people, the minotaur of Mistwatch. Trained by Brontox The Blade, honed in the Stone Forest. Bos finds this new land, a wondrous labyrinth to explore.

    Playstyle Notes
    BUFFS, HEALS, SLASHING AND GORING.

    Stats
    I'm using the runepriest @Kelor generated.

  • captainkcaptaink TexasRegistered User regular
    j7xf6s94gi4t.jpg
    Sinnder
    Genasi Swordmage 3
    Sellsword, Magister's Collegium Dropout
    "Sometimes finding your own path means walking through walls"
    ====== Created Using Wizards of the Coast D&D Character Builder ======
    Sinnder, level 3
    Genasi, Swordmage
    Swordmage Aegis: Aegis of Shielding
    Elemental Manifestation: Firesoul
    Firepulse: Firepulse Constitution

    FINAL ABILITY SCORES
    Str 12, Con 18, Dex 10, Int 18, Wis 8, Cha 12.

    STARTING ABILITY SCORES
    Str 12, Con 16, Dex 10, Int 16, Wis 8, Cha 12.


    AC: 20 Fort: 15 Reflex: 16 Will: 14
    HP: 45 Surges: 12 Surge Value: 11

    TRAINED SKILLS
    Arcana +10, Endurance +12, Intimidate +7, Athletics +7

    UNTRAINED SKILLS
    Acrobatics +1, Bluff +2, Diplomacy +2, Dungeoneering, Heal, History +5, Insight, Nature +2, Perception, Religion +5, Stealth +1, Streetwise +2, Thievery +1

    FEATS
    Feat User Choice: War Wizard's Expertise
    Level 1: Intelligent Blademaster
    Level 2: White Lotus Riposte

    POWERS
    Swordmage at-will 1: Frigid Blade
    Swordmage at-will 1: Sword Burst
    Swordmage encounter 1: Sword of Sigils
    Swordmage daily 1: Dimensional Thunder
    Swordmage utility 2: Host of Shields
    Swordmage encounter 3: Dimensional Vortex

    ITEMS
    Magic Longsword +1, Leather Armor, Adventurer's Kit, Climber's Kit, Everburning Torch
    ====== Copy to Clipboard and Press the Import Button on the Summary Tab ======

  • ElvenshaeElvenshae Registered User regular
    Yay! Someone to save the squishies!

  • MsAnthropyMsAnthropy The Lady of Pain Breaks the Rhythm, Breaks the Rhythm, Breaks the Rhythm The City of FlowersRegistered User regular
    Elvenshae wrote: »
    Yay! Someone to save the squishies!

    Since there’s a leader, a controller, and a defender on the board, I may toss in a backup character to my weird hybrid so that there is someone around who can actually kill things. :)

    Luscious Sounds Spotify Playlist

    "The only real politics I knew was that if a guy liked Hitler, I’d beat the stuffing out of him and that would be it." -- Jack Kirby
  • JPantsJPants Registered User regular
    Not sure when this was going to start but I will probably try and put together a Striker this weekend. I desperately wanted to play a 4E rogue back in the day (went so far as to buy all 3 starter books) but never actually got to play.

    Now to see if I can find my books....

  • KelorKelor Registered User regular
    edited February 2021
    Okay! So we currently have:

    Leader:
    Joshgotro - Bos Taurus - Runepriest

    Defender:
    CaptainK - Sinnder - Swordmage
    MsAnthropy - Seris Velarion - Swordmage/Warlord

    Controller:
    BahumatZERO - Yona - Druid
    Elvenshae - Ellandryn tel'Barad'anur - Wizard

    Striker:
    JPants - Lexan'dar - Rogue
    Korror - Korri - Avenger

    Open:
    webguy20
    Tox
    Label


    I don’t have a fixed start date in mind, I figured people would have a bit going on since we’re leading up to Christmas.

    Ideally I’d like to aim for 8-10 players and we’re just over half that.

    Let’s target the expedition to leave next weekend. If we get a striker in the next day or so we can move it up to this weekend.

    Either way, I’ll put up the next piece of table setting tonight to give you more information to base your decisions on.

    Kelor on
  • BahamutZEROBahamutZERO Registered User regular
    edited December 2020
    Yona, the Owl Sage
    Human Protector lvl. 3

    h4fiedjpea3h.png

    Stats:
    ====== Created Using Wizards of the Coast D&D Character Builder ======
    Yona, level 3
    Human, Protector
    Druid Circle: Circle of Shelter
    Human Power Selection: Heroic Effort
    Background: Isolated (+2 to Nature)

    FINAL ABILITY SCORES
    Str 10, Con 14, Dex 14, Int 10, Wis 18, Cha 11.

    STARTING ABILITY SCORES
    Str 10, Con 14, Dex 14, Int 10, Wis 16, Cha 11.


    AC: 16 Fort: 15 Reflex: 16 Will: 18
    HP: 36 Surges: 9 Surge Value: 9

    TRAINED SKILLS
    Athletics +5, Nature +12, Arcana +6, Heal +10, Perception +10

    UNTRAINED SKILLS
    Acrobatics +2, Bluff +1, Diplomacy +1, Dungeoneering +5, Endurance +2, History +1, Insight +5, Intimidate +1, Religion +1, Stealth +2, Streetwise +1, Thievery +2

    FEATS
    Human: Human Nature Lore
    Level 1: Wild Sage
    Feat User Choice: Improved Defenses
    Feat User Choice: Staff Expertise
    Level 2: Ritual Caster

    POWERS
    Primal Attunement: Call the Spirits
    Primal Attunement: Air Spirit
    Primal Attunement: Senses of the Wild
    Protector at-will 1: Chill Wind
    Protector at-will 1: Jolt of Lightning
    Protector encounter 1: Call Forth the Spirit Pack
    Protector utility 2: Lesser Restoration
    Protector encounter 3: Call the Crows

    ITEMS
    Hide Armor, Backpack (empty), Belt Pouch (empty), Bedroll, Hempen Rope (50 ft.), Sunrod (2), Waterskin, Trail Rations (10), Magic Accurate staff +1, Ritual Book, Rare Herbs (Nature)
    RITUALS
    Dowsing Rod, Animal Messenger, Brew Potion, Portend Weather, Purify Water, Banish Vermin, Create Campsite, Bloom
    ====== Copy to Clipboard and Press the Import Button on the Summary Tab ======

    Background:
    In the old world, there was a certain primeval forest. A girl was abandoned in the deep forest as an infant, and was adopted and raised by the spirits of the wood who took the forms of owls. Though their own opinion of their wiseness is sometimes overinflated, they taught her much as she grew: how to survive, the ways of the primal spirits, and to the best of their limited knowledge, the ways of her human brethren. Perhaps with a LITTLE help from other druids who visited the spirits from time to time. The spirits named her Yona, and by her 9th spring she had already become known as a guardian druid, the owl sage of the deep forest, who would protect the deep forest and lead the lost to safety if they respected the forest and observed the etiquette of the owls. But it would not be many years later before the woods she knew as home were wiped away along with the rest of the old world. She bears the memory and seeds of her home with her to the new world... Along with a veritable crowd of refugee forest creatures and spirits that tagged along with her. Now she must search out a new home for her forest family in the deep wilds of this new place.

    BahamutZERO on
    BahamutZERO.gif
  • KelorKelor Registered User regular
    edited December 2020
    Two hours later, the prospective adventurers are gathered once more. Adina's wings near glow as the morning sun filters through feathers and her voice carries resonantly through the cool morning air. The archivist Elegor stands by her side, standing with a more informal pose and discussing some matter with a Thelian aide from the Library.

    “My lady thanks you coming forward to fulfill the Bargain. We are here today to share what information we can that might prepare or aid you in your travel. I have also been given two requests to consider when planning your journey.”

    As Adina continues, Golarios soars down from the sky in a flare of wings, his leonine body gracefully landing on enormous paws upon the polished stone of the courtyard. He pads over to Adina and settles down on hind legs, flanking her from the other side.

    “Lady Melora has asked that you find a find a great stag in the forest to the west that has been wounded and aid it. Lord Moradin with the help of my lady has scryed a set of tools of interest to him deep in the hills to the southwest. He bade me warn you that they have been taken by a group of savages that lust for blood. As to the fates of those who went before you, Bortithor had time to get out some details of what they encountered before succumbing to his injuries.”

    Adina sweeps a hand about in encouragement to Golarios. Who picks up with a rumbling tone. “Friend Bortithor spoke of three things before he passed. First, of a passage between a ring of mountains, filled with enormous green thorns they found impenetrable. Second, of a green tower rising into the sky and third that they found tracks and indications of some sort of monstrous beast that claims the forest as it’s territory.”

    Elegor chimes in as Golarios finishes; “I examined Bortithor upon his return to the city. He died of a massive poison influx as a result of being stung repeatedly what it appears some kind of wasp stings but they would have to be simply enormous.”

    Adna returns to the thread of the conversation; "A discussed earlier, we encourage you to discuss the situation among yourselves and of what use your skills and knowledge might bring to the service of your people."

    Kelor on
Sign In or Register to comment.