Roll20 uses cookies to improve your experience on our site. Cookies enable you to enjoy certain features, social sharing functionality, and tailor message and display ads to your interests on our site and others. They also help us understand how our site is being used. By continuing to use our site, you consent to our use of cookies. Update your cookie preferences .
×
Create a free account

D&D 4e - DM looking for 1 player, weekly central european (Forgotten Realms)

1382031716

Edited 1382543922
I DM a long running campaign (8 weeks now) set in the forgotten realms setting. Sadly due to sickness one player had to drop out an i am looking for a replacement. We play every week on wednesay 7pm central european time. The party is currently level 8 and moving from one story arc to another. We use skype to communicate during sessions so skype and a good microphone are a must. If you can make a level 8 character and are ready to start playing next wednesday let me know!
I'd be very interested, although I am new to both Roll 20 and D&D so would probably need some support with rules etc although I have a basic understanding of what needs to go on. Is there a specific class that needs filling or is it open to anything? I'm happy to use skype and have a Mic/headset. I'm in the UK so GMT timezone which is ideal. Please let me know if you'd be happy to show a newbie the ropes.
I would be interested in playing. Send an invite if willing.
Scurra i think that this is not a very newbie friendly game seeing all other players are extremely experienced and we are level 8 right now.
I am interested in this if i could get a bit more detail about the group.
1382544204

Edited 1382544510
Alex apparently has a lot of trouble reading which leaves me with one player short one hour before we start playing. "My mistake, but I can't make it on Wed. Afternoons. Being a new player I was not aware this was the regular time, and I sincerely thought it was Wednesday evenings. I would be free at 4:00 but not earlier. I hope to still play but if that's the schedule then I can't. Is there a chance of moving it to the evenings? " The post above clearly states every week on wednesay 7pm central european time, but obviously we should move it for Alex.... Welp this leaves me short one player. is there anyone that can have a lvl 8 character ready within an hour or so that feels like playing D&D 4e every wednesday 7pm central european?
I am very interested in joining your campaign, I will have a sheet posted here within a few minutes. I have played 4th edition before, but I have to say I'm more used to 3.5, that being said, I am fairly experienced with RPGs, been playing them for 3 years on and off. Time is perfect, and so is setting as Forgotten Realms is my favourite D&D setting, I usually play rogue type characters, but I'm leaning to try a spellcaster. Thanks, will post that cs in a little bit :)
Here he is, still need to figure out equipment and background. Kevhand Arroway Male Human Wizard Level 8 Good From Cormyr Representing Pedro Grácio Strength 13 (+1) Constitution 14 (+2) Dexterity 13 (+1) Intelligence 19 (+4) Wisdom 13 (+1) Charisma 15 (+2) Height: 6' 0" Weight: 190 lb Skin: Light Eyes: Dark Brown Hair: Light Brown Wavy; Light Beard Maximum Hit Points: 52 Bloodied: 26 Surge Value: 13 Surges / Day: 8 [includes constitution modifier] Size: Medium Speed: 6 squares Vision: Normal Initiative: 1d20 +5 = 4 [half level] + 1 [dexterity] Base Strength Attack: 1d20 +5 = + 4 [half level] + 1 [strength] Base Dexterity Attack: 1d20 +5 = + 4 [half level] + 1 [dexterity] Base Constitution Attack: 1d20 +6 = + 4 [half level] + 2 [constitution] Base Intelligence Attack: 1d20 +8 = + 4 [half level] + 4 [intelligence] Base Wisdom Attack: 1d20 +5 = + 4 [half level] + 1 [wisdom] Base Charisma Attack: 1d20 +6 = + 4 [half level] + 2 [charisma] Armor Class: 18 = 10 + 4 [half level] + 4 [intelligence] Fortitude Defense: 17 = 10 + 4 [half level] + 1 [Human] + 2 [constitution] Reflex Defense: 19 = 10 + 4 [half level] + 1 [Human] + 4 [intelligence] Will Defense: 19 = 10 + 4 [half level] + 1 [Human] + 2 [wizard] + 2 [charisma] If your campaign uses the fixed-enhancement bonus system [PH2/Dark Sun], level 8 characters get +2 on attack/damage (2d6 extra damage on a critical hit) and +1 on all defenses. These bonuses do not stack with magic items. Armor: None ("cloth") Shield: None Attacks: Unarmed Melee: +5 [base strength attack] vs AC; damage 1[W]=1d4+1 [strength bonus] Magic Missile [always hits, as per July 2010 rules revision, for 2/3/5 + int modifier damage] Thunderwave +8i [base intelligence attack] vs fortitude Phantom Bolt [AP] +8i [base intelligence attack] vs will Sleep +8i [base intelligence attack] vs will Stinking Cloud +8i [base intelligence attack] vs fortitude Web +8i [base intelligence attack] vs reflex Lightning Bolt +8i [base intelligence attack] vs reflex; 1-3 creatures, 2d6+int modifier lightning damage; half damage on miss i Implement-usable power. Apply a bonus as appropriate for magic, any implement expertises, etc. Base Saving throw: d20 +1 [human perseverence] vs 10 Encumberance 4e Normal Load: Heavy Load: Maximum Drag Load 130 lb. 260 lb. 650 lb. Encumberance 3.5 Light load: Medium load: Heavy load: Lift over head: Lift off ground: Push or drag: 50 lb. or less 51-100 lb. 101-150 lb. 150 lb. 300 lb. 750 lb. Languages: Common; Chondathan [FRPG]; (? 1 more) Rituals Known: Secret Page [Level 1] Knock [Level 4] Hallucinatory Item [Level 5] Wizard's Sight [Level 8] Conceal Dragonmark [EPG][Level 1] Skills: Acrobatics: +5 = 1 [dexterity] + 4 [half level] Arcana: +13 = 4 [intelligence] + 4 [half level] +5 [class training] Athletics: +5 = 1 [strength] + 4 [half level] Bluff: +6 = 2 [charisma] + 4 [half level] Diplomacy: +14 = 2 [charisma] + 4 [half level] +5 [class training] + 3 [skill focus] Dungeoneering: +5 = 1 [wisdom] + 4 [half level] Endurance: +6 = 2 [constitution] + 4 [half level] Heal: +5 = 1 [wisdom] + 4 [half level] History: +13 = 4 [intelligence] + 4 [half level] +5 [class training] Insight: +12 = 1 [wisdom] + 4 [half level] + 2 [Cormyr] +5 [class training] Intimidate: +6 = 2 [charisma] + 4 [half level] Nature: +10 = 1 [wisdom] + 4 [half level] +5 [class training] Perception: +5 = 1 [wisdom] + 4 [half level] Religion: +8 = 4 [intelligence] + 4 [half level] Stealth: +5 = 1 [dexterity] + 4 [half level] Streetwise: +6 = 2 [charisma] + 4 [half level] Thievery: +5 = 1 [dexterity] + 4 [half level] Feats: Expanded Spellbook Destructive Wizardry [AP] Enlarge Spell [AP] Ritual Caster Skill Focus -- Diplomacy Surging Flame At-Will: Melee Basic Attack: By weapon, damage 1[W]+1 [strength bonus] [standard action] Ranged Basic Attack: By weapon, damage 1[W]+1 [dexterity bonus] [standard action] Bull Rush: +5 [base strength attack] vs fortitude [standard action] Grab: +5 [base strength attack] vs reflex [standard action] Move grabbed target: +5 [base strength attack] vs fortitude [standard action] Escape: +5 [acrobatics] vs reflex / +5 [athletics] vs fortitude [move action] Ghost Sound [HoS; Wizard][standard action] Disrupt Undead [HoS; Wizard][minor action] Light [Wizard][minor action] Mage Hand [Wizard][minor action] Prestidigitation [Wizard][standard action][no longer moves up to 1 lb per Essentials] Magic Missile [Level 1][usable as ranged basic attack] Thunderwave [Level 1] Phantom Bolt [AP; Level 1] Other Standard Actions: Administer a potion; Aid another [revised: skill check vs. 10+level/2, success helps +2, failure hurts -1]; Charge [+1 to basic melee attack or bull rush]; Coup de grace; Equip / stow shield; Ready an action; Total defense; Sustain standard action; Some skills during combat (i.e., Acrobatics -- fast escape; Bluff, Heal -- first aid (use second wind DC10, stabilize the dying DC15, grant a saving throw DC15), Intimidate, Thievery depending on circumstances); Other Move Actions: Crawl; Run [speed 8]; Stand up; Shift; Squeeze; Walk; may include some skills during combat (i.e., Acrobatics, Athletics); half of a Double Move (if taken in place of a standard action) Other Minor Actions: Draw / sheathe weapon; Drink a potion; Drop prone; Load a crossbow; Open / close a door; Pick up an item; Retrieve / stow an item; Perception -- active (as per revision), Sustain minor action; Some skills during combat (i.e., Insight) Other Immediate Actions: Readied action Other Opportunity Actions: Opportunity attack Other Free Actions: Drop held items; End a grab; Talk Other Non-Actions: Delay; Endurance checks; Insight to counter Bluff; Knowledge checks; Perception -- passive Short rest: Healing surges as available Five minutes: Normal escape from restraints (Acrobatics) One hour: Forage; Streetwise check Encounter Powers: Second Wind Spend an Action Point [free action, not in surprise round] Use Implement [free action] Lightning Bolt [Level 7] Daily Powers: Sleep [Level 1] Stinking Cloud [Level 5] Web [Level 5] Invisibility [Level 6 Utility] Levitate [Level 6 Utility][move action] Reminder to Level 8 Wizards: Each day (i.e., after extended rest), you prepare two daily non-utility powers and two utility powers from your spellbook. Human One bonus feat at 1st level (already included) One bonus skill from the skill class list (already included) +1 to fortitude, reflex, and will defenses This human chose an extra first-level at-will attack power instead of Heroic Effort. Player characters from Cormyr all have insight as a class skill option, get a +2 bonus on insight checks, and get a +2 bonus on saves vs. fear. Wizard This wizard chose the Orb of Imposition mastery [see online revision] . Remember the option to give a penalty on your NEXT saving throw equal to your wisdom modifier, or maintain an at-will power for an extra turn. Cantrips Ritual Casting [bonus feat, not listed above] Spellbook Kevhand Arroway's Equipment: Backpack Bedroll Flint and steel Pouch (belt) x1 Rations (1 day) x10 Rope (50', hempen) x1 Sunrods x2 Waterskins x1 Orb Spellbook x1 Total 39 lb More about Kevhand Arroway: