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Thursday Night D&D 4E, 4:30PM-9PM PST (11:30PM-4AM GMT) Next Game: 11/29/2012

try sending invite again? i never got it
Invite resent.
alright, in the game. will have character in a moment
Great! Still looking for one more player. Post your interest in this thread, ASAP. The game starts in less than 45 minutes.
Recruiting is now closed for the game tonight. Check back later to see if we have any openings for future games.
====== Created Using Wizards of the Coast D&D Character Builder ====== Davven, level 1 Human, Swordmage|Wizard Hybrid Talent: Swordmage Warding Swordmage Aegis (Hybrid): Aegis of Shielding Human Power Selection: Bonus At-Will Power Background: Scion of the Granite Tower (+2 to Athletics) FINAL ABILITY SCORES Str 10, Con 16, Dex 10, Int 18, Wis 12, Cha 10. STARTING ABILITY SCORES Str 10, Con 16, Dex 10, Int 16, Wis 12, Cha 10. AC: 17 Fort: 14 Reflex: 15 Will: 14 HP: 28 Surges: 10 Surge Value: 7 TRAINED SKILLS Insight +6, Diplomacy +5, Athletics +7, Arcana +9 UNTRAINED SKILLS Acrobatics, Bluff, Dungeoneering +1, Endurance +3, Heal +1, History +4, Intimidate, Nature +1, Perception +1, Religion +4, Stealth, Streetwise, Thievery FEATS Human: Hybrid Talent Level 1: War Wizard's Expertise POWERS Bonus At-Will Power: Ray of Frost Hybrid at-will 1: Frostwind Blade Hybrid at-will 1: Freezing Burst Hybrid encounter 1: Icy Terrain Hybrid daily 1: Sweeping Frostblade ITEMS Scimitar, Adventurer's Kit, Cloth Armor (Basic Clothing), Caltrops (2), Ball bearings (2), Climber's Kit ====== Copy to Clipboard and Press the Import Button on the Summary Tab ======
Recruiting is open once again for the November 15th Dark Sun game.
Im defiantly up for this, i am currently thinking about an arcane healer.
I am definitely down for the dark sun game. -scrubbed-
1352471182
Jedd
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Im defiantly up for this, i am currently thinking about an arcane healer. Make sure you train in bluff. I read some of the Dark Sun campaign setting, and apparently we'll need to be able to pass off any arcane powers as primal, elemental, or psionic in origin if we don't want to be attacked on sight. The use of Arcane Defiling negates this possibility. Gold to start: 25,000 1. Do not buy magical weapons, armor, or other worn items like necklaces or cloaks. (Dark Sun setting) I read up some on things like masterwork armor and I'm not sure I understand. Is everything converted to a non-magical analog? (e.g. does magical Haunted Earthhide Armor become non-magical Haunted Tembo Hide Armor?) And if it doesn't, then do we just use that money to buy non-worn magical items (such as Wondrous Items)? Finally, if all magical items and goods are completely banned, then why do we have 25,000 gp? There's not enough mundane gear one could buy with that much money... 2. Critical failure's will result in weapons breaking. (Dark Sun setting) Reckless Breakage: When you roll a natural 1 on an attack roll, your weapon has a chance to break. You can accept the result, automatically missing the attack as usual, but keeping your weapon intact. Alternatively, you can reroll. Regardless of the reroll result, a nonmetal weapon breaks once the attack is complete. A metal weapon breaks only if you roll a natural 5 or lower on the reroll. This rule gives you a say in whether a weapon breaks. You can play it safe and accept the errant attack, or you can attempt to avoid a miss by risking your weapon. 4. Take one elemental gift of level 15 or lower, and one Glory Boon of level 15 or lower (page 212 of Dark Sun Campaign Guide). Since essentials, everything in character builder has been lumped together in the form of "Alternative Rewards." Do we get to choose from those, or are we limited to the alternative rewards listed in the Dark Sun Campaign Setting. 6. Arcane Power Source is despised by the people of Athas. Expect to be killed on sight if you are caught using Arcane powers. (Dark Sun setting) If we are arcane in origin, we can use bluff to disguise our powers as something else right? I read that in the Dark Sun Campaign Setting, but wanted to make sure. Sorry for all the questions. :)
1352471326
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I am definitely down for the dark sun game. im thinking warlock or hybrid warlock Mee too. I'm going with a straight up Warlock Hexblade (bound to the Winter Court of the Fey). I'm going to name him Harry Dresden. :P If the entire party makes Arcane characters, we could be a group of renegades or outcasts...
-scrubbed-
Gold to start: 25,000 1. Do not buy magical weapons, armor, or other worn items like necklaces or cloaks. (Dark Sun setting) I read up some on things like masterwork armor and I'm not sure I understand. Is everything converted to a non-magical analog? (e.g. does magical Haunted Earthhide Armor become non-magical Haunted Tembo Hide Armor?) And if it doesn't, then do we just use that money to buy non-worn magical items (such as Wondrous Items)? Finally, if all magical items and goods are completely banned, then why do we have 25,000 gp? There's not enough mundane gear one could buy with that much money... Sorry for all the questions. :) When you use inherent bonuses, it unlocks using masterwork armor that isn't enchanted. they are just very expensive deluxe mundane armor
I was using the offline version of the Character builder because i cant afford the DDI cost. Any suggestions on a character builder or how should i do this.
im using the old one too. you go to manage & details, selecting dark sun and inherent bonuses, then just no divine classes and no magic items. DM, any limitations on races and (non-divine) classes? like any books we cant use? i.e. changelings are eberron, shades are heroes of shadow, and goblins are dungeon survival handbook
Masterwork items are available but they don't stack with the fixed enhancement bonuses. You can buy Wonderous Items with the starting 25Kgp, as well as everything else in the books. Only magical weapons, armor, and slotted equipment are banned (neck, wrist, waist, head, etc). Potions and other extra's are available. Most of the 25K gp is going to be spent on traveling gear to survive the desert. Using Fumbling Breakage: When you roll a natural 1 on an attack roll using a nonmetal weapon, the item breaks. (DM: If you use this rule, you should also use the rules for fixed enhancement bonuses in Chapter 6, which mitigates the effect of this rule.) Yeah, choose two Alternative Rewards then. Both 15 or lower.
wait, "expect to be killed on sight if using arcane power"? but there is a specific warlock build, sorcerer-king pact, working for the ruler of one of the cities (has a theme and paragon path tied in) that basically says i am the right-hand of the sorcerer-king. think of the sheriff of nottingham, basically. so arcane power may be reviled, but on athas, i think it is the law There are exceptions. Just offering that as a general rule for the campaign setting. Remember, you're plotting to overthrow the Sorcerer-Kings. If you're going with that build keep in mind you're a traitor to either your tyrant or the party.
im using the old one too. you go to manage & details, selecting dark sun and inherent bonuses, then just no divine classes and no magic items. DM, any limitations on races and (non-divine) classes? like any books we cant use? i.e. changelings are eberron, shades are heroes of shadow, and goblins are dungeon survival handbook As long as it doesn't conflict with the main theme's of dark sun it's all good.
Wonderous items are available but they don't stack with the fixed enhancement bonuses. Only magical weapons, armor, and slotted equipment are banned (neck, wrist, waist, head, etc). Potions and other extra's are available. Most of the 25K gp is going to be spent on traveling gear to survive the desert. Using Fumbling Breakage: When you roll a natural 1 on an attack roll using a nonmetal weapon, the item breaks. (DM: If you use this rule, you should also use the rules for fixed enhancement bonuses in Chapter 6, which mitigates the effect of this rule.) Yeah, choose two Alternative Rewards then. Both 15 or lower. Wondrous items usually arent available for sale, as far as i know. that stuff is usually reserved for the DM to hand out, unless you limit us to common only or no rare wondrous items. Banned magical slotted items: does that include ki focus, as implement? I've played in dark sun once before at store play, the fumble rule for weapon breakage was only it broke on a 1 if you chose to reroll. if you accepted the miss it didnt break (to go along with the arcane defiling reroll power) Lastly, inherent bonuses dont make the weapon magical, so it can still break
I misspoke, going back to edit that out and replace it with Masterwork. Wonderous items are available for purchase before the game. Magical Implements and Ki Focuses are banned. The fixed enhancement bonuses cover their mechanical benefit and the two Alternate Advancement rewards cover any other properties magical equipment normally has.
Using Fumbling Breakage: When you roll a natural 1 on an attack roll using a nonmetal weapon, the item breaks. (DM: If you use this rule, you should also use the rules for fixed enhancement bonuses in Chapter 6, which mitigates the effect of this rule.) Roll a 1 and the weapon breaks. Carry a few spares, 25Kg is plenty for that purpose. Y'all voted for Dark Sun. You're going to get Dark Sun. :D
-scrubbed-
1352478091
Jedd
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if i multiclass monk and use my fist, is there a chance i break my hand? Hahaha
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Eons ago, the first sorcerer-kings bargained with primordials, demons, demigods, and other powerful beings... such as Mab, the Queen of the Winter Court of the Fey. Long have these kings forgotten their oaths to her, and with the death of Kalak, it is time to make them remember. Mab has sent her newest toy - Harry Dresden, the Winter Knight - to ensure the fall of the sorcerer-kings is complete. And when ash and rubble is all that remains of their power, it'll be time for Athas to rediscover the pleasure, the power, and the terror of the fey... Harry Dresden, the Winter Knight of the Fey
-scrubbed-
1352482664
Jedd
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I think you might need to check with the DM on those magic items...he accidently said we could by wondrous items, when he meant masterwork armor...so you might not have that sunglobe or bedroll or ebon fly... He said we can purchase mundane Masterwork items (though I have no idea how to do this in CB) and magical Wondrous items and consumables. Basically, we can't buy any kind of magical item that fits into the character equipment slots (weapon, implement, armor, neck, arm, head, feet, etc.), but everything else is okay (except, I assume, Alternate Rewards, but he's giving us 2 of those for free anyway). second thing: if you are here to go against the kings, how will you react to me, an enforcer of the kings? He said we'll be working against the sorcerer-kings in this adventure, so either you'll be a traitor to the party (and my character won't know), or a traitor to the sorcerer-kings (in which case you'll be in the same boat as us).
nevermind
1352483075
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Masterwork armor is not renamed for a Dark Sun character to the Dark Sun equivalent names. Does this mean we're supposed to buy the appropriate common magic version of a piece of masterwork armor and equip that because the CB isn't allowing a Dark Sun specific mundane set? I've confirmed that doing this doesn't stack. (If you equip a magic +3 armor, your +2 bonus is replaced by a +3 bonus - yielding a +3 total instead of a +5.)
-scrubbed-
hey, so far im thinking of maybe doing a monk from ph3 (psionic based) for our dark sun oneshot
hey with darksun how do themes work in character creation, do you choose your class and then take a theme adding the themes powers to your class powers or is it kinda instead of your class powers
1352492327
Jedd
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You get your theme's starting feature & level features, but the utility and attack powers you have to substitute for your normal class powers.
the dark sun themes leveled powers are options to take instead of class powers
You aren't working directly for the Veiled Alliance. They're just the typical rebel faction and they provided the lead on this quest. The group of you have been working together for the last ten levels. Jacob, you can still do exactly what you're planning as long as you're a traitor to the tyrant and not the party.
-scrubbed-
You've made it to level 11 working with a group in concert with the Veiled Alliance. So it hasn't effected you thus far. When the time comes to twist the dagger in his/her back. That will be interesting, won't it?
Masterwork armor is not renamed for a Dark Sun character to the Dark Sun equivalent names. Does this mean we're supposed to buy the appropriate common magic version of a piece of masterwork armor and equip that because the CB isn't allowing a Dark Sun specific mundane set? I've confirmed that doing this doesn't stack. (If you equip a magic +3 armor, your +2 bonus is replaced by a +3 bonus - yielding a +3 total instead of a +5.) That's working properly. It makes Masterwork armor special while keeping balance with the setting.
-scrubbed-
Or you could be an undercover agent attached to the party. The party has a connection to the VA, but it doesn't have to be you. It's not like you're a member, just a sympathizer.
alright. now im going to scrub all my posts
edited character, and posted later in the thread
hey i havnt got all her gear sorted out yet but this is my monk so far. Le'rel's mother had been cast out of her elven home for giving birth to a halfbreed. Cared for in the dunes by her mother as best she could until dying she stumbled upon the master of a monastery. He took Le'rel and trained her away from the world that would abandon her. Having assisted the party after finding them close to the monastery and hearing the death of the Sorcerer-king she felt the world itself could use a kind hand to pull it up and a strong fist to beat back the evil
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Ha! A faux-Monk and a Monk! That'll be be interesting to have two unarmed characters running around. Makes sense though from a RP perspective (with metal being so rare). @Jessica: Slotted magic items (except for Masterwork Armor which isn't actually magical) aren't allowed on this one, so you'll need to replace your Quick Strike & Elusive Action Ki-Focuses with mundane (non-magical) ones. I don't remember if the old character builder has superior implements or not, but if it does consider taking the superior implement training feat and either getting an Accurate Ki-Focus (+1 to attack) or a Transcendent Ki-Focus (+1 to reach) depending on your desired flavor. @All: If you're not sure what to buy, make sure you grab the basics - an Adventure Kit, Desert Clothing, Filter Mask, a couple of healing potions (Potion of Healing [50gp] & Potion of Cure Light Wounds [200gp] are good choices), and some kind of mount (I recommend the Ebony Fly [4200gp] listed under Wondrous Items - it can fit in your pocket when you don't need it, and gives you an overland flight 15 when you need to travel). If you want a more permanent mount that you could actually take into combat, I recommend the Griffon (9000gp listed under Mounts). It's great for anyone who wants to spam charge attacks, but I don't recommend you make a build completely dependent upon it* (you never know when a fight will have to happen underground or indoors). *The only mount dependent builds I'd recommend are the Vadalis Griffonmaster (Beastmaster Ranger/Vadalis Griffonmaster PP) or the Cavalier (which isn't available on this run).
gave up on the arcane leader, couldn't find the right balance of friendly fire and healing i was shooting for. i ended up rolling a psion|wizard Thrallherder. heres what ive got so far (probably will be subject to change): ====== Created Using Wizards of the Coast D&D Character Builder ====== level 11 Kalashtar, Psion|Wizard, Thrallherd Discipline Focus (Hybrid): Shaper Focus (Hybrid) Psionic Augmentation (Hybrid): Hybrid Power Point Option Hybrid Talent: Expanded Discipline Focus Kalashtar: Bluff Bonus FINAL ABILITY SCORES Str 9, Con 12, Dex 15, Int 23, Wis 11, Cha 16. STARTING ABILITY SCORES Str 8, Con 10, Dex 13, Int 18, Wis 10, Cha 13. AC: 23 Fort: 18 Reflex: 23 Will: 23 HP: 63 Surges: 7 Surge Value: 15 TRAINED SKILLS Arcana +16, Insight +12, Bluff +15, Endurance +11 UNTRAINED SKILLS Acrobatics +7, Diplomacy +8, Dungeoneering +5, Heal +5, History +11, Intimidate +8, Nature +7, Perception +5, Religion +11, Stealth +7, Streetwise +8, Thievery +7, Athletics +4 FEATS Level 1: Arcane Familiar Level 2: Hybrid Talent Level 4: Discipline Adept Level 6: Cyclone Warrior Level 8: Flail Expertise Level 10: Focused Superiority (retrained to Dragging Flail at Level 11) Level 11: Lashing Flail POWERS Dark Sun: Sensing Eye Hybrid at-will 1: Mind Thrust Hybrid at-will 1: Beguiling Strands Hybrid Power Point Option: Twilight Falls Hybrid daily 1: Living Missile Hybrid utility 2: Familiar Harrier Hybrid daily 5: Phantom Chasm Hybrid utility 6: Intellect Fortress Hybrid at-will/encounter 7: Betrayal Hybrid daily 9: Visions of Ruin Hybrid utility 10: Familiar's Call ITEMS Kestrekel Feather Armor, Backpack (empty) (2), Restful Bedroll, Fire Kit, Belt Pouch (empty), Survival Day (10), Giant hair rope, Sun balm, Distillation Kit, Filter mask, Bag of Holding (heroic tier), Tent, Residuum (Any) (1000), Obsidian Steed (heroic tier) (2), Spiked chain (3) ====== Copy to Clipboard and Press the Import Button on the Summary Tab ====== I would like to put 10k of it towards a folding sand skiff if anyone else would like to put in for it (25k wonderous item [DSCS 129]).
1352556005
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I would like to put 10k of it towards a folding sand skiff if anyone else would like to put in for it (25k wonderous item [DSCS 129]). Why would we need that?
1352556530
Jedd
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FYI: I purchased an Instant Campsite (fire, tents, etc. for for up to 8 people - can be used daily) & an Everlasting Provisions (enough food & water for up to 5 people for 24 hours - can be used daily), so our party should be good for day to day needs of food, water, & shelter.
====== Created Using Wizards of the Coast D&D Character Builder ====== Cha'ka, level 11 Thri-Kreen, Fighter (Slayer), Mythic Slayer Slayer Weapon Specialization Option: Brutal Axe Dark Sun, Inherent Bonuses Theme: Gladiator FINAL ABILITY SCORES STR 23, CON 12, DEX 19, INT 11, WIS 11, CHA 9 STARTING ABILITY SCORES STR 18, CON 11, DEX 14, INT 10, WIS 10, CHA 8 AC: 26 Fort: 25 Ref: 24 Will: 17 HP: 87 Surges: 10 Surge Value: 21 TRAINED SKILLS Athletics +18, Endurance +11, Streetwise +9 UNTRAINED SKILLS Acrobatics +9, Arcana +5, Bluff +4, Diplomacy +4, Dungeoneering +5, Heal +5, History +5, Insight +5, Intimidate +4, Nature +7, Perception +5, Religion +5, Stealth +9, Thievery +9 POWERS Basic Attack: Melee Basic Attack Basic Attack: Ranged Basic Attack Gladiator Feature: Disrupting Advance Thri-Kreen Racial Power: Thri-kreen Claws Multiple Class Attack: Power Strike Fighter Utility: Battle Wrath Fighter Utility: Berserker's Charge Fighter Utility: Duelist's Assault Fighter Utility 2: Sudden Sprint Fighter Utility 6: Line Breaker Fighter Utility 10: Hold Your Ground FEATS Level 1: Savage Axe Level 2: Axe Expertise Level 4: Axe Strike Level 6: Blindfighting Warrior Level 8: Disciple of Strength Level 10: Weapon Expertise (Axe) Level 11: Superior Reflexes ITEMS Trikal x4 Mekillot Scale Armor x1 Survival Day Backpack (empty) Distillation Kit Filter mask Desert Clothing Kank ====== End ======
also i will put 7000 for the skiff
FYI: I purchased an Instant Campsite (fire, tents, etc. for for up to 8 people - can be used daily) & an Everlasting Provisions (enough food & water for up to 5 people for 24 hours - can be used daily), so our party should be good for day to day needs of food, water, & shelter. everlasting provisions dont exist in darksun. DCCS 125 SUITABLE MAGIC ITEMS As with rituals (page 116), certain magic items appropriate for other DUNGEONS & DRAGONS settings undermine the mood and tone of Athas. Magic items that alleviate Harsh conditions by controlling the weather or creating food and water—such as an endless canteen or everlasting provisions—are scarce on Athas. Divine items are rarely found, except perhaps in truly ancient sites. Items related to creatures that are foreign to Athas, such as aquatic humanoids, do not exist, Items composed of metal wholly or in part are infrequent or nonexistent. Consult with your Dungeon Master to determine if any particular item has a level and cost different from normal, or is unavailable.
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SUITABLE MAGIC ITEMS: As with rituals (page 116), certain magic items appropri ate for other DUNGEONS & DRAGONS settings undermine the mood and tone of Athas. Magic items that alleviate harsh conditions by controlling the weather or creating food and water—such as an endless canteen or everlasting provisions—are scarce on Athas. Divine items are rarely found, except perhaps in truly ancient sites. Items related to creatures that are foreign to Athas, such as aquatic humanoids, do not exist, Items composed of metal wholly or in part are infrequent or nonexistent. Consult with your Dungeon Master to determine if any particular item has a level and cost different from normal, or is unavailable. Found this, thanks.