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

if you message me an email address i can send you the DDI_CB downloader, then the CB_Loader patch program zip
does anyone else need a character builder? i just spent a bunch of time uploading if anyone cares for it.
because of this i caved and bought the insider subscription...all in all im inpressed with what they did with the character builder. But having to pay 10 mounth just to easily make a character is to much.
yeah. but all the articles are cool. i might buy a month or two again just to download all the issues for the adventures and monsters also you can buy a year for 1/2 the price of month by month the monster builder and compendium are also great. they have updated monsters with all the new math vs the outdated monsters in my pdf of MM1
I just saw this and made me think of our dark sun game, i had to share it. <a href="http://img846.imageshack.us/img846/483/gratuity.jpg" rel="nofollow">http://img846.imageshack.us/img846/483/gratuity.jpg</a>
ok ok final character listing for me, thanks to jacob and the ddi builder, only thing missing is my armor, I was going to add something like kestrekel armor, but i couldnt really see how to make it work, so just let me know and ill add it in ====== Created Using Wizards of the Coast D&D Character Builder ====== Le'rel, level 11 Half-Elf, Monk, Mountain Devotee Monastic Tradition: Stone Fist Half-Elf Power Selection: Dilettante FINAL ABILITY SCORES Str 16, Con 14, Dex 19, Int 12, Wis 15, Cha 14. STARTING ABILITY SCORES Str 14, Con 11, Dex 16, Int 11, Wis 13, Cha 11. AC: 24 Fort: 21 Reflex: 23 Will: 23 HP: 76 Surges: 9 Surge Value: 20 TRAINED SKILLS Perception +12, Stealth +15, Acrobatics +15, Heal +12 UNTRAINED SKILLS Arcana +6, Bluff +7, Diplomacy +9, Dungeoneering +7, Endurance +7, History +6, Insight +9, Intimidate +7, Nature +7, Religion +6, Streetwise +7, Thievery +9, Athletics +8 FEATS Level 1: Implement Expertise (Ki Focuses) Level 2: Hafted Defense Level 4: Improved Monk Unarmed Strike Level 6: Superior Implement Training (Accurate Ki Focus) Level 8: Light Step Level 10: Group Insight Level 11: Internalize the Basic Kata POWERS Dilettante: Memory Hole Monk at-will 1: Dragon's Tail Monk at-will 1: Dancing Cobra Monk encounter 1: Open the Gate of Battle Monk daily 1: Whirling Mantis Step Monk utility 2: Harmonious Discipline Monk encounter 3: Eternal Mountain Monk daily 5: Supreme Avalanche Combination Monk utility 6: Centered Defense Monk encounter 7: Strike the Avalanche Monk daily 9: Strength to Weakness Monk utility 10: Internal Power ITEMS Monk Unarmed Strike, Adventurer's Kit, Quarterstaff, Inix, Distillation Kit, Survival Day (3), Accurate Ki Focus, Handy Haversack (heroic tier), Battle-Scarred Champion (heroic tier), Gift of Rain (paragon tier), Potion of Cure Moderate Wounds (3), Restful Bedroll, Map of Unseen Lands ====== Copy to Clipboard and Press the Import Button on the Summary Tab ======
you go to the manage tab, where you add in the name and gender select inherent bonuses, and dark sun checkboxes then go back into armor, regular not magical
I did that, but the buy tab was greyed out, and it didnt seem to give any bonus to ac plus there is the minimum enhancement bonus that doesnt seem to be set
hm, i dont know whats wrong there. well you have to be proficent with the base armor, and have enough gold try closing and re-opening the builder? also the dark sun armors are masterwork basic armors, so if your a monk, make sure its cloth armor
by far the oddest monk i have ever seen :P
aww heh well i usually have a character in mind as i go through the steps of making one and everything just seems to come out, tho i have tweaked a little
I can't wait to show you all what I've got planned for Thursday's game. Desert survival, dungeon delve, mystery, and danger. Makes me wish I could run a ten hour game instead of a four and a half. So much material.
me and my psionicaly labotamised servant cant wait =P
1352813901
Jedd
KS Backer
Marketplace Creator
Allright, I've made a Warlord for the party that should do a good job of keeping us alive. It's got a good amount of healing, tactical shifting, & free attacks. IMPORTANT: make sure your basic attacks are up to snuff, or that you have at least 1 power you can use as a basic attack. My strategy for this build is all about battle advantage. I've pumped my initiative as high as I can and buffed my combat commander to give everyone +5 to initiative. If I can manage to go first, I can then use Reorient the Axis to allow everyone to shift 5 squares to get into their position, and one person can shift an additional 3 and make a basic attack against an enemy. This way, you should be in an ideal fighting position before the beginning of your first turn, and hopefully before any of the enemies' turns either. EDIT: Updated build. Changed race to Elf. Used Elf features to buff initial party advantage (up to +7 party initiative) and healing (+5 on Inspiring Words).
well i've got an RBA, and then theres also, well i don't know what his real name was, i just call him Igor now...
1352817529
Jedd
KS Backer
Marketplace Creator
I'm sure Igor will get plenty of extra attacks to please his master. :)
that sounds like an awesome leader jedd!
Oh i noticed something wrong on your character sheet. it is showing javelins as light thrown and based on dex, when they are actually heavy thrown and based on strength.
1352829484
Jedd
KS Backer
Marketplace Creator
It's using strength. The difference is that I don't have any expertise with spears. Even so, they're only a backup in case I need to make a ranged attack more than once an encounter (my Dishearten power will work once an encounter, and often be my opening move). I think I've got the final build done, and I'm liking it! His initiative is always going to be between 22 and 41 (and he gets to roll 2 d20s and keep the higher result), so he'll almost always go first. All of his allies will get a +5 power bonus to initiative, and an additional +2 racial bonus if their initiative is lower than mine. So my opening turn will look like this: 1. Move Action: Everyone except myself gets to shift 5 squares (except 1 person who will stay within 3 squares of me). 2. Minor Action: Both I and the person who stayed closer to me (ideally our defender) get to shift our speed. 3. Standard Action: I use Dishearten, which is an Area 1 burst within 10 attack. It's +14 vs. Will against each creature in the burst. Any creatures hit by this attack take 1d6+7 psychic damage and take a -2 penalty to all of their attack rolls until the end of my next turn. :) Depending on the arrangement of enemies I might switch up the order. :)
#edit# was wrong
1352830591
Jedd
KS Backer
Marketplace Creator
Sense Threat When you roll initiative, you can make a Perception check and use its result for your initiative check. When you do so, allies within 10 squares of you who have lower initiative than yours gain a +2 racial bonus to their initiative. This benefit replaces elven accuracy. I can see how that could be the case (though it seems a bit overpowered that way), but if I did that my allies wouldn't get the +2 racial bonus to initiative, correct? In any case I've pumped my perception as much as I can, and I don't see my initiative check (1d20+10) ever being higher than my perception check (2d20k1+16).
#edit# you roll 1 perceptiption + 1 perception from the paragon feat, taking the highest. because you rolled perception, anyone who goes lower than you within 10 gets +2
1352831114
Jedd
KS Backer
Marketplace Creator
you roll 1 init & 1 perceptiption + 1 perception from the paragon feat. because you rolled perception, anyone who goes lower than you within 10 gets +2, and you get to pick the highest of the 3 results Well if that's how it works, I'm certainly not going to snub it in the face. What say ye, DM?
1352831203
Jedd
KS Backer
Marketplace Creator
I can't wait to show you all what I've got planned for Thursday's game. Desert survival, dungeon delve, mystery, and danger. Makes me wish I could run a ten hour game instead of a four and a half. So much material. We're excited too!
Nevermind, i just went through the rules Q&A, you only roll perception, but you get to roll twice
dishearten at 14vsWill, how do you git it that high without an implement to add feats to? i cant seam get mine above 13 with pumped int.
he has 20 init, versatile expertise, and the inherent bonuses
does versatile expertise work unarmed with implement?
versatile is implement and weapon, and i think you can select unarmed if you wish, not sure
hmmm, if you can select unarmed for implement with versatile, i may have to swap a feat for it,
oh no, implement you have to select an impelment you are proficient with, i meant unarmed weapon
ahhh, then shouldn't it just be int+1/2 level+inherent bonus?
he is proficient with an implement though...multiclass psion
yeah, but no implements in this campaign.
uhhh, what? youre wrong about that. no magic slotted items. there are mundane and superior implements that arent magically enchanted
ahh okay, i must have misread... staff expertise here i come...
which your staff expertise applies to your thralls attack. int +1/2 levl + weapon prof + imp exp + imp/inh enh + 2 for the thrall, if i remember right
i already had flail expertise that applied for the thrall anyway, for the slide can knock prone instead rider.
oh right
ok just got done with Jaycee's character (she doesnt have the materials atm so i did it up for her, she should be signing in here soon but ill post hers for now) ====== Created Using Wizards of the Coast D&D Character Builder ====== level 11 Half-Elf, Fighter, Iron Vanguard Build: Guardian Fighter Fighter: Combat Superiority Fighter Talents: One-handed Weapon Talent Half-Elf Power Selection: Dilettante FINAL ABILITY SCORES Str 20, Con 16, Dex 16, Int 11, Wis 16, Cha 9. STARTING ABILITY SCORES Str 17, Con 12, Dex 14, Int 10, Wis 13, Cha 8. AC: 28 Fort: 24 Reflex: 22 Will: 20 HP: 101 Surges: 12 Surge Value: 26 TRAINED SKILLS Heal +13, Endurance +11, Athletics +13 UNTRAINED SKILLS Acrobatics +6, Arcana +5, Bluff +4, Diplomacy +6, Dungeoneering +8, History +5, Insight +10, Intimidate +4, Nature +8, Perception +8, Religion +5, Stealth +6, Streetwise +4, Thievery +6 FEATS Level 1: Toughness Level 2: Distracting Shield Level 4: Fighter Weapon Specialization Level 6: Shield Defense Level 8: Stubborn Survivor Level 10: Potent Challenge Level 11: Combat Anticipation POWERS Dilettante: Viper's Strike Fighter at-will 1: Crushing Surge Fighter at-will 1: Tide of Iron Fighter encounter 1: Covering Attack Fighter daily 1: Comeback Strike Fighter utility 2: Shielded Sides Fighter encounter 3: Daunting Onslaught Fighter daily 5: Crack the Shell Fighter utility 6: Sudden Switch Fighter encounter 7: Iron Bulwark Fighter daily 9: Piquing Dare Fighter utility 10: Stalwart Guard ITEMS Mekillot Scale Armor, Heavy Shield, Warhammer, Crodlu, Battle-Scarred Champion (heroic tier), Gift of Fire (heroic tier), Adventurer's Kit, Desert Clothing, Distillation Kit, Filter mask, Survival Day (4), Handy Haversack (heroic tier), Restful Bedroll, Map of Unseen Lands, Potion of Cure Moderate Wounds (4) ====== Copy to Clipboard and Press the Import Button on the Summary Tab ======
Hey this is Jaycee's account, shes not home atm, but if could add her to the game thanks :)
Jessica, did you take a theme for your monk and jaycee's fighter? theres 6 darksun themes (found under backgrounds) and a dark sun background can also give you a skill bonus
After review i made some mistakes and didn't chose some needed options on my character so here is the revised build. ====== 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 Last of the Clutch (+2 to Endurance) 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: 21 Will: 17 HP: 87 Surges: 10 Surge Value: 21 TRAINED SKILLS Athletics +18, Endurance +13, Streetwise +9 UNTRAINED SKILLS Acrobatics +9, Arcana +5, Bluff +4, Diplomacy +4, Dungeoneering +5, Heal +5, History +5, Insight +6, Intimidate +4, Nature +7, Perception +6, 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 Wild Talent Cantrip: Thought Projection Fighter Utility 2: Sudden Sprint Fighter Utility 6: Line Breaker Fighter Utility 10: Hold Your Ground FEATS Level 1: Thri-Kreen Antennae Level 2: Axe Expertise Level 4: Blindfighting Warrior Level 6: Thri-Kreen Weapon Master Level 8: Power Attack Level 10: Weapon Expertise (Axe) Level 11: Thri-Kreen Thrower ITEMS Trikal x4 Mekillot Scale Armor x1 Survival Day Backpack (empty) Distillation Kit Filter mask Desert Clothing Kank Chatkcha ====== End ======
umm nah i havnt done backgrounds for either of ours
well dont have to, but its a free encounter power, and background is a free +2 to a skill
FEATS Level 2: Axe Expertise Level 10: Weapon Expertise (Axe) what? did you mean to get weapon focus?
lol i see i got two of the same. So many to choose from, sometimes its hard to find the right ones.
they are the same feat, though axe expertise is strictly better. they dont stack. only one +feat bonus applies
My revised, revised build ====== 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 Last of the Clutch (+2 to Endurance) 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: 27 Fort: 25 Ref: 21 Will: 17 HP: 87 Surges: 10 Surge Value: 21 TRAINED SKILLS Athletics +18, Endurance +13, Streetwise +9 UNTRAINED SKILLS Acrobatics +9, Arcana +5, Bluff +4, Diplomacy +4, Dungeoneering +5, Heal +5, History +5, Insight +6, Intimidate +4, Nature +7, Perception +6, 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 Wild Talent Cantrip: Thought Projection Fighter Utility 2: Sudden Sprint Fighter Utility 6: Line Breaker Fighter Utility 10: Hold Your Ground FEATS Level 1: Thri-Kreen Antennae Level 2: Thri-Kreen Thrower Level 4: Thri-Kreen Weapon Master Level 6: Axe Expertise Level 8: Weapon Focus (Axe) Level 10: Power Attack Level 11: Armor Specialization (Scale) ITEMS Trikal x4 Mekillot Scale Armor x1 Survival Day Backpack (empty) Distillation Kit Filter mask Desert Clothing Kank Chatkcha ====== End ======
a lot better. then you should still have 15,900 gp to spend on wondrous items and potions (estimating from 25,000-9000 for armor, -100 for gear and weapons) oh, and you get 2 alternative rewards, a glory boon and elemental gift