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August 24th, 2009

4E's a Jolly Good Fellow

sirfox is talking about running some 4E next weekend, and I've got insomnia, so I went ahead and made a 4E character ... assuming I've got it all right. The nomenclature of all this stuff makes my eyes cross — and I'm a guy who thought Rolemaster was pretty cool back in the day. Oy! Anyway, here he is. The stat block arrangement is completely off from the 4E standard, I'm sure, but I can read it, so it works. ;)

Ilthadris (Eladrin Warlord 1)


Alignment Good
Languages Common, Elven


Init +2 (+2 class); Senses Perception +5, low-light vision
AC 17 (+6 armor, +1 shield); Defenses Fort 14 (+3 Str, +1 class), Ref 13 (+2 Int, +1 shield), Will 14 (+2 Cha, +1 class, +1 race)
hp 24; Surges 8/day, recover 6


Speed 5 squares (-1 armor); Fey Step 5 squares
Basic Attacks
Melee Javelin +5 (+3 Str, +2 Prof), 1d6+5 (+3 Str, +2 feat)
Melee Longsword +6 (+3 Str, +3 prof), 1d8+5 (+3 Str, +2 feat)
Ranged Javelin +5 (+3 Str, +2 Prof), 1d6+5 (+3 Str, +2 feat), range 10/20
Exploits
At-Will Opening Shove*, Wolf Pack Tactics
Encounter Hammer Formation*
Daily Bastion of Defense


Feats Eladrin Soldier
Skills Arcana +4 (+2 Int, +2 race), Athletics +7 (+3 Str, +5 trained, -1 armor), Diplomacy +7 (+2 Cha, +5 trained), Heal +5 (trained), History +9 (+2 Int, +5 trained, +2 race), Perception +5 (trained)
Abilities Str 16/+3, Con 12/+1, Dex 10/+0, Int 15/+2, Wis 11/+0, Cha 15/+2
Racial Features Eladrin Education (Perception), Eladrin Will (+1 Will saves, +5 vs. charm), Fey Origin, Fey Step, Low-Light Vision, Skill Bonuses (Arcana, History), Trance, Weapon Proficiency (Longsword)
Class Features Armor Proficiency (cloth, leather, hide, chainmail, light shield), Combat Leader, Inspiring Word, Resourceful Presence*, Weapon Proficiency (simple melee, military melee, simple ranged)


Possessions Chainmail, 3 Javelins, Longsword, Light Shield, Adventurer's Kit, 10 gp


Bastion of Defense (Daily, Warlord Attack 1) As a standard action, make a Str vs. AC attack. On hit: 3[W] + Str mod. Allies within 5 squares of you gain a +1 power bonus to all defenses until the end of the encounter. Additional Effect (on hit or miss): Allies within 5 squares of you gain temporary hit points equal to 5 + your Cha mod. (PH 146)
Combat Leader You and each ally within 10 squares who can see and hear you gain a +2 power bonus to Initiative. (PH 144)
Eladrin Soldier You gain proficiency with all spears and a +2 feat bonus to damage rolls with longswords and spears. (PH 194)
Fey Step (Encounter, Personal) Teleport up to 5 squares as a move action. (PH 38)
Hammer Formation (Encounter, Warlord Attack 1, modified by Resourceful Presence) As a standard action, make a Str vs. AC attack. On hit: 1[W] + Str mod damage, and each ally adjacent within a number of squares equal to your Cha mod deals 1[W] extra damage on a hit with the next attack they make before the start of your next turn. Req.: Must be wielding a heavy thrown weapon. (MP 103)
Inpsiring Word (Encounter, special) As a minor action, you grant yourself or one ally within 5 squares a healing surge and they regain an additional 1d6 hit points. This ability may be used twice in an encounter, but only once per round. (PH 145)
Opening Shove (At-Will, Warlord Attack 1) As a standard action, make a Str vs. Ref attack. On hit, push the target 1 square and one ally you can see either shifts a number of squares equal to your Int modifier or makes a melee basic attack against the target. (MP 103)
Resourceful Presence When an ally who can see you spends an action point to take an extra action and uses the action to make an attack, that attack gains a bonus to damage equal to one-half your level + your Int modifier. If the attack hits no target, the ally gains temporary hit points equal to one-half your level + your Cha modifier. (MP 103)
Wolf Pack Tactics (At-Will, Warlord Attack 1) As a standard action, before you attack you let one ally adjacent to either you or the target shift 1 square as a free action. Str vs. AC attack; on hit, 1[W] + Str mod damage. (PH 145)

*From the Martial Power sourcebook


Character Notes Ilthadris is a born wanderer, offering his services to any good cause or lord he comes upon, although circumstances and preference have largely kept him among the elf/eladrin kind. Tall, striking, and tactically-minded, he is a natural leader, often finding himself in the role of "captain" in any company he may find himself, pointing out opportunities to his allies and shouting challenges to his enemies. In a more peaceful setting, however, he prefers to remain quiet and pleasantly formal, providing a peculiar contrast.

Tactics Ilthadris prefers to survey a battle before jumping into it, and then once battle is joined he strives to keep his companions focused and goal-oriented. He generally opens up a fight at range by throwing a javelin or two, to take advantage of his "Hammer Formation" ability; from there he will use his "Opening Shove" and "Wolf Pack Tactics" abilities to maneuver friends and foes like so many chess pieces, attempting to create openings for his teammates. However, if one of his allies should go down, he will quickly come to their aid via his fey step, providing them with whatever assistance he can.

-The Gneech

PS: Two more characters coming, a human fighter (guardian build) and a halfling wizard (controller build). What I'll actually end up playing depends on the needs of the group. If I had a copy of PHB 2 I'd probably also write up a half-orc barbarian for giggles.

Aggro Is Mion, I am a Lion

Arshan, 4E style. See below for the Anthro (lion) racial writeup.

Arshan of the Desert (Anthro {lion} Fighter 1)


Alignment unaligned
Languages Common, Feline


Init +0 (Dex); Senses Perception +1, low-light vision
AC 19 (+7 armor, +2 shield); Defenses Fort 16 (+4 Str, +2 class), Ref 12 (shield), Will 13 (+2 Cha, +1 race)
hp 34; Surges 11/day, recover 8


Speed 5 squares (-1 armor)
Basic Attacks
Melee
Battleaxe +6 (+4 Str, +2 Prof), 1d10+4 (Str)
Melee Dagger +7 (+4 Str, +3 Prof), 1d4+4 (Str)
Ranged Javelin +6 (+4 Str, +2 Prof), 1d6+4 (Str), range 10/20
Ranged Dagger +3 (Prof), 1d4, range 5/10
Exploits
At-Will Cleave, Footwork Lure*
Encounter Bell Ringer*
Daily Knee Breaker*


Feats Toughness
Skills Athletics +11 (+4 Str, +5 trained, +2 race), Endurance +7 (+2 Con, +5 trained), Intimidate +9 (+2 Cha, +5 trained, +2 race)
Abilities Str 18/+4, Con 14/+2, Dex 11/+0, Int 10/+0, Wis 13/+1, Cha 14/+2
Racial Features Ferocious, Imposing Size, Lionheart, Mighty Roar
Class Features Armor Proficiency (cloth, leather, hide, chainmail, scale; light shield, heavy shield), Battlerager Vigor*, Combat Challenge, Combat Superiority, Weapon Proficiency (simple melee, military melee, simple ranged, military ranged)


Possessions Scale Armor, Heavy Shield, Battleaxe, Dagger, 2 Javelins, Adventurer's Kit, 4 GP


Battlerager Vigor Each time an enemy hits you with a melee or a close attack, you gain temporary hit points equal to your Con mod (after the attack is resolved). When you gain temporary hit points by hitting with an attack that has the "invigorating" keyword, those temporary hit points stack with any other temporary hit points you already have. When wearing light armor or chainmail, you gain a +1 bonus to damage rolls with melee and close weapon attacks whenever you have temporary hit points. This bonus increases to +2 if you're wielding an axe, hammer, mace, or pick. (MP 6)
Bell Ringer (Encounter, Fighter Attack 1, Invigorating) As a standard action, make a Str vs. Fort attack. On hit: the target is dazed until the end of your next turn. If you are wielding an axe, a hammer, or a mace, the attack deals damage equal to your Con mod. (MP 7)
Cleave (At-Will, Fighter Attack 1) As a standard action, make a Str vs AC attack. On hit: 1[W] + Str mod, and an enemy adjacent to you takes damage equal to your Str mod. (PH 77)
Combat Challenge Every time you attack an enemy, you can choose to mark that target. The mark lasts until the end of your next turn. while is a target is marked, it takes a -2 penalty to attack rolls for any attack that doesn't include you as a target. In addition, whenever a marked enemy that is adjacent to you shifts or makes an attack that doesn't include you, you can make a melee basic attack against that enemy as an immediate interrupt. (PH 76)
Combat Superiority You gain a bonus to opportunity attacks equal to your Wisdom modifier. An enemy struck by your opportunity attack stops moving, if a move provoked the attack. If it still has actions remaining, it can use them to resume moving. (PH 76)
Ferocious When bloodied, you gain a +1 racial bonus to attack rolls.
Footwork Lure (At-Will, Fighter Attack 1) As a standard action, make a Str vs. AC attack. On hit: 1[W] + Str mod damage, you can shift 1 square and slide the target into the space you just left. (MP 7)
Imposing Size Lion anthros are on the cusp between medium- and large-size creatures. As such, they take up a 2x2 space and may treat large one-handed weapons as if they were medium versatile weapons.
Knee Breaker (Daily, Fighter Attack 1, Invigorating) As a standard action, make a Str vs. AC attack. On hit: 2[W] + Str mod damage and target is slowed (save ends). If target is already slowed, target is immobilized instead (save ends). If you're wielding an axe, hammer, or mace,, the attack deals extra damage equal to your Con mod. On miss: 1/2 damage and target is not slowed or immobilized. (MP 9)
Lionheart You get a +1 racial bonus to Will saves; in addition you get a +5 racial bonus to resist fear effects.
Mighty Roar You can use "Mighty Roar" as an encounter power.
Mighty Roar (Lion Racial Power)
Encounter, Minor Action, Aura 5
Targets: All non-allied creatures in area
Attack: Cha vs. Will
Hit: Targets have -2 morale penalty to attack and damage rolls for a number of rounds equal to the lion's Cha mod (minimum 1)


*From the Martial Power sourcebook


Anthro (Lion)


I based this on the dragonborn writeup, with modifications.

Ability Scores +2 Str, +2 Cha
Size Medium
Speed 6 squares
Vision Low-light


Languages Common, Feline
Skill Bonuses +2 Athletics, +2 Intimidate
Ferocious When bloodied, you gain a +1 racial bonus to attack rolls.
Imposing Size Lions are on the cusp between medium- and large-size creatures. As such, they take up a 2x2 space and may treat large one-handed weapons as if they were medium versatile weapons.
Lionheart You get a +1 racial bonus to Will saves; in addition you get a +5 racial bonus to resist fear effects.
Mighty Roar You can use "Mighty Roar" as an encounter power.
Mighty Roar (Lion Racial Power)
Encounter, Minor Action, Aura 5
Targets: All non-allied creatures in area
Attack: Cha vs. Will
Hit: Targets have -2 morale penalty to attack and damage rolls for a number of rounds equal to the lion's Cha mod (minimum 1)


Lion Feats (Heroic Tier)


Greater Roar
Prereq.: Lion
Benefit: You gain a bonus of +2 to your Mighty Roar Cha attack; you also gain combat advantage against targets currently suffering the effects of your Mighty Roar.

Hunter's Haze
Prereq.: Lion
Benefit: When bloodied, you may take a healing surge as a reaction and gain a +1 morale bonus to damage rolls in melee for the duration of the encounter.

Lion Feats (Paragon Tier)


Words of the King
Prereq.: Lion, trained in Indimidate, Cha 13
Benefit: You may reroll any Diplomacy or Intimidate check, taking the better of the two rolls.


...what do you think, sirs?

-The Gneech
4E halfing wizard. I don't always play fighter types. Just usually.

Budger Sandalthorn (Halfling Wizard 1)


Alignment Good
Languages Common, Draconic


Init +2 (Dex); Senses Perception +2 (Wis)
AC 12 (Dex), +2 vs. attacks of opportunity; Defenses Fort 10, Ref 13 (Int), Will 14 (+2 class, +2 Wis)
Resistance +5 to saving throws vs fear
hp 20; Surges 6/day, recover 5


Speed 6 squares
Basic Attacks
Melee
Dagger +3 (Prof), 1d4
Ranged Dagger +5 (+3 Prof, +2 Dex), 1d4, range 5/10
Ranged ray of frost +3 (Int) vs. Fort, 1d6+3, target slowed
Spells
At-Will
Ray of Frost, Thunderwave
Encounter Icy Terrain
Daily Sleep


Feats Skill Training (Nature), Ritual Caster
Skills Acrobatics +4 (+2 Dex, +2 race), Arcana +8 (+3 Int, +5 trained), Diplomacy +6 (+1 Cha, +5 trained), Insight +7 (+2 Wis, +5 trained), Nature +7 (+2 Wis, +5 trained), Religion +8 (+3 Int, +5 trained), Thievery +4 (+2 Dex, +2 race)
Abilities Str 10/+0, Con 10/+0, Dex 15/+2, Int 17/+3, Wis 14/+2, Cha 12/+1
Racial Features Bold, Nimble Reaction, Second Chance, Small Size
Class Features Armor Proficiency (cloth), Cantrips, Orb of Imposition, Ritual Casting, Weapon Proficiency (dagger, quarterstaff)
Cantrips Known Ghost Sound, Light, Mage Hand, Prestidigitation
Rituals Known Animal Messenger (PH 300), Comprehend Language (PH 302), Make Whole (PH 309)


Possessions Spellbook, 2 Daggers, 30 gp' worth of Ritual Components, Arcane Orb, 3 GP


Ghost Sound (At-Will, Wizard Cantrip, Illusion, Ranged 10) As a standard action, you cause a sound as quiet as a whisper or at loud as a yelling or fighting creature to emanate from the target. You can produce nonvocal sounds such as a sword blow. If you whisper, you can whisper quietly enough that only creatures adjacent to the target can hear your words. (PH 158)
Icy Terrain (Encounter, Wizard Attack 1, burst 1 within 10 squares) As a standard action, make an Int vs. Ref attack against every creature in the spell area. On hit: 1d6 + Int mod cold damage, and the target is knocked prone. The power's area is difficult terrain until the end of your next turn.
Light (At-Will, Wizard Cantrip, Ranged 5) As a minor action, you cause the target to shed bright light, filling the target's square and all squares within 4 squares of it. The light lasts for 5 minutes or until you put it out (free action). You may only have one light cantrip active at a time. If you start a new one, the previous one winks out. (PH 158)
Mage Hand (At-Will, Wizard Cantrip, Ranged 5) As a minor action, you conjure a spectral, floating hand than picks up, moves, or manipulates an adjacent object weighing 20 lbs or less and carries it up to 5 squares. If you are holding the object when you use this power, the hand can move the object into a pouch or similar container and simultaneously move any one object moved or worn anywhere on your body into your hand. As a move action, you can move the hand up to 5 squares. You can sustain the hand indefinitely, but you can only create one hand at a time. (PH 158)
Orb of Imposition (Encounter) As a free action, use your orb to gain one of the following effects: 1) designate one creature you have cast a wizard spell upon that has an effect that lasts until the subject succeeds a saving throw. That creature takes a penalty to its saving throw against that effect equal to your Wis mod; or 2) Extend the duration of an effect created by a wizard at-will spell that would otherwise end at the end of your current turn. The effect instead ends at the end of your next turn. You must wield an orb to use this ability. (PH 157)
Prestidigitation (At-Will, Wizard Cantrip, Ranged 2) As a standard action, you may use this cantrip to accomplish a variety of amusing magical tricks. Nothing you create with this cantrip can deal damage, serve as a weapon or tool, or hinder another creature's actions, and this cantrip cannot duplicate the effect of any other power. You can have as many as three prestidigitation effects active at one time. (PH 159)
Ray of Frost (At-Will, Wizard Attack 1, Ranged 10) As a standard action, make an Int vs. Fort attack. On hit: 1d6 + Int mod cold damage and target is slowed until the end of your next turn. (PH 159)
Second Chance (Encounter, Personal, Racial Power) When at attack hits you, force an enemy to roll the attack again as an immediate interrupt. The enemy uses the second roll, even if it is worse. (PH 44)
Sleep (Daily, Wizard Attack 1, burst 2 within 20 squares) As a standard action, make an Int vs. Will attack against every creature in the spell area. On hit: the target is slowed (save ends). If the target fails their first save, they become unconscious (save ends). On miss: the target is slowed (save ends).
Thunderwave (At-Will, Wizard Attack 1, Close blast 3) As a standard action, make an Int vs. Fort attack against every creature in the spell area. On hit: 1d6 + Int mod thunder damage and you push the target a number of squares equal to your Wisdom modifier. (PH 159)


-The Gneech

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