Gruebeard's D&D Game

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K

Kitty Sinatra

Tuesdays, 7 pm Eastern (with regular breaks when I'm on the afternoon shift)

Players: Edrondol, Shawnacy, Pojodan, Elph, and doomdragon. It's a full team, although I'd like one more as absences are common enough.

This is the setup: A century ago, brave explorers from Generica discovered the Ancient Wastes, a land ripe for exploitation yet perilous with monsters and trapped ruins. Ever since, Generic settlers have been emigrating to the Ancient wastes. They have built a few, scattered dim flickering points of light: Ports for ships exploring the border of the Wastes or sailing from Generica; trade camps for dealing with some of the more "friendly" monsters; farms, ranches and waystations; towers for those wizards seeking ancient lore; churches for those religions wanting to spread their word.

A sort of Wild West, if you will.

Y'all start as you arrive in the Ancient Wastes. You've never seen them before, and know nothing more than vague rumours and the unreliable news that's returned with the sailors. You might've simply met and bonded during the long voyage that brought you here or knew each other previously during your life in the High World. Whatever it is, you've decided to bind your fortunes together as one group.


For character creation: Use any race and class you want, even one of those half-written playtest things if they float your boat. Any feat and any items, too. Whatever looks like it would be fun for you. Note: Although you can choose from any race and class, that does not mean that Generica contains every race and class out there. It just happens to be that what you choose exists. I might limit future choices if new characters are added. (i'm kinda curious if Shawnacy was serious about that Warforged Warlord).


Also: Go crazy on creating your character's backstory in Generica before coming to the Wastes. You can shape that part of the world into anything you want it to be.

Oh, and 100 gold and an adventurer's kit to start.

That's all just a repost from another thread, as I don't really have anything more to add at this point.
 
If i joined in as the spare, what would that entail? how would we explain how two people just switch around all the time?
 

doomdragon6

Staff member
You wouldn't actually be a spare, you'd just be our 6th member. He means that people miss enough that the 6th person could help cover whatever person is missing.
 
K

Kitty Sinatra

Yeah, you be the 6th member.

If you wanna join, I'd be gald to have you. 4 people have made their characters already. We've got a couple strikers and a couple defenders. 3 of them are melee-focused, too, which is just kick-ass for me as that's what I prefer. (so if you care about what the DM wants you to play, go melee!)

(The game's with Vent and Gametable, btw, in case you aren't aware!)
 
alright. currently i am playing in shawn's game, too, and kind of noobing it up massively. if you guys are okay with a bit of handholding, i would be down for this, but if it is going at a fast pace you guys might find yourselves wishing you could stab me through the internet (which i understand)

so, i guess i'll join pending your guys' okay on my noobery / provided noone better comes along. for what it's worth i have about a 90% chance of being able to get to the session. i dont have a really crowded schedule, lol.
 
K

Kitty Sinatra

Your noobery is fine.

. . . or is it? How bad is he, Doom? :rofl:
 
i am unclear on some of the mechanics. one thing i remember is not knowing what "bloodied meant" and asked shawn if i was bloodied after losing 2 hp.

i guess i will start rolling my character then anyway.
 

doomdragon6

Staff member
Bloodied is half HP. And it's all good. Most of the people that have been playing with us were beginners. Then again, this game has at least 2 DMs in it. =P
 
E

elph

Yeah, I'll start reading over the new rules and such, but I haven't really gone too deep myself with 4th edition.
 
alright, so i'm making a rogue. i am thinking about using a short sword and offhand hand crossbow. is there anything inherently stupid about that statement?

(i would take the two fisted shooter feat to make the hand crossbow an offhand.)
 

doomdragon6

Staff member
I think you need two hands to load the crossbow, but I'm not sure. So just pretend I didn't say anything until Gruebeard gets here. :D
 
with the feat i can do it with 1 & and its a free action.

so until further notice I AM GOING TO STAB THE GOBLINS AND THEN SHOOT THEM
 

doomdragon6

Staff member
Heh, alright.

With my laptop on the fritz I can't check ANY of my books.

Not that they're, erm, PDfs or anything. :ninja:
 

I made some slight changes to Rhogar. Igot rid of my Familiar and added Ritual Caster. I picked up 2 ritual books - Create Campsite & Banish Vermin. 15 minutes every night and we have a great place to rest, food to eat and no critters to infest our beds.
 
K

Kitty Sinatra

Yeah, gurpel, that works as you think it should . . . however that crossbow attack would draw an Opportunity Attack as you'd be making a ranged attack.
 
K

Kitty Sinatra

I tell you what. I'll invent a new rogue weapon talent for you.

Rogue Weapon Talent Addendum
When wielding a "fencing blade" with a hand crossbow in your off-hand, you can use the hand crossbow without drawing opportunity attacks.


New weapon:

Fencing Blade
Proficiency: +2
Damage: 1d6
Range -
Price: 10 gp
Weight: 2 lb
Group: Light blade
Properties: -

That is, it's a short sword except with only a +2 proficiency bonus and it's not an off hand weapon. So what I'm offering is -1 to attacks for making crossbow attacks without an opportunity attack. You just have to name this fencing blade.
 
Thats awesome, but i dont think I need it. from what i understand, I can't make two attacks in a round anyway, right? all i am really going for is versatility, not a point blank specialist.

(attacks of opportunity are made against you on your turn, and can only be done when the enemy is adjacent to you, right?)


alright, here is my character build version 1. if you see anything wrong with it, please point it out.


====== Created Using Wizards of the Coast D&DI Character Builder ======
Rat, level 1
Shifter, Razorclaw, Rogue
Rogue Tactics: Brutal Scoundrel

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

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


AC: 16 Fort: 12 Reflex: 16 Will: 13
HP: 22 Surges: 6 Surge Value: 5

TRAINED SKILLS
Stealth +11, Thievery +9, Insight +8, Acrobatics +11, Dungeoneering +8, Perception +8

UNTRAINED SKILLS
Arcana, Bluff -1, Diplomacy -1, Endurance, Heal +3, History, Intimidate -1, Nature +3, Religion, Streetwise -1, Athletics +2

FEATS
Level 1: Two-Fisted Shooter

POWERS
Rogue at-will 1: Deft Strike
Rogue at-will 1: Piercing Strike
Rogue encounter 1: Impact Shot
Rogue daily 1: Trick Strike

ITEMS
Adventurer's Kit, Leather Armor, Hand Crossbow, Short sword, Crossbow Bolts (40), Spider Bolt +1 (2)
====== Created Using Wizards of the Coast D&DI Character Builder ======
 
K

Kitty Sinatra

No, not without a power or a special ability. Two-fisted shooter gives you a second attack with the crossbow on a critical hit, for example. Also, if you want, you can take the feats Two Weapon Defense and Two Weapon Fighting and gain their benefits with the fencing blade/handcrossbow combo.

It's a build I think should be viable. Back in 3rd edition I had created a pretty hefty feat for dagger/hand crossbow that did essentially what I'm offering here. I had a bunch of such specialized two weapon fighting feats with weaponX/weaponY combos. Trident/Net, Whip/something. Others I can't remember.

And one nice benefit for you with this is that you can be in melee with one person and still snipe away at someone else.

-- Tue May 19, 2009 8:31 pm --

Gurpel said:
(attacks of opportunity are made against you on your turn, and can only be done when the enemy is adjacent to you, right?)
Right
 
alright, i think i will try your feat then, but a rapier ish weapon doesnt really fit my characters background. could i call it a "forked blade" instead, and assume it is a trademark weapon of his tribe or something?
 

doomdragon6

Staff member
Edrondol said:
I made some slight changes to Rhogar. Igot rid of my Familiar and added Ritual Caster. I picked up 2 ritual books - Create Campsite & Banish Vermin. 15 minutes every night and we have a great place to rest, food to eat and no critters to infest our beds.
Except you have to have the component cost's worth in materials. Each ritual costs money to cast. Which sucks, because the spells are almost never worth the gold. I can't check it right now, but say Create Campsite is 10gp component cost. You need to buy 10 "components" at 1gp each to cast it.

It's pretty much never worth it. That's why I haven't cast any of my rituals in your game. We don't make nearly enough gold to warrant me casting them.

Then again, Grue seems to be houseruling some stuff, so maybe he'll help you out there.

Speaking of which, Grue, could I attach a chain to my Axe to make some kind of range 2 weapon? :rofl: I dunno, picturing a minotaur swinging around a chained axe seems very menacing. I'd probably need to take a penalty to damage or something though (to match it with a halberd or something..) and I think I'd rather stick with damage. =P
 
a chainaxe doesnt sound too useful, mostly because you wouldnt have a lot of force keeping the blade straight in the air.

it would be scary as hell, though.
 
K

Kitty Sinatra

Gurpel, forked blade sounds excellent. It's definitely more interesting than a rapier-ish weapon.

I'll make up some stats for that weapon, Doom. Both a martial version and a superior. You can take 'em or leave 'em as you see fit.

And for the rituals. Yeah, for the every day camping stuff there's no cost. However, there will be a cost to those very same rituals when used in an "encounter."
 
Ed: I think...Rangers? Or wizards, whatever, anyway, get an encounter utility spell that's about 10x more useful. Even gives bonusses to perception and stuff to the one standing guard, even if it isn't the ranger. Neat.
 
K

Kitty Sinatra

Doom, I was thinking of uses of the ritual to help aid in the adventure.

Edited the weapons out. They're a couple posts below.
 

doomdragon6

Staff member
Ah, my bad. Sorry bout that. :D

Man, a chain axe is tempting.. Hmm, but High Crit is pretty cool too... But that's 1/20 chance, whereas Reach is always there.. Hmmm hm hm..

I'll think about it over the week. Thanks for puttin' it together, Grue. :D
 
K

Kitty Sinatra

doomdragon6 said:
I'll think about it over the week. Thanks for puttin' it together, Grue. :D
My pleasure.

But there really shouldn't be anything to think about. The feat you chose works for all these weapons. Try the chain axe; if you don't like it, you can just swipe the dwarf's greataxe. :D
 
K

Kitty Sinatra

I'm moving the two weapons down to here. I've modified them slightly to make them easier to use with the character builder.

Chain Axe
Two Handed Military Weapon
As halberd, but not a polearm

Minotaur Chain Axe
Two Handed Superior Weapon
As the chain axe, plus Brutal 2 property

(Brutal 2 by the way, means that you reroll any roll of 1 or 2 for damage)

All I did to create the chain axe in the first place was modify the cost and weight of a halberd anyway. Those changes are near meaningless so I figure ease of use makes more sense. If you go with the chain axe you can simply select the halberd and remember that it's a chain axe. Since the halberd's also an axe, any feat you take will work right.

The minotaur chain axe was created by taking the chain axe and adding the brutal property - which is the difference between a greataxe and an executioner's axe - making it as balanced as anything else out there. If you take this weapon, you can (again) simply select the halberd and remember that it's a minotaur chain axe with the brutal property and all your feats will be calculated properly.



I wonder if I can get the same result with the forkblade.

-- Tue May 19, 2009 9:30 pm --

Ah ha! The forkblade is sickle without the off-hand weapon property.
 

Made one last change in Rhogar - I promise. I noticed that I have NO area effect spells! D'oh!

So I made the following changes:

Storm Walk :arrowright: Blazing Starfall
Frostbind :arrowright: Explosive Pyre

And I'm done.
 
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