Unknown2008-08-30 10:13:09
Since I've only had one reply so far, I'm assuming some of the people are busy trying to work out their characters? The method of ability scores will be the customizing method, you have 8, 10, 10, 10, 10, 10, and then 22 points to add onto them. The table of what it costs to put scores to certain levels is on page 16 of the PHB, so look there for more information.
You can either PM me the character sheet or just type it out, either works.
You can either PM me the character sheet or just type it out, either works.
Daganev2008-08-31 05:12:11
Can I suggest that people discuss charachter creation here.
1. So I know if I should play or not.
2. So we know the party make up, and can discuss party issues.
3. So even if I don't play I can see how this all works out.
1. So I know if I should play or not.
2. So we know the party make up, and can discuss party issues.
3. So even if I don't play I can see how this all works out.
Daganev2008-08-31 05:55:43
Ok, so I havn't figured out all the details yet, but I think I will play a Dragonborn Paladin. couple of questions:
Are DragonBorns going to be "from the old empire of celest" and Tieflings from "Magnagora" or something like that? How is that aspect of the world going to be set?
edit: also, has anyone been able to find a nice editable pdf or excel file for a charachter sheet? If I'm just going to play on the forums, I might as well find a version that doesn't have to be printed out.
Are DragonBorns going to be "from the old empire of celest" and Tieflings from "Magnagora" or something like that? How is that aspect of the world going to be set?
edit: also, has anyone been able to find a nice editable pdf or excel file for a charachter sheet? If I'm just going to play on the forums, I might as well find a version that doesn't have to be printed out.
Unknown2008-08-31 07:58:45
Well, kind of, Tiefling will be Viscanti, but Dragonborn are more akin to Dracnari than being the merians of the game.
On the character sheet issue, there is this one, http://dnd4.com/dd-4th-edition-character-sheet which has both the plain and an editable pdf character sheet version.
So far I have two confirmed people, which would be Dag and Kalnid, a bit disappointing from it going from, I have too many people, to, I wonder if I'll have enough.
Also, to answer Kalnid's question to the rest of you, pathenon will corrupted Lusternian. I'll post more info on it later when I finish it.
On the character sheet issue, there is this one, http://dnd4.com/dd-4th-edition-character-sheet which has both the plain and an editable pdf character sheet version.
So far I have two confirmed people, which would be Dag and Kalnid, a bit disappointing from it going from, I have too many people, to, I wonder if I'll have enough.
Also, to answer Kalnid's question to the rest of you, pathenon will corrupted Lusternian. I'll post more info on it later when I finish it.
Daganev2008-08-31 08:42:35
Ok, I used this website here:
http://www.pathguy.com/cg4.htm
to create this charachter
http://www.pathguy.com/cg4.htm
to create this charachter
CODE
Daganev
Male Dragonborn Paladin
Level 1
Lawful Good
Representing Daganev
Strength     20    (+5)
Constitution     10    (+0)
Dexterity     8    (-1)
Intelligence     10    (+0)
Wisdom     13    (+1)
Charisma     15    (+2)
   Â
Height: Â Â Â Â 6' 8"
Weight: Â Â Â Â 320 lb
Scales: Â Â Â Â Silvery
Eyes: Â Â Â Â Silver
Hair: Â Â Â Â None
Maximum Hit Points: 25
      Bloodied: 12
      Surge Value: 6
      Surges / Day: 10
           Â
Size: Medium
Speed: 5 squares
Vision: Normal
Initiative:Â Â Â Â 1d20 -1Â Â Â Â = -1
Base Strength Attack:Â Â Â Â 1d20 +5Â Â Â Â = + 5
Base Dexterity Attack:Â Â Â Â 1d20 -1Â Â Â Â = -1
Base Constitution Attack:Â Â Â Â 1d20 +0Â Â Â Â = + 0
Base Intelligence Attack:Â Â Â Â 1d20 +0Â Â Â Â = + 0
Base Wisdom Attack:Â Â Â Â 1d20 +1Â Â Â Â = + 1
Base Charisma Attack:Â Â Â Â 1d20 +2Â Â Â Â = + 2
Armor Class:Â Â Â Â 18Â Â Â Â = 10 + 8
Fortitude Defense:Â Â Â Â 16Â Â Â Â = 10 + 1 + 5
Reflex Defense:Â Â Â Â 11Â Â Â Â = 10 + 1
Will Defense:Â Â Â Â 13Â Â Â Â = 10 + 1 + 2
Armor: Plate (50 lb)
Shield: None
Attacks:
      Unarmed Melee: 5 vs AC ; damage 1=1d4+5
      Battleaxev: +7 vs AC ; damage 1=1d10+5 6 lb (Axe) versatile
      Handaxes (x5): +7 vs AC ; damage 1=1d6+5 range 5/10 3 lb (Axe); usable off-hand; heavy throwable
              Thrown: Same as melee
      Dragon Breath +7 vs reflex; damage1d6 Â
      Holy Strike +5w vs AC
      Valiant Strike + +5w vs AC
      Piercing Smite +5w vs reflex
      Paladin's Judgment +5w vs AC
      v Versatile weapon. Add +1 to-hit if using two-handed.
      w Weapon-based power. Apply adjustments for proficiency, situation, feats, magic, etc.
Base Saving Throw: d20 vs 10
Encumberance 4e
Normal Load:
Heavy Load:
Maximum Drag Load
    200 lb.
400 lb.
1000 lb.
Languages:Â Â Â Â Common; Draconic;
Skills:
      Acrobatics:    -3    = -1 -2
      Arcana:    +0    = 0
      Athletics:    +3    = 5 -2
      Bluff:    +2    = 2
      Diplomacy:    +7    = 2 + 5
      Dungeoneering:    +1    = 1
      Endurance:    -2    = 0 -2
      Heal:    +6    = 1 + 5
      History:    +2    = 0 + 2
      Insight:    +1    = 1
      Intimidate:    +9    = 2 + 2 + 5
      Nature:    +1    = 1
      Perception:    +1    = 1
      Religion:    +5    = 0 + 5
      Stealth:    -3    = -1 -2
      Streetwise:    +2    = 2
      Thievery:    -3    = -1 -2
Feats:
      Enlarged Dragonbreath   Â
At-Will:
      Basic Melee Attack: By weapon, damage 1+5
      Basic Ranged Attack: By weapon, damage 1-1
      Bull Rush: +5 vs fortitude
      Grab: +5 vs reflex
      Move grabbed target: +5 vs fortitude
      Escape: -3 vs reflex / +3 vs fortitude
      Divine Challenge
      Lay On Hands
      Holy Strike
      Valiant Strike
      Other Standard Actions:    Administer a potion; Aid another; Charge ; 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, Intimidate, Perception -- active, Thievery depending on circumstances)
      Other Move Actions:    Crawl; Run ; Stand up; Shift; Squeeze; Walk; may include some skills during combat (i.e., Acrobatics, Athletics)
      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; Sustain minor action; Some skills during combat (i.e., Insight)
      Other Immediate Action:    Readied action
      Other Opportunity Action:    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
        Dragon Breath, Cold
        Channel Divinity
                          Divine Mettle
                          Divine Strength
        Piercing Smite
Daily Powers:
        Paladin's Judgment
Dragonborn
    * +2 Strength, +2 Charisma (already included)
    * +2 History, +2 Intimidate
    * Dragonborn Fury (when bloodied, +1 on attacks)
    * Dragonborn Heritage (healing surge includes constitution bonus)
    * Dragon Breath
Paladin
    * Channel Divinity -- Divine Strength
    * Channel Divinity -- Divine Mettle
    * Divine Challenge
    * Lay On Hands
   Â
Daganev's Equipment:
      71 lb
      2 lb
      5 lb
      2 lb
      1 lb
      10 lb
      10 lb
      2 lb
      4 lb
      1 lb
      _____
      108 lb    Weapons / Armor / Shield (from above)
      Backpack
      Bedroll
      Chain (10 feet) x1
      Flint and steel
      Pouch (belt) x1
      Rations (1 day) x10
      Rope (50', hempen) x1
      Sunrods x2
      Waterskins x1
      Holy symbol (silver)
      Total
Magic items:
        Weapon:
        Weapon:
        Weapon:
        Weapon:
        Armor:
        Shield:
        Arms:
        Feet:
        Hands:
        Head:
        Neck:
        Ring:
        Ring:
        Waist:
Resistances:
Action Point Tally:
Daily Item Powers Per Day: Heroic Tier            Milestones:    /    /    /
Death Saving Throw Failures:Â Â Â Â
More about Daganev:
Male Dragonborn Paladin
Level 1
Lawful Good
Representing Daganev
Strength     20    (+5)
Constitution     10    (+0)
Dexterity     8    (-1)
Intelligence     10    (+0)
Wisdom     13    (+1)
Charisma     15    (+2)
   Â
Height: Â Â Â Â 6' 8"
Weight: Â Â Â Â 320 lb
Scales: Â Â Â Â Silvery
Eyes: Â Â Â Â Silver
Hair: Â Â Â Â None
Maximum Hit Points: 25
      Bloodied: 12
      Surge Value: 6
      Surges / Day: 10
           Â
Size: Medium
Speed: 5 squares
Vision: Normal
Initiative:Â Â Â Â 1d20 -1Â Â Â Â = -1
Base Strength Attack:Â Â Â Â 1d20 +5Â Â Â Â = + 5
Base Dexterity Attack:Â Â Â Â 1d20 -1Â Â Â Â = -1
Base Constitution Attack:Â Â Â Â 1d20 +0Â Â Â Â = + 0
Base Intelligence Attack:Â Â Â Â 1d20 +0Â Â Â Â = + 0
Base Wisdom Attack:Â Â Â Â 1d20 +1Â Â Â Â = + 1
Base Charisma Attack:Â Â Â Â 1d20 +2Â Â Â Â = + 2
Armor Class:Â Â Â Â 18Â Â Â Â = 10 + 8
Fortitude Defense:Â Â Â Â 16Â Â Â Â = 10 + 1 + 5
Reflex Defense:Â Â Â Â 11Â Â Â Â = 10 + 1
Will Defense:Â Â Â Â 13Â Â Â Â = 10 + 1 + 2
Armor: Plate (50 lb)
Shield: None
Attacks:
      Unarmed Melee: 5 vs AC ; damage 1=1d4+5
      Battleaxev: +7 vs AC ; damage 1=1d10+5 6 lb (Axe) versatile
      Handaxes (x5): +7 vs AC ; damage 1=1d6+5 range 5/10 3 lb (Axe); usable off-hand; heavy throwable
              Thrown: Same as melee
      Dragon Breath +7 vs reflex; damage1d6 Â
      Holy Strike +5w vs AC
      Valiant Strike + +5w vs AC
      Piercing Smite +5w vs reflex
      Paladin's Judgment +5w vs AC
      v Versatile weapon. Add +1 to-hit if using two-handed.
      w Weapon-based power. Apply adjustments for proficiency, situation, feats, magic, etc.
Base Saving Throw: d20 vs 10
Encumberance 4e
Normal Load:
Heavy Load:
Maximum Drag Load
    200 lb.
400 lb.
1000 lb.
Languages:Â Â Â Â Common; Draconic;
Skills:
      Acrobatics:    -3    = -1 -2
      Arcana:    +0    = 0
      Athletics:    +3    = 5 -2
      Bluff:    +2    = 2
      Diplomacy:    +7    = 2 + 5
      Dungeoneering:    +1    = 1
      Endurance:    -2    = 0 -2
      Heal:    +6    = 1 + 5
      History:    +2    = 0 + 2
      Insight:    +1    = 1
      Intimidate:    +9    = 2 + 2 + 5
      Nature:    +1    = 1
      Perception:    +1    = 1
      Religion:    +5    = 0 + 5
      Stealth:    -3    = -1 -2
      Streetwise:    +2    = 2
      Thievery:    -3    = -1 -2
Feats:
      Enlarged Dragonbreath   Â
At-Will:
      Basic Melee Attack: By weapon, damage 1+5
      Basic Ranged Attack: By weapon, damage 1-1
      Bull Rush: +5 vs fortitude
      Grab: +5 vs reflex
      Move grabbed target: +5 vs fortitude
      Escape: -3 vs reflex / +3 vs fortitude
      Divine Challenge
      Lay On Hands
      Holy Strike
      Valiant Strike
      Other Standard Actions:    Administer a potion; Aid another; Charge ; 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, Intimidate, Perception -- active, Thievery depending on circumstances)
      Other Move Actions:    Crawl; Run ; Stand up; Shift; Squeeze; Walk; may include some skills during combat (i.e., Acrobatics, Athletics)
      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; Sustain minor action; Some skills during combat (i.e., Insight)
      Other Immediate Action:    Readied action
      Other Opportunity Action:    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
        Dragon Breath, Cold
        Channel Divinity
                          Divine Mettle
                          Divine Strength
        Piercing Smite
Daily Powers:
        Paladin's Judgment
Dragonborn
    * +2 Strength, +2 Charisma (already included)
    * +2 History, +2 Intimidate
    * Dragonborn Fury (when bloodied, +1 on attacks)
    * Dragonborn Heritage (healing surge includes constitution bonus)
    * Dragon Breath
Paladin
    * Channel Divinity -- Divine Strength
    * Channel Divinity -- Divine Mettle
    * Divine Challenge
    * Lay On Hands
   Â
Daganev's Equipment:
      71 lb
      2 lb
      5 lb
      2 lb
      1 lb
      10 lb
      10 lb
      2 lb
      4 lb
      1 lb
      _____
      108 lb    Weapons / Armor / Shield (from above)
      Backpack
      Bedroll
      Chain (10 feet) x1
      Flint and steel
      Pouch (belt) x1
      Rations (1 day) x10
      Rope (50', hempen) x1
      Sunrods x2
      Waterskins x1
      Holy symbol (silver)
      Total
Magic items:
        Weapon:
        Weapon:
        Weapon:
        Weapon:
        Armor:
        Shield:
        Arms:
        Feet:
        Hands:
        Head:
        Neck:
        Ring:
        Ring:
        Waist:
Resistances:
Action Point Tally:
Daily Item Powers Per Day: Heroic Tier            Milestones:    /    /    /
Death Saving Throw Failures:Â Â Â Â
More about Daganev:
Unknown2008-08-31 10:01:10
That's a really good site, might want to try that instead of doing a character sheet.
Anyway, here is the Panthenon and their relative alignments.
The alignments are just my take on it, if you think they're different we can talk about it. If you want an Elder that's in the histories but not actually back yet, feel free to give me the name, and a alignment for them. I wasn't able to fit any of them to be, Chaotic Good, or Lawful Evil, so if anyone can think of some for that, it might open some more options up.
Anyway, here is the Panthenon and their relative alignments.
QUOTE
Auseklis, Old Man of the Woods
His personality has been known to quickly change from friendly to grumpy, from humorous to angry, from quiet to boisterous. The only emotions that seem to stay constant are His hatred of cities - which He views as tumours on the landscape - and His love of all things natural. His symbol is a four-pointed star, marking both the four directions of the compass and the star-lit skies that cover the wilderness.
He will be true Neutral for Aligntment.
Charune, the Horned One
He holds a very genuine dislike of the cities, viewing them as paved roads and stone building that only serve to distance one's self from the natural world. Of those who live in the cities, he harbours a finite amount of respect for the Aquamancers and Geomancers, those that have mastered the waters and the earth. His symbol is that of the Stag and Archer. Symbolising the hunted and the hunter.
He will be lawful Neutral for Aligntment
Elostian, the Enigmatic
Through the unique combination of a Thinker and a Meditator, Elostian has gained new insights and as such promotes others to consider every event from all possible angles - not to narrow one's mind to a single interpretation. Rationality and temperance are also required; extremism clouds the mind, and prevents progression. Those unwilling to observe these rules will find the Lord Elostian swiftly out of patience. His symbol is a glass seer's candle with a flame of mysterious, deep blue hue.
He will be true neutral for Aligntment.
Eventru, Crown of the Exalted
For those seeking to follow the Crown of the Exalted, He holds them to four virtues: Loyalty, Courage, Pride and Purity. For without Purity of the soul and body, one cannot have Pride in themselves. Without Pride in ones deeds, one cannot have Courage in defending them, and without Courage, one has but fear and self-loathing, and with fear, there is only dissent.
He will be lawful good for alignment.
Fain, of the RedMasque
eatures obscured beneath the Crimson Mask from which He takes His name, Fain gazes scornfully upon the common muck and rabble of mortality, only the most able and ambitious to join His Masquerade. His symbol is a red mask on a field of black.
He will be chaotic evil for Alignment.
Isune, Wings of Compassion
Isune often appears in likeness of a resplendent and noble trill, but with empyrean wings and grace that surpasses that of even the angelic hosts. However, She has been known to manifest in many forms, from the smallest of winged creatures, to the mightiest birds of prey, and these beings are often identified with Her. Her symbol is a stark white falcon on a field of midnight stars, representing both power and hope.
She will be good for alignment.
Lisaera, the Silver Goddess
Tending towards the spiritual and magical facets of nature, She is fond of rituals and often harnesses the powers of the elements for Her own uses. Her symbol is a silver chalice wreathed in ethereal vines.
She will be lawful neutral for Alignment
Lyreth, the Sidereal Prince
Lyreth holds the emotions of love, passion and happiness to the highest of standards, believing that to hurt the ones you love is one of the worst crimes that can possibly be committed. He especially abhores lying, however, and is adamant in His belief that to lie to yourself and others is the second greatest sin. In His eyes, to do so is to murder part of yourself as surely as if you had taken a weapon to it.
His symbol is a silvery wooden harp with strings of golden light. He will be lawful neutral for alignment.
Maylea, the Bloom of Serenity
Maylea values above all else introspection in those who seek Her, as well as a willingness to examine oneself critically. She also approves of curiosity and intellect, encouraging Her followers to express themselves in the way that best suits them, whether that be through art, the craft of combat, or scholarly pursuits. At the same time, She places emphasis on personal responsibility. As once She looked into the spirits of the flowers and painted their best qualities, She seeks to draw the best qualities of Her followers to the fore. Her symbol is a crystal orchid, refracting the light into many colours.
She will be true neutral for alignment.
Morgfyre, the Legion
Morgfyre is often incomprehensible to the other Elder Gods, having grown so dissimilar to them during His banishment that He is considered to belong to none of the Seven Circles of the Elder Gods. His behavior is often unpredictable and chaotic, His methods varying to extremes and reflecting the discord of His countless voices. He favours those who share His thirst for life and revels in intrigues and cabals, showing disdain for those mortals who cling to the established order and fleeting illusions of permanence. His symbol is the ouroboros, the serpent biting its own tail.
He will be chaotic evil for alignment.
Nocht, the Silent
Separated from the other Elders, Nocht was left to drift alone in the darkest corners of the Void. His silence betrays nothing of how aeons in the Void have altered the Silent Lord. He is equipped with a sharp intellect, and masterful skills at manipulating raw spirit. This God reveals little to those who do not serve Him, and even those that do are not often made aware of His motives and intentions.
He will be chaotic neutral for alignment.
Raezon, the Forbidden
Transcending the planes in His quest, He seeks only those within the upper echelons of intelligence to fuel His intent to gain the knowledge of the Soulless Gods themselves. Those that hold true to His calling are scattered throughout the cities and communes as He accepts all those who wish to truly ascend to a higher understanding. The underlying edges of reason are mere playthings in His quest, and He will sacrifice anything and everything in His path to attainment. His symbol is an argent pentacle inscribed with blue flame.
He will be lawful evil for alignment.
Shikari, the Predator
Not much is known of this enigmatic god, except that he is the brother to Viravain.
He will be chaotic neutral for Alignment.
Terentia, the Even Bladed
Terentia delights in combat and is particularly partial to strategic, large-scale warfare. She, however, is not a savage goddess and shows no favor to those who love unrestrained bloodshed nor to those who create conflict solely for the sake of violence. She loathes those who excessively indulge their turbulent natures, for they are those who have sullied the good name of combat.
She will be lawful good for alignment.
Viravain, Mistress of the Webs
Now called the Mistress of the Webs, Viravain remains in her beloved Glomdoring Forest. Strangely enough, she remembers nothing of her possession by Kethuru, and her memories are stitched together from before and after this calamitous event, leaving her perceptions often confounding to the other Gods, much less to mortals.
She will be chaotic neutral for Alignment.
His personality has been known to quickly change from friendly to grumpy, from humorous to angry, from quiet to boisterous. The only emotions that seem to stay constant are His hatred of cities - which He views as tumours on the landscape - and His love of all things natural. His symbol is a four-pointed star, marking both the four directions of the compass and the star-lit skies that cover the wilderness.
He will be true Neutral for Aligntment.
Charune, the Horned One
He holds a very genuine dislike of the cities, viewing them as paved roads and stone building that only serve to distance one's self from the natural world. Of those who live in the cities, he harbours a finite amount of respect for the Aquamancers and Geomancers, those that have mastered the waters and the earth. His symbol is that of the Stag and Archer. Symbolising the hunted and the hunter.
He will be lawful Neutral for Aligntment
Elostian, the Enigmatic
Through the unique combination of a Thinker and a Meditator, Elostian has gained new insights and as such promotes others to consider every event from all possible angles - not to narrow one's mind to a single interpretation. Rationality and temperance are also required; extremism clouds the mind, and prevents progression. Those unwilling to observe these rules will find the Lord Elostian swiftly out of patience. His symbol is a glass seer's candle with a flame of mysterious, deep blue hue.
He will be true neutral for Aligntment.
Eventru, Crown of the Exalted
For those seeking to follow the Crown of the Exalted, He holds them to four virtues: Loyalty, Courage, Pride and Purity. For without Purity of the soul and body, one cannot have Pride in themselves. Without Pride in ones deeds, one cannot have Courage in defending them, and without Courage, one has but fear and self-loathing, and with fear, there is only dissent.
He will be lawful good for alignment.
Fain, of the RedMasque
eatures obscured beneath the Crimson Mask from which He takes His name, Fain gazes scornfully upon the common muck and rabble of mortality, only the most able and ambitious to join His Masquerade. His symbol is a red mask on a field of black.
He will be chaotic evil for Alignment.
Isune, Wings of Compassion
Isune often appears in likeness of a resplendent and noble trill, but with empyrean wings and grace that surpasses that of even the angelic hosts. However, She has been known to manifest in many forms, from the smallest of winged creatures, to the mightiest birds of prey, and these beings are often identified with Her. Her symbol is a stark white falcon on a field of midnight stars, representing both power and hope.
She will be good for alignment.
Lisaera, the Silver Goddess
Tending towards the spiritual and magical facets of nature, She is fond of rituals and often harnesses the powers of the elements for Her own uses. Her symbol is a silver chalice wreathed in ethereal vines.
She will be lawful neutral for Alignment
Lyreth, the Sidereal Prince
Lyreth holds the emotions of love, passion and happiness to the highest of standards, believing that to hurt the ones you love is one of the worst crimes that can possibly be committed. He especially abhores lying, however, and is adamant in His belief that to lie to yourself and others is the second greatest sin. In His eyes, to do so is to murder part of yourself as surely as if you had taken a weapon to it.
His symbol is a silvery wooden harp with strings of golden light. He will be lawful neutral for alignment.
Maylea, the Bloom of Serenity
Maylea values above all else introspection in those who seek Her, as well as a willingness to examine oneself critically. She also approves of curiosity and intellect, encouraging Her followers to express themselves in the way that best suits them, whether that be through art, the craft of combat, or scholarly pursuits. At the same time, She places emphasis on personal responsibility. As once She looked into the spirits of the flowers and painted their best qualities, She seeks to draw the best qualities of Her followers to the fore. Her symbol is a crystal orchid, refracting the light into many colours.
She will be true neutral for alignment.
Morgfyre, the Legion
Morgfyre is often incomprehensible to the other Elder Gods, having grown so dissimilar to them during His banishment that He is considered to belong to none of the Seven Circles of the Elder Gods. His behavior is often unpredictable and chaotic, His methods varying to extremes and reflecting the discord of His countless voices. He favours those who share His thirst for life and revels in intrigues and cabals, showing disdain for those mortals who cling to the established order and fleeting illusions of permanence. His symbol is the ouroboros, the serpent biting its own tail.
He will be chaotic evil for alignment.
Nocht, the Silent
Separated from the other Elders, Nocht was left to drift alone in the darkest corners of the Void. His silence betrays nothing of how aeons in the Void have altered the Silent Lord. He is equipped with a sharp intellect, and masterful skills at manipulating raw spirit. This God reveals little to those who do not serve Him, and even those that do are not often made aware of His motives and intentions.
He will be chaotic neutral for alignment.
Raezon, the Forbidden
Transcending the planes in His quest, He seeks only those within the upper echelons of intelligence to fuel His intent to gain the knowledge of the Soulless Gods themselves. Those that hold true to His calling are scattered throughout the cities and communes as He accepts all those who wish to truly ascend to a higher understanding. The underlying edges of reason are mere playthings in His quest, and He will sacrifice anything and everything in His path to attainment. His symbol is an argent pentacle inscribed with blue flame.
He will be lawful evil for alignment.
Shikari, the Predator
Not much is known of this enigmatic god, except that he is the brother to Viravain.
He will be chaotic neutral for Alignment.
Terentia, the Even Bladed
Terentia delights in combat and is particularly partial to strategic, large-scale warfare. She, however, is not a savage goddess and shows no favor to those who love unrestrained bloodshed nor to those who create conflict solely for the sake of violence. She loathes those who excessively indulge their turbulent natures, for they are those who have sullied the good name of combat.
She will be lawful good for alignment.
Viravain, Mistress of the Webs
Now called the Mistress of the Webs, Viravain remains in her beloved Glomdoring Forest. Strangely enough, she remembers nothing of her possession by Kethuru, and her memories are stitched together from before and after this calamitous event, leaving her perceptions often confounding to the other Gods, much less to mortals.
She will be chaotic neutral for Alignment.
The alignments are just my take on it, if you think they're different we can talk about it. If you want an Elder that's in the histories but not actually back yet, feel free to give me the name, and a alignment for them. I wasn't able to fit any of them to be, Chaotic Good, or Lawful Evil, so if anyone can think of some for that, it might open some more options up.
Daganev2008-08-31 17:04:38
umm, you have raezon as lawful evil and I would have lyreth or one of the bard like gods be chaotic good *shrug*
So the dragon born are from Dairuchi, or are they from Gaudughugh?
So the dragon born are from Dairuchi, or are they from Gaudughugh?
Nyir2008-08-31 20:48:58
I thought that the alignments for 4e were different than what has been done for 3.5? Lawful Good, Good, Neutral, Evil, and Chaotic Evil.
Daganev2008-08-31 22:55:57
Technically the are different, but apparently some people still use them.
The official alignments of 4e are Lawful Good, Good, Unaligned, Evil, Chaotic Evil. I believe.
Hmm, the dragonborn thing is bugging me a bit though. The phb seems very big on thier ties to the old empire and how they are really affected by that loss. At the same time, the Dracnari and Gaudiugh were supposedly very free and party oriented... I'm not sure how to play my Dragonborn Paladin.
Though I'm thinking of having him follow Terentia, I originally was having him follow Bahamut.
Also, I've noticed that Viravain would be a very good substitute for the the Raven Queen.
Tenqual, could you do a side by side comparisons of the available divine, so that the feats associated with each one can be worked out?
Also the connection with the Faewild could be really neat in this campaign for being translated into Lusternia as well.
The official alignments of 4e are Lawful Good, Good, Unaligned, Evil, Chaotic Evil. I believe.
Hmm, the dragonborn thing is bugging me a bit though. The phb seems very big on thier ties to the old empire and how they are really affected by that loss. At the same time, the Dracnari and Gaudiugh were supposedly very free and party oriented... I'm not sure how to play my Dragonborn Paladin.
Though I'm thinking of having him follow Terentia, I originally was having him follow Bahamut.
Also, I've noticed that Viravain would be a very good substitute for the the Raven Queen.
Tenqual, could you do a side by side comparisons of the available divine, so that the feats associated with each one can be worked out?
Also the connection with the Faewild could be really neat in this campaign for being translated into Lusternia as well.
Unknown2008-09-01 05:19:18
Well, you could always roll with a Dragonborn from a place Vernal wars instead of just Basin locations, there were some militaristic followers in Gaudiguch, since they did have a military and all.
I like the 3.5 edition of the alignments rather, it fits Lusternia I think a bit better, since you dont have to be chaotic to be evil, you can be very evil and still uphold the laws, which is why I pegged Raezon as Lawful evil, instead of just evil or chaotic evil. Since I haven't really interacting with every divine our game has been blessed to have, I dont really know how all of them feel about laws and such, thus I really just read over their help files and tried to fit what I thought worked on them.
The feat list will be incoming, since I was a work today, I should get it done soon, and welcome Salvation who is the third person to actually have responded to wanting to play, one more an I think I'll start.
That being said, there is still room for 1-3 more people, so even if you haven't played before, feel free to join in, you will need at least the 4.0 PHB, in one form or another.
I like the 3.5 edition of the alignments rather, it fits Lusternia I think a bit better, since you dont have to be chaotic to be evil, you can be very evil and still uphold the laws, which is why I pegged Raezon as Lawful evil, instead of just evil or chaotic evil. Since I haven't really interacting with every divine our game has been blessed to have, I dont really know how all of them feel about laws and such, thus I really just read over their help files and tried to fit what I thought worked on them.
The feat list will be incoming, since I was a work today, I should get it done soon, and welcome Salvation who is the third person to actually have responded to wanting to play, one more an I think I'll start.
That being said, there is still room for 1-3 more people, so even if you haven't played before, feel free to join in, you will need at least the 4.0 PHB, in one form or another.
Unknown2008-09-01 05:53:45
I'm bringing Hajamin in, since I need an extra lawful good god for the Divine feat crossover, he will be available as a Lawful good deity.
Here is the respective changes to the Divine feats, only the names change, the effects pretty much stay the same.
Here is the respective changes to the Divine feats, only the names change, the effects pretty much stay the same.
QUOTE
Channel Divinity: Armor of Bahumat - Channel Divinity: Armor of Eventru
Channel Divinity: Avandra's Rescue - Channel Divinity: Isune's Rescue
Channel Divinity: Corellon's Grace - Channel Divinity: Maylea's Grace
Channel Divinity: Harmony of Erathis - Channel Divinity: Harmony of Lyreth
Channel Divinity: Ioun's Poise - Channel Divinity: Elostian's Poise
Channel Divinity: Lord's Favour - Channel Divinity: Charune's Favour
Channel Divinity: Melora's Tide - Channel Divinity: Lisaera's Tide
Channel Divinity: Moradin's Resolve - Channel Divinity: Hajamin's Resolve
Channel Divinity: Pelor's Radiance - Channel Divinity: Terentia's Radiance
Channel Divinity: Raven Queen's Blessing - Channel Divinity: Viravain's Blessing
Channel Divinity: Sehanine's Reversal - Channel Divinity: Shikari's Reversal
Channel Divinity: Avandra's Rescue - Channel Divinity: Isune's Rescue
Channel Divinity: Corellon's Grace - Channel Divinity: Maylea's Grace
Channel Divinity: Harmony of Erathis - Channel Divinity: Harmony of Lyreth
Channel Divinity: Ioun's Poise - Channel Divinity: Elostian's Poise
Channel Divinity: Lord's Favour - Channel Divinity: Charune's Favour
Channel Divinity: Melora's Tide - Channel Divinity: Lisaera's Tide
Channel Divinity: Moradin's Resolve - Channel Divinity: Hajamin's Resolve
Channel Divinity: Pelor's Radiance - Channel Divinity: Terentia's Radiance
Channel Divinity: Raven Queen's Blessing - Channel Divinity: Viravain's Blessing
Channel Divinity: Sehanine's Reversal - Channel Divinity: Shikari's Reversal
Unknown2008-09-01 07:23:47
Since Lorick just send me his character sheet, we can start soon, if anyone else wants to join, please send me the character sheet or just a overview of your character ASAP.
Unknown2008-09-01 09:54:19
QUOTE
Synl
Male Dwarf Cleric
Level 1
Unaligned (Lawful)
Representing Salvation
Strength 18 (+4)
Constitution 12 (+1)
Dexterity 10 (+0)
Intelligence 8 (-1)
Wisdom 16 (+3)
Charisma 11 (+0)
Height: 4' 9"
Weight: 230 lb
Skin: Tan
Eyes: Black
Hair: Red; Straight; Thick Beard / Hirsute
Maximum Hit Points: 24
Bloodied: 12
Surge Value: 6
Surges / Day: 8 Size: Medium
Speed: 5 squares
Vision: Low-light
Initiative: 1d20 +0 = + 0
Base Strength Attack: 1d20 +4 = + 4
Base Dexterity Attack: 1d20 +0 = + 0
Base Constitution Attack: 1d20 +1 = + 1
Base Intelligence Attack: 1d20 -1 = -1
Base Wisdom Attack: 1d20 +3 = + 3
Base Charisma Attack: 1d20 +0 = + 0
Armor Class: 16 = 10 + 6
Fortitude Defense: 14 = 10 + 4
Reflex Defense: 10 = 10
Will Defense: 15 = 10 + 2 + 3
Armor: Chainmail (40 lb)
Shield: None
Attacks:
Unarmed Melee: 4 vs AC ; damage 1=1d4+4
Throwing hammers (x5): +6 vs AC ; damage 1=1d6+4+2 range 5/10 2 lb (Hammer); usable off-hand; heavy throwable. Thrown: Same as melee.
Warhammer: +6 vs AC ; damage 1=1d10+4+2 5 lb (Hammer) versatile
Turn Undead +3i vs will
Priest's Shield +4w vs AC;damage 1=1d6+4+2
Righteous Brand +4w vs AC;damage 1=1d6+4+2
Healing Strike +4w vs AC;damage 2=2d6+4+2
Cascade of Light +3i vs will
v Versatile weapon. Add +1 damage if using two-handed.
w Weapon-based power. Apply adjustments for proficiency, situation, feats, magic, etc.
i Implement-usable power. Apply a bonus as appropriate.
Base Saving Throw: d20 vs 10
Encumberance 4e
Normal Load: 180 lb.
Heavy Load: 360 lb.
Maximum Drag Load 900 lb.
Languages: Common; Dwarven;
Rituals Known:
Gentle Repose
Make Whole
Skills:
Acrobatics: -1 = 0 -1
Arcana: +4 = -1 + 5
Athletics: +3 = 4 -1
Bluff: +0 = 0
Diplomacy: +0 = 0
Dungeoneering: +5 = 3 + 2
Endurance: +2 = 1 + 2 -1
Heal: +8 = 3 + 5
History: +4 = -1 + 5
Insight: +3 = 3
Intimidate: +0 = 0
Nature: +3 = 3
Perception: +3 = 3
Religion: +4 = -1 + 5
Stealth: -1 = 0 -1
Streetwise: +0 = 0
Thievery: -1 = 0 -1
Feats:
Dwarven Weapon Training
At-Will:
Basic Melee Attack: By weapon, damage 1+4
Basic Ranged Attack: By weapon, damage 1
Bull Rush: +4 vs fortitude
Grab: +4 vs reflex
Move grabbed target: +4 vs fortitude
Escape: -1 vs reflex / +3 vs fortitude
Priest's Shield
Righteous Brand
Other Standard Actions: Administer a potion; Aid another; Charge ; 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, Intimidate, Perception -- active)
Other Move Actions: Crawl; Run ; Stand up; Shift; Squeeze; Walk; may include some skills during combat (i.e., Acrobatics, Athletics)
Other Minor Actions: Draw / sheathe weapon; Drink a potion; Drop prone; Open / close a door; Pick up an item; Retrieve / stow an item; Sustain minor action;
Other Immediate Action: Readied action
Other Opportunity Action: 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
Channel Divinity
Divine Fortune
Turn Undead
Healing Word
Healing Strike
Daily Powers:
Cascade of Light
Dwarf
* +2 Constitution, +2 Wisdom (already included)
* Cast-Iron Stomach (+5 saves vs poison)
* Dwarven Resilience (second wind is minor rather than standard action)
* Dwarven Weapon Proficiency (throwing hammer, warhammer)
* Encumbered Speed
* Stand your Ground (forced moves are 1 square less; immediate save vs. being knocked prone)
Cleric
* Channel Divinity -- Divine Fortune
* Channel Divinity -- Turn Undead
* Healer's Lore (add your wisdom bonus to healing granted by a power)
* Healing Word
* Ritual Casting
Synl's Equipment:
55 lb Weapons / Armor / Shield (from above)
2 lb Backpack
5 lb Bedroll
Flint and steel
1 lb Pouch (belt) x1
10 lb Rations (1 day) x10
10 lb Rope (50', hempen) x1
2 lb Sunrods x2
4 lb Waterskins x1
3 lb Ritual book x1
Ritual components
_____
92 lb Total
Magic items:
Weapon:
Weapon:
Weapon:
Weapon:
Armor:
Shield:
Arms:
Feet:
Hands:
Head:
Neck:
Ring:
Ring:
Waist:
Resistances:
Action Point Tally:
Daily Item Powers Per Day: Heroic Tier Milestones: / / /
Death Saving Throw Failures:
More about Synl: War-cleric of Charune. Wields Warhammer with both hands, unless otherwise specified.
Male Dwarf Cleric
Level 1
Unaligned (Lawful)
Representing Salvation
Strength 18 (+4)
Constitution 12 (+1)
Dexterity 10 (+0)
Intelligence 8 (-1)
Wisdom 16 (+3)
Charisma 11 (+0)
Height: 4' 9"
Weight: 230 lb
Skin: Tan
Eyes: Black
Hair: Red; Straight; Thick Beard / Hirsute
Maximum Hit Points: 24
Bloodied: 12
Surge Value: 6
Surges / Day: 8 Size: Medium
Speed: 5 squares
Vision: Low-light
Initiative: 1d20 +0 = + 0
Base Strength Attack: 1d20 +4 = + 4
Base Dexterity Attack: 1d20 +0 = + 0
Base Constitution Attack: 1d20 +1 = + 1
Base Intelligence Attack: 1d20 -1 = -1
Base Wisdom Attack: 1d20 +3 = + 3
Base Charisma Attack: 1d20 +0 = + 0
Armor Class: 16 = 10 + 6
Fortitude Defense: 14 = 10 + 4
Reflex Defense: 10 = 10
Will Defense: 15 = 10 + 2 + 3
Armor: Chainmail (40 lb)
Shield: None
Attacks:
Unarmed Melee: 4 vs AC ; damage 1=1d4+4
Throwing hammers (x5): +6 vs AC ; damage 1=1d6+4+2 range 5/10 2 lb (Hammer); usable off-hand; heavy throwable. Thrown: Same as melee.
Warhammer: +6 vs AC ; damage 1=1d10+4+2 5 lb (Hammer) versatile
Turn Undead +3i vs will
Priest's Shield +4w vs AC;damage 1=1d6+4+2
Righteous Brand +4w vs AC;damage 1=1d6+4+2
Healing Strike +4w vs AC;damage 2=2d6+4+2
Cascade of Light +3i vs will
v Versatile weapon. Add +1 damage if using two-handed.
w Weapon-based power. Apply adjustments for proficiency, situation, feats, magic, etc.
i Implement-usable power. Apply a bonus as appropriate.
Base Saving Throw: d20 vs 10
Encumberance 4e
Normal Load: 180 lb.
Heavy Load: 360 lb.
Maximum Drag Load 900 lb.
Languages: Common; Dwarven;
Rituals Known:
Gentle Repose
Make Whole
Skills:
Acrobatics: -1 = 0 -1
Arcana: +4 = -1 + 5
Athletics: +3 = 4 -1
Bluff: +0 = 0
Diplomacy: +0 = 0
Dungeoneering: +5 = 3 + 2
Endurance: +2 = 1 + 2 -1
Heal: +8 = 3 + 5
History: +4 = -1 + 5
Insight: +3 = 3
Intimidate: +0 = 0
Nature: +3 = 3
Perception: +3 = 3
Religion: +4 = -1 + 5
Stealth: -1 = 0 -1
Streetwise: +0 = 0
Thievery: -1 = 0 -1
Feats:
Dwarven Weapon Training
At-Will:
Basic Melee Attack: By weapon, damage 1+4
Basic Ranged Attack: By weapon, damage 1
Bull Rush: +4 vs fortitude
Grab: +4 vs reflex
Move grabbed target: +4 vs fortitude
Escape: -1 vs reflex / +3 vs fortitude
Priest's Shield
Righteous Brand
Other Standard Actions: Administer a potion; Aid another; Charge ; 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, Intimidate, Perception -- active)
Other Move Actions: Crawl; Run ; Stand up; Shift; Squeeze; Walk; may include some skills during combat (i.e., Acrobatics, Athletics)
Other Minor Actions: Draw / sheathe weapon; Drink a potion; Drop prone; Open / close a door; Pick up an item; Retrieve / stow an item; Sustain minor action;
Other Immediate Action: Readied action
Other Opportunity Action: 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
Channel Divinity
Divine Fortune
Turn Undead
Healing Word
Healing Strike
Daily Powers:
Cascade of Light
Dwarf
* +2 Constitution, +2 Wisdom (already included)
* Cast-Iron Stomach (+5 saves vs poison)
* Dwarven Resilience (second wind is minor rather than standard action)
* Dwarven Weapon Proficiency (throwing hammer, warhammer)
* Encumbered Speed
* Stand your Ground (forced moves are 1 square less; immediate save vs. being knocked prone)
Cleric
* Channel Divinity -- Divine Fortune
* Channel Divinity -- Turn Undead
* Healer's Lore (add your wisdom bonus to healing granted by a power)
* Healing Word
* Ritual Casting
Synl's Equipment:
55 lb Weapons / Armor / Shield (from above)
2 lb Backpack
5 lb Bedroll
Flint and steel
1 lb Pouch (belt) x1
10 lb Rations (1 day) x10
10 lb Rope (50', hempen) x1
2 lb Sunrods x2
4 lb Waterskins x1
3 lb Ritual book x1
Ritual components
_____
92 lb Total
Magic items:
Weapon:
Weapon:
Weapon:
Weapon:
Armor:
Shield:
Arms:
Feet:
Hands:
Head:
Neck:
Ring:
Ring:
Waist:
Resistances:
Action Point Tally:
Daily Item Powers Per Day: Heroic Tier Milestones: / / /
Death Saving Throw Failures:
More about Synl: War-cleric of Charune. Wields Warhammer with both hands, unless otherwise specified.
EDIT: Revamped the character.
Unknown2008-09-01 10:23:27
Seemed to work for me, just gotta pick the human stats before you pick the pact, and not worry about the Warlock spells stuff.
Unknown2008-09-01 12:21:52
Nah, I meant more that I wasn't sure how I could fit Infernal pact into a demon-less world, as pacting with Soulless/Taint wouldn't be fitting for the party (guessing we're playing an anti-Soulless party.)
Unknown2008-09-01 12:34:16
Well, originally I wasn't going to use the histories and stuff in game, it was just actually going to be the Lusternian world, because I wanted to try a pure 4.0 game before I started twisting stuff, so if you want you still can do it. Infernal could just be Celestine or Nihilist really, doesn't have to be evil I guess, and Star warlock could just be an astrologer.
Unknown2008-09-01 12:44:02
Well, now I want to play the priest wielding a giant hammer.
Unknown2008-09-01 12:48:44
You do that then!
So far the party is, Daganev - Dragonborn Paladin, Kalnid - Eladrin Fighter, Salvation - Human Cleric, Lorick - Halfling Rogue, so if anyone else is thinking of playing, you might want to consider a ranged caster, Ranger, Warlock Wizard are all pretty good.
So far the party is, Daganev - Dragonborn Paladin, Kalnid - Eladrin Fighter, Salvation - Human Cleric, Lorick - Halfling Rogue, so if anyone else is thinking of playing, you might want to consider a ranged caster, Ranger, Warlock Wizard are all pretty good.
Unknown2008-09-01 14:54:09
Also as a suitable option for the Merian replacement, I've opened up Githyanki as a playable race, they're in the MM, page 277, for those who don't have it, I'll copy the info across.
Average Height: 6'0"- 6'5"
Average Weight: 160-190lb
Ability Scores: +2 con, +2 int
Size: Medium
Speed: 6 Squares
Vision: Normal
Languages: Common, Deep Speech
Skill Bonuses: +2 History
Danger Sense: You gain a +2 bonus to initiative Checks.
Githyanki Willpower: You gain a +1 bonus to your will defense, and a +2 bonus to saving throws against charm effects
Telekinetic Leap: You can use the Telekinetic leap as an encounter power.
Telekinetic Leap: Githyanki Racial Power
You hurl yourself or one of your allies safely through the air using your mind.
Encounter
Move Action Ranged 10
Target: You or one ally
Effect: The target can fly up to 5 squares, if this power is used on an ally, that ally must reamin in your line of sight at all times during the effect
Average Height: 6'0"- 6'5"
Average Weight: 160-190lb
Ability Scores: +2 con, +2 int
Size: Medium
Speed: 6 Squares
Vision: Normal
Languages: Common, Deep Speech
Skill Bonuses: +2 History
Danger Sense: You gain a +2 bonus to initiative Checks.
Githyanki Willpower: You gain a +1 bonus to your will defense, and a +2 bonus to saving throws against charm effects
Telekinetic Leap: You can use the Telekinetic leap as an encounter power.
Telekinetic Leap: Githyanki Racial Power
You hurl yourself or one of your allies safely through the air using your mind.
Encounter
Move Action Ranged 10
Target: You or one ally
Effect: The target can fly up to 5 squares, if this power is used on an ally, that ally must reamin in your line of sight at all times during the effect
Daganev2008-09-01 17:41:17
Derni,I've always wanted to play a Githyanki... ever since some game or book I read..
But I've also always wanted to play a paladin, cause I'v never done that. On the other hand, paladins don't get cool mounts anymore....
If anyone enters the game please post here, otherwise I might do a different charachter. Oh, I know, I've wanted to do Githynki ever since Torment the video game.
But I've also always wanted to play a paladin, cause I'v never done that. On the other hand, paladins don't get cool mounts anymore....
If anyone enters the game please post here, otherwise I might do a different charachter. Oh, I know, I've wanted to do Githynki ever since Torment the video game.