Welcome to Coatis City!

by Unknown

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Unknown2009-03-24 01:41:29
QUOTE (Salvation @ Mar 24 2009, 09:19 AM) <{POST_SNAPBACK}>
13 AC is crap for a tank. tongue.gif

losewings.gif

Maybe switch feats to Armour Proficiency (Chainmail) then. That gives him 16 AC.
Daganev2009-03-24 07:00:43
temp hitpoints don't stack. the highest amount of temp hitpoints gets added though. so if you have 5 temp then get 8 temp, you just have 8 temp not 13.
Gaetele2009-03-24 19:46:31
Made changes to my char sheet. Just changed from Draconic Sorcerer to Chaos Sorcerer and altered my powers to fit. Everything should be the same though.
Enero2009-03-24 20:18:39
((Uhh... damn, completely forgot about this thread, sorry. I'm still willing to give this a try, if anyone is still willing to let me try. Currently reading through the things on the first page. Thanks!))
Unknown2009-03-24 20:41:59
Erm, SAW said he'll be putting this on hold for a while more. So, it should be fine.
Enero2009-03-24 21:41:17
Yeah, I just saw all those pages and freaked out... well, gives me more time to prepare and actually go through some more paperwork.
Here's what I quickly whipped up though...

CODE
Zmey
Male Halfling Rogue
Level 1
Chaotic Evil
Representing Enero


Strength 10 (+0)
Constitution 14 (+2)
Dexterity 18 (+4)
Intelligence 12 (+1)
Wisdom 12 (+1)
Charisma 14 (+2)
Height: 3' 8"
Weight: 65 lb
Skin: Pale
Eyes: Dark Brown
Hair: Gray; Straight; Beardless




Maximum Hit Points: 26


Bloodied: 13
Surge Value: 6
Surges / Day: 8



Size: Small
Speed: 6 squares
Vision: Normal


Initiative: 1d20 +4 = + 4
Base Strength Attack: 1d20 +0 = + 0
Base Dexterity Attack: 1d20 +4 = + 4
Base Constitution Attack: 1d20 +2 = + 2
Base Intelligence Attack: 1d20 +1 = + 1
Base Wisdom Attack: 1d20 +1 = + 1
Base Charisma Attack: 1d20 +2 = + 2


Armor Class: 16 = 10 + 4 + 2
Fortitude Defense: 12 = 10 + 2
Reflex Defense: 16 = 10 + 2 + 4
Will Defense: 12 = 10 + 2


Armor: Leather (15 lb)

Shield: None


Attacks:


Unarmed Melee: +0 vs AC; damage 1=1d4
Daggers (x10): +4 vs AC ; damage 1=1d4 1 lb (Light blade); usable off-hand; light throwable
Thrown: range 5/10 +8 vs AC ; damage 1d4+4 ;
Short sword: +3 vs AC ; damage 1=1d6 2 lb (Light blade) Usable Off-hand
Deft Strike +4w vs AC
Sly Flourish +4w vs AC
Dazing Strike +4w vs AC
Trick Strike +4w vs AC


Any comments from seasoned veterans?
Fania2009-03-25 01:07:33
QUOTE (Enero @ Mar 24 2009, 02:41 PM) <{POST_SNAPBACK}>
Yeah, I just saw all those pages and freaked out... well, gives me more time to prepare and actually go through some more paperwork.
Here's what I quickly whipped up though...

CODE
Zmey
Male Halfling Rogue
Level 1
Chaotic Evil
Representing Enero


Strength 10 (+0)
Constitution 14 (+2)
Dexterity 18 (+4)
Intelligence 12 (+1)
Wisdom 12 (+1)
Charisma 14 (+2)
Height: 3' 8"
Weight: 65 lb
Skin: Pale
Eyes: Dark Brown
Hair: Gray; Straight; Beardless




Maximum Hit Points: 26


Bloodied: 13
Surge Value: 6
Surges / Day: 8



Size: Small
Speed: 6 squares
Vision: Normal


Initiative: 1d20 +4 = + 4
Base Strength Attack: 1d20 +0 = + 0
Base Dexterity Attack: 1d20 +4 = + 4
Base Constitution Attack: 1d20 +2 = + 2
Base Intelligence Attack: 1d20 +1 = + 1
Base Wisdom Attack: 1d20 +1 = + 1
Base Charisma Attack: 1d20 +2 = + 2


Armor Class: 16 = 10 + 4 + 2
Fortitude Defense: 12 = 10 + 2
Reflex Defense: 16 = 10 + 2 + 4
Will Defense: 12 = 10 + 2


Armor: Leather (15 lb)

Shield: None


Attacks:


Unarmed Melee: +0 vs AC; damage 1=1d4
Daggers (x10): +4 vs AC ; damage 1=1d4 1 lb (Light blade); usable off-hand; light throwable
Thrown: range 5/10 +8 vs AC ; damage 1d4+4 ;
Short sword: +3 vs AC ; damage 1=1d6 2 lb (Light blade) Usable Off-hand
Deft Strike +4w vs AC
Sly Flourish +4w vs AC
Dazing Strike +4w vs AC
Trick Strike +4w vs AC


Any comments from seasoned veterans?


I wont say that I'm a seasoned veteran (honestly I've never played D&D board game before) although I've played a great many video and other games that go on some of the same basic ideas of D&D. One thing that I've never found much use for is Charisma. From what I seen its uses are basically limited, and are usually limited to bargaining outside of battle. Since we aren't going on a major quest, this is probably true for the game we are playing as well. If anyone has an argument for Charisma please let us know!
Daganev2009-03-25 01:10:50
QUOTE (Fania @ Mar 24 2009, 06:07 PM) <{POST_SNAPBACK}>
I wont say that I'm a seasoned veteran (honestly I've never played D&D board game before) although I've played a great many video and other games that go on some of the same basic ideas of D&D. One thing that I've never found much use for is Charisma. From what I seen its uses are basically limited, and are usually limited to bargaining outside of battle. Since we aren't going on a major quest, this is probably true for the game we are playing as well. If anyone has an argument for Charisma please let us know!


Charisma has a lot more affect in dnd4e.

for example, the warlock has a bunch of spells that do damage + charisma modifier.


edit: for a rogue, only two abilities require charsima though, so if you don't have those abilities, you don't need the skill above 10.
Navaryn2009-03-25 01:18:18
I'm just bumping this as this hasn't been answered yet.

QUOTE (Navaryn @ Mar 23 2009, 08:00 PM) <{POST_SNAPBACK}>
Another question for you, S.A.W.

How do Immediate Interrupt/Reaction powers work? Will you always be taking these abilities in consideration when playing the DM's turn? Or do we have to mention them somewhere during our turn?
Unknown2009-03-25 01:30:03
QUOTE (Navaryn @ Mar 24 2009, 09:18 PM) <{POST_SNAPBACK}>
I'm just bumping this as this hasn't been answered yet.


It would depend. Usually, if you know you'll want to use it under certain circumstances, you could say so ahead of time. Otherwise, I'd automatically assume you wanted to use it to save you or someone else from being killed, and such.
Unknown2009-03-25 01:30:04
QUOTE (Navaryn @ Mar 24 2009, 09:18 PM) <{POST_SNAPBACK}>
I'm just bumping this as this hasn't been answered yet.


It would depend. Usually, if you know you'll want to use it under certain circumstances, you could say so ahead of time. Otherwise, I'd automatically assume you wanted to use it to save you or someone else from being killed, and such.
Saran2009-03-25 02:21:38
Yay now there are actual tanks i'll just stick with my druid

I think the con was a result of the character builder auto assign, because the higher priority stats for avenging paladins are str and wis.
Daganev2009-03-25 04:46:45
I made a tank, but I don't think I plan on playing it.
Navaryn2009-03-25 13:00:56
Uh, yeah, I just noticed I picked a weapon I wasn't proficient in for my Minotaur. I made a small edit to his feat so he could use it adequately...


====== Created Using Wizards of the Coast D&DI Character Builder ======
Asteron, level 1
Minotaur, Fighter
Build: Battlerager Fighter
Fighter Talents: Battlerager Vigor
Background: Former Gladiator

FINAL ABILITY SCORES
Str 20, Con 16, Dex 10, Int 10, Wis 11, Cha 8.

Starting Ability Scores
Str 18, Con 14, Dex 10, Int 10, Wis 11, Cha 8.


AC: 17 Fort: 17 Reflex: 10 Will: 10
HP: 31 Surges: 12 Surge Value: 7

TRAINED SKILLS
Heal, Athletics, Endurance.

FEATS
1: Weapon Proficiency (Double axe)

POWERS
1, At-Will: Crushing Surge
1, At-Will: Cleave
1, Encounter: Bell Ringer
1, Daily: Knee Breaker

ITEMS
Chainmail, Adventurer's Kit, Double axe
====== Created Using Wizards of the Coast D&DI Character Builder ======
Gaetele2009-03-25 16:34:39
Updated the sheet again. Anything wrong with it?
Gaetele2009-03-25 17:50:23
Actually, I didn't know there was an Artificer class available. I guess I'll remake since that class appeals to me tongue.gif
Daganev2009-03-25 17:51:05
oooh fun, two artificers! tongue.gif
Shaddus2009-03-25 21:27:45
Sucks. I'm rather irritated that they screwed with alignment. No Chaotic Neutral or Chaotic Good for me.
Gaetele2009-03-25 23:07:16
QUOTE
====== Created Using Wizards of the Coast D&DI Character Builder ======
Elisyl, level 1
Githyanki, Artificer

FINAL ABILITY SCORES
Str 10, Con 16, Dex 12, Int 19, Wis 10, Cha 11.

Starting Ability Scores
Str 10, Con 14, Dex 12, Int 17, Wis 10, Cha 11.


AC: 16 Fort: 14 Reflex: 14 Will: 12
HP: 28 Surges: 10 Surge Value: 7

TRAINED SKILLS
Arcana, Perception, Thievery, Heal, History.

FEATS
1: Alchemist
1: Ritual Caster

POWERS
1, At-Will: Thundering Armor
1, At-Will: Aggravating Force
1, Encounter: Shielding Cube
1, Daily: Lifetap

ITEMS
Make Whole, Leather Armor, Hand Crossbow, Arcane Implement, Orb, Adventurer's Kit, Alchemist's Acid
====== Created Using Wizards of the Coast D&DI Character Builder ======


Myth-Weavers sheet coming up.
Gaetele2009-03-25 23:37:20