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Posted: Sun Nov 09, 2008 8:08 pm
yeah well like i am saying I am just gonna drop this thread by tomarrow if those guys do not respond. you guys can all come and join my next game. I just feel that it is stupid to play a game after loosing the original players.
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Posted: Sun Nov 09, 2008 8:16 pm
I personally hold pure disdain for 4Ed. Thanks for the offer on this end though.
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Posted: Sun Nov 09, 2008 8:31 pm
no problem. but why don't you like it?
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Posted: Mon Nov 10, 2008 1:36 pm
I really don't have much interest in playing 4e until they release the monks and barbarians.
Although, I guess I could try playing a wizard.
Though, keep in mind, I have NEVER played 4e, know NOTHING about the rules, and own NONE of the books.
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Posted: Mon Nov 10, 2008 3:14 pm
I have no clue when it comes to 4th ed, except from what I heard they messed up the cleric something fierce and not for the better >.>
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Posted: Tue Nov 11, 2008 6:19 am
it comes next spring in the phb II but they do have the play test Barbarian available at www.dnd4.com but if no one wants a 4e game I will just make it a 3.5
and this game is officially closed. I will remove it when I have finished coming up with a plan for my next game
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Posted: Wed Nov 12, 2008 7:53 am
Well
before the thread goes away, I'd like to just put my sheet up here for the sake of it being seen by the guys I was going to play with.
Official Character Sheet
Player's Name
Character Full Name: Duensel Oulgar Iarmod Windbrush (Quill Cabal) "Nickname"
Race: Illumian Class Levels: Gestalt Cleric/Rogue 7 Deity: Aulasha, The Librarian (LG) Size: Medium Gender: Male
Alignment: Lawful Neutral Height: 6' 3" Weight: 192 lbs Age: 37
Complexion: Pale Eyes: Blue Hair: Bald Sigils: Aesh, Hoon (+1 int based checks, +1 wis/con based checks) Word: Aeshoon (Twice per day, the illumian can spend a turn or rebuke attempt as a swift action to gain a bonus on weapon damage rolls equal to her wisdom bonus. This effect lasts until the beginning of her next turn, and it applies only to weapons with which she has selected the Weapon Focus feat.)
Str: 14 (+2) Dex: 20 (+5) Con: 19 (+4) Int: 19 (+4) Wis: 22 (+6) Cha: 16 (+3) (Level 4 - Wisdom)
XP: Next:
Hp: 73 (8, 3, 7, 7, 5, 8, 7) Armor Class: 26 (10+8+5+3+0) Action Points:
Initiative: +5 Base Attack: +5 Grapple: +7
Speed: 30' (Armored: 30')
Fort: + 9 (5+4) Ref: +10 (5+5) Will: +11 (5+6)
SKILLS - 120 Ranks; 120 Ranks Used + # - Skill (Rank+Ability+Synergy+Other) (+# Situation Bonus) + 6 - Appraise (1+4+1) (+2 on Traps and Weapons) + 9 - Bluff (6+3) + 11 - Concentration (6+4+1) (+4 Casting Defensively) + 6 - Craft (Bowmaking) (1+4+1) + 10 - Craft (Trap) (5+4+1) + 10 - Craft (Weapon) (5+4+1) + 17 - Diplomacy (10+3+2+2) + 7 - Forgery (2+4+1) + 17 - Heal (10+6+1) + 10 - Hide (5+5) + 12 - Intimidate (5+5+2) + 7 - Knowledge (Arcana) (2+4+1) + 10 - Knowledge (Nobility/Royalty) (5+4+1) + 10 - Knowledge (Religion) (5+4+1) + 7 - Knlowedge (Planes) (2+4+1) + 12 - Listen (5+6+1) + 8 - Profession (Apothocary) (1+6+1) + 9 - Profession (Guide) (2+6+1) + 9 - Profession (Herbalist) (2+6+1) + 8 - Profession (Sailor) (1+6+1) + 10 - Search (5+4+1) + 12 - Sense Motive (5+6+1) XXXX - Speak Language (10) + 12 - Spellcraft (7+4+1) (+2 on scrolls) + 13 - Spot (6+6+1) + 7 - Survival (0+6+1) (+2 Tracking) + 9 - Use Magic Device (5+3+1) (+2 on scrolls) + 6 - Use Rope (1+5+0)
Languages: Illumian Common Elven Halfling Undercommon Dwarven Orc Gnome Celestial Draconic Infernal Abyssal Auran Aquan Ignan Terran
FEATS Combat Casting Weapon Finesse Telling Blow
LOAD Light: 58 Medium: 116 Heavy: 175 Off Ground: 350 Drag: 875
GEAR +3 Glamoured Mithral Breastplate +1 Heavy Steel Shield +1 Rapier Mighty (+2) Masterwork Composite Longbow 40 Arrows Wagon Pony, x2 Chest w/ Good Lock Bedroll, x3 Blanket, Winter x2 Case, Scroll, x5 Fishing Net, 25' Square Flint and Steel Grappling Hook, x2 Rope, Silk 100' Hammer Piton, x5 Ink, Black (2 oz) Ink, Blue (2 oz) Ink, Green (2 oz) Ink, Red (2 oz) Inkpen Lantern, Hooded x2 Oil, x10 Signet Ring Sealing Wax, x2 Soap (2lbs) Tent Waterskin, x4 Tindertwig, x20 Healer's Kit Spellbook, x2 Cheese, x4 Bread, x5
Name (Specs) Size Damage Type; Wt Attack: Damage:
King's Thrust Medium 1d6 Piercing; 4lbs Attack: +11 Damage: 1d6+3 (Sneak attack: +4d6)
Flight of Justice Medium 1d8 Piercing; 3lbs Attack: +11 Damage: 1d8+2 (Sneak Attack: +4d6)
Clothes: Cleric's Vestments, x2 Cold Weather Outfit Explorer's Outfit Peasant's Outfit Scholar's Outfit Traveler's Outfit
Cash: 314.8 gp
RACIAL ABILITIES Humanoid: Humanoid Creatures with the Human Subtype Luminous Sigils: The sigils that orbit an illumian's head glow softly, providing illumination equal to that of a candle. Illumians can make their sigils disappear by concentrating for a moment (a standard action), but they don’t receive the sigils’ benefits and can’t use any special abilities granted by illumian words (see below) while they’re doused. Restoring the sigils to visibility is a free action. Luminous sigils (including power sigils; see below) are insubstantial and disappear into any matter they touch. An illumian’s sigils remain present and in effect even when the illumian takes another form, unless she would lose her supernatural abilities as a result of the form change. An illumian wizard who cast a polymorph spell on herself retains her sigils, but an illumian who becomes a zombie loses them. Glyphic Resonance (Ex): Illumians are the physical embodiment of a magical language, so they interact strangely with symbol-based spells. This group includes all spells whose names contain the word glyph, rune, sigil, or symbol (such spells in the Player’s Handbook include explosives runes, glyph of warding, greater glyph of warding, sepia snake sigil, and the various symbol spells). When an illumian encounters such a magic, one of two things happens: Either the illumian’s resonance overpowers the spell, or the foreign magic corrupts the mystical language that defines the illumian. Illumians have a -4 racial penalty on saving throws against these effects if their level is less than the caster level of the spell. If an illumian’s level equals or exceeds the spell’s caster level, she is immune to the effect. Power Sigils (Su): In addition to the array of dimly glowing luminous sigils that orbits her head, a 1st-level illumian has a single brightly glowing power sigil that grants her certain bonuses. A power sigil can be discerned from other sigils surrounding an illumian with a DC 10 spot check, and identified with a DC 15 Knowledge (arcane) check. On attaining 2nd level in any class, an illumian gains a second different power sigil, and the bonus granted by each power sigil increases to +2. Depending on the combination of power sigils she chooses, an illumian gains one or more extra special abilities (see Illumian Words). Illumian Words (Su): Each combination of two power sigil’s names makes an Illumian word of great power, and thus grants extra abilities to a character who possesses those two power sigils. Final Utterance (Ex): When an ullumian dies, her body releases the stores Illumian language within it. For 1 round per Hit Die of the illumian, anyone within earshot hears ululating Illumian syllables --- Usually gibberish, but occasionally a prophetic phrase or a final curse on the illumian’s enemies. The illumian’s body need not remain intact for the final utterance to occur. Even if an illumian succumbs to a disintegrate spell, her disembodied voice still utters strange gibberish for several rounds. +2 Racial bonus on saves against spells with the shadow descriptor Superior Literacy: Illumians’ are always literate, regardless of character class. Speak language is always a class skill for illumians, regardless of class. Automatic Languages: Common and Illumian Bonus Languages: Any except for secret languages (such as Druidic). Favored Class: Any
CLASS ABILITIES Sneak Attack +4d6 Trapfinding Evasion Trapsense +2 Uncanny Dodge Turn Undead
SPELLCASTING
Spells Per Day: 0 / 1 / 2 / 3 / 4 / 5 / 6 / 7 / 8 / 9 6 /4+1/3+1/2+1/1+1/ 0 / 0 / 0 / 0 / 0
Bonus Spells Per Day: 0/1/2/3/4/5/6/7/8/9 0/2/2/1/1/-/-/0/0/0
Domains: Knowledge Law
Spell Save DC: 0 - 16 1 - 17 2 - 18 3 - 19 4 - 20
Prepared Spell List
Level 0: Create Water Detect Magic Detect Magic Mending Read Magic Resistance
Level 1: Comprehend Languages Deathwatch Divine Favor Shield of Faith Scholar's Touch (D)Detect Secret Doors
Level 2: Calm Emotions Eagle's Splendor Owl's Wisdom Status Zone of Truth (D)Detect Thoughts
Level 3: Bestow Curse Delay Death Searing Ray (D)Magic Circle Against Chaos
Level 4: Poison Tongues (D)Divination
Turn Undead: 6 per day 6 remain
Turn Undead Check: +5
Turn Damage: 2d6+7+3
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