Killercod Posted January 4, 2009 Share Posted January 4, 2009 Please post an outline of the characters you wish to use in this adventure here! I will gather copies of your character sheets before we begin play. Also, please go ahead and make your character pogs if you haven't already. I strongly suggest that you consult the veteran players about making macros for them, it will make your play experience much more enjoyable! As a general guideline, I'd suggest everyone prepare two (2) characters they can work with during the adventure. If they are being made from scratch, they will need to be Level 4 to start. This will beef up our party on occasions when we are low on RL players. Quote Link to comment Share on other sites More sharing options...
Tagon Posted January 4, 2009 Share Posted January 4, 2009 I will be continuing with Tagon and Draos. Tagon the Sly is a halfling thief with a twisted sense of right and wrong. He wont ever take anything unless he has a good reason for doing so, but sometimes that is reason is "I want it!" Draos Tasa is a Dragonborn Paladin he joined the original group a little late after the church got word back from Winterhaven and felt they may have sent the cleric Killercod to his death. He lives to serve Bahamut and will do whatever the church ask him to without question. Quote Link to comment Share on other sites More sharing options...
Arelos Posted January 4, 2009 Share Posted January 4, 2009 Arelos the loony hedge wizard will be back for more action! What do you suggest I use for a second character? Quote Link to comment Share on other sites More sharing options...
Killercod Posted January 4, 2009 Author Share Posted January 4, 2009 You have to play what you like...pick something that interests you. Stick with what you know, or try something different! If you like the Wizard...nothing wrong with playing two spellcasters... Quote Link to comment Share on other sites More sharing options...
Arelos Posted January 4, 2009 Share Posted January 4, 2009 I LIKE the sound of that. Double the acid arrow! Quote Link to comment Share on other sites More sharing options...
Delmar Posted January 5, 2009 Share Posted January 5, 2009 I'm going to wait a bit before deciding on what class(es) I'll play to see what everyone else chooses and try to balance out the group, if need be. Tagon has the thief and paladin classes. Arelos has wizards. I'm assuming Liquid Wolf will stick with his ranger. We'll need a cleric now that KC is DM'ing. All things being equal, I'm leaning toward cleric, warlord, or ranger. We'll definitely need at least one cleric and it (along with ranger) is a class that I usually play. I like this class because it has the best of all worlds. You can cast spells, your fighting abilities are very good, you can wear armor, you get to heal and you are excellent against undead. Without the group of crazed dwarf fighters we've been using as second characters, the group may lack some physical punch. I'm used to playing a ranger and, since LW's ranger is a ranged specialist, I'm thinking about using a duel-wielding melee specialist. They can be offensive powerhouses. I've never played a warlord before (the class didn't exist when I played 2nd Edition), but it looks like it could be alot of fun. I wouldn't recommend it for beginners, as many of the powers are buffs which take some experience to use properly. But it seems like it could be a serious offensive force in a group. Also, I love the tactical aspect of the game and warlord plays right into that. If it's alright with you, KC, I'll firm up my decision after we find out what other people are going to play. Quote Link to comment Share on other sites More sharing options...
Tagon Posted January 5, 2009 Share Posted January 5, 2009 I may be dropping the Paladin. I am thinking about creating a Teifling Warlock as my 2nd. But then again if we can get more people to play we may not need 2nd characters. Quote Link to comment Share on other sites More sharing options...
Killercod Posted January 6, 2009 Author Share Posted January 6, 2009 I strongly suggest that everyone at least flesh out two characters...maybe look at them as a Main and and Alt. This module is meant to be played with a group of four to six players of at least 4th level. Quote Link to comment Share on other sites More sharing options...
Delmar Posted January 10, 2009 Share Posted January 10, 2009 KC, I'm going to be creating two new characters. What method(s) can I use to generate ability scores? I posted some methods, including some "home rule" methods in the Shadowfell Keep campaign forum when we first started. The Player's Handbook has a bunch of methods. The "official" campaigns run through Wizards of the Coast and certain websites give characters a certain number of points to allocate between abilities (similar to NWN2 character generation). FYI, I took a quick look at the pre-generated characters and it appears (lol, don't hold me to it, my math skills suck eggs) they all have ability scores that total 80. Anyway, please let me know how you would like me to generate ability scores and, if by dice roll, can you hang around for a couple minutes either before or after we play tonight so I can roll them in your presence? Quote Link to comment Share on other sites More sharing options...
Tagon Posted January 10, 2009 Share Posted January 10, 2009 The Pre gens look like they are using the customized score method, like you are saying Del. Method 2: Customizing Scores This method is a little more complicated than the standard array, but it gives comparable results. With this method, you can build a character who's really good in one ability score, but at the cost of having average scores in the other five. Start with these six scores: 8, 10, 10, 10, 10, 10. You have 22 points to spend on improving them. The cost of raising a score from one number to a higher number is shown on the table below. [table][tr][td]Score[/td] [td]Cost[/td] [td]Score[/td] [td]Cost[/td][/tr] [tr][td]9[/td] [td]-(1)*[/td] [td]14[/td] [td]5[/td][/tr] [tr][td]10[/td] [td]0(2)*[/td] [td]15[/td] [td]7[/td][/tr] [tr][td]11[/td] [td]1[/td] [td]16[/td] [td]9[/td][/tr] [tr][td]12[/td] [td]2[/td] [td]17[/td] [td]12[/td][/tr] [tr][td]13[/td] [td]3[/td] [td]18[/td] [td]16[/td][/tr][/table] * If your score is 8, you can pay 1 to make it 9 or 2 to make it 10. You must buy your score up to 10 before you can improve it further Quote Link to comment Share on other sites More sharing options...
Tagon Posted January 10, 2009 Share Posted January 10, 2009 I will for sure be playing the rouge and paladin. I know I had posted earlier I was thinking about changing, but I started to think after ninja rolling to get that enchanted short sword last week. And having the enchanted Longsword on my paladin I owe it to the D20 gods to stay with these two for awhile. Quote Link to comment Share on other sites More sharing options...
Delmar Posted January 10, 2009 Share Posted January 10, 2009 The Pre gens look like they are using the customized score method, like you are saying Del. I broke down and did the math. Yup. They use the customized score method. Quote Link to comment Share on other sites More sharing options...
Tagon Posted January 10, 2009 Share Posted January 10, 2009 I broke down and did the math. Yup. They use the customized score method. It seems to be the most accepted method, followed by standard array for someone not sure what to do. Which is funny because I remember when rolling starts was all you had. You end with some craptastic characters that way. Quote Link to comment Share on other sites More sharing options...
Killercod Posted January 10, 2009 Author Share Posted January 10, 2009 I have no issues with either method, and I'm a trusting DM so if you want to roll them up yourself I'll trust you... Quote Link to comment Share on other sites More sharing options...
Delmar Posted January 11, 2009 Share Posted January 11, 2009 I'm planning on going with a Warlord as my main, as no one has shown any interest in that class yet. As for my alt, I will go with a cleric, unless Zenobia or another new player decides to be one. In that case, I'll choose either a cleric or Ranger, depending upon the make up of the rest of the group at that point. Quote Link to comment Share on other sites More sharing options...
Tagon Posted January 11, 2009 Share Posted January 11, 2009 KC do you have any issues with me out right converting Draos into a swordmage? Quote Link to comment Share on other sites More sharing options...
Killercod Posted January 11, 2009 Author Share Posted January 11, 2009 Not a problem there Tagon. Everyone get locked in on something, get your pogs ready, and email me your character sheets before Saturday! phoenix_guardian@bellsouth.net Quote Link to comment Share on other sites More sharing options...
Tagon Posted January 11, 2009 Share Posted January 11, 2009 Ok I am locked in the swordmage will be my primary and the rouge my secondary. Just need to make a few more changes to the Swordmage and I will send you the sheets. Quote Link to comment Share on other sites More sharing options...
Delmar Posted January 11, 2009 Share Posted January 11, 2009 Tagon, Swordmage is from the Forgotten Realms Player's Guide. Here's the entry for it: Swordmage: ?Under the leaves of Myth Drannor I learned the ancient eladrin way of battle. Spells are my armor, and words of ruin are bound to my blade.? CLASS TRAITS Role: Defender. You are a melee combatant who uses spells to fight better. Power Source: Arcane. You study ancient magical traditions and practice swordplay, developing arcane powers that work well with your physical attacks. Key Abilities: Intelligence, Strength, Constitution Armor Proficiencies: Cloth, leather Weapon Proficiencies: Simple melee, military light blades, military heavy blades, simple ranged Implements: Any light blade or heavy blade. Your blade adds its enhancement bonus to attack rolls and damage rolls and any extra damage granted by a property (if applicable) when used as an implement. You do not gain your weapon proficiency bonus to the attack roll when using your blade as an implement. Bonus to Defense: +2 Will Hit Points at 1st Level: 15 + Constitution score Hit Points per Level Gained: 6 Healing Surges per Day: 8 + Constitution modifier Trained Skills: Arcana. From the class skills list below, choose three more trained skills at 1st level. Class Skills: Arcana (Int), Athletics (Str), Diplomacy (Cha), Endurance (Con), History (Int), Insight (Wis), Intimidate (Cha) Build Options: Assault swordmage, shielding swordmage Class Features: Swordbond, Swordmage Aegis (aegis of assault or aegis of shielding), Swordmage Warding Swordmages apply the arcane arts to melee combat. The combat skills they possess are enhanced by the magic they wield. The flourish of a swordmage?s blade not only bites with steel, but also with fire, lightning, or other powerful forces. You studied and practiced for years to master your skills. You mastered the fundamentals of arcane magic and combined this academic study with endless hours of physical training. You might be a young eladrin in search of your fortune, a stranger to the wider world outside the seclusion of your homeland; a self-trained genasi sellsword, gifted with an affinity for elemental magic; the scion of a disgraced noble human family, taught by the finest tutors in your youth but now a footloose expatriate; or a half-elf arcane champion, rigorously trained in a war magic academy to serve in the armies of your homeland. Magical barriers of force swirl around you, protecting you from harm. The blade you carry is an extension of your being, both body and mind. It pulses with eldritch energy as you prepare to defend your allies and unleash magical fury against your foes. Creating a Swordmage The swordmage has two builds: assault swordmage and shielding swordmage. Intelligence plays into all your attacks, but you might emphasize either Strength or Constitution for added benefits. Assault Swordmage Your style of combat focuses on flashy attacks that call up elemental forces and throw your opponents around the battlefield. This method of aggressive swordmage combat spread from Returned Abeir to Toril through the heritage of the anarchs of Shyr (see page 47 for that paragon path). Your attacks use Intelligence, so that should be your primary ability score. Strength should be your second-best ability score, since it enhances your assault powers and keeps your base attack bonus high. Constitution helps your survivability and can be useful if you want to try some shielding swordmage powers. Most assault swordmages use a two-handed weapon (such as a greatsword or a falchion) to deal more damage, though they have a lower AC as a result. Suggested Feat: Escalating Assault (Human feat: Weapon Focus) Suggested Skills: Arcana, Athletics, Diplomacy, Intimidate Suggested At-Will Powers: greenflame blade, sword burst Suggested Encounter Power: flame cyclone Suggested Daily Power: burning blade SWORDMAGE OVERVIEW Characteristics: Your melee skills are most important, but you also have attacks that can hit multiple creatures or injure creatures at range. Your defensive powers can protect your allies and yourself. Religion: Swordmages favor deities of magic or skill. Corellon, Sel?ne, Torm, and Tymora are common among swordmages of good heart. Swordmages of a darker bent often revere Shar, regarding their unusual skills as a secret art to be kept hidden from the uninitiated. Races: Genasi from Returned Abeir are the archetypal assault swordmages. Humans and eladrin are the main practitioners of the shielding swordmage style. Githyanki are also known to practice their own swordmage tradition, which is similar to the shielding swordmage. Shielding Swordmage You protect your allies with magical shields of force?and by keeping enemies away from them. This heritage is embodied by the Coronal Guard tradition (see page 48 for that paragon path), a discipline that can be traced over a thousand years to the armathors, the elite guards of the coronal of Myth Drannor. Intelligence powers your attacks, so it should be your highest ability score. Constitution applies added effects to many of your attacks, so it should be your second-highest score. A good Strength lets you take advantage of assault swordmage powers (giving you some added offense) and keeps your basic attack decent. You?ll want to keep a hand free to get your AC bonus from Swordmage Warding class feature, so you should use a one-handed weapon such as a longsword or a scimitar. Suggested Feat: Retributive Shield (Human feat: Student of Sword Magic) Suggested Skills: Arcana, Diplomacy, History, Insight Suggested At-Will Powers: booming blade, lightning lure Suggested Encounter Power: chilling blow Suggested Daily Power: frost backlash Swordmage Class Features Swordmages are smart, strong bastions of defense whose art is embodied by their swords. All swordmages have the class features described below. Swordbond By spending 1 hour of meditation with a chosen light or heavy blade, you forge a special bond with the weapon. As a standard action, you can call your bonded weapon to your hand from up to 10 squares away. You can forge a bond with a different blade using the same meditation process (for instance, if you acquire a new blade that has magical abilities). If you forge a bond with a different blade, the old bond dissipates. If your bonded weapon is broken or damaged, you can spend 1 hour of meditation to recreate the weapon from a fragment. (This process automatically destroys any other fragments of the weapon in existence, so you can?t use it to create multiple copies of a broken weapon.) Swordmage Aegis You can place a magical warding upon a foe, allowing you to respond to the foe?s attacks against your allies with a counterassault or a timely protection. Choose one of the following Swordmage Aegis powers. These powers are described in full below. Aegis of Assault: You teleport to the side of the attacker and respond with an attack of your own. Aegis of Shielding: You deflect some of the damage of an incoming attack. Swordmage Warding While you are conscious and wielding either a light blade or a heavy blade, you maintain a field of magical force around you. This field provides a +1 bonus to AC, or a +3 bonus if you are wielding a blade in one hand and have your other hand free (not carrying a shield, an off-hand weapon, a two-handed weapon, or anything else). If you become unconscious, your Swordmage Warding benefit disappears. You can restore it by taking a short rest or an extended rest. Swordmage Powers Your powers are also known as spells. You use your blade as your implement, employing it both as a melee weapon and as a conduit for your arcane magic. Some swordmage powers include a line titled ?Aegis of Assault? or ?Aegis of Shielding.? You gain this extra benefit only if you selected the aegis of assault or aegis of shielding power, respectively. Class Features Every swordmage has a class feature that works like a power. The two varieties of Swordmage Aegis, aegis of assault and aegis of shielding, are presented below. Aegis of Assault Swordmage Feature You create an arcane link between you and a foe, allowing you to instantly respond to its attacks with a counterassault. At-Will ✦ Arcane, Teleportation Minor Action Close burst 2 Target: One creature in burst Effect: You mark the target. The target remains marked until you use this power against another target. If you mark other creatures using other powers, the target is still marked. A creature can be subject to only one mark at a time. A new mark supersedes a mark that was already in place. If your marked target makes an attack that doesn?t include you as a target, it takes a ?2 penalty to attack rolls. If that attack hits and the marked target is within 10 squares of you, you can use an immediate reaction to teleport to a square adjacent to the target and make a melee basic attack against it. If no unoccupied space exists adjacent to the target, you can?t use this immediate reaction. Aegis of Shielding Swordmage Feature You create an arcane link between you and an enemy, allowing you to blunt its attacks against your allies. At-Will ✦ Arcane Minor Action Close burst 2 Target: One creature in burst Effect: You mark the target. The target remains marked until you use this power against another target. If you mark other creatures using other powers, the target is still marked. A creature can be subject to only one mark at a time. A new mark supersedes a mark that was already in place. If your marked target makes an attack that doesn?t include you as a target, it takes a ?2 penalty to attack rolls. If that attack hits and the marked target is within 10 squares of you, you can use an immediate interrupt to reduce the damage dealt by that attack to any one creature by an amount equal to 5 + your Constitution modifier. At 11th level, reduce the damage dealt by 10 + your Constitution modifier. At 21st level, reduce the damage dealt by 15 + your Constitution modifier. Level 1 At-Will Spells Booming Blade Swordmage Attack 1 A field of sound punishes your enemy, and the sound becomes louder if your enemy tries to escape. At-Will ✦ Arcane, Thunder, Weapon Standard Action Melee weapon Target: One creature Attack: Intelligence vs. AC Hit: 1[W] + Intelligence modifier damage, and if the target is adjacent to you at the start of its turn and moves away, it takes 1d6 + Constitution modifier thunder damage. Increase damage to 2[W] + Intelligence modifier at 21st level. Greenflame Blade Swordmage Attack 1 Each blow ignites your blade in deadly green fire. At-Will ✦ Arcane, Fire, Weapon Standard Action Melee weapon Target: One creature Attack: Intelligence vs. AC Hit: 1[W] + Intelligence modifier fire damage, and you deal fire damage equal to your Strength modifier to all enemies adjacent to the target. Increase damage to 2[W] + Intelligence modifier at 21st level. Lightning Lure Swordmage Attack 1 You lasso your foe with a leash of lightning and pull it into range of your blade. At-Will ✦ Arcane, Implement, Lightning Standard Action Ranged 3 Target: One creature Attack: Intelligence vs. Fortitude Hit: 1d6 + Intelligence modifier lightning damage, and you pull the target to the nearest unoccupied space adjacent to you. Increase damage to 2d6 + Intelligence modifier at 21st level. Special: If you cannot pull the target to an adjacent square, this power fails and deals no damage. Sword Burst Swordmage Attack 1 A sweep of your sword blasts those around you with force. At-Will ✦ Arcane, Force, Implement Standard Action Close burst 1 Target: Each enemy in burst Attack: Intelligence vs. Reflex Hit: 1d6 + Intelligence modifier force damage. Increase damage to 2d6 + Intelligence modifier at 21st level. Level 1 Encounter Spells Chilling Blow Swordmage Attack 1 Your blade rips into your foe and cold pulses from the wound, enveloping your enemy?s body in a crust of frost. Encounter ✦ Arcane, Cold, Weapon Standard Action Melee weapon Target: One creature Attack: Intelligence vs. AC Hit: 1[W] + Intelligence modifier cold damage, and the target takes cold damage equal to your Constitution modifier each time it attacks until the start of your next turn. Flame Cyclone Swordmage Attack 1 Arcane power swirls around your blade and outward toward your enemies, engulfing them in an inferno. Encounter ✦ Arcane, Fire, Implement Standard Action Close blast 3 Target: Each creature in blast Attack: Intelligence vs. Reflex Hit: 1d8 + Intelligence modifier + Strength modifier fire damage. Foesnare Swordmage Attack 1 You cut into your foe, and links of solid eldritch energy burst from its flesh, binding its bones to the ground. Encounter ✦ Arcane, Weapon Standard Action Melee weapon Target: One creature Attack: Intelligence vs. AC Hit: 1[W] + Intelligence modifier damage, and the target is immobilized until the end of your next turn. Special: You can use this power in place of a melee basic attack when charging. Lightning Clash Swordmage Attack 1 As your blade strikes home, a sizzling bolt of lightning leaps from your reeling foe to strike down its nearby ally. Encounter ✦ Arcane, Lightning, Weapon Standard Action Melee weapon Primary Target: One creature Attack: Intelligence vs. AC Hit: 1[W] + Intelligence modifier damage. Make a secondary attack. Secondary Target: One creature within 5 squares of the primary target Secondary Attack: Intelligence vs. Reflex Hit: 1d6 + Intelligence modifier lightning damage. Level 1 Daily Spells Burning Blade Swordmage Attack 1 Your fiery blade lunges toward your enemy, and its arcane warmth seeks to flare again in the wounds of your foes. Daily ✦ Arcane, Fire, Weapon Standard Action Melee weapon Attack: Intelligence vs. AC Hit: 2[W] + Intelligence modifier fire damage. Effect: Until the end of the encounter, your melee attacks deal extra fire damage equal to your Strength modifier. Frost Backlash Swordmage Attack 1 As your enemy swings for the kill, your warding suddenly turns to ice and lashes out at your foe with the fury of winter. Daily ✦ Arcane, Cold, Weapon Immediate Interrupt Melee weapon Trigger: An adjacent creature hits you Target: The creature that hit you Attack: Intelligence vs. Reflex Hit: 3[W] + Intelligence modifier cold damage. Miss: Half damage. Whirling Blade Swordmage Attack 1 You spin and suddenly hurl your sword. Your blade spins in the air, seeking an enemy to slash with mortal determination. Daily ✦ Arcane, Weapon Standard Action Ranged 5 Requirement: You must throw your melee weapon at the target. Target: One creature Attack: Intelligence vs. AC Hit: 2[W] + Intelligence modifier damage, and your weapon returns to your hand. Miss: Repeat the attack against a second target within 5 squares of the first. If you miss, repeat the attack against a third target within 5 squares of the second. If you miss again, repeat the attack against a fourth target within 5 squares of the third. Your weapon then returns to your hand. Level 2 Utility Spells Dimensional Warp Swordmage Utility 2 You reach out with arcane power, and two of your nearby allies suddenly wink out and reappear in each other?s places. Encounter ✦ Arcane, Teleportation Minor Action Close burst 3 Targets: You and one ally in burst or two allies in burst Effect: Each target teleports into the other?s space. Both targets must occupy the same size space, or the power fails. Eldritch Speed Swordmage Utility 2 Eldritch power flows in your blood, and when battle is joined, the power speeds you on. Daily ✦ Arcane No Action Personal Effect: Use this power before rolling initiative. You gain a +5 power bonus to your initiative roll. You can take an extra move action during the first round of combat (or during the surprise round, if you are allowed to act during that round). Fear No Elements Swordmage Utility 2 The elements of the universe are yours to command, and they do not easily damage you. Daily ✦ Arcane Minor Action Personal Effect: Choose acid, cold, fire, lightning, or thunder. Until the end of the encounter, you gain resist 5 + your Constitution modifier to that damage type. Mythal Recovery Swordmage Utility 2 You focus your warding inward to bolster yourself against the onslaught. Encounter ✦ Arcane Minor Action Personal Effect: Make a saving throw against an effect that a save can end. Level 3 Encounter Spells Blastback Swipe Swordmage Attack 3 Your sword rings against your foe like a clap of thunder, sending your enemy careening away. Encounter ✦ Arcane, Thunder, Weapon Standard Action Melee weapon Target: One creature Attack: Intelligence vs. Fortitude Hit: 1[W] + Intelligence modifier thunder damage, and you push the target 2 squares. Special: When charging, you can use this power in place of a melee basic attack. Aegis of Assault: When you use your aegis of assault immediate reaction, you can use this power in place of the melee basic attack. Corrosive Ruin Swordmage Attack 3 You spin your blade in a tight circle in front of you, assailing foes with a spray of flesh-melting acid. Encounter ✦ Acid, Arcane, Implement Standard Action Close blast 3 Target: Each creature in blast Attack: Intelligence vs. Fortitude Hit: 1[W] + Intelligence modifier acid damage. Sloth Strike Swordmage Attack 3 As your blade sinks into the enemy, his blood turns to leaden ice, and he staggers about heavily. Encounter ✦ Arcane, Cold, Weapon Standard Action Melee weapon Target: One creature Attack: Intelligence vs. AC Hit: 2[W] + Intelligence modifier cold damage, and the target is slowed until the end of your next turn. Transposing Lunge Swordmage Attack 3 You thrust at your enemy, a flash engulfs it, and it suddenly appears elsewhere. Encounter ✦ Arcane, Teleportation, Weapon Standard Action Melee weapon Target: One creature Attack: Intelligence vs. AC Hit: 2[W] + Intelligence modifier damage, and you teleport the target into a space adjacent to you. Aegis of Shielding: When you use your aegis of shielding immediate interrupt, you can use this power against the target as part of the interrupt, even if the target is beyond your reach. Level 5 Daily Spells Deep Freeze Swordmage Attack 5 Driving your blade home, you hiss a word of power, and white bone-chilling mist begins to seep from your foe?s body. Daily ✦ Arcane, Cold, Weapon Standard Action Melee weapon Target: One creature Attack: Intelligence vs. Fortitude Hit: 2[W] + Intelligence modifier damage. Effect: Until the end of the encounter, any enemy takes 1d10 cold damage when it moves adjacent to or starts its turn adjacent to the target. Elemental Foible Swordmage Attack 5 You weave a deadly symbol in your foe?s flesh. This hateful glyph leaves your enemy?s body fragile to the elements. Daily ✦ Arcane, Weapon Standard Action Melee weapon Target: One creature Attack: Intelligence vs. AC Hit: 1[W] + Intelligence modifier damage. Effect: The target gains vulnerable 5 to a damage type of your choice: acid, cold, fire, lightning, or thunder. The vulnerability lasts until the end of the encounter. Lingering Lightning Swordmage Attack 5 Tendrils of bluish white lightning course from your blade to electrocute your enemies. Daily ✦ Arcane, Implement, Lightning Standard Action Ranged 5 Target: One, two, or three creatures Attack: Intelligence vs. Reflex, one attack per target Hit: 1[W] + Intelligence modifier damage, and ongoing 5 lightning damage (save ends). Miss: Half damage, and no ongoing damage. Level 6 Utility Spells Armathor?s Step Swordmage Utility 6 Arcane power speeds you into battle. Encounter ✦ Arcane, Teleportation Move Action Personal Effect: Teleport 5 squares. If you end this move adjacent to an enemy, you gain a +2 power bonus to the next attack roll you make against that enemy during your turn. Dimensional Warding Swordmage Utility 6 Your warding warps the flow of magic around you, preventing enemies from sneaky escapes or attacks. Daily ✦ Arcane, Stance, Zone Minor Action Close burst 2 Effect: The burst creates a zone that lasts as long as the stance persists. Enemies within the zone cannot teleport. Enemies outside the zone cannot teleport into it. Special: The zone remains centered on you, even if you move. Fate-Spurned Foe Swordmage Utility 6 Forces beyond your enemy?s comprehension work against it at your command. Daily ✦ Arcane Minor Action Personal Effect: Until the end of the encounter, any effect that a save can end that you place on an enemy causes a ?2 penalty to saving throws against the effect. Silversteel Veil Swordmage Utility 6 You raise a magical ward of thin, wispy silver mist. It seems no more tangible than warm breath on a frosty morning, but it gathers under enemy blows and turns them aside. Encounter ✦ Arcane, Force Minor Action Close burst 1 Targets: You and each ally in burst Effect: All affected creatures gain a +2 bonus to AC and Reflex defense until the end of your next turn. Level 7 Encounter Spells Electrified Lash Swordmage Attack 7 You point your sword into the air, and cruel talons of white lightning reach out toward your foes. Encounter ✦ Arcane, Implement, Lightning Standard Action Close burst 1 Target: Each enemy in burst Attack: Intelligence vs. Fortitude Hit: 2[W] + Intelligence modifier lightning damage. Flamewall Strike Swordmage Attack 7 With a mighty sweep of your blade, dancing tongues of arcane fire rise from the ground at the feet of your foes. Encounter ✦ Arcane, Conjuration, Fire, Implement Standard Action Area wall 3 within 1 square Effect: You conjure a wall of contiguous squares filled with leaping flames that lasts until the start of your next turn. The wall can be 3 squares long and no more than 1 square high. Only 1 square of the wall must be within 1 square of you. Any creature that enters the wall?s space or starts its turn there takes 1d8 + Constitution modifier fire damage. Isolating Slam Swordmage Attack 7 As your blade slices into the enemy before you, a tide of magical energy slams into nearby foes and rocks them back like ships on a stormy wave. Encounter ✦ Arcane, Weapon Standard Action Melee weapon Primary Target: One creature Attack: Intelligence vs. AC Hit: 1[W] + Intelligence modifier damage. Make a secondary attack. Secondary Target: Each enemy adjacent to the primary target Secondary Attack: Intelligence vs. Fortitude, one attack per target Hit: You push the secondary target away from the primary target a number of squares equal to your Constitution modifier. Spikes of Agony Swordmage Attack 7 Your strike leaves shards of pure force piercing your enemy?s flesh, rending it if it moves. Encounter ✦ Arcane, Force, Weapon Standard Action Melee weapon Target: One creature Attack: Intelligence vs. AC Hit: 2[W] + Intelligence modifier force damage. If the target moves before the end of its next turn, it takes force damage equal to 5 + your Strength modifier. Aegis of Assault: When you use your aegis of assault immediate reaction, you can use this power in place of the melee basic attack. Level 9 Daily Spells Beacon Blade Swordmage Attack 9 As you slash at your foe, your sword glows with a blinding light, banishing the gloom around you. Daily ✦ Arcane, Weapon Standard Action Melee weapon Target: One creature Attack: Intelligence vs. AC Hit: 1[W] + Intelligence modifier damage, and the target is blinded (save ends). Effect: The target is illuminated until the end of the encounter, shedding bright light within 10 squares around it. Even if it turns invisible, its location can be pinpointed automatically, though the normal ?5 penalty to the attack roll still applies. Tagon, I stopped copying at Level 9 Daily spells. If you need more, just let me know and I'll post the rest. Quote Link to comment Share on other sites More sharing options...
Tagon Posted January 11, 2009 Share Posted January 11, 2009 Thanks Delmar I got a hold of a copy of the Forgotten Realms player's guide also so I should be good/ Quote Link to comment Share on other sites More sharing options...
Arelos Posted January 11, 2009 Share Posted January 11, 2009 Where could I acquire an updated character sheet for a level four wizard? Quote Link to comment Share on other sites More sharing options...
Delmar Posted January 11, 2009 Share Posted January 11, 2009 The pre-generated sheets only go to third level. KC will have to decide how he wants to handle it. I'll offer to level you up. I'm sure KC or Tagon would as well. If its okay with KC and you want to do it with me, we'll arrange to meet in vent and go over your choices, or you can tell me to just pick what I think is best if you don't want to deal with deciding on feats, powers and such. Quote Link to comment Share on other sites More sharing options...
Killercod Posted January 11, 2009 Author Share Posted January 11, 2009 Delmar, I could probably use help to leve myself up...lol. Please feel free to help each other out in those areas, I'm still tweaking some things in the campaign file for H2 at the moment... Quote Link to comment Share on other sites More sharing options...
Tagon Posted January 11, 2009 Share Posted January 11, 2009 I have already made a character sheet for all the pre gens up to level 4. If anyone wants one let me know, also if you want to roll a new character I would be more then happy to help with that also. On a side note the character sheets are in excel only, you will be able to open them with open office but not update them when you level. Quote Link to comment Share on other sites More sharing options...
Delmar Posted January 11, 2009 Share Posted January 11, 2009 KC, my main is going to be a Warlord. I'm working on him now. My alt will be a cleric. I'm going to use the "point" system that the pre-gens used to generate ability. It seems like that would be the fairest thing to do since the other characters were generated that way. Quote Link to comment Share on other sites More sharing options...
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