I am making a 3rd level character for a new campaign. I wanted to make a 'classic' fighter-mage. As I want to make a character with only the materials I own (Core + APG), I will steer away from a magus for now.
I am thinking of an elf ftr-1/wiz-2. With a 20-point stat buy:
Str 16
Dex 13+2
Con 12-2
Int 14+2
Wis 10
Cha 10
Favored class will be Wizard. Primary weapon will be a longsword so he can have one hand free as needed to cast spells. He will also make his sword his bonded item.
My two areas of concern are school specialization and feats. For school, here are my thoughts:
Universal: No spell penalties. Throw his weapon 6/day.
Enhancement (Transmutation): Physical enhancement. Augment. Perfection of self. +1 transmutation spell per spell level.
Enhancement seems to be a likely choice, though throwing his weapon at short range (and not being limited in spell selection) does have its perks. Anyone have recommendations?
For feat selection, obtaining Arcane Armor Training is a no brainer for higher levels. For now, he has 2 feats plus 1 bonus fighter feat. My thoughts are:
Weapon Focus (Longsword)
Combat Casting
Dodge
As his HP will be low, anything that increases avoidance is a plus. Can anyone recommend different feats?
Related to feats are traits. While these will be primary based role-playing preferences, does anyone have traits to suggest?
Got an e-mail concerning a broadcast from the D&D Insider Community...
WotC_Trevor wrote:
On November 16, Wizards of the Coast will launch a brand new web-based version of the D&D Insider Character Builder.
Hopes: Perhaps runs smoother. Will include Essentials/Dark Sun.
Fears: No subscription = no character builder. I suppose you can use the current application, but it doesn't look like it will be supported after the 16th.
I finally got another 4E group going. I plan on running the game in Korvosa and using elements from Curse of the Crimson Throne. I saw the Long Live Korvosa blog; thanks so much for all that work. Does anyone else have links or good stuff for Pathfinder 4E?
I have been playing RPGs and such for over 20 years. Looking for a group that meets on a regular basis. I have played all editions of D&D plus about 25 or so other systems. Willing to DM if needed. Please contact me if you have an opening.
I think there are multiple reasons I like Keep on the Shadowfell, but I may have stumbled onto the main reason today. It is a homage/re-imagining/ripoff of the Dungeon #82 adventure called Evil Unearthed, the very first 3E adventure I ever ran.
SPOILER ALERT...
Similarities:
* Friends of the party disappear--check
* Kobolds are involved--check
* Kobolds are working for evil cleric--check
* Evil cleric has a mole in town--check
* Evil cleric trying to unearth something evil-check
* Evil located under a ruined castle--check
* Catacombs under evil castle--check
* Filled with undead--check
* Mining involved--check
I could go on, but the number of similarities is staggering. Anyone else catch this?
I was converting an old adventure, UK7 Dark Clouds Gather, for use in my 4E game. It is based on characters of roughly 7th level. I noticed that towards the end, giants began to feature prominently in the encounters.
Now, giants are normally paragon-level standard monsters. However, a party of 7th level characters would get decimated by a paragon-level monster. So I looked at the encounter again, which only called for one giant. This seems to work well. Then I remembered this quote from the DM tips:
P.H. Dungeon wrote:
I'm starting this thread a place for 4E dms to post tips for other 4E dms based on their experience running 4E. ... Monster Stat Blocks Monster stat blocks should be considered as being relative to the party... Example 1: In heroic tier gaming you might have the stat the local militia of a town as level 3 skirmishers or soldiers. This is a good reflection of their capabilities relative to a heroic tier party. However, as the heroes advance this stat block becomes obsolete, so when they are at paragon tier if you had need of the town militia again, you might consider restating them as higher level minions...
So I figured I could convert the giants into heroic-tier solo monsters. This is an example of the above in reverse: paragon-tier standard monsters could be converted into heroic-tier elite or solo monsters.
I wish to post my work to both show examples of what I am talking about as well as to get feedback on my work. Let me know what you think.
Example One called for a frost giant and a winter wolf. I designed this encounter as a young adult frost giant hunting with his winter wolf pup.
Frost Giant Hunter Level 7 Solo Brute
Large elemental humanoid (cold, giant) XP 1500
Initiative +5 Senses Perception + 6
HP 392; Bloodied 196
AC 21; Fortitude 21, Reflex 17, Will 19
Resist 10 cold
Saving Throws +5
Speed 8 (icewalk)
Action Points 2
m Icy Greataxe (standard; at-will) * Cold, Weapon
Reach 2; +14 vs. AC; 2d8 + 5 damage plus 1d6 cold damage (crit: 2d8 + 21 damage plus 1d6 cold damage).
M Frenzied Slash (standard; at-will) * Cold, Weapon
The giant makes two icy greataxe attacks against a single target.
M Dying Swipe (when the giant is reduced to 0 hit points)
The giant makes an icy greataxe attack.
M Icy Whirlwind (standard; recharge 5+) * Cold, Weapon
Close burst 2; +12 vs. Reflex; 3d6 + 5 cold damage and the target is knocked prone..
r Icy Handaxe (standard; at-will) * Cold, Weapon
Range 5/10; +13 vs. AC; 1d8 + 5 cold damage.
R Twin Hurl (standard; at-will) * Cold, Weapon
The giant makes two icy handaxe attacks.
Icebound Footing
When an effect pulls, pushes, or slides the frost giant, the frost giant moves 2 squares less than the effect specifies. Also, a frost giant can make a saving throw to avoid being knocked prone.
Alignment Evil Languages Common, Giant
Skills Athletics +13
Str 20 (+8) Dex 14 (+5) Wis 17 (+6)
Con 18 (+7) Int 10 (+3) Cha 10 (+3)
Equipment: Hide armor, greataxe, 4 handaxes
Winter Wolf Pup Level 6 Skirmisher
Medium natural magical beast XP 250
Initiative +8 Senses Perception + 5; low-light vision
HP 72; Bloodied 36
AC 20; Fortitude 19, Reflex 18, Will 16
Resist 10 cold
Speed 8 (ice walk)
m Bite (standard; at-will) * Cold
+11 vs. AC; 1d6 + 4 damage plus 1d6 cold damage, or 2d6 + 4 damage plus 1d6 cold damage vs. a prone target.
Combat Advantage
If the winter wolf pup has combat advantage against the target, the target is also knocked prone on a hit.
B Freezing Breath (standard; recharge when bloodied) * Cold
Close blast 3; +9 vs. Reflex; 1d10 + 4 cold damage. Miss: half.
Alignment Evil Languages Common, Giant
Str 18 (+7) Dex 17 (+6) Wis 14 (+5)
Con 16 (+6) Int 7 (+1) Cha 9 (+2)
Example Two is a hill giant.
Hill Giant Marauder Level 6 Solo Brute
Large elemental humanoid (giant) XP 1250
Initiative +2 Senses Perception + 4
HP 352; Bloodied 176
AC 20; Fortitude 20, Reflex 16, Will 18
Saving Throws +5
Speed 8
Action Points 2
m Greatclub (standard; at-will) * Weapon
Reach 2; +11 vs. AC; 2d10 + 5 damage.
m Meaty Fist (minor; at-will)
Reach 2; +11 vs. AC; 2d6 + 5 damage.
B Club Sweep (standard; recharge 5+) * Weapon
Close burst 2; +11 vs. AC; 2d10 + 5 damage and the target is pushed 2 squares and knocked prone.
R Rock Hurl (standard; at-will)
Ranged: 8/16; +11 vs. AC; 2d6 + 5 damage.
Alignment Chaotic Evil Languages Common, Giant
Skills Athletics +13
Str 20 (+8) Dex 8 (+2) Wis 12 (+4)
Con 18 (+7) Int 7 (+1) Cha 9 (+2)
Equipment: Hide armor, greatclub, rocks
I am sure with the Star Trek movie coming out, some Trek RPGs are being started or getting resumed after a long hiatus. My question: What system(s) are people using for their Star Trek RPG games?
Decipher?
Last Unicorn Games?
FASA?
Other? (I used FUDGE for a Trek one-shot)
I am getting detailed to Dallas TX this coming week. I am looking for a group I can game with while I am down there (approx. 7 weeks) or a cool gaming store at which to play.
I plan on bringing my D&D 4E books, but I am game for about anything really. If given enough notice I can bring other books as well.
One of my favorite Dungeon adventures, perhaps the favorite, is Ex Libris (Dungeon #29, Vol. V Issue 5). I have ran it in 2E and 3.xE, so I thought I'd add it into my 4E campaign.
Like many adventures designed in previous editions, the main problem I am having is designing encounters. In the module, most of the combat is against a solo book guardian or a small group of corrupted priests or NPCs. The corrupted priests, originally huecuva, will probably be replaced with wights or phantom soldiers/priests. I don't see a problem there.
The real problem is dealing with the book guardians. These were almost exclusively solo fights. I really don't want to slog through nearly a dozen Solo (as in a 4E Solo) fights to make the adventure work. Solo fights are fine every once in a while, but multiple solo fights together make for a boring and tedious dungeon crawl. So the question remains: what would be guarding those books?
I am having some writer's block, so any ideas are welcome.
I have started work on converting E1 to 4E. I am converting it to suit 7th level characters, which is where the party will be when we get to it.
One of the challenges I am facing is that it is an event-based adventure. If the party attempts to take an extended rest...
Spoiler:
, they will either be ambushed or wake up to find the town dead and the carnival long gone.
Thus I am building encounters that are less challenging than the average so the party can conserve healing surges and daily powers for the final confrontation. I will probably also have Syntira provide an additional potion to restore some healing surges and possibly an expended daily power.
Anyway, I thought I'd post a few converted monsters to get some feedback. Any comments are appreciated.
Dark Ice Brownie
Spoiler:
Dark Ice Brownie Level 6 Skirmisher
Tiny fey humanoid (cold) XP 250
Initiative +10 Senses Perception +12
HP 84; Bloodied 42
AC 23; Fortitude 20, Reflex 22, Will 18
Resist 10 cold, Vulnerable 5 fire
Speed 6 (ice walk)
m Frostblade (standard; at-will)  Weapon, Cold
+11 vs. AC; 1d4 + 4 cold damage and the target is slowed until the end of its next turn.
C Icy Burst (standard; encounter)  Cold, Zone
Close Burst 2; +9 vs. Fort; target is immobilized (save ends). The zone is difficult icy terrain until the end of the encounter. Cold creatures are immune to this effect.
Frost Aura
The Dark Ice Brownie gains a +4 racial bonus to AC against opportunity attacks provoked by movement.
Alignment Evil Languages Common, Elven
Skills Bluff +9, Insight +9, Stealth +12
Str 14 (+5) Dex 20 (+8) Wis 17 (+6)
Con 18 (+7) Int 10(+3) Cha 13 (+4)
Frosty Chisiler
Spoiler:
Frosty Chiseler Level 6 Soldier
Small fey humanoid (cold) XP 250
Initiative +10 Senses Perception +12, darkvision
HP 84; Bloodied 42
AC 24; Fortitude 20, Reflex 22, Will 18
Resist 10 cold, Vulnerable 5 fire
Speed 6 (ice walk)
m Hammer (standard; at-will)  Weapon, Cold
+11 vs. AC; 1d10 + 4 cold damage.
m Chisel (standard; at-will)  Weapon, Cold
+11 vs. AC; 1d8 + 4 cold damage and the target is slowed until the end of its next turn.
R Brittlebone Curse (standard; recharge 5+)  Cold
Ranged 10; +9 vs. Will, the target gains vulnerable 5 cold and is slowed (save ends). First Failed Save: The target is immobilized instead of slowed (save ends). Second Failed Save: The target is petrified (save ends).
Alignment Evil Languages Common, Elven
Skills Stealth +12
Str 14 (+5) Dex 12 (+4) Wis 17 (+6)
Con 18 (+7) Int 20(+8) Cha 13 (+4)
Jack-in-the-Box
Spoiler:
Jack-in-the-Box (Poppit) Level 7 Elite Soldier
Medium natural animate (construct) XP 600
Initiative +5 Senses Perception +10; darkvision
HP 156; Bloodied 78
AC 24; Fortitude 22, Reflex 20, Will 19
Immune disease, poison, sleep
Saving Throws +2
Speed 4 (can’t shift)
Action Points 1
m Mallet (standard; at-will)  Weapon
+12 vs. AC; 1d8 + 6 damage, and the target is knocked prone.
M Wild Swing (standard; at-will)  Weapon
The jack-in-the-box makes two mallet attacks.
Poppit Hop (standard, recharge 5+)
The jack-in-the-box moves up to its speed plus 2 and can move through enemies’ spaces, provoking opportunity attacks as normal. When it enters a creature’s space (ally or enemy), the poppit makes a slam attack against that creature. The creature remains in its space, and the poppit must leave the space after it attacks. The poppit must end its hop in an unoccupied space.
Back In The Box (standard, at-will)
The jack-in-the-box retreats into his box and gains resist 15 to all damage, regeneration 5, and tremorsense 10. It loses all other senses and can take no actions in stone form other than revert to its normal form (as a minor action).
Alignment Unaligned Languages --
Str 22 (+9) Dex 11 (+3) Wis 8 (+1)
Con 14 (+5) Int 1 (-2) Cha 3 (-1)
The Cold Rider
Spoiler:
The Cold Rider Level 10 Solo Brute
Large fey humanoid (cold) XP 2,500
Initiative +6 Senses Perception +12, darkvision
HP 440; Bloodied 220
Regeneration 5 (if The Cold Rider takes fire damage, regeneration doesn’t function on its next turn)
AC 24; Fortitude 27, Reflex 22, Will 23
Saves +5
Resist 20 cold
Speed 9 (ice walk) or 5 (ice walk); see Dismounted
Action Points 2
m Quicksilver Glaive (standard; at-will)  Weapon, Cold
Reach 2; +13 vs. AC; 2d6+4 plus 1d6 cold damage and the target is immobilized until the end of its next turn. See also Dismounted.
m Cerulean Antlers (standard; at-will)  Weapon
+13 vs. AC; 1d8 + 4 damage and the target is grappled.
M Fel Cavalry Strike (standard; at-will)  Weapon, Cold
The Cold Rider makes a Quicksilver Glaive attack and a Cerulean Antlers strike. See also Dismounted.
B Ice Storm (standard; recharge 5+)  Cold, Zone
Area Burst 3 within 20; +11 vs. Fort; 4d6+4 cold damage. The burst creates a zone of ice. The zone is difficult icy terrain until the end of the encounter or for 5 minutes.
C Terror Gaze (standard; encounter)  Fear
Close burst 5; targets enemies; +10 vs. Will; the target is stunned until the end of the dragon’s next turn. Aftereffect: The target takes a –2 penalty to attack rolls (save ends).
Dismounted (once bloodied)
The Cold Rider’s steed has been destroyed. The Cold Rider now has a movement of 5 (ice walk), is now Medium size, cannot use fel cavalry strike, and does and extra 1d6 cold damage with all attacks.
Alignment Chaotic Evil Languages Common, Elven
Skills Intimidation +12
Str 22 (+11) Dex 12 (+5) Wis 14 (+6)
Con 20 (+10) Int 12 (+5) Cha 10 (+4)
I absolutely love the Pathfinder Chronicles: Campaign Setting. I plan on coverting it and several Pathfinder adventures to 4E. I see in the archives some others planning on doing the same. Has anyone started work on this? Is there a website or discussion group on the topic?
I would like to take the various kingdoms/regions in Golarion and giving them regional benefits ala Living FR. Some are fairly obvious, based on the feats given for regions. Others might take some thinking. Anyway, any discussion on this is welcome.
Yesterday, I got my copy of the Advanced Player's Guide from Expeditious Retreat Press. Overall it isn't bad for a 3PP. I like what they did with the "missing" classes and races. I think, given the material that has been released for 4th, the powers need some tweaking. Some are weak compared to their core counterparts, while others are a bit strong. The book itself is softbound with black and white pages, which doesn’t bother me but might bother those expecting a hardbound full-color product for their $25.
The martial artist is surprisingly decent, if perhaps ill-suited for traditional sword-and-sorcery game play. I love some of the names of the Troubadour Spells. Many have an air of the dramatic, such as Deal With Him! Others are an homage to various sources that many gamers love, such as I Am Not Left-Handed! I like all of the classes on paper, but again I feel some powers need adjusting to bring them in line with the powers of the core classes. I feel that the races are very well done,
Anyway I like the product and the sentiment for it, but some serious play-testing needs to be done. I may do some house-ruling on some of the powers to make them more in line with other classes. There have been some corrections posted on the XRP website; be sure to check those out.
Overall, I recommend plunking down the money and getting this book. It is playable with minimal adjustments and very useful for ideas for both PCs and NPCs.
I really was happy about Dragonkin being in the new edition, as I am a huge draconophile. But after reading about the gnolls who are in tune with their hyena nature... I think gnolls have a new place in my list of D&D favorites.
Gnoll Rangers, Gnoll Rogues, Gnoll Fighters, Gnoll Warlocks... heck, gnoll anything has some great potential. Still not as cool as dragonkin, but a close second to be sure.