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Tomb of Horrors

 
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Old Feb 16 '11, 5:43pm
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Tila Tila is offline
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Join Date: Feb 2007
Location: New York State
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Tomb of Horrors

Tomb of Horrors - Forum
Dungeons & Dragons 4e
Ad Closes: Feb 23 '11
Estimated Members Requested: 3

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I am looking to complete a five man party to go through the Tomb of Horrors series. I will be accepting 3 players to join the 2 I already have. I am looking for a well rounded cast. This is what I have:

Controller - Eladrin Wizard
Striker - Revenant Barbaian

I would like to get 2 Leaders and a Defender. Level 9. Magic items and gold fitting for a 9th level character (8th, 9th and 10th level magic item, gold equal to a 9th level magic item). I would prefer no Hybrids, but if it a good build, I would consider it. This is going to be a strictly by the published mods (paperback mod and hard cover book). It will take everyone from 9th to 22nd level. After each Chapter we will level up to meet the level requirement for the next chapter and play through. I will be accepting applications until Wednesday February 23rd. It is not required but a written background and personality/physical description will not be refused.

Game Description:

Ages past, a human magic-user/cleric of surpassing evil took the steps necessary to preserve his life force beyond the centuries he had already lived, and this creature became the lich Acererak. Over the scores of years that followed, the lich dwelled with hordes of ghastly servants in the gloomy stone halls of the very hill where the tomb is. Eventually, even the undead life force of Acererak began to wane, so for the next eight decades, the lich's servants labored to create the Tomb of Horrors. Then Acererak destroyed all of his slaves and servitors, magically hid he entrance to his halls, and went to his final haunt while his soul roamed strange planes unknown to even the wisest of sages.

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Buffy: If the apocalypse comes, beep me.
Posting interest with a Warlord build. Quick questions:

1. Race limitations? (monster races, muls, etc...)
2. Build rules? (point buy, etc...)
3. Book limitations? (Thinking of using a build from Martial Power 2)

I'm assuming you're requiring a full character sheet with background/description being optional, correct?

Any book is fine. Any race is fine. 22 point buy.

Yes just a full character sheet with background/description optional.

I'll slap together a Fighter, possibly of the Polearm variety.

Very interested. Perhaps a Tempest Fighter with rogue multiclass to patch the Thievery skill hole (unless one of your existing characters has it?)

Agony, Tiefling Ardent
Init +5 HP 72/72 Bloodied 36 Healing Surge 18 (0 used /12)
AC 23 Fort 22 Reflex 17 Will 24 Speed 5
Str 12 (+1) Con 20 (+5) Dex 12 (+1) Int 10 (0) Wis 8 (-1) Cha 20 (+5)
Demoralizing Strike
At-Will Augmentable, Fear, Psionic, Weapon
Standard Action Melee weapon
Target: One creature
Attack: +15 vs. AC
Hit: 2d4+9 damage, and the target takes a -2 penalty to all defenses until the end of your next turn.
Demoralizing Strike,
Demoralizing Strike - Augment 1
At-Will Augmentable, Fear, Psionic, Weapon
Standard Action Melee weapon
Target: One creature
Attack: +15 vs. AC
Hit: 2d4+9 damage, and the target takes a -6 penalty to Will until the end of your next turn.
Demoralizing Strike - Augment 1,
Demoralizing Strike - Augment 2
At-Will Augmentable, Fear, Psionic, Weapon
Standard Action Close burst 1
Target: Each creature in burst
Attack: +15 vs. AC
Hit: 2d4+9 damage, and the target takes a -6 penalty to all defenses until the end of your next turn.
Demoralizing Strike - Augment 2,
Energizing Strike
At-Will Augmentable, Healing, Psionic, Weapon
Standard Action Melee weapon

Target: One creature
Attack: +15 vs. AC
Hit: 2d4+9 damage, and one ally within 5 squares of you gains 9 temporary hit points.
Energizing Strike,
Energizing Strike - Augment 1
At-Will Augmentable, Healing, Psionic, Weapon
Standard Action Melee weapon

Target: One creature
Attack: +15 vs. AC
Hit: 2d4+9 damage, and one dying ally within 5 squares of you regains 5 hit points.
Energizing Strike - Augment 1,
Energizing Strike - Augment 2
At-Will Augmentable, Healing, Psionic, Weapon
Standard Action Melee weapon

Target: One creature
Attack: +15 vs. AC
Hit: 4d4+9 damage, and you or one ally within 5 squares of you can spend a healing surge.
Energizing Strike - Augment 2,
Mindlink Strike
At-Will Augmentable, Psionic, Weapon
Standard Action Melee 1

Target: One creature
Effect: One ally adjacent to you can make a melee basic attack against the target as an opportunity action. On a hit, you and the ally can each shift as a free action.
Mindlink Strike,
Mindlink Strike - Augment 1
At-Will Augmentable, Psionic, Weapon
Standard Action Melee 1

Target: One creature
Effect: One ally adjacent to you can make a melee basic attack against the target as an opportunity action and the ally gains a +3 power bonus to the damage roll if he or she is marking the target. On a hit, you and the ally can each shift as a free action.
Mindlink Strike - Augment 1,
Mindlink Strike - Augment 2
At-Will Augmentable, Psionic, Weapon
Standard Action Close burst 1

Target: Each enemy you can see in the burst
Attack: +15 vs AC
Hit: 2d4+9 damage, and one ally adjacent to the target can make a melee basic attack against it as an opportunity action.
Mindlink Strike - Augment 2,
Infernal Wrath
Encounter Fire
Free Action Close burst 10

Trigger: An enemy within 10 squares of you hits you.
Target: The triggering enemy in the burst
Effect: The target takes 1d6+5 fire damage.
Infernal Wrath,
Ardent Outrage
Encounter Psionic
No Action Close burst 5

Trigger: You are bloodied by an attack
Target: Each enemy in the burst
Effect: Each target grants combat advantage until the start of your next turn.
Ardent Outrage,
Ardent Surge
Encounter (Special) Healing, Psionic
Minor Action Close burst 5 (10 at 16th level)

Target: You or one ally
Effect: The target can spend a healing surge and regain 2d6 additional hit points. The target gains a +1 bonus to attack rolls until the end of your next turn.
Ardent Surge,
Ardent Surge
Encounter (Special) Healing, Psionic
Minor Action Close burst 5 (10 at 16th level)

Target: You or one ally
Effect: The target can spend a healing surge and regain 2d6 additional hit points. The target gains a +1 bonus to attack rolls until the end of your next turn.
Ardent Surge,
Opportunity Seized
Encounter Psionic
No Action Close burst 3

Trigger: You or one ally in the burst misses with an opportunity attack
Target: The triggering creature
Effect: The triggering creature repeats the opportunity attack against the same target or a different one.
Opportunity Seized,
Mind Over Matter
Daily Psionic
Minor Action Ranged 5

Target: You or one ally
Effect: The target gains temporary hit points equal to his or her healing surge value.
Mind Over Matter,
Lingering Fury
Daily Psionic, Psychic, Weapon
Standard Action Melee weapon

Target: One creature
Attack: +15 vs. AC
Hit: 2d4+9 psychic damage, and you push the target 1 square.
Miss: Half damage.
Effect: The target is affected by a lingering fury (save ends). While the target is affected by this lingering fury, allies gain a +1 power bonus to attack rolls and a +2 power bonus to damage rolls while adjacent to the target.
Lingering Fury,
Invitation to Defeat
Daily Psionic, Psychic, Weapon
Standard Action Close burst 5

Target: Each enemy in the burst

Attack: +15 vs. Will
Hit: You pull the target 5 squares. Any target pulled to a square adjacent to you is weakened (save ends).
Effect: Until the end of your next turn, enemies are weakened while they are adjacent to you. In addition, until the end of your next turn, any enemy that takes damage while adjacent to you also takes psychic damage equal to your Charisma modifier.
Sustain Minor: The effect persists.
Invitation to Defeat,
Agony Field
Daily Psionic, Psychic, Weapon, Zone
Standard Action Melee weapon

Target: One creature
Attack: +15 vs. Will
Hit: 2d4+9 modifier damage, and ongoing 5 psychic damage (save ends).
Miss: Half damage.
Effect: The attack creates a zone in a close burst 1. The zone lasts until the end of your next turn. When you move, the zone moves with you, remaining centered on you. Whenever you take damage from an attack, each enemy within the zone takes 5 psychic damage.
Sustain Minor: The zone persists.
Agony Field,
Githyanki Silver Falchion +2
Price: 4,200 gp
Weapon: Heavy Blade
Enhancement: +2 attack rolls and damage rolls
Critical: +2d8 psychic damage
Power (At-Will • Psychic): Free Action. All damage dealt by this weapon is psychic damage. Another free action returns the damage to normal.
Power (Daily • Teleportation): Free Action. Use this power when you hit with this weapon. The target is banished to a demiplane (save ends). It disappears from sight, cannot take actions, and cannot be targeted. On a save, the target reappears in the space it last occupied. If that space is occupied, the target returns to the nearest unoccupied space of its choosing.
Githyanki Silver Falchion +2,
Shared Valor Finemail +2
Price: 3,400 gp
Armor: Leather, chain
Enhancement: +2 AC
Property: Whenever you grant temporary hit points to an ally, you gain temporary hit points equal to half the number you granted to that ally.
Shared Valor Finemail +2,
Amulet of Protection +2
Price: 1,800 gp
Item Slot: Neck
Enhancement: +2 Fortitude, Reflex, and Will
Amulet of Protection +2,
Gaj Headdress
Price: 4,200 gp
Item Slot: Head
Property: You gain a +2 item bonus to saving throws against ongoing psychic damage and effects that daze, stun, or dominate. When you save against one of these effects, you gain 5 temporary hit points.
Gaj Headdress,
Flame Bracers
Price: 680 gp
Item Slot: Arms
Property: When you score a critical hit, the target takes 1d6 extra fire damage.

Power (Daily): Minor Action. The next time you hit with an attack, the target takes 1d6 extra fire damage.
Flame Bracers,
Gauntlets of Blood
Price: 840 gp
Item Slot: Hands
Property: You gain a +2 bonus to damage rolls against bloodied targets.
Gauntlets of Blood
Notes




Attached Images
File Type: jpg Agony.jpg (39.4 KB, 0 views)

I am definitely interested. I will post my application shortly for a defender. Genasi Sword Mage. I have him waiting in the wings but I am not near my PC now (posting on my phone currently).

Vatra Voda, Genasi Swordmage
Init +4 HP 76/76 Bloodied 38 Healing Surge 19 ( used /9)
AC 27 Fort 19 Reflex 24 Will 20 Speed 6
Str 16 (+3) Con 13 (+1) Dex 10 (0) Int 22 (+6) Wis 10 (0) Cha 8 (-1)
Booming Blade +12 / 1d10+8
A field of sound punishes your enemy if he tries to escape.
At-Will Arcane, Thunder, Weapon
Standard Action Melee 1
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 next turn and moves away during that turn, it takes 1d6 + Constitution modifier thunder damage.
Increase damage to 2[W] + Intelligence modifier at 21st level.

Revision (2/10/2009)
In the Hit line, replace “start of its turn and moves away” with “start of its next turn and moves away during that turn”.

Published in Forgotten Realms Player's Guide, page(s) 27.
Booming Blade +12 / 1d10+8,
Greenflame Blade +12 / 1d10+8
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.

Published in Forgotten Realms Player's Guide, page(s) 27.
Greenflame Blade +12 / 1d10+8,
Flame Cyclone +12 / 1d8+12
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 the blast
Attack: Intelligence vs. Reflex
Hit: 1d8 + Intelligence modifier + Strength modifier fire damage.

Published in Forgotten Realms Player's Guide, page(s) 27.
Flame Cyclone +12 / 1d8+12,
Frost Backlash +12 / 3d10+8
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.

Published in Forgotten Realms Player's Guide, page(s) 28.
Frost Backlash +12 / 3d10+8,
Dance of the Sword +12 / 1d8+9
Your dazzling display of swordplay and magic captivates your foes and causes them to neglect combat tactics and opportunities.
Daily Arcane, Charm, Implement, Psychic
Standard Action Close burst 2
Target: Each enemy in the burst
Attack: Intelligence vs. Will
Hit: 1d8 + Intelligence modifier psychic damage, and the target cannot make opportunity attacks or shift (save ends).
Miss: Half damage, and until the end of your next turn, the target cannot make opportunity attacks or shift.

Published in Arcane Power, page(s) 52.
Dance of the Sword +12 / 1d8+9,
Host of Shields
Your weapon produces a few small, glowing shields that orbit your body and ward off blows.
Daily Arcane, Stance
Minor Action Personal
Effect: Until the stance ends, you gain a +2 power bonus to AC and Reflex.

Published in Arcane Power, page(s) 53.
Host of Shields,
Incendiary Blade +12 / 2d6+9
Your weapon ignites with flames as you launch it toward your enemies. Upon striking the ground, it explodes and consumes the area in flames.
Encounter Arcane, Fire, Implement
Standard Action Area burst 1 within 5 squares
Requirement: You must throw your melee weapon at the origin square.
Target: Each creature in the burst
Attack: Intelligence vs. Will
Hit: 2d6 + Intelligence modifier fire damage, and the target takes 5 fire damage if it makes an attack that does not include you on its next turn.
Effect: Your weapon reforms in your hand.

Published in Dragon Magazine 367, page(s) 56.
Incendiary Blade +12 / 2d6+9,
Enervating Slash +12 / 2d10+8
Your weapon turns pitch black as you strike. The wound it leaves behind drains your enemy of strength when it attacks your allies.
Daily Arcane, Weapon
Standard Action Melee weapon
Target: One creature
Attack: Intelligence vs. Fortitude
Hit: 2[W] + Intelligence modifier damage.
Effect: The target’s attacks deal half damage to your allies (save ends).

Published in Arcane Power, page(s) 55.
Enervating Slash +12 / 2d10+8,
Purifying Wound +12 / 2d10+8
Your attack inflicts a grievous wound and unleashes a gout of flame that consumes your enemy.
Daily Arcane, Fire, Weapon
Standard Action Melee weapon
Target: One creature
Attack: Intelligence vs. AC
Hit: 2[W] + Intelligence modifier damage, and ongoing 5 fire damage (save ends). When the target takes the ongoing fire damage, each enemy adjacent to the target takes 5 fire damage.
Miss: Half damage.

Published in Arcane Power, page(s) 55.
Purifying Wound +12 / 2d10+8,
Silversteel Veil
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 the burst
Effect: All affected creatures gain a +2 bonus to AC and Reflex defense until the end of your next turn.

Published in Forgotten Realms Player's Guide, page(s) 29.
Silversteel Veil,
Evoker's Summoning +12 / 2d6+9
You summon a foe to your side, lashing out against it.
Encounter Arcane, Force, Implement, Teleportation
Standard Action Close burst 3
Target: One enemy in the burst
Attack: Intelligence vs. Will
Hit: 2d6 + Intelligence modifier force damage, and you can teleport the target to a square adjacent to you.

Published in Dragon Magazine 385, page(s) 51.
Evoker's Summoning +12 / 2d6+9,
Arcane Deflection +12 / 2d10+8
Your blade weaves in a pattern that deflects attacks directed at your nearby allies.
Daily Arcane, Stance, Weapon
Standard Action Melee weapon
Target: One creature
Attack: Intelligence vs. AC
Hit: 2[W] + Intelligence modifier damage.
Effect: Until the stance ends, you can use the Arcane Deflection Attack power.

Arcane Deflection Attack
Your blade weaves in a pattern that deflects attacks directed at your nearby allies.
At-Will Arcane, Stance, Weapon
Immediate Interrupt Personal
Requirement: The Arcane Deflection power must be active to use this power.
Trigger: An enemy hits an ally who is adjacent to you
Special: Make an Intelligence attack vs. the triggering enemy’s attack roll
Hit: The triggering enemy’s attack misses the ally.
Arcane Deflection +12 / 2d10+8,
Be Gone +12 / 2d10+8
Your backhanded strike sends your enemey elsewhere.
Daily Arcane, Reliable, Teleportation, Weapon
Standard Action Melee weapon
Target: One creature
Attack: Intelligence vs. AC
Hit: 2[W] + Intelligence modifier damage, and you teleport the target 5 squares.

Published in Forgotten Realms Player's Guide, page(s) 30.
Be Gone +12 / 2d10+8
Notes +2 to save mods against charm, fear, or psychic attacks
Resist 5 Poison, Psychic
Resist 7 Cold, Fire, Thunder
Resist 10 Force

I can have a background story tomorrow if you would like it. My character sheet is up to date and I can send the link to you via PM if you would like it. Also, the stat block does not show it but he is able to manifest both caustic and fire soul. Let me know if you have any questions.

I have also attached a picture that while I do not own the picture it gives a very good idea of what my concept is for the way he looks.
Attached Images
File Type: jpg FireGenasi.jpg (53.6 KB, 0 views)




 

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