The Battle Dome, for those who did not see the previous advertisement, is a collaborative series of mini-adventures. Everyone can play or DM, and have as many characters as they want. Hell, you can even have several games running at once. Each game is essentially a quick adventure for players to try new stuff out, and DMs to get a better feel for DMing.
In the Battle Dome, there are currently two options for games. In a gauntlet, the DM sets up a six-encounter dungeon. Short rests can be taken between each of the battles; an extended rest takes place before the fifth and sixth. The encounters are generally tougher than normal, and the last one is normally ridiculously hard - hence why you can take an extended rest. Though it's a dungeon crawl, RPing and logic can get you far. For the other game option, the rotation, six player/gms volunteer. Each runs the other five through one encounter. There are six in all, and the shifting makes for some interesting tactic changes. Characters who leave for the DM and return the next time do not have any changes other than the normal short rest.
Currently, I'm setting up a 6-8 man gauntlet, Kharxhavon's Keep. As a result, I need two to four players interested to quickly whip up a sheet - no fluff (personality, appearance, background) is needed, but you can have it if you like for RPing reasons. I'm not going to do a first-come-first-serve, but I'm going to go until I have a high enough number of acceptable applicants... So getting your characters in fast is a good thing. However, even for those of you who come late or don't have a fully completed/acceptable application, you can still apply to the game. In the future, you can play other games. We're trying to build a community here, so the more the merrier.
Application Requirements/Rules: Level: 9 Gold: 16,000 gp - This can be spent in any way, but no item or ritual can be higher than 10th level. Also keep in mind that all mundane equipment is free. Ability Score Generation: 22 Point Buy or Racial Adjustments: One of your two racial ability score modifiers can be switched to any other ability score. For example, and Elf could have +2 Str, +2 Dex; +2 Str, +2 Wis; +2 Con, +2 Dex; +2 Con, +2 Wis, and so on, as long as at least one of their two ability scores is Dex or Wis. In addition, I've changed or improved several races, since I really like them and want to encourage them to be played.
Changes to Humans: After figuring out your attributes, you may then add a +2 to another attribute, but the attribute must be somehow randomized (and I must observe the randomization). The +2 cannot be added to the stat that already received a +2 bonus. Additions to Warforged: +2 Bluff. Additions to Half-Elves: The power gained from the Dilettante ability gains a +2 bonus to hit. Additions to Half-Orcs: May take feats with the Human prerequisite.
Average Height: 3’ 4˝ – 3’ 8˝ Average Weight: 50–75 lb. Ability Scores: +2 Constitution, +2 Intelligence Size: Small Speed: 5 squares Vision: Low-light Languages: Common, one other of your choice Skill Bonuses: +2 Arcana, +2 Diplomacy Mechanical Affinity: You receive a +5 bonus to Thievery checks to disable traps, locks, and devices. Arcane Mind: You may select one Additional Utility Power of level 2. This power must be of an Arcane Class. At 6th level, the power’s maximum level increases to 6. The maximum level increases to 10 at 11th level, 16 at 16th level, and 22 at 21st level. Quick Learner: You gain training in one additional skill selected from the list in Chapter 5 of the Player’s Handbook. Defensive Mind: You gain Resistance to Psychic damage equal to 5 + ½ your level
In addition, you gain a +5 bonus to saving throws against illusion effects.
Multiclassing: Since I really hate multiclassing in 4e, I've switched it up a bit to grant features otherwise inaccessible.
Rather than normal, multiclass will be handled with four feats. The first is as detailed in PHB I and II, as well as Martial Power. It is the initiation feat for each class.
The Second, however, grants you the ability to exchange powers. For each time the feat is taken, you may exchange two encounter, daily, or utility powers (or any combination) for two of the same type of power from your other class. The only prerequisite is the 'First' feat.
The Third grants you one class ability of your other class. You must consult me before taking this feat, as there are some class features I will be disallowing, and some I will be revamping. When considering multiclassing, please ask me about this and tell me your intended class so I may type up optional feats. PMs or in-thread questions are both fine. Only one class feature may be taken from this feat (this includes you, bards!). To qualify this feat, you must have two other multiclassing feats.
The Fourth allows you to exchange one At-Will power from your first class with one of your second class. You must have three other multiclass feats to qualify for this feat (this may include the second feat twice, or the second and third feat).
Applications should have a completed statblock in the required formatting. All calculations, purchases, and additions should be correct. Also, for my sanity, in addition to posting them in their respective columns (simply the name will do), please post all racial/equipment/class features and abilities and what they do in your Other Notes at the bottom in the following format: Nimble Reaction: You gain a +2 racial bonus to AC against opportunity attacks. Healer’s Lore: When you grant healing with one of your cleric powers that has the healing keyword, add your Wisdom modifier to the hit points the recipient regains. Phasing Hand Crossbow: -Property: Your ranged attacks with this weapon ignore the penalty to attack rolls for cover or superior cover.
You should also list weapon information for quick reference: Bastard sword: +3 Proficiency, [W]: 1d10; One-Handed Heavy blade; Versatile Longbow: +2 Proficiency, [W]: 1d10; Two-Handed Bow; 20/40 Range; Load free
All Equipment, Class Features, and Class Features without self-displaying bonuses (i.e. "+2 to Athletics") should be placed in the box with detailed explanations. This makes my job of checking over your sheet thousands of times easier, as everything is right there, and I don't have to open any books. These things should still appear in their respective boxes and columns (Class Features, Racial Features, Equipment). In addition, you should be sure to display the level of the equipment with the entry in the Other Notes. Any application without Other note information (If you miss one or two things, it'll be OK, but don't forget to put anything there at all) will not be considered for the game.
If you wish, you may also copy and paste conditional effects into your "Conditional Modifiers" section of your statblock. I recommend doing this for Critical Hit Information, Conditional Combat or Skill Modifiers, and non-power-based Equipment Information.
Lastly, powers and other sheet information should be coherent and easy to read. I don't want an empty or mostly-empty power entry. I want it detailed and understandable (flavor text is not required, though).
Striker:
Brook, Shifter Rageblood Barbarian Init +8 HP 81/81 Bloodied 40 Healing Surge 20 (0 used /12) AC 18 Fort 22 Reflex 16 Will 15 Speed 6 Str 22 (+10) Con 20 (+9) Dex 12 (+5) Int 6 (+2) Wis 11 (+4) Cha 12 (+5)
Devastating Strike(A)
At-Will ✦ Primal, Weapon
Standard Action Melee weapon
Requirement: two-handed weapon.
Target: One creature
Attack: Strength vs. AC
Hit: 1[W] + 1d8 + Strength modifier damage.
Effect: Until the start of your next turn, any attacker gains a +2 bonus to attack rolls against you. If you are raging, attackers do not gain this bonus.
Recuperating Strike(A)
At-Will ✦ Primal, Weapon
Standard Action Melee weapon
Requirement: Two-handed weapon.
Target: One creature
Attack: Strength vs. AC
Hit: 1[W] + Strength modifier damage, and you gain
temporary hit points equal to your Constitution modifier.If you are raging, the number of temporary hit points you gain equals 5 + your Constitution modifier.
Longtooth Shifting(E)
Encounter ✦ Healing
Minor Action Personal
Requirement: bloodied.
Effect: Until the end of the encounter, you gain a +2 bonus to damage rolls. In addition, while you are bloodied, you gain regeneration 2.
Level 11: Regeneration 4.
Level 21: Regeneration 6.
Swift Charge(E)
As your foe falls, you rush toward your next victim.
Encounter ✦ Primal
Free Action Personal
Trigger: Your attack reduces an enemy to 0 hit points
Effect: You charge an enemy
Great Cleave(E)
Encounter ✦ Primal, Weapon
Standard Action Close burst 1
Target: Each enemy in burst you can see
Attack: Strength vs. AC
Hit: 1[W] + Strength modifier damage + 1 damage for each enemy adjacent to you.
Blade Sweep(E)
Encounter ✦ Primal, Weapon
Standard Action Melee weapon
Target: One creature
Attack: Strength vs. AC
Hit: 2[W] + Strength modifier damage, and each bloodied
enemy adjacent to you takes damage equal to your Constitution
modifier.
Rageblood Vigor: Each enemy adjacent to you that is not
bloodied also takes damage equal to your Constitution
modifier.
Tide of Blood(E)
Encounter ✦ Primal, Weapon
Standard Action Melee weapon
Target: One creature
Attack: Strength vs. AC
Hit: 2[W] + Strength modifier damage. The attack deals 1
extra damage for each enemy adjacent to you.
Rageblood Vigor: The attack instead deals 1 extra damage
for each enemy within a number of squares of you equal to
your Constitution modifier.
Macetail’s Rage(D)
Daily ✦ Primal, Rage, Weapon
Standard Action Close burst 1
Target: Each enemy in burst you can see
Attack: Strength vs. Reflex
Hit: 1[W] + Strength modifier damage, and you knock the target prone.
Miss: Half damage.
Effect: You enter the rage of the macetail behemoth. Until the rage ends, whenever you hit, you gain temporary hit points equal to your Strength modifier.
Rage Strike(D)
Daily (Special) ✦ Primal, Weapon
Standard Action Melee weapon
Requirement: You must be raging and have at least one unused barbarian rage power.
Target: One creature
Attack: Strength vs. AC. To make this attack, you expend an unused barbarian rage power.
Hit: You deal damage based on the level of the rage power you expend:
1st level 3[W] + Strength modifier
5th level 4[W] + Strength modifier
9th level 5[W] + Strength modifier
15th level 6[W] + Strength modifier
19th level 7[W] + Strength modifier
25th level 8[W] + Strength modifier
29th level 9[W] + Strength modifier
Miss: Half damage.
Special: You can use this power twice per day.
Silver Phoenix Rage(D)
Daily ✦ Fire, Healing, Primal, Rage, Weapon
Standard Action Melee weapon
Target: One creature
Attack: Strength vs. AC
Hit: 2[W] + Strength modifier fire damage, and ongoing 5 fire damage (save ends).
Miss: Half damage.
Effect: You enter the rage of the silver phoenix. Until the rage ends, you gain regeneration 3. In addition, the first time you drop to 0 hit points or fewer, you can spend a healing surge as an immediate interrupt.
Stone Bear Rage(D)
Daily ✦ Primal, Rage, Weapon
Standard Action Melee weapon
Target: One creature
Attack: Strength vs. AC
Hit: 3[W] + Strength modifier damage.
Miss: Half damage.
Effect: You enter the rage of the stone bear. Until the rage ends, you gain resistance to all damage equal to your Constitution modifier.
Primal Vitality(U)
Daily ✦ Primal
Minor Action Personal
Effect: You gain temporary hit points equal to one-half your level + your Constitution modifier. If you are raging, the number of temporary hit points you gain equals onehalf your level + twice your Constitution modifier.
Once per round, when you score a critical hit with a barbarian attack power, you can immediately make a melee basic attack as a free action. You do not have to attack the same target that you scored a critical hit against.
Lvl 9 +2 4,200 gp
Critical: +1d6 damage per plus, or +1d12 damage per plus with opportunity attacks.
Power (Daily): Immediate Reaction. Use this power when an enemy provokes an opportunity attack. Make an additional opportunity attack against the provoking creature.
Lvl 9 +2 4,200 gp
Power (Encounter): Free Action. Trigger: You or an ally within 5 squares of you bloodies an enemy. Effect: The attacker gains a +2 power bonus to AC until the end of his or her next turn.
Lvl 8 +2 3,400 gp
Power (Daily): Immediate Reaction. Use this power when you are hit by an attack that deals ongoing damage.Make a saving throw against the ongoing damage. On a failure, you don’t expend the use of this power and no daily use of a magic item power occurs.
Orim the Relentless, Human Avenger Init +8 HP /78 Bloodied 39 Healing Surge 19 ( used /10) AC 24 Fort 21 Reflex 22 Will 23 Speed Str 13 (+5) Con 16 (+7) Dex 18 (+8) Int 9 (+3) Wis 20 (+9) Cha 10 (+4)
Overwhelming Strike
At Will. +15 vs. AC. 1d12+7 damage, shift 1 square and slide the target into the space I occupied
Aspect of Might
Daily. +15 vs AC. Hit: 3d12+7 damage. Miss: half damage. Effect: Until the end of the encounter, I get a +5 power bonus to Athletics checks, +2 power bonus to damage rolls and +2 power bonus to speed.
Oath of Pursuit
Daily. +15 vs AC. Hit: 2d12+7 damage. Miss: half damage. Effect: Until the end of the encounter, if the target moves, I can shift 3 squares closer to it as an opportunity action.
Bond of Foresight
Daily. +15 vs AC. Hit: 2d12+7 damage. Miss: half damage. Effect: When the target hits or misses me or shifts, it provokes an opportunity attack (save ends)
Grashmog, Bugbear Fighter Init +6 HP 84/84 Bloodied 42 Healing Surge 21 (0 used /11) AC 24 Fort 24 Reflex 18 Will 19 Speed 5 Str 22 (+10) Con 15 (+6) Dex 14 (+6) Int 6 (+2) Wis 16 (+7) Cha 10 (+4)
Cleave (At-Will)
Martial, Weapon
Standard Action Melee weapon
Target: One creature
Attack: Strength vs. AC
Hit: 1[W] + Strength modifier damage, and an enemy adjacent to you takes damage equal to your Strength modifier.
Reaping Strike (At-Will)
Martial, Weapon
Standard Action Melee weapon
Target: One creature
Attack: Strength vs. AC
Hit: 1[W] + Strength modifier damage.
Miss: Half Strength modifier damage. If you
Predatory Eye (Encounter)
Minor Action Personal
Effect: If you have combat advantage against a target, you deal +1d6 damage on the next attack you make against that target. You must apply this bonus before the end of your next turn.
Steel Serpent Strike (Encounter)
Martial, Weapon
Standard Action Melee weapon
Target: One creature
Attack: Strength vs. AC
Hit: 2[W] + Strength modifier damage, and the target is slowed and cannot shift until end of your next turn.
Sweeping Blow (Encounter)
Standard Action Close burst 1
Target: Each enemy in burst you can see
Attack: Strength vs. AC
Hit: 1[W] + Strength modifier damage.
Come and Get It (Encounter)
Martial, Weapon
Standard Action Close burst 3
Target: Each enemy in burst you can see
Effect: Each target must shift 2 and end adjacent to you, if possible. A target that can’t end adjacent to you doesn’t move. You can then attack any targets that are adjacent to you (close burst 1).
Attack: Strength vs. AC
Hit: 1[W] + Strength modifier damage.
Bloodclaw Weapon (At-Will)
Free Action. Use this power before making a melee attack on your turn. You take damage up to a maximum of the weapon’s enhancement bonus (a +3 weapon deals up to 3 damage to its wielder). This damage cannot be reduced or prevented in any way. If you hit, increase the damage your target takes by double the amount of damage you took, triple if you are wielding the weapon in two hands
Mirrored Caparison
Property: The mount gains a +1 item bonus to Fortitude, Reflex, and Will defenses. (Included)
Power (At-Will): Immediate Interrupt. Use this power
when an area attack would target the mount you are
riding. The mount is not targeted by the attack.
Rain of Steel (Daily Stance)
Martial, Stance, Weapon
Minor Action Personal
Effect: Any enemy that starts its turn adjacent to you takes 1[W] damage, as long as you are able to make opportunity attacks.
Thicket of Blades (Daily Reliable)
Martial, Reliable, Weapon
Standard Action Close burst 1
Target: Each enemy in burst you can see
Attack: Strength vs. AC
Hit: 3[W] + Strength modifier damage, and the target is slowed (save ends).
Hunter's Quarry (Encounter)
Once per encounter as a minor action, you can designate the enemy nearest to you as your quarry.
Once per round, you deal +1d6 extra damage to your quarry. If you can make multiple attacks in a round, you decide which attack to apply the extra damage to after all the attacks are rolled.
The hunter’s quarry effect remains active until the end of the encounter, or until the quarry is defeated.
Reflexive Armor (Daily)
Power (Daily): Immediate Interrupt. Use this power when an attack targets your Reflex defense. Until the end of your next turn, you can resist attacks against Reflex with your AC instead.
Dire Wolf (Mount)
Dire Wolf Level 5 Skirmisher
Large natural beast (mount) XP 200
Initiative +7 Senses Perception +9; low-light vision
HP 67; Bloodied 33
AC 19; Fortitude 19, Reflex 18, Will 17
Speed 8
m Bite (standard; at-will)
+10 vs. AC; 1d8 + 4 damage, or 2d8 + 4 damage against a prone target.
Combat Advantage
The dire wolf gains combat advantage against a target that has one or more of the dire wolf’s allies adjacent to it. If the dire wolf has combat advantage against the target, the target is also knocked prone on a hit.
Pack Hunter (while mounted by a friendly rider of 5th level or higher; at-will) ✦ Mount
The dire wolf’s rider gains combat advantage against an enemy if it has at least one ally other than its mount adjacent to the target.
Alignment Unaligned Languages —
Str 19 (+6) Dex 16 (+5) Wis 14 (+4)
Con 19 (+6) Int 5 (–1) Cha 11 (+2)
Dire Wolf (Mount) Notes Critical Hit: +2d6 damage Opportunity Attack: +5 attack, +1d6 damage, and stop enemy movement Large Bloodclaw Mordenkrad: Deals 2 damage to me with each attack, for +6 damage. Reroll any 1s on damage dice. Cloak of the Walking Wounded: If you use your second wind while bloodied, you can expend two healing surges instead of one (gaining hit points from both).
Controller:
Naar, Shadar-Kai Wizard Init +8 HP 61/61 Bloodied 30 Healing Surge 15 (0 used /10) AC 24 Fort 22 Reflex 21 Will 21 Speed 6 Str 9 (+3) Con 19 (+8) Dex 11 (+4) Int 20 (+9) Wis 16 (+7) Cha 13 (+5)
Ray of Frost
Arcane, Cold, Implement
Standard Action Ranged 10
Target: One creature
Attack: +12 vs. Fortitude
Hit: 1d6+7 cold damage, and the target is slowed until the end of your next turn.
Thunderwave
Arcane, Implement, Thunder
Standard Action Close blast 3
Target: Each creature in blast
Attack: +12 vs. Fortitude
Hit: 1d6+7 thunder damage, and you push the target a number of squares equal to your Wisdom modifier.
Icy Terrain
Arcane, Cold, Implement
Standard Action Area burst 1 within 10 squares
Target: Each creature in burst
Attack: +12 vs. Reflex
Hit: 1d6+7 cold damage, and the target is knocked prone.
Effect: The power’s area is difficult terrain until the end ofyour next turn. You can end this effect as a minor action.
Color Spray
Arcane, Implement, Radiant
Standard Action Close blast 5
Target: Each creature in blast
Attack: +12 vs. Will
Hit: 1d6+7 radiant damage, and the target is dazed until the end of your next turn.
Winter's Wrath
Arcane, Cold, Implement
Standard Action Area burst 2 within 10 squares
Target: Each creature in burst
Attack: +12 vs. Fortitude
Hit: 2d+7 cold damage.
Effect: A blizzard erupts in the designated area and continues
until the end of your next turn. It grants concealment, and
any creature that starts its turn in the storm takes cold
damage equal to your Intelligence modifier. You can end
this effect as a minor action.
Phantom Chasm
Arcane, Illusion, Implement, Psychic
Standard Action A rea burst 1 within 20 squares
Target: Each creature in burst
Attack: +12 vs. Will
Hit: 2d6+7 psychic damage, and
the target is prone and immobilized until the end of
its next turn.
Miss: The target is immobilized until the end of your
next turn.
Stinking Cloud
Arcane, Implement, Poison, Zone
Standard Action Area burst 2 within 20 squares
Target: Each creature in burst
Attack: +12 vs. Fortitude
Hit: 1d10 +7 poison damage.
Effect: The burst creates a zone of poisonous vapor that blocks line of sight until the end of your next turn. Creatures that enter the zone or start their turns there take 1d10+7 poison damage. As a move action, you can move the zone up to 6 squares.
Sustain Minor: The zone persists.
Ice Storm
Arcane, Cold, Implement, Zone
Standard Action Area burst 3 within 20 squares
Target: Each creature in burst
Attack: +12 vs. Fortitude
Hit: 2d8+7 cold damage, and the target is immobilized (save ends).
Miss: Half damage, and the target is slowed (save ends).
Effect: The burst creates a zone of ice. The zone is difficult terrain until the end of the encounter or for 5 minutes.
Shield
Arcane, Force
Immediate Interrupt Personal
Trigger: You are hit by an attack
Effect: You gain a +4 power bonus to AC and Reflex defense until the end of your next turn.
+2 Steadfast Amulet
Power (Daily): Immediate Interrupt. Use this power when you are dazed or stunned by an attack. Make a saving throw against the condition. On a failure, you don’t
expend the use of this power and no daily use of a magic item power occurs.
+2 Irrefutable Leather Armor
Power (Daily): Free Action. Use this power when you miss with an attack that targets Will defense. Reroll your attack with a power bonus equal to the enhancement bonus of this armor.
+2 Staff of Winter
Critical: +1d6 cold damage per plus
Power (Daily): Free Action. Use this power when using
a power that has the cold keyword. After you resolve the power, all enemies within 3 squares of you are immobilized (save ends).
+2 Staff of Winter Notes ✦ +2 racial bonus to death saving throws and saving throws against the unconscious condition.
✦ +2 to all rolls during AP spent while bloodied.
✦ +2d6 cold damage on criticals.
Leader: Aeolien's Character - Completed but with a broken link
Leader:
Ankaris, Deva Cleric Init +8 HP 65/65 Bloodied 32 Healing Surge 16 (0 used /9) AC 22 Fort 20 Reflex 18 Will 22 Speed 5 Str 18 (+8) Con 13 (+5) Dex 10 (+4) Int 15 (+6) Wis 18 (+8) Cha 14 (+6)
Channel Divinity: Divine Fortune
Divine
Free, Personal
Effect: +1 attack or save before end of next turn
Channel Divinity: Turn Undead
Divine, Implement, Radiant
Standard, Close Burst 2, all undead in burst
+2 vs Will, 2d10+5 damage and push target up to 5 squares. Target immobilized until end of my next turn
Miss: half damage
Healing Strike
Divine, Healing, Radiant, Weapon
Standard, melee, target one creature
+11 vs AC, 2d10+8 radiant damage, target is marked until end of my next turn. Also, self or ally w/in 5 squares can spend healing surge
Strengthen the Faithful
Divine, Healing, Weapon
Standard, melee, one creature
+11 vs AC, 2d10+7 damage, me and each ally adjacent to target can spend healing surge +2
Righteous Brand
Divine, Weapon
Standard, Melee, target one creature
+11 vs AC, 1d10+7 damage, one ally w/in 5 squares gets +4 to attack against target until end of my next turn
Avenging Flame
Divine, Fire, Weapon
Standard, melee, one creature
+11 vs AC, 2d10+8 damage, ongoing 5 fire damage (save ends)
Miss: Half damage, no fire
Special: If target attacks on its turn, can't save
Weapon of the Gods
Divine, Radiant, Weapon
Minor, melee touch, target one held weapon
Until end of encounter, all attacks w/ weapon +1d6 radiant. When weapon hits, target takes -2 penalty until end of wielder's next turn
Divine Power
Divine, Healing, Radiant, Weapon
Standard, Close burst 2, Each enemy in burst I can see
+11 vs Fort, 2d10+8 damage, push target 1 square
Effect: Gain regen 5 until end of encounter, me and all allies in burst get +2 AC until end of encounter
Racial Features: Astral Majesty: You have a +1 bonus to all defenses against attacks made by bloodied creatures. Astral Resistance: You have resistance to necrotic damage and radiant damage equal to 5 + one-half your level. Immortal Origin: Your spirit is native to the Astral Sea, so you are considered an immortal creature for the purpose of effects that relate to creature origin.
Class Features: Healer's Lore: When you grant healing with one of your cleric powers that has the healing keyword, add your Wisdom modifier to the hit points the recipient regains.
Equipment Features Amulet of Protection +2 (lvl 6): +2 to Fort, Ref, Will Belt of Vigor (lvl 2): +1 healing surge
Weapon: +2 Flaming Bastard sword: +3 Proficiency, [W]: 1d10; One-Handed Heavy blade; Versatile
Game Description:
What is the Battle Dome?
The Battle Dome is a game forum created to gather players who want to play a simple D&D 4th edition game, aswell as teach new players its mechanics and allow people to give a run at GMing. Here, you can create or join a simple game, where you need not to worry with backgrounds, plots or campaign arcs.
- beginners, both players and GMs; it will teach you the mechanics of the forum, map making and other features.
- anyone who just wants to hack and slash a without worrying to the other aspects of the game.
- anyone who just wants to make a quick test or session without compromises.
How do I join?
Go there and ask to be included in one of the categories available. Apply for the game in the category you choose.
I'd like to try a Gnome Artificer (Dragon #365) so I'll give that a shot here. If you don't want to allow that class, then possibly a Warforged Fighter.
EDIT - Artificer is available here: - Should be available to anyone.
Ability Score Rolling -
[dice=#1]4d6v1+6[/dice] (9)
[dice=#2]11d2v2[/dice] (11)
#3 = 24 - 14 = 10 (4)
#4 = 27 - 15 = 12 (6)
#5 = 17 (16)
#6 = 10 (4) No dice rolling in the ad forum thanks
Grashmog, Bugbear Fighter Init +6 HP 84/84 Bloodied 42 Healing Surge 21 (0 used /11) AC 24 Fort 24 Reflex 18 Will 19 Speed 5 Str 22 (+10) Con 15 (+6) Dex 14 (+6) Int 6 (+2) Wis 16 (+7) Cha 10 (+4)
Cleave (At-Will)
Martial, Weapon
Standard Action Melee weapon
Target: One creature
Attack: Strength vs. AC
Hit: 1[W] + Strength modifier damage, and an enemy adjacent to you takes damage equal to your Strength modifier.
Reaping Strike (At-Will)
Martial, Weapon
Standard Action Melee weapon
Target: One creature
Attack: Strength vs. AC
Hit: 1[W] + Strength modifier damage.
Miss: Half Strength modifier damage. If you
Predatory Eye (Encounter)
Minor Action Personal
Effect: If you have combat advantage against a target, you deal +1d6 damage on the next attack you make against that target. You must apply this bonus before the end of your next turn.
Steel Serpent Strike (Encounter)
Martial, Weapon
Standard Action Melee weapon
Target: One creature
Attack: Strength vs. AC
Hit: 2[W] + Strength modifier damage, and the target is slowed and cannot shift until end of your next turn.
Sweeping Blow (Encounter)
Standard Action Close burst 1
Target: Each enemy in burst you can see
Attack: Strength vs. AC
Hit: 1[W] + Strength modifier damage.
Come and Get It (Encounter)
Martial, Weapon
Standard Action Close burst 3
Target: Each enemy in burst you can see
Effect: Each target must shift 2 and end adjacent to you, if possible. A target that can’t end adjacent to you doesn’t move. You can then attack any targets that are adjacent to you (close burst 1).
Attack: Strength vs. AC
Hit: 1[W] + Strength modifier damage.
Bloodclaw Weapon (At-Will)
Free Action. Use this power before making a melee attack on your turn. You take damage up to a maximum of the weapon’s enhancement bonus (a +3 weapon deals up to 3 damage to its wielder). This damage cannot be reduced or prevented in any way. If you hit, increase the damage your target takes by double the amount of damage you took, triple if you are wielding the weapon in two hands
Mirrored Caparison
Property: The mount gains a +1 item bonus to Fortitude, Reflex, and Will defenses. (Included)
Power (At-Will): Immediate Interrupt. Use this power
when an area attack would target the mount you are
riding. The mount is not targeted by the attack.
Rain of Steel (Daily Stance)
Martial, Stance, Weapon
Minor Action Personal
Effect: Any enemy that starts its turn adjacent to you takes 1[W] damage, as long as you are able to make opportunity attacks.
Thicket of Blades (Daily Reliable)
Martial, Reliable, Weapon
Standard Action Close burst 1
Target: Each enemy in burst you can see
Attack: Strength vs. AC
Hit: 3[W] + Strength modifier damage, and the target is slowed (save ends).
Hunter's Quarry (Encounter)
Once per encounter as a minor action, you can designate the enemy nearest to you as your quarry.
Once per round, you deal +1d6 extra damage to your quarry. If you can make multiple attacks in a round, you decide which attack to apply the extra damage to after all the attacks are rolled.
The hunter’s quarry effect remains active until the end of the encounter, or until the quarry is defeated.
Reflexive Armor (Daily)
Power (Daily): Immediate Interrupt. Use this power when an attack targets your Reflex defense. Until the end of your next turn, you can resist attacks against Reflex with your AC instead.
Dire Wolf (Mount)
Dire Wolf Level 5 Skirmisher
Large natural beast (mount) XP 200
Initiative +7 Senses Perception +9; low-light vision
HP 67; Bloodied 33
AC 19; Fortitude 19, Reflex 18, Will 17
Speed 8
m Bite (standard; at-will)
+10 vs. AC; 1d8 + 4 damage, or 2d8 + 4 damage against a prone target.
Combat Advantage
The dire wolf gains combat advantage against a target that has one or more of the dire wolf’s allies adjacent to it. If the dire wolf has combat advantage against the target, the target is also knocked prone on a hit.
Pack Hunter (while mounted by a friendly rider of 5th level or higher; at-will) ✦ Mount
The dire wolf’s rider gains combat advantage against an enemy if it has at least one ally other than its mount adjacent to the target.
Alignment Unaligned Languages —
Str 19 (+6) Dex 16 (+5) Wis 14 (+4)
Con 19 (+6) Int 5 (–1) Cha 11 (+2)
Dire Wolf (Mount) Notes Critical Hit: +2d6 damage Opportunity Attack: +5 attack, +1d6 damage, and stop enemy movement Large Bloodclaw Mordenkrad: Deals 2 damage to me with each attack, for +6 damage. Reroll any 1s on damage dice. Cloak of the Walking Wounded: If you use your second wind while bloodied, you can expend two healing surges instead of one (gaining hit points from both). No dice rolling in the ad forum thanks
You guys might want to check the forum first and see the characters already signed for this specific game. We have a wizard, a barbarian, an avenger and a bard.
Please don't roll dice in the ad thread. You get a free game with every advert now, plenty of room there.
Could we get an explanation of how stuff from dragon magazine is not covered by copyright? This is 4e and my understanding is you can't repeat anything relating to 4e.
Please don't roll dice in the ad thread. You get a free game with every advert now, plenty of room there.
Could we get an explanation of how stuff from dragon magazine is not covered by copyright? This is 4e and my understanding is you can't repeat anything relating to 4e.
I provided a link to the Artificer PDF located on the Wizards website. It is a publicly available link. (At least, it was available to me when I was not signed in or anything.) Please tell me why this is wrong?
Also, he said at the top to roll the dice in this thread, so sorry if we're breaking another rule. :P