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Old Apr 17 '18, 2:42am
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WhisperMagellan WhisperMagellan is offline
Demented Genius at Play
 
Join Date: Sep 2013
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ColdFire Knights are recruiting!

Mirthomir: Broader Travels Revived - Forum
Dungeons & Dragons 4e

Currently, the party is in a strange region of the FeyWild, where everyone sings a song about what they are doing or feeling at least three times a day. Often more.



Game Description:

Continuing 3-year old PbP game from WotC boards (which has now been here what... 6 years?) in a world owned by the Eladrin, a group of adventurers known as the ColdFire Knights based in a neutral trade city between the Eladrin Hegemony (Empire), the Dwarven Kingdoms, the Great Wall, and the Draconic Empires, is recruited to help various families with their problems. At the moment, there is a question of which of Lord Greynbole's children decided to hire Yazyak goblins to attack his outlying farmsteads. WotC's forum debacle struck just as the Greynbole Family Crisis was about to require aggressive negotiations.

The Eladrin discovered this plane a few thousand years ago and started settling it as an ideal paradise. They showed the way to some of their friends, including Gnomes and Halflings, and assorted lesser Fey. Somewhere along the way, Dwarves arrived from the elemental earth plane, but since they were mainly interested in the mountain ranges, that was fine with the Eladrin. Over a few centuries, the Eladrin noticed a number of changes. The more they travelled from and to this plane, the more difficult it became. And some of their children didn't seem to be fully Eladrin. These Elven cousins were still properly fey in most regards, and mostly in the outstretched borders, far from the main Eladrin City. And any born closer in tended to prefer to move to the outskirts anyway.
Then the Orcs and Giants came in from the western border: a massive invasion. All the Fey united with their Dwarven allies put them down. After the war, the Dwarves built a wall running from their mountain range all the way down to the cliffs. Occasional raiders manage to find their way through high mountain passes to the north, but the massive invasions are no longer a factor. Sometimes, a new race, known on other planes as 'human' are part of the raiders. These groups tend to fair much better, and when captured, the humans make excellent labor.
Somewhere along the way, someone got the idea of limiting their indentured servitude, and thus a few free humans are living with the Civilized Fey population. About this time, it was discovered that humans could interbreed with Elves and Eladrin, much to the horror and disgust of Society. While other races find the 'mongrel half-breeds' charming and persuasive, the Eladrin added that to their list of reasons for dispising humans. Even the vilest, blackest Northern Dragonborn was better than these creatures.
When the Infernal realms attempted to invade, they discovered, much like the Eladrin, the more they went back and forth, the harder it became, until they were stuck. Their Shadar-kai and Tiefling slaves managed to escape over time, and run free.
The Dragonborn, as representatives and agents of both of the Dracon Empires of the north, freely wander.

The Wild Lands of the eastern forests have provided much sport. Lord Correlaneus once transported 200 goblinoids from another plane and left them alone for 20 years so he and his progeny could make sport of hunting them down without having to travel. Needless to say this somewhat foolish idea backfired when the goblins escaped their 'territory' and out-bred expectations. They and other creatures they've cross-pollinated with have become a serious nuisance: raiding caravans, kidnapping beautiful village daughters, and even some outright raids.
The city of Clossrandao sits at the intersection of the four major roads, and has a cross-section of all the major species, though there are distinct differences of opinion within the city government and districts. The Fey District houses the high society and is very exclusive (non-fey must have a writ to enter). The northern end of town houses the Dwarven and Draconian embasies, and several Gnomes and Halflings also make their homes and have thriving businesses there. The Market District lies in the center of town, and acts as a meeting place and center of trade. Many businesses that make their homes in the Northern or Fey districts keep a stall or smaller shop in the market district to represent their interests. The Eastern area is the Shadow district, where the poor, the undesirable, and most humans, tieflings, and other 'odd' or 'curious' lesser races end up living. It also is home to the Slaughterhouses, worst brothels and public houses, filthy tenements, cheaper warehouses, and other dubious establishments. There are rumors of several different thieves' guilds in constant rivalry, and that not all of the blood in the streets is from lifestock.

So, I'm allowing any character race/class combination. Build whatever you want to play. If we end up with 4 defenders and a controller, or 5 strikers, or 4 strikers and a leader, I don't care. 5 brave heros can apply for the chance to run through this world and find out what I'm not telling yet. Any race/class (just be prepared for the NPCs to react to you accordingly) for which there are rules.
NO HYBRIDS. NO Expertise feats. No Dark Sun. I'm not picky about Deities. You may have up to 2 different backgrounds (just make sure they make some kind of sense).

Normal rules of civility apply. I do intend to move as quickly as possible with combat and other posts, so please be prepared to check in and post at least twice/week. It will move faster if everyone playing moves faster.
Current players are Sergeant Gem Steeler (human Warlord), Gurdain (dwarf Hexblade), Rorin (human rogue).
If you are interested in applying to play, please do.
Party is currently LVL13.
House Rule: at levels where you do not normally gain a feat, you get a racial feat (which can only ever be retrained for other racial feats)--you are the paragon of your species. (Note, if you are half-elf, mul, revenant, or otherwise have access to feats of other races, these bonus still MUST be specific to your race).

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Warning: Demented Genius at Play
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Duckerby, does your earlier comment verify that you're applying with a battlemind? While it won't stop me from necessarily rolling a defender, it might steer me away from that class.

Quote:
Originally Posted by VennDygrem View Post
Duckerby, does your earlier comment verify that you're applying with a battlemind? While it won't stop me from necessarily rolling a defender, it might steer me away from that class.
Battleminds work really well with other defenders, BTW. Lodestone Lure and Lightning Rush (although the latter is a pain in PbP) work really well on enemies the other defender is engaging.

Quote:
Originally Posted by AnemoneEnemy View Post
Battleminds work really well with other defenders, BTW. Lodestone Lure and Lightning Rush (although the latter is a pain in PbP) work really well on enemies the other defender is engaging.
My main concept right now is a Warden, so the two would likely complement each other well. I'm still testing a couple other concepts I've been meaning to play as well, though, but haven't had an opportunity to since 4E is rare to come by these days.

My Battlemind concept may or may not be heavily focused on Lightning Rush and Polearm Momentum.

Maybe.

>_>

<_<

Ok it totally is.

Although I should point out I'm on the fence with this character for the very reason Anemonememememememone mentioned: Lightning Rush is a weird and troublesome thing to deal with in PbP. So I'm still evaluating options and other applicable builds, which would almost certainly not be a Battlemind.

Alright think I've got all the crunch hammered out. Post here right?
StatsDarren, Half-Orc Paladin, Champion of Order
Init +12 HP 104/104 Bloodied 52 Healing Surge 26 (0 used /11)
AC 29 Fort 25 Reflex 22 Will 25 Speed 5
Str 23 (+6) Con 11 (0) Dex 16 (+3) Int 11 (0) Wis 16 (+3) Cha 9 (-1)
Divine Challenge
Paladin Feature
At-Will (Special) ✦ Divine, Radiant

Minor Action

Close Burst 5

Special: You can use this power only once per turn.

Target: one creature within this power's range

Effect: You mark the target. The mark lasts until you use this power again. The mark also ends at the end of your turn if you didn't engage the target, meaning you neither attacked it during your turn nor are adjacent to it at the end of your turn.
Until the mark ends, the target takes radiant damage the first time each round when it targets any of your allies with an attack power that doesn't include you as a target. The damage equals 3 + your Charisma modifier.
Level 11: 6 + your Charisma modifier radiant damage.
Level 21: 9 + your Charisma modifier radiant damage.

Blessed Strength: Use Str in place of Cha when determining damage for Divine Challenge and Sanction
Mighty Challenge: Whenever an enemy takes damage from Divine Challenge it takes extra radiant damage equal to your Str
Symbol of the Champion's Code +2: When a creature takes damage from your divine challenge or sanction it takes extra radiant damage equal to the symbol's enhancement bonus.
In Defense of Order: When you are adjacent to the target of your divine challenge, the target provokes an opportunity attack from you if it makes an attack that does not include you.

Current damage: 20 Radiant
Divine Challenge,
Lay on Hands
Paladin Utility
At-Will (Special) ✦ Divine, Healing

Minor Action

Melee Touch

Special: A character can use lay on hands a number of times per day equal to the character's Wisdom modifier or 1, whichever is higher. A character can use lay on hands no more than once per round.

Target: one creature

Effect: You spend a healing surge but regain no hit points. Instead, the target regains hit points as if it had spent a healing surge. You must have at least one healing surge remaining to use this power.
Lay on Hands,
Ardent Strike
Paladin Attack 1
At-Will ✦ Divine, Weapon

Standard Action

Melee Weapon

Special: A character can use ardent strike instead of the melee basic attack or bull rush part of a charge action.

Target: one creature

Attack: Strength or Charisma vs. AC

Hit: 1[W] + Strength or Charisma modifier damage, and the target is subject to your divine sanction until the end of your next turn.
Level 21: 2[W] + Strength or Charisma modifier damage.
Ardent Strike,
Holy Strike
Paladin Attack 1
At-Will ✦ Divine, Radiant, Weapon

Standard Action

Melee Weapon

Target: one creature

Attack: Strength vs. AC

Hit: 1[W] + Strength modifier radiant damage. If you marked the target, you gain a bonus to the damage roll equal to your Wisdom modifier.
Increase damage to 2[W] + Strength modifier at 21st level.
Holy Strike,
Divine Mettle
Paladin Utility
Encounter ✦ Channel Divinity, Divine

Minor Action

Close Burst 10

Target: one creature within this power's area of effect

Effect: The target makes a saving throw with a bonus equal to your Charisma modifier.
Divine Mettle,
Divine Strength
Paladin Utility
Encounter ✦ Channel Divinity, Divine

Minor Action

Personal

Effect: Apply your Strength modifier as extra damage on your next attack this turn.

Sudden Smite: When you hit with an attack you may use divine strength as a free action and apply its damage bonus to the triggering hit instead of your next attack.
Divine Strength,
Heedless Fury
Paladin Attack 1
Encounter ✦ Divine, Weapon

Standard Action

Melee Weapon

Target: one creature

Attack: Strength vs. AC

Hit: 3[W] + Strength modifier damage, and you take a −5 penalty to all defenses until the end of your next turn.
Heedless Fury,
Hold Fast
Paladin Attack 3
Encounter ✦ Divine, Weapon

Standard Action

Melee Weapon

Target: one creature

Attack: Strength or Charisma vs. AC

Hit: 2[W] + Strength or Charisma 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.
Hold Fast,
Crescent Moon
Paladin Attack 5
Encounter ✦ Divine, Radiant, Weapon

Standard Action

Ranged 5

Target: one creature

Special: If you are wielding a heavy blade, the range is 10 squares.

Attack: Strength vs. Reflex

Hit: 2[W] + Strength modifier radiant damage, and you subject the target to your divine snaction until the end of your next turn.
Crescent Moon,
Certain Justice
Champion of Order 11
Encounter ✦ Divine, Weapon

Standard Action

Melee weapon

Target: One creature

Attack: Strength + 4 vs. AC

Hit: 1[W] damage. If the target is marked, it is also weakened and dazed by this attack for as long as the mark remains in effect.
Certain Justice,
Blood of the Mighty
Paladin Attack 1
Daily ✦ Divine, Reliable, Weapon

Standard Action

Melee Weapon

Target: one creature

Attack: Strength vs. AC

Hit: 4[W] + Strength modifier damage.

Effect: You take 5 damage, which can't be reduced in any way.
Blood of the Mighty,
Frenzying Smite
Paladin Attack 5
Daily ✦ Divine, Radiant, Weapon

Standard Action

Melee Weapon

Target: one creature

Attack: Strength vs. AC

Hit: 4[W] + Strength modifier radiant damage, and you push the target up to 2 squares. You then shift up to 3 squares to a square adjacent to the target.
Frenzying Smite,
Knightly Intercession
Paladin Attack 9
Daily ✦ Divine, Weapon

Immediate Interrupt

Close Burst 10

Target: the triggering enemy

Trigger: An enemy within 10 squares of you hits your ally with a melee or ranged attack.

Effect: The triggering attack hits you instead of the ally. You pull the target to a square adjacent to you and then make the following attack against it.

Attack: Strength vs. AC

Hit: 2[W]+ Strength modifier damage, and the target is subject tp your divine sanction until the end of the encounter.
Knightly Intercession,
Iaijustsu
Samurai Utility
Encounter ✦ Martial

Free Action

Personal

Trigger: You roll initiative.

Effect: You can draw a weapon and shift a number of squares up to half your speed. 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 before the end of your next turn. If your initiative is higher than every enemy's initiative, any melee weapon attack you make during your first turn of the encounter can score a critical hit on a roll of 18-20.
Iaijustsu,
Furious Assault
Half-orc Racial Power
Encounter

Free Action

Personal

Trigger: You hit an enemy with an attack

Effect: The attack deals 1[W] extra damage if it's a weapon attack of 1d8 extra damage if it isn't.

Savage Assault: The enemy you hit also takes a -1 penalty to all defenses until the end of your next turn.
Furious Assault,
Call of Challenge
Paladin Utility 2
Encounter ✦ Divine

Minor Action

Close Burst 3

Target: Each enemy in the burst

Effect: Each target is subject to your divine sanction until the end of your next turn.
Call of Challenge,
Bless Weapon
Paladin Utility 2
Daily ✦ Divine, Radiant

Minor Action

Personal

Effect: Choose one weapon you are wielding. Until the end of the encounter, you gain a +1 power bonus to attack rolls with that weapon, and it deals 1d6 extra radiant damage on a hit. In addition, you can score a critical hit with the weapon on a roll of 18-20 against creatures vulnerable to radiant damage.
Bless Weapon,
Spirit of the Virtuous Charger
Paladin Utility 8
Daily ✦ Divine

Minor Action

Personal

Effect: You gain a +2 power bonus to speed. You also gain a power bonus to damage rolls with charge attacks equal to your Charisma modifier. These effects last until the end of the encounter.
Level 18: You also gain a fly speed equal to your speed.
Level 28: This power can also target each ally within 2 squares of you.
Spirit of the Virtuous Charger,
None Shall Pass
Daily ✦ Divine

Free Action

Personal

Effect: Until the end of the encounter, every use of your divine challenge targets two enemies rather than one.
None Shall Pass,
Bradaman's Weapon +3
Critical: 1d6 damage per plus, and you can spend a healing surge.

Property: Divine characters can use this weapon as a holy symbol implement for divine powers.

Power (Encounter ✦ Weapon): Minor, Until the end of the encounter, your divine challenge power targets two creatures in the burst
Bradaman's Weapon +3,
Symbol of the Champion's Code +2
Critical: 1d6 damage per plus

Property: When a creature takes damage from your divine challenge or divine sanction, it takes extra radiant damage equal to the symbol's enhancement bonus.

Power (Daily): Minor, You choose an enemy marked by you. Until the end of your next turn, that enemy can't make an attack that includes any creature other than you as a target.
Symbol of the Champion's Code +2,
Dwarven Armor +3
Property: Gain an item bonus to Endurance checks equal to the enhancement bonus of the armor.

Power (Daily ✦ Healing): Free Action, Regain hit points as if you spent a healing surge.
Dwarven Armor +3,
Backlash Tattoo
Property: The first time you're bloodied during an encounter, you can make a basic attack as an immediate reaction
Backlash Tattoo,
Dice of Auspicious Fortune
Power (Daily): Standard Action. Effect: Roll 3 d20s.the results are "stored" in these dice until the end of your ext extended rest or until you use this power again Using this power removes any results previously stored in the dice.

Power (Encounter): No Action. Effect: When you make an attack, instead of making an attack roll, you can use one of the results stored in the dice. Using the result removes the store result from the dice.
Dice of Auspicious Fortune,
Badge of the Berserker +2
Property: When you charge, your movement made as part of the charge does not provoke opportunity attacks.
Badge of the Berserker +2,
Counterstrike Guards (Paragon)
Power (Encounter): Immediate Reaction, Use this power when a melee attack misses you. You make a melee basic attack against the attacker.
Counterstrike Guards (Paragon),
Strikebacks
Property: Gain a +1 item bonus to opportunity attacks.

Power (Encounter): Immediate Reaction, Use this power when an adjacent enemy hits you. Make a melee basic attack against that enemy.
Strikebacks,
Boots of the Mighty Charge
Property: When charging, gain a +2 item bonus to speed.

Power (Daily): Free Action, Trigger: Use this power when you charge. Effect: You can use any at-will or encounter melee or close weapon attack at the end of the charge as long as the attack includes the enemy you are charging.
Boots of the Mighty Charge
Conditional Modifiers
-If you are dazed or stunned, you can make a saving throw at the start of your turn to end that effect, even if the effect doesn't normally end on a save.
-2d6 extra radiant damage vs Demons and Elementals
-+4 Speed when charging (+2 racial, +2 item)
-+1 to opportunity attack rolls
Action Point
Champion's Action: When you spend an action point to take an extra action, you also flash with radiant light that causes adjacent enemies to take a -1 penalty to all defenses until the start of your next turn.

Quote:
Originally Posted by Duckerby View Post
Maybe.Although I should point out I'm on the fence with this character for the very reason Anemonememememememone mentioned: Lightning Rush is a weird and troublesome thing to deal with in PbP. So I'm still evaluating options and other applicable builds, which would almost certainly not be a Battlemind.
Speaking as someone who is actually running a Battlemind with Lightning Rush in a PbP elsewhere (with Eldritch Strike from Versatile Master, but with Flail Expertise/Dragging Flail instead of Polearm Momentum), you basically need the GM to be able to ping you on discord or something when you might want to use it, OR you need to just trust them and let them decide whether you want to use it and spend 1 PP or 2 PP based on the situation, which just puts the tactical burden on them.

If you and they can both be active via discord, it can work out okay; otherwise, I'd stick to Forceful Reversal or something. (If you have Lodestone Lure and make good use of it, you shouldn't need to Lightning Rush a lot anyway).

What is the rule for how much gold we get, or do we just get the magic items

I'm currently also developing my secondary concept, which would resurrect my old illusionist (formerly Beguiler) character. I'll probably apply with either my controller or defender depending on the apps we start getting, as I can't quite decide between the two.

Going to try to answer a lot of questions here. I was out of town for a couple days and am playing catch-up.

I have no problem with the themes. None of them are overbalancing. I just don't like the DarkSun mood, flavor, or equipment.

Almost all the critters you run into will be custom, and their defenses adjusted accordingly, so expertise is not needed.

Bonus feats are restricted. If you're playing a 1/2elf and you want to use one of your regular feats on a human or elf racial feat, that is fine.

Cash: you have 100gp plus all the mundane equipment you can reasonably carry (sorry, the galleon has to stay in port). You are getting a lot of magical equipment already, so the 'lack' of coins shouldn't be a problem.

At this point I've abandoned my Battlemind; Lightning Rush really was core to what I found so appealing about the "Yes you're prone" build I had in mind.

Currently touching up an Avenger with a big sword. Party could use a Striker, and the ideas I'm most interested in are conveniently quite nice for a party Warlord to wield.







 

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