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Author Topic: The Dungeons of Doom  (Read 4742 times)

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Offline Transgirlenstein

Re: The Dungeons of Doom - Revived! Now with 4e flavor!
« Reply #50 on: September 06, 2009, 01:49:47 PM »
Just wondering if this was still going and in need of any players?

Offline JeramiahhTopic starter

Re: The Dungeons of Doom - Revived! Now with 4e flavor!
« Reply #51 on: September 06, 2009, 03:32:07 PM »
Much to the detriment of my sanity, I always have open spots for this game. Did you have some ideas, already?

Offline Transgirlenstein

Re: The Dungeons of Doom - Revived! Now with 4e flavor!
« Reply #52 on: September 06, 2009, 03:42:14 PM »
Just thinking of a character really.  What sort of ideas do you need?

Offline WyzardWhately

Re: The Dungeons of Doom - Revived! Now with 4e flavor!
« Reply #53 on: September 06, 2009, 05:52:34 PM »
I'm finding myself pretty interested in this.  I'd like to play a human - probably a Swordmage, Warlock, or Rogue of some kind.  But I'll have to kick around in the character builder a while to decide exactly what.

I'm assuming we go by 4E starting wealth rules, instead of 20,000 GP?

Offline JeramiahhTopic starter

Re: The Dungeons of Doom - Revived! Now with 4e flavor!
« Reply #54 on: September 06, 2009, 06:10:03 PM »
Quote
To reflect the different wealth level, add one more item of each level, and double your gold. That means 2 7th level items, 2 6th, 2 5th, and 2000gp. However, since you may not need two items of each level, you can also trade items for gold at a 1:1 ratio, during creation. This gives you a grand total of 12,800gp, though no item may be purchased over 7th level, and then, no more than 2 of those. You may also spend gold (and levels!) on an ally; prices are half of what's listed above, except the level cost.

Offline WyzardWhately

Re: The Dungeons of Doom - Revived! Now with 4e flavor!
« Reply #55 on: September 06, 2009, 08:10:46 PM »
Zekiel was a guide and woodsman, once upon a time.  However, some ill-defined but unwise and morally ambiguous act has led to his exile, and the great damage of his reputation.  He's since turned for solace to the Raven Queen, and for a living to Adventuring.  He's a wiry man with black hair and blue eyes, of slightly below-average height.  Despite his lack of bulging muscles, he's an unholy terror with the sword he keeps strapped to his back.

Zekiel
Human Swordmage 6, Unaligned  Background: Explorer/Guide  XP: 7500
HP: 53 AC: 25  Fort: 18 Ref: 21 Will 20
Bloodied: 26
Surge:13   S/Day: 10

Str:8
Con: 15 +2
Dex:10
Int: 20 +5
Wis: 14 +2
Cha: 10

Languages: Common, Abyssal, Supernal

Basic Melee Attack Bonus: +8
Int Weapon Attack:+13
Int Implement Attack: +10
Damage Bonus: +7

Trained Skills:
Arcana +13
Endurance +10
Intimidate +8
Insight: +10
Nature: +13
Religion: +13
Perception: +10

Feats:
Melee Training: Intelligence
Action Surge
Human Perseverance
Initiate of the Faith: Raven Queen
Skill Training: Perception

Class Features:
Aegis of Assault
+3 AC Warding

Powers:
At-Will:
Sword Burst – Close Burst 1, Int v. Ref 1D6+Int
Booming Blade-  Int v. AC , 1W+Int, If target moves from adjacent on its turn, take 1D6+Con Thunder damage
Lightning Lure- Range 3, Int v. Fort, 1d6+Int, pull target to nearest adjacent unoccupied space.
Encounter:
Flaming Cyclone – Close Blast 3, Int v. Reflex, 1d8+Int Fire Damage
Blastback Swipe – Weapon Attack v. Fort, 1W+Int & Push 2, can be used instead of Aegis of Assault, can be used instead of Charge.
Armathor’s Step:  Move action, TP 5, +2 to attack an enemy adjacent at the end of your move.
Daily:
Frost Backlash: Weapon Attack v. Reflex, Immediate Interrupt.  When hit by an enemy attack for 3W+Int Cold damage, half on a miss.
Deep Freeze: Weapon Attack v. Reflex, 2W+Int, Effect: Until End of Encounter, any enemy starting or moving next to target takes 1d10 cold.
Healing Word
Fear No Elements: Minor Action: Gain Resist 7 to one energy type (acid, cold, fire, lightning, or thunder) for the rest of the encounter.

Equipment:
Vicious Longsword +2 (7)
Magic Leather Armor +2 (6)
Cloak of Resistance +2 (7)
Bag of Holding (5)
Ironskin Belt (5)
Horned Helm (6)
[Purchased]
Wavestrider Boots (4)
Couters of Second Chances (5)
Std. Adventurer’s Kit
Chalk
Holy Symbol
160 GP.
« Last Edit: September 06, 2009, 08:16:17 PM by WyzardWhately »

Offline TheLivingWonder

Re: The Dungeons of Doom - Revived! Now with 4e flavor!
« Reply #56 on: September 06, 2009, 08:32:48 PM »
I'd definitely be interested in playing as some kind of female rogue who goes looking in looking for wealth, and finds nothing but trouble. I played something similar to this a while back, but I'm not too familiar with the workings of the system so I may need help getting it all set up. Are you still looking for players?

Offline JeramiahhTopic starter

Re: The Dungeons of Doom - Revived! Now with 4e flavor!
« Reply #57 on: September 06, 2009, 08:37:26 PM »
Quote from: Me, five hours ago.
Much to the detriment of my sanity, I always have open spots for this game.

Big question, of course, is which system would you like to play? 4e's better for newbies, but tougher on solo players, 3.5/Pathfinder's harder to learn, but easier to play.

Send me a PM with the answer, too.

Offline WyzardWhately

Re: The Dungeons of Doom - Revived! Now with 4e flavor!
« Reply #58 on: September 06, 2009, 08:38:56 PM »
Addendum:  I really imagine Zekiel more as a victimizer than a victim, but, well, it's a dungeon and sometimes bad shit happens.

Additionally, I can expand his background further if he's accepted.  I generally keep things fairly sketchy at first and fill in details via exposition and flashback, but it seems traditional here to turn in more than a few short paragraphs.

Also, I somehow failed to realize you were still taking characters in the older editions.  If this one dies horribly, I may take the opportunity to give Pathfinder a try.  I'm sufficiently familiar* with 3.x that it should come easily to me.

*Obscenely so, in truth.
« Last Edit: September 06, 2009, 08:43:40 PM by WyzardWhately »