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Blast From The Past: 2 + 4
SageGenesis Offline
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Blast From The Past: 2 + 4
Besides me there's only going to be maybe two people here interested in this. Oh well.

As a fun little project I'm going to be making 4e versions of the most central PCs of the classic AD&D2 campaign that, in a sense, started it all (even though it wasn't the first campaign we had, it was certainly the first grand one). Since the systems are sufficiently different that an exact conversion is impossible, I'll instead try to work on reviving their concepts and flavor. I'll provide reasons for my choices and short descriptions of the various mechanical bits they've got.

I'll make each of them as a level 15 character which seems accurate enough; mid level and already plenty strong. I'll use the default stat array of 16, 14, 13, 12, 11, 10.

What you need to understand about the apocalypse is that you aren't Mad Max. You're part of the skull pyramid in the background.
06-10-2009 01:47:57
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SageGenesis Offline
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First one to get the 4e makeover:

Lionar, the quasi-NPC.

This was a mean son of a bitch who arguably held the title for Most Powerful Warrior On The Planet, Ever. Not counting people who cheat by being halfgods anyway. A Mul (dwarf-human hybrid) gladiator is a little tricky to convert at first, as neither exist in 4e. For the Mul we'll use the Goliath, as its the most physical and enduring PC race available. For the gladiator we use the undisputed master of arms, the Fighter. And maybe an Arena Style feat from Dragon mag 368.

Generally speaking we'll want to have mechanical bits that are nasty, terrorizing, and devastating.



Lionar, level 15
Race: Goliath (Mul)
Class: Fighter
Paragon: Dread Reaper

ABILITY SCORES
Str 22, Con 20, Dex 14, Int 11, Wis 13, Cha 12.

AC: 28 Fort: 28 Reflex: 22 Will: 22
HP: 119 Surges: 14 Surge Value: 29

CLASS ABILITIES
Fighter Weapon Training (+1 to hit with two-handed weapons)
Combat Challenge (mark foes you attack)
Combat Superiority (+1 bonus on opportunity attacks)
Impending Slaughter (knock prone marked enemies on opportunity attacks)
Reaper's Action (when you spend an action surge, all adjacent enemies take damage equal to your strength modifier)

RACIAL ABILITIES
Tenacity (+1 to Will)
Powerful Athlete (roll twice for Athletics checks to jump or climb)
Stone's Endurance (once per encounter gain resist 10 to all damage)
Bonuses to Athletics and Nature skill

TRAINED SKILLS
Athletics +19, Intimidate +13, Endurance +15

UNTRAINED SKILLS
Acrobatics +7, Arcana +7, Bluff +8, Diplomacy +8, Dungeoneering +8, Heal +8, History +7, Insight +8, Nature +10, Perception +8, Religion +7, Stealth +7, Streetwise +8, Thievery +7

FEATS
Level 1: Markings of the Victor (roll twice for the first attack every encounter)
Level 2: Dirty Fighting (+4 damage against surprised opponents)
Level 4: Improved Initiative (+4 on initiative checks)
Level 6: Armor Proficiency (Plate)
Level 8: Weapon Proficiency (Fullblade)
Level 10: Battle-Scarred Veteran (if you have no temporary hit points when using Crushing Surge, gain a +1 bonus to the attack roll)
Level 11: Bloodthirsty Mien (when you score a critical hit, gain +5 to Intimidate for the rest of the encounter)
Level 12: Devastating Critical (+1d10 damage on critical hits)
Level 14: Blood Thirst (+2 damage against bloodied targets)

POWERS
Fighter at-will 1: Cleave (attack one target and deal damage to a secondary)
Fighter at-will 1: Crushing Surge (attack and gain temporary hit points)
Fighter utility 2: No Opening (cancel combat advantage an enemy has against you)
Fighter encounter 3: Sweeping Blow (attack every adjacent opponent)
Fighter daily 5: Rain of Steel (stance, deal damage to each adjacent opponent on the start of their turns)
Fighter utility 6: Settling the Score (gain a +2 attack bonus for the encounter against a foe who hit you)
Fighter encounter 7: Come and Get It (lure foes closer and whacks them)
Fighter daily 9: Jackal Strike (as a reaction to an opponent becoming bloodied, quickly lash out and deal a heavy hit)
Fighter utility 10: Into the Fray (quickly rush up to an enemy)
Fighter encounter 13: Blades from All Angles (a powerful strike that knocks down the opponent)
Fighter daily 15: Dragon's Fangs (Make two powerful attacks, either at different targets or both on a single one)

Dread Reaper encounter 11: Reaping Lunge (a strong far-reaching strike that punishes foes who ignore you)
Dread Reaper utility 12: Reaper's Warning (mark all nearby enemies for the rest of the encounter)

ITEMS
Black Iron Plate Armor +3 (grants resist 10 to fire and necrotic damage)
Iron Armbands of Power (+4 damage on all melee attacks)
Berserker Fullblade +3 (once per day allows a frenzy of destruction)
Amulet of Protection +3
Boots of Furious Speed (grants extra speed when bloodied)
Baldric of Dividing Ranks (practically ignore the hindrance of minions)
Savage Mask (+2 Will against area attacks)
Gauntlets of Ogre Power (once per day get +5 damage on a melee attack)

ATTACK
Fullblade: +20 to hit, 1d12+13 damage (1d12+1d10+3d6+25 on a crit).

What you need to understand about the apocalypse is that you aren't Mad Max. You're part of the skull pyramid in the background.
06-10-2009 02:14:47
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JLT* Offline
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hahaha vet! Grin

"I think I'll have seconds.."

-Chronomangor; Eater of Time. ∞
06-10-2009 06:42:54
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SageGenesis Offline
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Post: #4
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Yeah I thought so too. I've adjusted Lionar a bit since I posted him. I've included his racial abilities and removed the powers that healed him in favor of powers that are more destructive or show his extensive experience in the arena. Fighter powers that heal will be reserved for a certain other Athasian engine of ruin.

And in case somebody wonders why he's got a creepy mask and black plate instead of scale armor, well...
[Image: guyver.jpg]

What you need to understand about the apocalypse is that you aren't Mad Max. You're part of the skull pyramid in the background.
06-10-2009 10:25:43
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SageGenesis Offline
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Let's move on to the next. Probably nobody was as influential on the campaign our following PC. This was the man who was so scary he employed or otherwise manipulated the other characters, and with a name so ridiculously stupid it would distract you just long enough for him to cut your balls off. I am talking of course about Midget.

This guy's concept was pretty much as follows: a tiny fey-gremlin thing who practices the arts of magic and trickery in order to pull delightful pranks on people. He was also avaricious, paranoid, power hungry, and somehow both unreliable and deeply over-prepared at once. Causing his pranks to have the potential to destroy people's lives.

So how do we make a fremlin wizard-thief multiclass in 4e? There's no real way to do old school style multiclassing, after all. Bzzt! Wrong! To be introduced in PHB3, but already available to D&D Insiders, are the Hybrid Characters. Literally one-half of two classes stuck together. And while we may not have stats for the fremlin (thank god), the gnome can make for a great fey trickster.



Midget, level 15
Race: Gnome
Class: Rogue|Wizard Hybrid
Paragon: Fey Beguiler

ABILITY SCORES
Str 9, Con 11, Dex 20, Int 22, Wis 13, Cha 15.

AC: 29 Fort: 20 Reflex: 27 Will: 23
HP: 78 Surges: 6 Surge Value: 19

CLASS ABILITIES
Sneak Attack (deal extra damage with rogue power on targets against which you have combat advantage)
Cantrips (use Ghost Sound, Mage Hand, Light, and Prestidigitation at will)
First Strike (combat advantage against any foe who hasn't yet acted in the encounter)
Disappearing Trick (when you spend an action point, become invisible until you attack or until the end of your next turn)

RACIAL ABILITIES
Low-Light Vision (see better in areas of dim illumination)
Reactive Stealth (if you have any cover or concealment when you make an initiative check, you may make a Stealth check)
Trickster's Cunning (+5 to saving throws against illusions)
Fade Away (once per encounter when hit by an attack, become invisible until you attack or until the end of your next turn)
Bonuses to Arcana and Stealth skill

TRAINED SKILLS
Bluff +14, Stealth +19, Perception +15, Arcana +20, Thievery +17, Insight +13

UNTRAINED SKILLS
Acrobatics +12, Diplomacy +9, Dungeoneering +8, Endurance +7, Heal +8, History +13, Intimidate +9, Nature +8, Religion +13, Streetwise +9, Athletics +6

FEATS
Level 1: Shadow Skulk (when you miss with a ranged or area attack while hidden, you remain hidden)
Level 2: Backstabber (increase the damage of your sneak attacks)
Level 4: Armor Proficiency (Leather)
Level 6: Alertness (you have a +2 bonus to perception and don't grant combat advantage from being surprised)
Level 8: Distant Advantage (with ranged or area attacks you have combat advantage against an enemy flanked by your allies)
Level 10: Hybrid Talent (improve your Hybrid features)
Level 11: Surprising Disappearance (when you use Fade Away, you have combat advantage against the creature that triggered it)
Level 12: Evasion (no damage on "missed" area or close attacks that targeted AC or Reflex)
Level 14: Danger Sense (roll twice for initiative and use the better result)

POWERS
Hybrid Rogue at-will 1: Sly Flourish (melee or ranged, deals a high amount of damage)
Hybrid Wizard at-will 1: Phantom Bolt (assault their minds as you make them stumble to a place of your choosing)
Hybrid utility 2: Master of Deceit (once per encounter reroll a Bluff check)
Hybrid encounter 3: Maze of Mirrors (trap foes in an illusion, making them immobilized and imposing a -6 penalty on attack rolls)
Hybrid daily 5: Web (cover an area in a magical sticky web, holding in place those inside it)
Hybrid utility 6: Invisibility (disappear from sight)
Hybrid encounter 7: From the Shadows (melee or ranged, duck out of hiding, strike, and quickly disappear again)
Hybrid daily 9: Not It (melee or ranged, deal a powerful blow even as you make it seem somebody else is the real threat)
Hybrid utility 10: Shadow Stride (at-will, stay hidden as you dart from one hiding place to another, even if the space in between wouldn't allow you to hide)
Hybrid encounter 13: Thunderlance (shred and knock back those who come too close)
Hybrid daily 15: Slaying Strike (melee or ranged, a powerful attack that becomes even more dangerous against bloodied targets)

Fey Beguiler encounter 11: Bedazzling Orb (become invisible for one turn even as you launch a dart of faerie light)
Fey beguiler utility 12: Blur (until the end of the encounter you have a +2 bonus to all defenses, and enemies 5 or more squares away can't see you)

ITEMS
Magic Leather Armor +4
Assassin's Cloak +3 (when you make a stealth check, roll twice and use either result. once per day erase yourself from sight of nearby enemies)
Distance Hand Crossbow +3 (magic carries the bolts from this weapon further than normal)
Magic Wand +2
Shadowdancer's Gloves (deal 1d6 extra damage against foes from which you are hidden)
Premonition Ring (+2 to initiative and passive perception, and once per day when you're surprised you can negate that surprise)

ATTACK
Sly Flourish crossbow bolt: +17 to hit, 1d6+10 damage (+3d8 on a sneak attack)



NOTES
This Midget is built to fight like Batman. He can become invisible up to four times an encounter if needed and can easily go into "mundane" hiding in the middle of a fight. He fights at range and has some tools to keep people there or push them back when cornered. He is perfect to set off ambushes and devastate people before they've even had a chance to act, while several feats and items ensure that he won't ever need to have a taste of his own medicine.

What you need to understand about the apocalypse is that you aren't Mad Max. You're part of the skull pyramid in the background.
06-10-2009 11:39:57
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Jazzper-11 Offline
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hehehe, old skool! =)

En midget was a bitch.
Wink

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06-10-2009 12:57:09
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SageGenesis Offline
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Yes he was. Speaking of bitches, does anybody know what you get when you combine an elf, an unreliable Deathstar, and Eva Braun? It's everybody's favorite wild mage Loria!

Class is easy, sorcerers are arcane panzerschrecks and they've got wild magic. Race is amusingly enough not an elf. Rather, Loria is better served by being an eladrin. They give her proficiency with longswords (rather vital to her story) and they don't have a wisdom bonus.



Loria, level 15
Race: Eladrin
Class: Sorcerer
Paragon: Wild Mage

Str 11, Con 11, Dex 20, Int 14, Wis 9, Cha 22.

AC: 25 Fort: 20 Reflex: 25 Will: 29
HP: 93 Surges: 6 Surge Value: 23

CLASS ABILITIES
Chaos Burst (if the first attack of your turn is even, get +1 AC. if it's odd, roll a saving throw)
Chaos Power (+7 damage to all arcane attacks)
Unfettered Power (on a natural 20, slide the target 1 square and knock it prone. on a natural 1, push all creatures within 5 squares of you 1 square)
Wild Soul (at the end of each extended rest roll on a table to get resist 10 against a random energy type. while you have this resistance your own attacks ignore up to 10 points of that resistance of your targets)
Chaos Action (when you spend an action point, roll on a table to get a random benefit)
Wild Surge (when you roll a natural 1 you can either take the result from Unfettered Power, or roll on a table for a random effect)

RACIAL ABILITIES
Low-Light Vision (see better in areas of dim illumination)
Trance (meditate for 4 hours instead of needing to sleep)
Eladrin Will (+1 Will and +5 to saving throws against charm effects)
Fey Step (teleport 5 squares as an encounter power)
Bonuses to Arcana and History skill

TRAINED SKILLS
Bluff +18, Arcana +16, History +16, Intimidate +20, Nature +11

UNTRAINED SKILLS
Acrobatics +12, Diplomacy +13, Dungeoneering +6, Endurance +7, Heal +6, Insight +6, Perception +6, Religion +9, Stealth +12, Streetwise +13, Thievery +12, Athletics +7

FEATS
Level 1: Focusing Spellfury (when you use an at-will power and hit two or more enemies, get +2 damage to ranged and melee attacks until the end of your next turn)
Level 2: Improved Initiative (+4 on initiative checks)
Level 4: Distant Advantage (with ranged or area attacks you have combat advantage against an enemy flanked by your allies)
Level 6: Coordinated Explosion (gain a +1 attack bonus with bursts or blasts if an ally is within the burst or blast)
Level 8: Arcane Familiar (gain a Lingering Nightmare familiar)
Level 10: Arcane Spellfury (when you hit with an at-will attack, get +1 to attack that target until the end of next turn)
Level 11: Sorcerous Vision (you can make Arcana checks instead of Insight or Perception checks)
Level 12: Devastating Critical (+1d10 damage on critical hits)
Level 14: Wild Spellfury (when you hit with an at-will attack, all adjacent enemies take 5 damage)

POWERS
Sorcerer at-will 1: Lightning Strike (lightning blasts one target and arcs through to another)
Sorcerer at-will 1: Chaos Bolt (assault one target, on an even roll the bolt also attacks a second target, and on an even roll on that attack... etc)
Sorcerer utility 2: Elemental Shift (change the energy type of your wild soul ability)
Sorcerer encounter 3: Essence Prism (strike one enemy, on an even roll it loses all resistances until the end of your next turn)
Sorcerer daily 5: Moon and the Stars (attack two foes with either cold or radiant damage. the type determines the secondary effects of this attack)
Sorcerer utility 6: Arcane Empowerment (until the end of your next turn, increase the size of all bursts and blasts by 1)
Sorcerer encounter 7: Chaos Storm (an arcane explosion that harms those inside and teleports them to a different location)
Sorcerer daily 9: Contagious Curse (harm one foe and make his presence toxic to his own friends)
Sorcerer utility 10: Sorcerous Pulse (choose an energy type. until the end of the encounter you can roll damage of that type twice and pick the higher restult)
Sorcerer encounter 13: Primordial Storm (an explosion that combines many elements. whether you roll odd or even determines its secondary effects)
Sorcerer daily 15: Prismatic Lightning (a large explosion that can attack Fortitude, Reflex, or Will. its effect depends on which defense was hit.)

Wild Mage Encounter 11: Tempest Surge (an explosion with a radius of 1d4 squares "oeps!")
Wild Mage Utility 12: Torrent of Power (until the end of the encounter, when you roll maximum on a damage die you keep its result but also roll the die again and add up the result)

ITEMS
Magic Staff +4
Chaos Weave Cloth Armor +3 (once per day when struck by an energy type, this robe changes to grant resist 10 to that energy)
Torc of Power Preservation +3 (once per day this amulet can let you use an encounter power yet not expend it)
Executioner's Bracers (+2d6 damage on critical hits)
Fey-Blessed Circlet (start each encounter with 6 temporary hit points)

ATTACK
Chaos Bolt: +17 to hit (Will), 1d10+17 damage (6d6+1d10+27 damage, slide 1 square and knock prone on a crit).



NOTES
Loria's design is simple: blast people hard and let the dice cause all kinds of unexpected boons and hindrances. The combination of Sorcerous Pulse and Torrent of Power is the magical equivalent of going Super Saiyan, especially if you throw in a Prismatic Lightning that's been juiced up with Arcane Empowerment. That's the kind of joke that can result in 3d6+17 damage (plus ongoing 10 acid, save ends) with exploding dice and rolled twice in an area burst 3.

What you need to understand about the apocalypse is that you aren't Mad Max. You're part of the skull pyramid in the background.
07-10-2009 12:55:08
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JLT* Offline
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What on earth would she need a long sword for? ^_^

"I think I'll have seconds.."

-Chronomangor; Eater of Time. ∞
07-10-2009 14:21:22
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Tiamat Offline
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Grin cool!
07-10-2009 19:33:31
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SageGenesis Offline
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So I had a bit of a poll yesterday and 100% of the votes (ie. Jelte) said "Tawna." But that poses me for a bit of a problem. She was a mage, a defiler (life-leeching mage), a shadow wizard (an Athasian mage with ties to a dimension of darkness and cold), and by the end even a psionicist. Not to mention that she wasn't born but made by a wizard, had the blood of a dead god flowing through her, had part of her soul surrendered to the Realm of Terror that is Ravenloft, and had two familiars that could become astral spaceships.

4e is not cheese-on-a-stick crazy enough to make that kind of shit.

In the future, PHB3 will have the psion and PHB4 will have the shadow power source and its many little masters of the dark. The latter sounds like a particularly good fit, but until next year we won't have any shadow classes.

Not any? No... D&D Insider has one already, complete with feats and paragon paths. And let's face it, why would we want to see a copy of Midget running around when we can also blend the arts of the silent blade and magic in another way, and make Tarkin an Assassin instead?




Tarkin, level 15
Race: Half-Elf
Class: Assassin
Paragon: Soul Thief

ABILITY SCORES
Str 11, Con 13, Dex 22, Int 12, Wis 9, Cha 20.

AC: 28 Fort: 22 Reflex: 26 Will: 26
HP: 79 Surges: 7 Surge Value: 19

CLASS ABILITIES
Assassin's Shroud (once per round you can subject a target to a "shroud", which can stack up to four times. when you attack a target with shrouds on him you may use them up to deal an extra 1d6+3 damage per shroud. if the attack misses all but one of the shrouds still deal damage.)
Night Stalker (+5 damage to a target that isn't adjacent to any of its allies)
Shade Form (assume a form of shadow once per encounter, insubstantial and able to hide in other people's shadows)
Shadow Step (at-will teleport 4, starting in one creature's shadow and ending in another's)
Soul Killer (a creature killed by you can't be brought back to life, except by a creature of higher level than you)
Soul Theft (when you kill a creature you gain a soul shard, of which you can have at most 5 at a time. you can expend a shard to get a +1 bonus to a roll, or three shards to regain the use of Shade Form this encounter)
Soul Thief's Action (when you spend an action point you get a bonus to attacks and damage equal to 2 + the amount of soul shards you have)

RACIAL ABILITIES
Dilettante (use one other class' at-will power once per encounter)
Group Diplomacy (allies within 10 squares get +1 diplomacy)
Bonuses to Diplomacy and Insight skill

TRAINED SKILLS
Stealth +19, Arcana +13, Streetwise +17, Thievery +18, Bluff +17

UNTRAINED SKILLS
Acrobatics +14, Diplomacy +14, Dungeoneering +6, Endurance +8, Heal +6, History +8, Insight +8, Intimidate +12, Nature +6, Perception +6, Religion +8, Athletics +7

FEATS
Level 1: Weapon Proficiency (Bastard sword)
Level 2: Action Surge (+3 to attacks when you spend an action point)
Level 4: Crimson Eye Action (when you spend an action point you subject your shroud's target to an extra shroud)
Level 6: Hidden Insight (creatures from which you are hidden are not aware of your shrouds)
Level 8: Venom Hand Assassin (after each rest you poison your weapon, causing the first hit to deal 2d8 extra poison damage)
Level 10: Venom Hand Killer (you have a +3 bonus to poison damage rolls)
Level 11: Venom Hand Master (your attacks ignore poison resistance and poison immunity)
Level 12: Minion of the Dark (you gain darkvision)
Level 14: Brutal Shroud (the damage rolls of your shrouds gain the Brutal 1 property, allowing you to reroll any dice that come up 1)

POWERS
Assassin at-will 1: Executioner's Noose (drag an opponent towards you and slow them)
Assassin at-will 1: Shadow Storm (an attack that deals more damage for each adjacent creature, borrowing the shadows that they bring with them)
Assassin utility 2: Shadowed Legion (stance, allies within 5 squares can use your Stealth check modifier for their own checks)
Assassin encounter 3: Army of the Night (stab a man with a blade, but stab his mind with fear, causing him to lash out at his friends in panic)
Assassin daily 5: Heart of Dust (causes an enemy to become toxic to his nearby allies)
Assassin utility 6: Darting Shadow (at-will, while hidden you can move around swiftly and still stay hidden)
Assassin encounter 7: Shadow Jack (strike and dive into your victim's shadow, becoming insubstantial and causing attacks against you that miss to strike the victim instead)
Assassin daily 9: Obscuring Shadow (a powerful strike that also causes your victim to be unable to see you)
Assassin utility 10: Mist Walk (shift 6 squares and have phasing during this movement. yes you can now ambush people through walls)
Assassin encounter 13: Dark Step Ambush (teleport 5 squares towards your shroud's target, slice him open, and become invisible)
Assassin daily 15: Sundered Shadow (a powerful strike, and for the rest of the encounter you have a +2 bonus to attack that enemy and your melee attacks can be made from any range)

Half-Elf Dilettante: Deft Strike (move two squares before making an attack)

Soul Thief encounter 11: Soul Shadow (a strong attack, and if you expend a soul shard this attack doesn't cause you to lose your Shade Form)
Soul Thief utility 12: Stalking Phantom (while in Shade Form, shift your speed and you can shift through enemies' spaces)

ITEMS
Magic Ki Focus +4
Bastard sword
Leather Armor of Dark Deeds +3 (when you make an attack with combat advantage, you also gain concealment for one turn)
Cloak of Displacement +3 (each encounter you have +2 AC and Reflex until you are first hit. once per day you can force an attacker to reroll his attack against you)
Wallwalkers (... guess)
Hat of Disguise (you can instantly assume disguises and have a +5 bonus to Bluff checks to pass off disguises)
Barrage Bracers (when you hit with a melee attack, you get a +1 attack bonus against that creature until the end of your next turn)
Gloves of Agility (+1 bonus to Acrobatics and Stealth)

ATTACK
Shadow Storm: +20 to hit, 1d10+10 damage, +1 damage per creature adjacent to the target, including Tarkin himself.
Extra 2d8+3 poison damage if it's the first attack of the encounter.



NOTES
Just in case it's not clear: Sundered Shadow allows Tarkin to stab you and then steal your shadow which he can then shiv to murder you from a hundred fucking yards away!

Tarkin has been upgraded from the buttmonkey into the one person who could actually take out Midget, at his own game no less. He can look like anyone. He can rise up out of your own shadow. He uses poisons that can kill even zombies and ghosts. He can hide anywhere and build up his shrouds on you without you even noticing it. He doesn't need light to see in the dark. And worst case scenario, he can bring along an entire posse of thugs which you won't notice because he can erase their sound, appearance, and scent. Midget is a thief. Tarkin is an assassin.

Having both of them on the same team would make most fights look very weird. While Loria blasts away and Lionar goes in with sadism on his mind (you know, traditional D&D methods), these two fuckers just seem to vanish and two seconds later a couple of enemies die for no apparent reason. Throughout the battle foes keep being killed by unseen foes as if they're suddenly no longer in Cerilia but Fantasy Fucking Vietnam.

Several of his powers help to isolate an enemy (Executioner's Noose, Shadow Storm, Army of the Night, Heart of Dust), which means the extra damage from his Night Stalker training kicks in. So you're pretty much fucked either way. And finally there is his Ki Focus. Tarkin doesn't need a glowing sword, because he's infused himself with power from the Shadowfell. Whatever he wields, it's a +4 weapon. Taking away the bastard sword won't save you from him because he can still kick you in the balls with a +4 shoe, crumple shields with a +4 wooden spoon, and strangle you with his +4 fingers.

What you need to understand about the apocalypse is that you aren't Mad Max. You're part of the skull pyramid in the background.
08-10-2009 15:01:46
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Jazzper-11 Offline
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nice!

...

I need some time alone now...
=D

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09-10-2009 01:38:09
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SageGenesis Offline
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Lionar might have the monopoly on unbridled power, but he's not the only fighter in the team. An entirely different method of fighting is represented by Ysheia. Her elven talents for grace and awareness qualify her for certain feats and powers that traditional brawn-focused warriors can't access. More than one way to skin a cat.



Ysheia, level 15
Race: Elf
Class: Fighter
Paragon: Polearm Master

ABILITY SCORES
Str 20, Con 12, Dex 20, Int 9, Wis 16, Cha 12.

AC: 28 Fort: 27 Reflex: 25 Will: 23
HP: 111 Surges: 10 Surge Value: 27

CLASS ABILITIES
Fighter Weapon Training (+1 to hit with two-handed weapons)
Combat Challenge (mark foes you attack, and attack marked foes who shift or ignore your mark)
Combat Superiority (+3 bonus on opportunity attacks)
Forceful Reach (when you use a two-handed weapon to push, pull, or slide, increase the distance by 1 square)
Lunging Action (you can spend an action point to increase the reach of your reach weapons by 1 square instead of taking an extra action)

RACIAL ABILITIES
Elven Accuracy (once per encounter you can reroll an attack)
Group Awareness (allies within 10 squares get +1 perception)
Wild Step (can shift into difficult terrain)
Bonuses to Nature and Perception skill

TRAINED SKILLS
Intimidate +13, Endurance +16, Athletics +17

UNTRAINED SKILLS
Acrobatics +12, Arcana +6, Bluff +8, Diplomacy +8, Dungeoneering +10, Heal +10, History +8, Insight +10, Nature +12, Perception +12, Religion +6, Stealth +12, Streetwise +8, Thievery +12

FEATS
Level 1: Elven Precision (you have a +2 bonus on the rerolled attack from Elven Accuracy)
Level 2: Mobile Challenge (if you hit an enemy due to your combat superiority you may shift 1 square)
Level 4: Reaping Blade (if you reduce an enemy to 0 hp, you can shift as a minor action until the end of your current turn)
Level 6: Improved Initiative (+4 on initiative checks)
Level 8: Blade Opportunist (+2 bonus to opportunity attacks with heavy blades)
Level 10: Martial Freedom (+5 bonus to saving throws against the slowed and immobilized conditions)
Level 11: Heavy Blade Opportunity (you can use an at-will power when you make an opportunity attack with a heavy blade)
Level 12: Polearm Gamble (when a non-adjacent enemy moves adjacent to you, you may make an opportunity attack, but if you do so you grant that enemy combat advantage)
Level 14: Polearm Momentum (if you use a polearm to push or slide an enemy 2 squares or more, you can knock that enemy prone at the end of the forced movement)

POWERS
Fighter at-will 1: Knockdown Assault (low damage but knock your foe prone)
Fighter at-will 1: Cleave (attack one target and deal damage to a secondary)
Fighter utility 2: Shrewd Repositioning (after you're hit by an attack, you can shift 3 squares)
Fighter encounter 3: Hesitation Slash (a highly accurate attack that also makes your target grant you combat advantage)
Fighter daily 5: Dizzying Blow (high damage and immobilizes a foe)
Fighter utility 6: Rock Steady (stance, you can't be knocked prone and forced movement against you has the distance reduced by 1 square)
Fighter encounter 7: Trip Up (after you hit with an attack, make an extra attack to knock your opponent prone)
Fighter daily 9: Stop Thrust (when a foe comes within 2 squares of you, shit up to 2 squares and immobilize him)
Fighter utility 10: Shooter's Nemesis (after being hit by a ranged attack, spend a healing surge and gain +6 extra hp)
Fighter encounter 13: Silverstep (attack two targets and push them 5 squares away, afterwards you can shift 5 squares)
Fighter daily 15: Quicksilver Stance (stance, as a move action you can shift 1 square and make a melee basic attack)

Polearm Master encounter 11: Leveraging Strike (a powerful attack that slides the enemy 4 squares)
Polearm Master utility 12: Reaching Stance (stance, make opportunity attacks within full reach)

ITEMS
Vengeful Glaive +3 (once per day get +2 to hit and +2d10 damage against a foe who attacked your allies)
Magic Scale Armor +4
Cloak of Survival +3 (+3 to Endurance, resist 5 cold and fire)
Battlestrider Greaves (while wearing heavy armor increase your speed by 1)
Helm of Battle (you and allies within 5 squares have +1 initiative)
Couters of Second Chances (once per day reroll an attack)
Ironskin Belt (once per day get resist 5 to weapon damage for 1 round)

ATTACK
Glaive: +18 to hit, 2d4+8 damage.



NOTES
Ysheia is a highly mobile fighter: her speed is 7 and many of her powers let her move around. Although her destructive talents pale in comparison to Lionar, she does have a neat trick of her own. Highly mobile herself, she focuses on destroying the mobility of her enemies. She's choke-full of abilities that let her knock enemies prone or move them around (which will also knock them down due to the Polearm Momentum feat)

Check this little joke out:

* Ysheia has an extra +5 bonus to hit on opportunity attacks.
* A glaive is both a heavy blade and a polearm.
* Polearm Gamble (or its improved form, Reaching Stance) let's you make an opportunity attack with a polearm against enemies who close in.
* Heavy Blade Opportunity lets your opportunity attacks with a heavy blade use an at-will power.
* Knockdown Assault is an at-will power that knocks the target prone.

Yes? We get it? We understand that Ysheia is impervious to convential melee assault because nobody can ever reach her?

Sparta brought 300 men to hold a narrow pass. But what they really needed was Ysheia.

What you need to understand about the apocalypse is that you aren't Mad Max. You're part of the skull pyramid in the background.
10-10-2009 15:19:17
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voh Online
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3

Just 3

robindevoh.com - NaNoWriMo prep & onwards, writin's the main topic.
10-10-2009 21:49:32
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SageGenesis Offline
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Another day, another PC. And it's another fighter: Nean Derthaler. This little ball of anger was famous for being so healthy he outright regenerated wounds in a matter of hours, and infamous for more or less enslaving his own clan to work in his mines.




Nean, level 15
Race: Dwarf
Class: Fighter
Paragon: Firstborn of Moradin

ABILITY SCORES
Str 20, Con 22, Dex 13, Int 9, Wis 15, Cha 11.

AC: 27 Fort: 30 Reflex: 21 Will: 22
HP: 131 Surges: 19 Surge Value: 38

CLASS ABILITIES
Battlerager Vigor (you gain 6 extra temporary hit points when you hit with a melee or close attack. if you have temporary hit points, you have +2 to damage rolls with axes and hammers)
Combat Challenge (mark foes you attack, and attack marked foes who shift or ignore your mark)
Combat Superiority (+2 bonus on opportunity attacks)
Stonebones (when you suffer a critical hit, roll a d20. on a 10+ it's a normal hit instead)
Strength of the Earth (when you spend an action point you can also spend a healing surge)

RACIAL ABILITIES
Cast-Iron Stomach (+5 to saving throws against poison effects)
Dwarven Resilience (can use second wind as a minor action)
Stand Your Ground (can make a saving throw to prevent being knocked prone, and all forced movement has the distance reduced by 1 square)
Bonuses to Dungeoneering and Endurance skill

TRAINED SKILLS
Heal +14, Athletics +16, Endurance +19

UNTRAINED SKILLS
Acrobatics +7, Arcana +6, Bluff +7, Diplomacy +7, Dungeoneering +11, History +6, Insight +9, Intimidate +7, Nature +9, Perception +9, Religion +6, Stealth +7, Streetwise +7, Thievery +7

FEATS
Level 1: Dwarven Weapon Training (proficiency and +2 damage with all hammers and axes)
Level 2: Dwarf Stoneblood (you gain 4 extra temporary hit points from using invigorating powers)
Level 4: Savage Axe (when you hit with an opportunity attack with an axe, you deal 6 extra damage)
Level 6: Toughness (you have 10 extra hit points)
Level 8: Durable (you have 2 extra healing surges per day)
Level 10: Dodge Giants (+1 AC and Reflex against Large or larger creatures)
Level 11: Mighty Battlerage (the damage from Battlerager Vigor increases by 1)
Level 12: Great Fortitude (+2 Fortitude)
Level 14: Dwarven Durability (you have 2 extra healing surges per day, and your healing surge value increases by 6)

POWERS
Fighter at-will 1: Brash Strike (an accurate and powerful strike, but you grant the target combat advantage)
Fighter at-will 1: Crushing Surge (a regular strike that also grants you temporary hit points)
Fighter utility 2: Boundless Endurance (stance, while bloodied you have regeneration 8)
Fighter encounter 3: Crushing Blow (an attack that is especially strong with axes)
Fighter daily 5: Cometfall Charge (you charge and deal a high amount of damage)
Fighter utility 6: Unbreakable (reduce the damage from an incoming attack by 11)
Fighter encounter 7: Savage Parry (interpose your axe when an enemy dares to strike at one of your allies)
Fighter daily 9: Victorious Surge (a powerful strike that rejuvenates you with adrenalin and hope)
Fighter utility 10: Defensive Resurgence (spend a healing surge and improve your AC by 1 for a round)
Fighter encounter 13: Crumpling Slam (send your opponent hurling away with your axe)
Fighter daily 15: Unyielding Avalanche (stance, regeneration 6, +1 to AC and saves, deal damage to foes that stand nearby)

Firstborn of Moradin encounter 11: Receive the Charge (punish an opponent for coming near to you)
Firstborn of Moradin utility 12: Earthsense (stance, tremorsense 10)

ITEMS
Battlemaster's Execution axe +3 (once per day regain the use of an encounter power)
Magic Chainmail +4
Periapt of Cascading Health +3 (once per day immediately end a condition that a saving throw could end)
Iron Armbands of Power (+2 to melee damage rolls)
Steadfast Boots (stand your ground to gain defensive bonuses)
Strikebacks (make a counterattack against an opponent who just hit you in melee)
Backbone Belt (when you use your second wind you get a +4 bonus to defenses instead of the normal +2)

ATTACKS
Executioner's Axe: +17 to hit, 1d12+12 damage. Gain 6 temporary hit points.
Brash Strike: +19 to hit, 1d12+18 damage. Gain 6 temporary hit points and grant combat advantage.
Crushing Surge: +17 to hit, 1d12+12 damage. Gain 16 temporary hit points.
* NB: all attacks deal +3 damage if Nean has any temporary hit points


NOTES
This is pretty damn near close to being indestructible. With a ton of temporary hit points, several ways of gaining regeneration, and a total of nineteen surges per day (in contrast, Midget and Loria both have six per day) this is the fellow that can take a lickin' and keep on tickin'!

What you need to understand about the apocalypse is that you aren't Mad Max. You're part of the skull pyramid in the background.
11-10-2009 14:34:29
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JLT* Offline
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haha cool ^_^

ben benieuwd of Jeroen ook 4th edition is gaan spelen ergens Smile

"I think I'll have seconds.."

-Chronomangor; Eater of Time. ∞
11-10-2009 21:06:09
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SageGenesis Offline
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Iets zegt me at Jeroen zich te goed voelt voor D&D tegenwoordig. Hij ging al vrij vlot met Earthdawn bezig toen wij nog met AD&D bezig waren. Maar ach, his loss.

What you need to understand about the apocalypse is that you aren't Mad Max. You're part of the skull pyramid in the background.
11-10-2009 22:09:35
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SageGenesis Offline
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There used to be a lot of wizards around in the original AD&D game, but so far we haven't seen any true blooded wizard yet. Well, nobody exemplifies battlefield control as much as the person who invented a wall that sucks tiny creatures. Say hello to Merlina.




Merlina, level 15
Race: Human
Class: Wizard
Paragon: Blood Mage

ABILITY SCORES
Str 9, Con 12, Dex 12, Int 22, Wis 20, Cha 13.

AC: 26 Fort: 22 Reflex: 27 Will: 28
HP: 78 Surges: 7 Surge Value: 19

CLASS ABILITIES
Orb of Imposition (once per day impose a -5 penalty upon a creature's saves against one of your spells)
Cantrips (use Ghost Sound, Mage Hand, Light, and Prestidigitation at will)
Bolstering Blood (prior to making an attack you may choose to damage yourself. if you do so, your attack also deals extra damage)
Blood Action (when you spend an action point to make an attack, that attack also deals ongoing 10 damage)

RACIAL ABILITIES
Bonus feat
Bonus skill
Bonus at-will
+1 to Fortitude, Reflex, and Will

TRAINED SKILLS
Religion +18, Arcana +18, Nature +17, History +18, Diplomacy +13

UNTRAINED SKILLS
Acrobatics +8, Bluff +8, Dungeoneering +12, Endurance +8, Heal +12, Insight +12, Intimidate +8, Perception +12, Stealth +8, Streetwise +8, Thievery +8, Athletics +6

FEATS
Wizard: Ritual Caster (can cast rituals)
Human: Expanded Spellbook (you know one additional daily spell of every level you can cast)
Level 1: Burning Blizzard (+2 damage with acid and cold attacks)
Level 2: Action Surge (+3 to attacks when you spend an action point)
Level 4: Arcane Reserves (if you have no more arcane encounter powers remaining you get +2 damage with arcane at-will powers)
Level 6: Enlarge Spell (you can choose to deal -2 damage per die with area attack in order to increase the area by 1 square)
Level 8: Improved Initiative (+4 on initiative checks)
Level 10: Wintertouched (when you attack a creature that's vulnerable to cold, gain combat advantage)
Level 11: Lasting Frost (when you hit a target with a cold attack, that creature gains vulnerable 5 cold for one round)
Level 12: Spell Focus (creatures that attempt to save against your spells take a -2 penalty)
Level 14: Improved Orb of Imposition (each time your Orb of Imposition target fails his saving throw against the specified attack it takes 10 points of damage)

POWERS
Wizard at-will 1: Scorching Burst (a small fireball that deals damage in an area)
Wizard at-will 1: Ray of Frost (a cold attack that slows its victim)
Wizard at-will 1: Thunderwave (push away the enemies near you)

Wizard utility 2: Shield (once per encounter get a bonus to your AC or Reflex)
Wizard utility 2 Spellbook: Feather Fall (take no damage from falling)

Wizard encounter 3: Icy Rays (immobilize two enemies with frost)

Wizard daily 5: Web (fill an area with sticky webs)
Wizard daily 5 Spellbook: Fireball (a large explosion)
Wizard daily 5 Spellbook: Bigby's Icy Grasp (conjure forth a hand of ice that grasps enemies and leeches the warmth from them)

Wizard utility 6: Wizard's Escape (when you're about to be hit by an attack, quickly teleport away)
Wizard utility 6 Spellbook: Dispel Magic (destroy a magical zone or conjuration)

Wizard encounter 7: Winter's Wrath (let a blizzard erupt over a small area)

Wizard daily 9: Ice Storm (shards of ice rain down and freeze the ground)
Wizard daily 9 Spellbook: Taunting Phantoms (briefly take control over an enemy's attacks)
Wizard daily 9 Spellbook: Lightning Serpent (blast a victim with lightning and poison)

Wizard utility 10: Mass Resistance (grant your entire party resistance against a type of energy)
Wizard utility 10 Spellbook: True Seeing (your eyesight improves, letting you see the invisible and in darkness)

Wizard encounter 13: Frostburn (an explosion of both cold and heat)

Wizard daily 15: Wall of Ice (interpose a glacial barrier)
Wizard daily 15 Spellbook: Shunt Between Worlds (teleport away nearby enemies)
Wizard daily 15 Spellbook: Prismatic Beams (attack the Fortitude, Reflex, and Will of all nearby enemies at once)

Blood Mage encounter 11: Blood Pulse (a gruesome energy washes over your opponents. if they move, it harms them)
Blood Mage utility 12: Soul Burn (spend a healing surge to regain a used encounter power)

ITEMS
Orb of Mental Dominion +4 (once per day after you hit a Will defense, the target must roll twice and take the lower result for saves against that spell)
Shimmering Cloth Armor +3 (your spells do not provoke opportunity attacks)
Amulet of Protection +3
Resplendent Gloves (+3 damage on attacks that target Will. If it's an illusion, the target also grants you combat advantage for one round)
Headband of Intellect (+2 bonus on knowledge checks. +1 bonus on psychic attacks. once per day a +2 bonus on an Intelligence attack)
Shielding Girdle (once per day get a +4 AC bonus against an attack that otherwise would've hit you)

ATTACK
Ray of Frost: +17 to hit Fortitude, 1d6+12 damage and slowed.


NOTES
The original Merlina was a witch, because that kit gave her nice bonuses (free magic items). The new Merlina is made with a similar philosophy:

* She can impose a -7 penalty to save against her spells, force you to roll your saves twice and take the lowest, and deals 10 damage if you fail your save (which you will).

* Wintertouched and Lasting Frost are two feats that have great synergy. One makes them vulnerable to cold, the other allows greater accuracy against creatures vulnerable to cold. It helps that the original Merlina had a thing for cold as well.

* Blood Pulse harms your enemies and for one round it also deals "1d6 damage for every square it leaves." A creative interpretation states that gargantuan creatures (which are 4x4 in size on the battlemap) actually leave 4 squares for every step they take. Under such a ruling Thunderwave would deal an extra 20d6 damage to such monsters.

What you need to understand about the apocalypse is that you aren't Mad Max. You're part of the skull pyramid in the background.
15-10-2009 14:40:42
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JLT* Offline
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Nice Smile maybe we should locate Michiel Bijland for his opinions on the 4th E. Merlina Smile


BTW, doesn't she miss her 1st level Dailies?

"I think I'll have seconds.."

-Chronomangor; Eater of Time. ∞
(This post was last modified: 15-10-2009 20:35:31 by Meer.)
15-10-2009 20:18:34
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SageGenesis Offline
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Every PC so far "misses" their first level encounter and daily powers. That's because starting at level 13 you don't get more powers, but start to replace lower level ones.

What you need to understand about the apocalypse is that you aren't Mad Max. You're part of the skull pyramid in the background.
15-10-2009 20:25:22
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JLT* Offline
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ah right Smile

"I think I'll have seconds.."

-Chronomangor; Eater of Time. ∞
15-10-2009 20:34:15
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Tiamat Offline
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JLT* Wrote:Nice Smile maybe we should locate Michiel Bijland for his opinions on the 4th E. Merlina Smile


BTW, doesn't she miss her 1st level Dailies?


"[i]Updated Google Verify plugin for Joomla!, after some complains this weekend on the joomla! extension directory. It seems Google has changed the meta tag name from
15-10-2009 21:31:37
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cealin
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Tiamat Wrote:[quote=JLT*]Nice Smile maybe we should locate Michiel Bijland for his opinions on the 4th E. Merlina Smile


BTW, doesn't she miss her 1st level Dailies?


"[i]Updated Google Verify plugin for Joomla!, after some complaints this weekend on the joomla! extension directory. It seems Google has changed the meta tag name from
(This post was last modified: 15-10-2009 21:57:53 by Shawnturner.)
15-10-2009 21:57:12
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voh Online
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Long time no see buddeh Grin

robindevoh.com - NaNoWriMo prep & onwards, writin's the main topic.
15-10-2009 22:24:13
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JLT* Offline
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Haha hoe vet is dit Grin

hey das lang geleden! Smile

"I think I'll have seconds.."

-Chronomangor; Eater of Time. ∞
15-10-2009 22:31:44
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SageGenesis Offline
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Cool! Welkom op het forum. Grin

What you need to understand about the apocalypse is that you aren't Mad Max. You're part of the skull pyramid in the background.
15-10-2009 22:35:40
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