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Blast From The Past: 2 + 4
cealin
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Post: #26
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Idd erg lang geleden,
Waar zit iedereen nu? Zelf nog steeds in Nijmegen.

Maar character ziet er best oke uit Wink
15-10-2009 22:46:40
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SageGenesis Offline
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Ik (Arik by the way) zit nog altijd vast in Hilversum en studeer in Utrecht. Wink

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 22:49:21
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Tiamat Offline
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cealin Wrote:[quote=Tiamat][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
15-10-2009 23:04:04
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Tiamat Offline
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Zit in in Leiden werk in Rotterdam Smile
15-10-2009 23:04:38
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Jazzper-11 Offline
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Hey, cool! welkom inderdaad!

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16-10-2009 00:00:33
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voh Offline
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Nog steeds in Hilversum, werken en wonen Wink

robindevoh.com - NaNoWriMo prep & onwards, writin's the main topic.
16-10-2009 11:09:43
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SageGenesis Offline
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On with the show, the man who has the dubious honor of holding the title Died Most Often In One Adventure: Polyfemos. Now, the original was an elven fighter/mage with the war wizard kit. Which means that he liked to throw around some Fireballs and then wade into melee to mop up what's left. 4e has a problem with this, because it's a tactic that's not supported. Which is ironic, because the tactic also worked like shit back in AD&D (giving up levels of wizard for some fighter levels makes you inefficient at both). So we'll stick with the closest analogue we've got for blending together the arcane and the blade, making him a swordmage.

He was also known for being a hardcore badass who'd keep on fighting even after an arm got chopped off. Wink


Polyfemos, level 15
Race: Eladrin
Class: Swordmage
Paragon: Ward Guardian

ABILITY SCORES
Str 16, Con 12, Dex 14, Int 24, Wis 12, Cha 9.

AC: 33 Fort: 23 Reflex: 27 Will: 24
HP: 111 Surges: 9 Surge Value: 27

CLASS ABILITIES
Swordbond (summon your weapon from up to 10 squares as a standard action)
Swordmage Aegis (mark a foe as a minor action. if the marked foe attacks somebody other than you, teleport adjacent to him and make a basic attack)
Swordmage Warding (you have +3 AC when wielding a blade and nothing in your off-hand)
Spellshield (while you're bloodied, your Swordmage Warding also provides its bonus to one other defense of your choice)
Guardian's Action (when you spend an action point, all allies you can see benefit from your Swordmage Warding until the end of your next turn)

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
Perception +13, Arcana +21, Insight +13, History +21, Athletics +15

UNTRAINED SKILLS
Acrobatics +9, Bluff +6, Diplomacy +6, Dungeoneering +8, Endurance +8, Heal +8, Intimidate +6, Nature +8, Religion +14, Stealth +9, Streetwise +6, Thievery +9

FEATS
Level 1: Closing Advantage (when you hit with a ranged or area attack, you get +1 to hit and damage with melee powers for one round)
Level 2: Intelligent Blademaster (you may use your Intelligence rather than your Strength for melee basic attacks)
Level 4: Escalating Assault (each time you make an attack from your Aegis you get a +1 bonus to such attacks until the end of the encounter. these bonuses stack up to +3)
Level 6: Eladrin Swordmage Advance (when you use Fey Step, you may make a melee basic attack against an adjacent enemy)
Level 8: White Lotus Defense (when you hit an enemy with an arcane at-will power, you have +1 to all defenses against that enemy for one round)
Level 10: Eladrin Soldier (+2 damage with all longsword and spear attacks)
Level 11: Improved Swordmage Warding (the bonus from your Swordmage Warding improves by 1 point)
Level 12: Double Aegis (you can mark two foes at once with your Swordmage Aegis)
Level 14: Vigorous Assault (when you use your Swordmage Aegis to teleport, you gain 6 temporary hit points)

POWERS
Swordmage at-will 1: Lightning Lure (lightning fries an opponent and drags him closer to you)
Swordmage at-will 1: Sword Burst (a pulse of magic that harms all enemies nearby)
Swordmage utility 2: Fear No Elements (choose a type of energy. get resistance 6 against that energy for the rest of the encounter)
Swordmage encounter 3: Blastback Swipe (a powerful attack. when you get an attack from Swordmage Aegis, you may use this power instead of a basic attack)
Swordmage daily 5: Energy Theft (the enemy you stab becomes vulnerable to a type of energy, and your allies gain resistance against that energy)
Swordmage utility 6: Quickling Stride (move 12 squares as a move action)
Swordmage encounter 7: Spikes of Agony (a very powerful attack. when you get an attack from Swordmage Aegis, you may use this power instead of a basic attack)
Swordmage daily 9: Forceful Dismissal (hurt, knock prone, and push away nearby enemies)
Swordmage utility 10: Feywild Grace (stance, +2 speed. +2 to Acrobatics, Athletics, and Stealth. Ignore difficult terrain)
Swordmage encounter 13: Acid Burst Blade (a powerful attack that also harms enemies next to your target. when you get an attack from Swordmage Aegis, you may use this power instead of a basic attack)
Swordmage daily 15: Death's Blade (The enemy stabbed takes ongoing damage, can't heal, can't recharge powers, and can't spend action points)

Ward Guardian encounter 11: Ward Force Assault (an attack that can either do extra damage or knock the target prone)
Ward Guardian utility 12: Sheltering Ward (allies adjacent to you share the benefit of your Swordmage Warding)

ITEMS
Magic Longsword +4
Counterstrike Leather Armor +3 (each encounter, the first enemy that hits you takes ongoing 5 damage)
Cloak of Translocation +3 (when you teleport you get +2 AC and Reflex for one round. Once per day regain a teleporting encounter power)
Warded Vambraces (once per encounter grant adjacent allies a power bonus to AC equal to your Swordmage Warding)
Boots of Eagerness (once per encounter gain an extra move action)
Headband of Intellect (+2 bonus on knowledge checks. +1 bonus on psychic attacks. once per day a +2 bonus on an Intelligence attack)
Baldric of Assault (when an enemy triggers your Swordmage Aegis, you may slide him 1 square and teleport into the space he just left)

ATTACK
Longsword: +21 to hit, 1d8+13 damage


NOTES
While most people so far have AC 28, Polyfemos has a very respectable score of 33. He can grant adjacent allies +4 AC, and even up to +8 once per day.

His usual tactic would be to mark two enemies at once and position himself in such a way that they can't reach him. This would force them to either do nothing, or attack somebody else... which will allow him to teleport next to them and hand out punishment. While the total of everybody's defenses has a range of 99 to 103, Polyfemos has a total of 107 and can easily bolster that to a total of 115.

With his high mobility, high defenses, and ability to get resistances against energy types as needed, Polyfemos is now one of the hardest characters to kill. There's something you never thought you'd hear.

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.
16-10-2009 19:37:04
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Tiamat Offline
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Belphanior Wrote:[...]With his high mobility, high defenses, and ability to get resistances against energy types as needed, Polyfemos is now one of the hardest characters to kill. There's something you never thought you'd hear.

I would trust Seppe to make up for that anomaly. Tongue
16-10-2009 19:49:49
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SageGenesis Offline
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That is quite likely, the man has a talent for losing characters.

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.
16-10-2009 20:03:31
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JLT* Offline
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i've made up my mind. we're going to play this. I'll run it in a 4 session dragon mountain adaptation, and everyone from the old days will join :')

no?

"I think I'll have seconds.."

-Chronomangor; Eater of Time. ∞
16-10-2009 21:33:27
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SageGenesis Offline
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JLT* Wrote:no?

Yes!

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.
16-10-2009 22:12:32
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voh Offline
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YES!

Also, I've seen two spellings of Seppe's old character so far: Polyfamous and Polyfemos. Though I remember it to be Polyphemus. WHO IS RIGHT? Grin

robindevoh.com - NaNoWriMo prep & onwards, writin's the main topic.
17-10-2009 00:34:47
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SageGenesis Offline
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Technically it's ????f?

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.
17-10-2009 00:49:14
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Tiamat Offline
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I do not know whether you would be able to get everyone, but count me in Grin
17-10-2009 14:55:02
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SageGenesis Offline
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Well, we've had one PC for each player so far. The only one that's left is my very own Tawna, despite no real suitable shadow class being available yet. So we'll settle instead for a Dark pact warlock. Destructive in an insidious way and some of their powers become stronger by hurting your own allies. Good clean fun!


Tawna, level 15
Race: Human
Class: Warlock
Paragon: Dark Reckoner

ABILITY SCORES
Str 11, Con 12, Dex 11, Int 18, Wis 9, Cha 24.

AC: 26 Fort: 22 Reflex: 26 Will: 29
HP: 94 Surges: 7 Surge Value: 23

CLASS ABILITIES
Warlock's Curse (once per turn curse the nearest enemy you can see. once per turn you can deal +2d6 damage to a cursed creature)
Dark Pact (when a cursed creature dies it builds up 1 point in your Darkspiral Aura. you can spend your aura when you're attacked to deal 1d8 psychic and necrotic damage per point to that attacker, also taking only half damage from that attack)
Shadow Walk (if you move at least 3 squares you get concealment for one round)
Prime Shot (if none of your allies are nearer to the target than you are, you get +1 to hit)
Dark Shadow Action (when you spend an action point, you and all allies within 5 squares get concealment for one round)
Shadow and Threat (when you score a critical hit with a necrotic power, you become invisible for one round)

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

TRAINED SKILLS
Streetwise +19, History +16, Intimidate +21, Bluff +19, Arcana +16

UNTRAINED SKILLS
Acrobatics +7, Diplomacy +14, Dungeoneering +6, Endurance +8, Heal +6, Insight +6, Nature +6, Perception +6, Religion +11, Stealth +7, Thievery +7, Athletics +7

FEATS
Human: Empowering Shadows (if you have concealment from Shadow Walk you do +1 damage)
Level 1: Shadow's Eclipse (when you have concealment you have resist 12 radiant)
Level 2: Distant Advantage (with ranged or area attacks you have combat advantage against an enemy flanked by your allies)
Level 4: Action Surge (+3 to attacks when you spend an action point)
Level 6: Dooming Action (when you spend an action point you can deal your Warlock's Curse damage again this round)
Level 8: Arcane Familiar (gain a Bound Demon familiar)
Level 10: Sickening Finish (when you reduce an opponent to 0 hit points, gain +1 to all defenses for one round)
Level 11: Improved Darkspiral Aura (your aura now deals 1d10 damage per point)
Level 12: Twofold Curse (when you use Warlock's Curse you can now curse the two nearest enemies)
Level 14: Relentless Curse (when a cursed enemy is reduced to 0 hit points, you can use immediately use Warlock's Curse as a free action)

POWERS
Warlock at-will: Eldritch Blast (a basic attack of arcane power)
Warlock at-will: Spiteful Glamor (a psychic attack that deals more damage to healthy targets)
Warlock at-will: Eyebite (a psychic attack that makes you invisible to the target)
Warlock utility 2: Ethereal Stride (teleport 3 squares and get +2 to all defenses for one round)
Warlock encounter 3: Shared Agony (a strong psychic attack. if this attack misses you can deal yourself some damage to roll again)
Warlock daily 5: Twilight of the Soul (a potent necrotic spell that inflicts 10 ongoing damage, with a -2 penalty to save)
Warlock utility 6: Life Siphon (when an ally suffers, you gain power and health)
Warlock encounter 7: Shadow Strangler (the struck enemy has penalties to his attacks and experiences pain whenever he tries to attack)
Warlock daily 9: Death's Fond Caress (a very strong necrotic spell that ignores resistances)
Warlock utility 10: Shadow Form (turn into living shadow, unable to attack but insubstantial and flying)
Warlock encounter 13: All Must Sacrifice (you can deal all allies within 3 squares 1d8 damage to get +1d10 damage per hurt ally with this necrotic assault)
Warlock daily 15: Hellfire Soul (overwhelm an enemy's soul with dark fire. if this attack would kill the target, it instead remains alive and under your domination for the rest of the encounter)

Dark Reckoner encounter 11: Deadly Judgment (harm one enemy and all others around him)
Dark Reckoner utility 12: Shadow Slip (for one round you are invisible to each creature cursed by you)

ITEMS
Amulet of Protection +3
Darkspiral Rod +3 (when you hit a cursed enemy, deal extra damage equal to the amount of points in your Aura)
Shadow Warlock Leather Armor +3 (when you have concealment from Shadow Walk, you have combat advantage against cursed enemies)
Gloves of Accuracy (your attacks ignore concealment and cover)
Warlock's Bracers (you have +1 to defenses against cursed creatures)
Viper Belt (resist 5 poison. once per encounter make an immediate saving throw against a poison effect with a +2 bonus)

ATTACK
Eldritch Blast: +17 to hit (Reflex), 1d10+10 damage


NOTES
Tawna can't blow things up as effectively as Loria can. Instead she relies on spreading around her curses as quickly as possible and building up her Darkspiral Aura. Several of her powers are not outright lethal but instead highly annoying to have to contend with. Tawna doesn't smash things, she sabotages them.

She can almost always get concealment and has rather good defenses for a striker, which near the end of the battle she can reliably boost by +4 each. The Dark Pact is unusual in 4e in the sense that it's one of the few methods of fighting that actually starts mediocre but gets stronger as the battle goes on.

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.
17-10-2009 15:17:29
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SageGenesis Offline
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And now we have 1 PC per player.

It's funny to see that the psycho bitches are the most intimidating people in this group. Tawna has +21 and Loria +20. Lionar and Ysheia are distant seconds with +13 both. It's a large group and seeing them all together in one mega-party would be a sight to behold... particularly because this group doesn't have a healer.

Seriously.

4 defenders (Lionar, Nean, Ysheia, Polyfemos)
3 strikers (Tarkin, Loria, Tawna)
1 controller (Merlina)
1 striker-controller hybrid (Midget)

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.
17-10-2009 15:21:43
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Tiamat Offline
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In a dragon mountain adventure one would actually need Tiamat. Midget is obviously far more fun than the slightly boring paladin Wink
17-10-2009 15:32:15
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SageGenesis Offline
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I know, but I only release one PC per day and you already had yours. Tiamat is up next.

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.
17-10-2009 15:34:26
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Tiamat Offline
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I was just referring to the potential for healing, as Tiamat was often the only healer in the party. Tiamat was a fun Char and one of my all-time favourites; to me, however, Midget was epic and you were right to create him first. Wink
17-10-2009 15:43:44
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SageGenesis Offline
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Oh wow. I just dug through the bottom drawer of my desk and out came... the original character sheets for Tarkin, Tawna, Loria, Nean, Talia, and Hylorcha. And many more obscure things, including something like a whole novel Ot wrote from an in-character viewpoint of his Alternity Thuldan BioSynthaCyborg sniper. Pages upon pages of tiny font that goes on and on and on.

Some observations on the old sheets.

Tarkin's sheet is tidy. The white is still white and everything looks just fine for a paper sheet. He's got a dagger +2, ring of defense +2, Ring of X-Ray vision, and a Cloak of the Bat. The poor fucker was still just a 7/6 thief-mage though.

Nean had 108 hit points. Tarkin had 26. I mean, holy shit.

Loria seems to be carrying a large collection of Lionar's stuff with her, including a bear's skin and some jewelry. Why Lionar needs a bear's skin and jewelry I don't even want to know.

But at least he's not as bad as Hylorcha. His collection is:
* Blue dragon scales
* Red dragon scales
* Green dragon scales
* Winged Snake feathers
* Griffin feathers
* Griffin claws
* Griffin tail
* Stone giant fingers
* Hill giant fingers
* Fire giant fingers
* Illithid tentacle
* Wraith dust
* Skin of a 120' goblin (I actually remember that encounter now)
* Behir legs, 14
* Behir scales
* Behir blood
* Behir eyes, 2
* Behir horns, 3
* Behir tongue
* Hydra scales
* Hydra blood

What the fuck was I planning on doing with all that?


Tawna's height and weight were rolled randomly and she's horridly underweight, like some sort of victim of an Ethiopian famine. I can only hope that I reduced her weight to account for the fact part of her body is shadow instead of flesh.

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.
17-10-2009 16:08:48
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SageGenesis Offline
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And now I imagined Tawna as a horrible corpse-like emaciated figure who has to be carried around by servants. They'd pick up her arm and point it at whatever needs a Fireball injection, while she wastes away and is too weak to even brush away the flies that mistake her for dead.

Somehow I find this very amusing.

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.
17-10-2009 16:13:27
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JLT* Offline
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lol ^_^

"I think I'll have seconds.."

-Chronomangor; Eater of Time. ∞
17-10-2009 17:02:59
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JLT* Offline
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The reason that there was no healer was that in AD&D no-one wanted to be the 'band-aid and first aid kit' cleric

"I think I'll have seconds.."

-Chronomangor; Eater of Time. ∞
17-10-2009 17:07:06
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voh Offline
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Clerics sucked.

robindevoh.com - NaNoWriMo prep & onwards, writin's the main topic.
17-10-2009 17:25:31
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JLT* Offline
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clerics were great Smile they just didn't have time for their cool stuff because if they didn't heal all the time they would have a TPK on their hands..


greatly exagerated offcourse, but it was the idea Smile
Krelov was one of my favored chars Grin

"I think I'll have seconds.."

-Chronomangor; Eater of Time. ∞
17-10-2009 17:41:00
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