Friday, June 6, 2008

Your in Google!

Search of "Clifftop Adventurer's Guild" in Google yeilds as 8th hit.

Warforged are in!

I downloaded a copy of the 4th edition Monster Manual.  Other playable races appear in an appendix in the back including:

Gnoll, Gnome, Drow, Githyanki (spelling??), Shifters (two kinds), Dopelgangers, and Warforged.

Off the top of my head Warforged looked like:

6' - 6'6"

+2 STR +2 CON

They don't eat, drink or breath but it doesn't negate any effect. ( ie gas cloud effects would still affect them)

+2 to saving throws to end effects
+2 endurance skill

extended rest is shortened to 4 hours

Racial ability is called Warforged resolve.  I believe its an encounter power
Activated when the character becomes bloodied.
3+1/2 lvl temporary hitpoints 

The racial ability for PC warforged did not match the NPC verison.  There is a 4th lvl NPC that gains 14 temp hitpoints when bloodied, and a lvl 6 one that gains 18.  Which would seem like 4+2*lvl to me.  At 6th level a PC would gain 6 hp.

Thats all I remember for now.

Thursday, June 5, 2008

Carlone Roran

This is an alternate character I'm strongly considering.

- Human Fighter

Str 18 +4
Con 13 +1
Dex 14 +2
Int 10
Wis 12 +1
Cha 11
Hit points: 28 
AC: 17 (10+7[Scale Armour])
Fort: 16
Ref: 13
Will: 12

Skills: Acrobatics 7, Arcana 0, Athletics 9, Bluff 0, Diplomacy 0, Dungeoneering 1, Endurance 6, Heal 6, History 0, Insight 1, Intimidate 0, Nature 0, Perception 1, Religion 0, Stealth 2, Streetwise 0, Thievery 2

Class Features: Combat Challenge, Combat Superiority, Two-Handed Weapon Talent

Feats: Weapon Focus (Flail), Weapon Proficiency (Spiked Chain)

At Will Powers: Cleave, Reaping Strike, Sure Strike
Encounter Powers: Passing Attack
Daily Powers: Villain's Menace

Attack (Primary): Spiked Chain +8, 2d4+5 dmg, Reach
Attack (Confined space): Heavy Flail +7, 2d6+5 dmg


Potence - Teifling Warlord

Str 16 +3
Con 12 +1
Dex 11
Int 16 +3
Wis 10
Cha 15 +2
Hit points: 24
AC: 17 (10+3[Hide Armour]+1[Light Shield]+3[Int])
Fort: 14
Ref: 13
Will: 13

Skills: Acrobatics 0, Arcana 3, Athletics 8, Bluff 4, Diplomacy 7, Dungeoneering 0, Endurance 1, Heal 0, History 8, Insight 0, Intimidate 7, Nature 0, Perception 0, Religion 3, Stealth 2, Streetwise 2, Thievery 0

Class Features:  Combat Leader, Tactical Presence, Inspiring Word

Feats: Tactical Assault

At Will Powers: Commander's Strike, Wolf Pack Tactics
Encounter Powers: Warlord's Favor
Daily Powers: Lead the Attack

Attack: Longsword +6, 1d8 +3, Versatile

Tuesday, June 3, 2008

Eberk Dourstone

This is my first attempt at a character, I used point buy 22 as suggested in the PHB. If you use this method it works differently than in 3e. Based on what I've read so far I'm leaning heavily towards playing a Cleric with a progression of Battle Cleric for the Paragon Path.

Let me know what you think.

Eberk Dourstone - Dwarven Cleric

Str 15 +2
Con 17 +3
Dex 10
Int 10
Wis 15 +2
Cha 13 +1

Hit points: 29
AC: 16
Fort: 13
Ref: 10
Will: 14

Skills: Arcana 5, Diplomacy 6, Dungeoneering 4, Endurance 4, Heal 2, Insight 7, Nature 2, Perception 2, Religion 5

Feats: Dwarven Weapon Training

At Will Powers: Priest's Shield, Righteous Brand
Encounter Powers: Healing Strike
Daily Powers: Avenging Flame
Rituals Known: Gentle Repose, Comprehend Lang

Attack: Greataxe +4, 1d12+5 dmg, high crit weapon

Warforged out for now

I'm seriously considering Teifling Warlord now.

The class seems to work best with other melee classes to support as it seems to be a supporting role. It's also cool because the warlord can allow allies to use healing surges, so a melee heavy healer class in a way.

The PH is quite the read.  Going to take a while to digest it all.

I personally like the new way skills are handled.  No more days of +36 spot, but +1 search or taking +5 in balance just so you can get the +2 synergy.  Saves are cool too, taking the higher modifier of two stats.  Unlimited Magic Missiles .... need i say more?

So I'm in for Melee.