Tuesday, June 17, 2008

Sterling's Backstory

Sterling was forged for war.

Sterling was forged at Whitehearth in the Spring of 980 YK.  He was among the first units to have Mithril alloys included in their plating.  Owing to its light weight and flexibility Mithril alloys were shortly afterwards used primarily in units designed for scouting and stealth.

Due to his armors appearance Sterling's superiors often thought that he was designed for stealth and he was occasionally sent out on scouting and reconnaissance missions which often proved disastrous for him and his unit.  Sterling found difficulty among the front line warforged as well, as Adamantine alloys were most commonly used for these units, and he was not as durable as the job demanded.  

Sterling was rendered inert many times during the last war.  The first time was during a reconnaissance of the Brelish border while Sterling was a soldier of Cyre.  Sterling was attached to a small unit of skirmishers that patrolled the Brelish border of Cyre.  On this particular occasion his unit was shadowing the movements of Argonth as the mobile fortress moved along the border when they were spotted by a scout on a hippogriff that alerted some  Brelish ground units that were nearby.  Sterling's inability to move stealthfully actually helped the rest of his small band of scouts to evade capture as Sterling was sent off as a diversion while the rest of the unit went off in a different direction.

Sterling was incapacitated brought back to Argonth where he was repaired and eventually worked into a Brelish unit.  This time he was commissioned as a common foot soldier and sent to fight his former nation.  He was rendered inert twice during an extended campaign before he was assigned to the personal guard of a Brelish General.  It's here Sterling's strengths of flexibility and strength were best put to use.

Sterling served under the General for more than 8 years.  Sterling watched and learned how soldiers respond to strength of character and to firm command in the heat of battle, and how the efforts of individual soldiers can make large differences in the outcome of any particular battle.  The intersection of tactics and strategy fascinated Sterling and he became as much a student of the General as a guard.

The General was fighting in Cyre on the Day of Mourning but was grievously injured by a snipers arrow early in the morning.  Sterling and another warforged were acting as stretcher bearers carrying the wounded General back to Argonth when the Mourning happened.  

After Sterling was released from the military he sought out the General he had served under for so many years.  The General was living back on his families farmstead in the rural part of Breland near Vathirond.  Unfortunately he had no need of Sterling's talents after the war, and even Sterling's presence there made him feel uneasy, as if the war wasn't over.  He requested Sterling leave him be and he suggested Sterling look for guard work, perhaps in Sharn.

Unsure what to do with himself, Sterling considered heading into the Mournland, however, he decided to take his former mentor's advice and he headed for Sharn.

Sterling has held a number of protection jobs in Sharn since arriving over a year ago.  He feels that there is a greater calling for him in the world and after a discussion with a warforged named Blu at the Red Hammer Inn Sterling has decided to try and join the ranks of the Clifftop Adventurer's Guild.  He's made some inroads towards this goal as he is now working security detail for the guildhall.  Although it's an entry level position, he's confident he can prove himself worthy to join in on some excursion soon.

Sterling


Warforged Warlord - Level 6

Init +4 = +1[Dex] +3[Level Adjustment]

STR 17 +3
CON 14 +2
DEX 12 +1
INT 17 +3
WIS 10
CHA 12 +1

Hipoints = 51
Bloodied = 25
Healing Surge = 12
Surges/Day = 9

AC = 20 = 10 +3[Hide] +1[Shield] +3[INT] +3[Level Adjustment]
Fort = 17 = 10 +3[STR] +1[Class] +2[Level Adjustment]
Ref = 17 = 10 +3[INT] +1[Shield] +2[Level Adjustment]
Will = 16 = 10 +1[CHA] +1[Class] +1[Racial] +2[Level Adjustment]

Skills:
Arcana +6, Athletics +10, Bluff +4, Diplomacy +4, Endurance +11, History +11, Intimidate +11, Religion +6, Streetwise +4

Race Features:
  • +2 STR, +2 CON
  • +2 Endurance, +2 Intimidate
  • +2 Saving throws against effects that cause ongoing damage
  • Warforged Mind: +1 Will defence
  • Warforged Resolve: Encounter - Healing - Minor Action - Personal: Gain 10 temporary hitpoints; Make immediate save against one effect that causes ongoing damage; If bloodied regain 5 hitpoints

Class Features:

  • Combat Leader: You and each ally who can see and hear you within 10 squares gets +2 initiative
  • Tactical Presence: Allies you can see get +1 to attack when using an action point to make an attack
  • Inspiring Word: 2x/Encounter - Martial,Healing - Minor Action - Close Burst 5: You or one ally in burst can spend a healing surge and regain additional +2d6 hitpoints

Feats

  • Improved Warforged Resolve [Warforged]: Gain additional 5 temporary hitpoints when you use Warforged Resolve
  • Immutability [Warforged]: When you use Warforged Resolve, you make a free saving throw against one condition or ongoing damage effect affecting you.
  • Tactical Assualt [Warlord]: When an ally who can see you spends an action point to make an attack, the attack's damage roll gains a +3 bonus.

At-Will Powers

  • Commander's Strike
  • Opening Shove

Encounter Powers

  • Warlord's Favor
  • Steel Monsoon
  • Knight's Move
  • Rousing Words

Daily Powers

  • Lead the Attack
  • Stand the Fallen

Attack: +1 Flaming Longsword +10, d8+4 (Normal or Fire Damage), +1d6 fire damage on critical, Daily Power: +1d6 fire damage on hit plus ongoing 5 fire damage, Versatile

Attack: Hand Crossbow +6, d6+1, Load Free

Wednesday, June 11, 2008

Official 4E Errata

That didn't take long!

http://www.wizards.com/default.asp?x=dnd/updates

(You may need to log into D&D Insider)

Friday, June 6, 2008

Your in Google!

Search of "Clifftop Adventurer's Guild" in Google yeilds riseotphoenix.blogspot.com 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"
250-300lbs

+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.

Carlone
- 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

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