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Fourth Edition DnD group (OOC/planning-full)

Stat allotment?

  • Dice roll

    Votes: 4 40.0%
  • Point buy

    Votes: 6 60.0%

  • Total voters
    10
Joined
Oct 3, 2009
Right then. Currently there are three members.

My self, Hat-tori, and Kayito-san.

I have the capabilities and ideas to be the game master.

Not sure what either of them want to be just yet, but we can easily have a well rounded group.

If you are not in posession of any of the books, or of an updated character builder, I can walk you through a character creation, i've done it many times before.

If you are not familiar with the rules, I have the core books, and I can quickly answer any questions you may have.

My plan is to start off with a module or two(pre-generated adventure supplied by wizards of the coast) And get a feel for the party dynamic and everyone's personal goals/agendas.

After that, I would come up with a plot and story line, that would be challenging and interesting for the group.

There are plenty of dice rollers, including here on bm. Things would be much easier if we could all get together on aim or skype, something of the sort. It's just a lot smoother than play-by-posts.

So. For a decent group, i'd like to have 3-4 more players. I suppose I could also chop in one of mine, to help out.

Sex may, or may not be involved. Depends on what everyone wants.

With that being said, if you are interested, fill out a general profile, so we can see what the group skeleton looks like.

Age:
Gender:
Sexual prefrence(s):
Desired combat role: (Tank, dps, healer, control, etc...)
Available days and times (Include time zone)
Any pertinent info:


For me, I live in California, forgot which time zone it is on the thing, i'll look it up in a bit.

Tuesday, thursday, sunday all day.
Saturday night.
Monday, wensday and friday morning-afternoon for me.
 
RE: Fourth Edition DnD group (3-4 more people)

Name: Sigurd
Age: 22
Gender: male
Sexual prefrence(s): Straight
Desired combat role: Tank
Any pertinent info: Barbarian, family sells the children's souls to the Demogorgon, the Demon Lord.


Sigurd, level 3
Human, Barbarian
Build: Rageblood Barbarian
Feral Might: Rageblood Vigor

FINAL ABILITY SCORES
Str 19, Con 15, Dex 15, Int 15, Wis 14, Cha 12.

STARTING ABILITY SCORES
Str 17, Con 15, Dex 15, Int 15, Wis 14, Cha 12.


AC: 18 Fort: 18 Reflex: 15 Will: 14
HP: 42 Surges: 10 Surge Value: 10

TRAINED SKILLS
Endurance +7, Athletics +9, Perception +8, Intimidate +7

UNTRAINED SKILLS
Acrobatics +2, Arcana +3, Bluff +2, Diplomacy +5, Dungeoneering +3, Heal +3, History +3, Insight +3, Nature +3, Religion +3, Stealth +2, Streetwise +2, Thievery +2

FEATS
Human: Human Perseverance
Level 1: Deadly Rage
Level 2: Mounted Combat

POWERS
Barbarian at-will 1: Devastating Strike
Barbarian at-will 1: Recuperating Strike
Barbarian encounter 1: Great Cleave
Barbarian daily 1: Bloodhunt Rage
Human: Pressing Strike
Barbarian utility 2: Combat Sprint
Barbarian encounter 3: Daring Charge

ITEMS
Pouch, Belt (empty), Rope, hempen (50 ft.), Climber's Kit, Adventurer's Kit, Everburning Torch, Bestial Hide Armor +1, Frost Fury Halbred +1, Holy Symbol
 
Age: 22
Gender: Male
Sexual prefrence(s): Straight
Desired combat role: DPS
Available days and times: All hours, if I know ahead of time. I live in WA.
Any pertinent info: /
 
Also, we'll be doing something my gm did.
He titled it pc interaction, but I like Group Cohesion better.

It's a series of questions that i'll go aorund and ask everyone to establish where and what the group is.

How long they've been together (Not too long, no more than a year), last mission, individual history/talents, personalities, etc... All of this and how the group interacts will be established through this, along with giving me an intro into how you guys act, it will help with plot planning and what not.

The premise of the first adventure will be that the members of the party are green horns in a mercenany group/guild.

My character will act as a guide. Making sure everything goes smoothly, giving you guys quests, etc...

We will run a pre-generated module, establish how well you guys actually work together, and then I will come up with the plot. and we'll go from there.

I am open to criticism and ideas, I know i'm far from perfect, and it has been awhile, cut me a little slack. ^_~
 
====== Created Using Wizards of the Coast D&D Character Builder ======
Drebin Tokay, level 3
Gnome, Artificer
Build: Tinkerer Artificer

FINAL ABILITY SCORES
Str 10, Con 13, Dex 10, Int 20, Wis 14, Cha 10.

STARTING ABILITY SCORES
Str 10, Con 13, Dex 10, Int 18, Wis 14, Cha 8.


AC: 18 Fort: 13 Reflex: 16 Will: 14
HP: 35 Surges: 7 Surge Value: 8

TRAINED SKILLS
Arcana +13, Thievery +6, Perception +8, Dungeoneering +8, History +11

UNTRAINED SKILLS
Acrobatics +1, Bluff +1, Diplomacy +1, Endurance +2, Heal +3, Insight +3, Intimidate +1, Nature +3, Religion +6, Stealth +3, Streetwise +1, Athletics +1

FEATS
Artificer: Alchemist
Level 1: Master Mixer
Level 2: Potent Restorables

POWERS
Artificer at-will 1: Ethereal Chill
Artificer at-will 1: Aggravating Force
Healing Infusion: Healing Infusion: Resistive Formula
Artificer encounter 1: Spike Wire
Artificer daily 1: Life-Tapping Darts
Artificer utility 2: Restorative Infusion
Artificer encounter 3: Hypnotic Distraction

ITEMS
Adventurer's Kit, Wand Implement, Clearsense Powder (level 1) (4), Alchemist's Acid (level 1) (4), Leather Armor
RITUALS
Brew Potion, Disenchant Magic Item, Enchant Magic Item, Make Whole
FORMULAS
Alchemist's Acid, Clearsense Powder
====== Copy to Clipboard and Press the Import Button on the Summary Tab ======

Mister Tokay, the Artificer.
 
====== Created Using Wizards of the Coast D&D Character Builder ======
Guren, level 4
Longtooth Shifter, Cleric|Paladin
Hybrid Paladin: Hybrid Paladin Reflex
Hybrid Talent: Paladin Armor Proficiency
Background: Convert (+2 to Insight)

FINAL ABILITY SCORES
Str 18, Con 14, Dex 14, Int 10, Wis 20, Cha 16.

STARTING ABILITY SCORES
Str 15, Con 14, Dex 14, Int 10, Wis 18, Cha 15.


AC: 22 Fort: 16 Reflex: 17 Will: 18
HP: 42 Surges: 10 Surge Value: 10

TRAINED SKILLS
Insight +14, Religion +7, Heal +14

UNTRAINED SKILLS
Acrobatics, Arcana +2, Bluff +5, Diplomacy +5, Dungeoneering +7, Endurance +2, History +2, Intimidate +5, Nature +7, Perception +7, Stealth, Streetwise +5, Thievery, Athletics +4

FEATS
Level 1: Harbinger of Rebirth
Level 2: Hybrid Talent
Level 4: Mighty Challenge

POWERS
Hybrid at-will 1: Astral Seal
Hybrid at-will 1: Holy Strike
Hybrid encounter 1: Prophetic Guidance
Hybrid daily 1: Glorious Charge
Hybrid utility 2: Faith Healing
Hybrid encounter 3: Invigorating Smite

ITEMS
Onatar's Forge +1, Adventurer's Kit, Plate Armor, Longsword, Heavy Shield
 
evel 3
Tiefling, Ranger
Build: Archer Ranger
Fighting Style: Archer Fighting Style
Ranger: Running Attack

FINAL ABILITY SCORES
Str 12, Con 14, Dex 18, Int 14, Wis 15, Cha 12.

STARTING ABILITY SCORES
Str 12, Con 14, Dex 18, Int 12, Wis 15, Cha 10.


AC: 18 Fort: 14 Reflex: 16 Will: 13
HP: 36 Surges: 8 Surge Value: 9

TRAINED SKILLS
Nature +8, Dungeoneering +8, Stealth +11, Acrobatics +9, Athletics +6

UNTRAINED SKILLS
Arcana +3, Bluff +4, Diplomacy +2, Endurance +2, Heal +3, History +3, Insight +3, Intimidate +2, Perception +3, Religion +3, Streetwise +2, Thievery +4

FEATS
Level 1: Lethal Hunter
Level 2: Weapon Expertise (Bow)

POWERS
Ranger at-will 1: Twin Strike
Ranger at-will 1: Careful Attack
Ranger encounter 1: Two-Fanged Strike
Ranger daily 1: Guardian Arrow
Ranger utility 2: Begin the Hunt
Ranger encounter 3: Disruptive Strike

ITEMS
Duelist's Bow Longbow +1, Hide Armor, Arrows (60), Adventurer's Kit, Fireheart Tattoo (heroic tier)
 
evel 3
Deva, Wizard
Build: Control Wizard
Arcane Implement Mastery: Orb of Imposition

FINAL ABILITY SCORES
Str 10, Con 12, Dex 16, Int 20, Wis 18, Cha 10.

STARTING ABILITY SCORES
Str 10, Con 12, Dex 16, Int 18, Wis 16, Cha 10.


AC: 16 Fort: 13 Reflex: 17 Will: 18
HP: 30 Surges: 7 Surge Value: 7

TRAINED SKILLS
Arcana +11, Dungeoneering +10, History +13, Insight +10

UNTRAINED SKILLS
Acrobatics +4, Bluff +1, Diplomacy +1, Endurance +2, Heal +5, Intimidate +1, Nature +5, Perception +5, Religion +8, Stealth +4, Streetwise +1, Thievery +4, Athletics +1

FEATS
Wizard: Ritual Caster
Level 1: Auspicious Lineage
Level 2: Expanded Spellbook

POWERS
Wizard at-will 1: Magic Missile
Wizard at-will 1: Nightmare Eruption
Wizard encounter 1: Skewering Spikes
Wizard daily 1: Wizard's Fury
Wizard daily 1 Spellbook: Summon Dretch (or dust devil)
Wizard daily 1 Spellbook: Sleep
Wizard utility 2: Expeditious Retreat
Wizard utility 2 Spellbook: Guardian Blades
Wizard encounter 3: Pinioning Vortex

ITEMS
Spellbook, Orb of Ultimate Imposition +1, Brooch of No Regrets +1, Adventurer's Kit
RITUALS
Brew Potion, Amanuensis, Tenser's Floating Disk






Now, we just need Scotty to finish his fighter (or some other form of dedicated defender.)
 
====== Created Using Wizards of the Coast D&D Character Builder ======
Brombur Grath, level 3
Half-Orc, Bard
Build: Cunning Bard
Bardic Virtue: Virtue of Cunning
Background: Half-Orc - First Generation, Seducer (+2 to Bluff)

FINAL ABILITY SCORES
Str 12, Con 11, Dex 12, Int 13, Wis 10, Cha 18.

STARTING ABILITY SCORES
Str 10, Con 11, Dex 10, Int 13, Wis 10, Cha 18.


AC: 14 Fort: 12 Reflex: 13 Will: 16
HP: 33 Surges: 7 Surge Value: 8

TRAINED SKILLS
Arcana +7, Diplomacy +10, Streetwise +10, Bluff +12, Intimidate +12

UNTRAINED SKILLS
Acrobatics +6, Dungeoneering +5, Endurance +7, Heal +5, History +6, Insight +5, Nature +5, Perception +5, Religion +6, Stealth +6, Thievery +6, Athletics +6

FEATS
Bard: Ritual Caster
Level 1: Improved Initiative
Level 2: Bard of All Trades

POWERS
Bard at-will 1: Cutting Words
Bard at-will 1: Misdirected Mark
Bard encounter 1: Focused Sound
Bard daily 1: Malevolent Mischief
Bard utility 2: Inspire Competence
Bard encounter 3: Impelling Force

ITEMS
Ritual Book, Leather Armor, Repeating crossbow, Crossbow Bolts (200), Camel
RITUALS
Traveler's Chant, Portend Weather, Purify Water
 
Darthana Catseye Lvl 3
Longtooth Shifter, Ranger
Build: Two-Blade Ranger
Fighting Style: Two-Blade Fighting Style
Ranger: Running Attack

FINAL ABILITY SCORES
Str 20, Con 15, Dex 14, Int 12, Wis 14, Cha 10.

STARTING ABILITY SCORES
Str 18, Con 15, Dex 14, Int 12, Wis 12, Cha 10.


AC: 16 Fort: 17 Reflex: 14 Will: 13
HP: 42 Surges: 8 Surge Value: 10

TRAINED SKILLS
Nature +8, Athletics +13, Stealth +8, Acrobatics +8, Heal +8

UNTRAINED SKILLS
Arcana +2, Bluff +1, Diplomacy +1, Dungeoneering +3, Endurance +5, History +2, Insight +3, Intimidate +1, Perception +3, Religion +2, Streetwise +1, Thievery +3

FEATS
Level 1: Two-Weapon Fighting
Level 2: Lethal Hunter

POWERS
Ranger at-will 1: Twin Strike
Ranger at-will 1: Marauder's Rush
Ranger encounter 1: Dire Wolverine Strike
Ranger daily 1: Sudden Strike
Ranger utility 2: Crucial Advice
Ranger encounter 3: Thundertusk Boar Strike

ITEMS
Nightmare Ward Leather Armor +1, Viper Belt (heroic tier), Longsword, Short sword, Handaxe (6)
 
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