Joined: Sep 22, 2013 Posts: 11309 Location: Asleep at the wheel
Preferred Pronoun Set: SE / squinty / squints
So... yeah, title says it all. This is my first attempt at a character. I just typed out everything I could figure out from the books. And I've gotten a bit of help from the guys in the thread, but I figured I'd put it up for discussion here. I'm not really looking for Optimization / min-max, I'm more trying to make sure it's as complete as I can get it before the game starts. I mean, suggestions either way are helpful, but this is more about the exercise of trying to build this first character in this system.
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Okay, so far I have:
Name: 34 (Thirty-four) Race: Human Size: Medium Gender: Male Age: 16 years old Height: 5'4" Weight: 125 lbs Alignment: Unaligned Deity: The Raven Queen Languages: Common, Draconic Bonus At-Will Power: Acid Orb Bonus Feat: Implement Expertise Bonus Skill: Intimidate (CHA) Human Defense Bonus: +1 FORT, +1 REF, +1 WILL Armor Proficiency: Cloth Armor
Levels: 1 Class: Sorcerer Experience: 0/??? Hit Points: 12 + CON (13) Healing Surges per Day: 6 + CON (7)
SKILL CHECK BONUSES When you create your character, you should determine your base skill check bonus for each skill you know. Your base skill check bonus for a skill includes the following: ✦ One-half your level ✦ Your ability score modifier (each skill is based on one of your ability scores) ✦ A +5 bonus if you’re trained in the skill In addition, some or all of the following factors might apply to your base skill check bonus: ✦ Armor check penalty, if you’re wearing some kinds of armor (see Chapter 7) and making a check using Strength, Dexterity, or Constitution as the key ability ✦ Racial or feat bonuses ✦ An item bonus from a magic item ✦ A power bonus ✦ Any untyped bonus that might apply
Spell Source: Dragon Magic Draconic Power: You gain a bonus to the damage rolls of arcane powers equal to your Strength modifier. The bonus increases to your Strength modifier + 2 at 11th level and your Strength modifier + 4 at 21st level. Draconic Resilience: While you are not wearing heavy armor, you can use your Strength modifier in place of your Dexterity or Intelligence modifier to determine your AC. Dragon Soul: Choose a damage type: acid, cold, fire, lightning, poison, or thunder. You gain resist 5 to that damage type. The resistance increases to 10 at 11th level and 15 at 21st level. Your arcane powers ignore any target’s resistance to that damage type up to the value of your resistance. Scales of the Dragon: The first time you become bloodied during an encounter, you gain a +2 bonus to AC until the end of the encounter.
Acid Orb Sorcerer Attack 1 You hurl a globe of acid at a distant enemy. At-Will ✦ Acid, Arcane, Implement Standard Action Ranged 20 Target: One creature Attack: Charisma vs. Reflex Hit: 1d10 + Charisma modifier acid damage. Level 21: 2d10 + Charisma modifier acid damage. Special: This power can be used as a ranged basic attack.
Dragonfrost Sorcerer Attack 1 A gust of frost hammers your foe and knocks it back. At-Will ✦ Arcane, Cold, Implement Standard Action Ranged 10 Target: One creature Attack: Charisma vs. Fortitude Hit: 1d8 + Charisma modifier cold damage, and you push the target 1 square. Level 21: 2d8 + Charisma modifier cold damage. Special: This power can be used as a ranged basic attack.
Storm Walk Sorcerer Attack 1 The thunder of your steps batters your foe. At-Will ✦ Arcane, Implement, Thunder Standard Action Ranged 10 Target: One creature Attack: Charisma vs. Fortitude Hit: 1d8 + Charisma modifier thunder damage. Level 21: 2d8 + Charisma modifier thunder damage. Effect: Before or after the attack, you shift 1 square.
Encounter Spells:
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Thunder Slam Sorcerer Attack 1 A shock wave of sound slams into the enemy. Encounter ✦ Arcane, Implement, Thunder Standard Action Ranged 10 Target: One creature Attack: Charisma vs. Fortitude Hit: 2d10 + Charisma modifier thunder damage, and you push the target 3 squares.
Daily Spells:
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Chromatic Orb Sorcerer Attack 1 An orb of arcane energy shifts colors as it hurtles toward your enemy. On impact, it erupts with damaging force, releasing the energy that was dominant at the time of impact. Daily ✦ Arcane, Implement; Varies Standard Action Ranged 10 Target: One creature Attack: Charisma vs. Reflex Hit: 3d10 + Charisma modifier damage. Roll a d6 to determine the attack’s damage type and effect. 1. Yellow: Radiant damage, and the target is dazed (save ends). 2. Red: Fire damage, and each creature adjacent to the target takes fire damage equal to your Dexterity modifier. 3. Green: Poison damage, and ongoing 5 poison damage (save ends). 4. Turquoise: Lightning damage, and you slide the target a number of squares equal to your Dexterity modifier. 5. Blue: Cold damage, and the target is immobilized (save ends). 6. Violet: Psychic damage, and the target takes a –2 penalty to AC (save ends). Miss: 1d10 damage. Roll a d6 to determine the attack’s damage type and effect, as above.
Rituals:
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Tenser’s Floating Disk Level: 1 Category: Exploration Time: 10 minutes Duration: 24 hours Component Cost: 10 gp Market Price: 50 gp Key Skill: Arcana Arcana Check Result Maximum Load 9 or lower 250 pounds 10–24 500 pounds 25–39 1,000 pounds 40 or higher 2,000 pounds You create a slightly concave, circular plane of force that floats a foot off the ground and can carry what you lay upon it. The disk is 3 feet in diameter and 1 inch deep at its center. It remains stationary unless you move more than 5 squares away from it, in which case it moves with your base speed once per round until it is within 5 squares of you. You can command the disk to move up to your speed as a move action. If you are more than 5 squares from the disk for 2 consecutive rounds, the disk disappears, dropping whatever it was carrying. Your Arcana check result determines the maximum load the disk can carry.
Implement Expertise Benefit: Choose a type of implement. You gain a +1 bonus to attack rolls with any implement power you use through that type of implement. The bonus increases to +2 at 15th level and +3 at 25th level. Special: You can take this feat more than once. Each time you take this feat, choose a different type of implement.
Ritual Caster Prerequisite: Trained in Arcana or Religion Benefit: You can master and perform rituals of your level or lower. See Chapter 10 for information on acquiring, mastering, and performing rituals. Even though some rituals use the Heal skill or the Nature skill, the Arcana skill or the Religion skill is required to understand how to perform rituals.
Backstory:
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From the age of eight when his powers began to manifest he knew he was different, and so did his parents. His parents alerted the local mages, and he was taken away into seclusion for training. The tower mages never asked his name, and every time he would begin to tell them he got punished, severely. Every lash on his back reminded him that names given by parents carry power and weight, and that he was never to reveal his to anyone. Not to his teacher, not to his friends, and certainly not to strangers. He was given a number on his right arm, an arcane marking made permanent by the headmaster of the tower. “34-8LL-85DK-G4” was what it said. Once, he tried to ask why everyone got such a long number when there were so few of them, and e got a new set of lashes to think about. Every year on his birthday he would examine his back in a mirror and count the number of times he forgot that lesson, and he would count the number of times he could have died by passing that power to the wrong people. In his third year at the tower he was asked if he wanted to create a new name for himself. Staring down at his arm, he said “34.” His teacher smiled and gave him only one lash for being cheeky about it.
Once each resident of the tower reached the age of twelve they were given jobs in the local city. 34 took a job at a blacksmith's shop working harder than he had ever needed to during his studies. Magic coursed through his veins, but except for sparring days, this was the most grueling work he had ever done in his life. So much of his studies involved the mind, focus and only exerting yourself by straining his face and contorting it in concentration. This involved so much more and he loved it. Every time he got to work he threw his entire body into it, and eventually his heart and soul bonded with his job. His forge-master even allowed him to construct his own set of daggers. Perfectly balanced for throwing and slicing, his forge-master even gave 34 some excess leather from an old binding to a broadsword and he made straps to hold the daggers. All six of his personal dagger still hang on his body to this day. One on each side of his waistband, one attached to each ankle and one hidden on his forearms under his mage robes on either side of his body.
Despite working so hard, every penny earned in his job was sent back to the tower. All the residents in the tower were given a choice. They were allowed to keep as much of their money earned in their jobs as they wished as long as they gave at least 10% back to the tower. While many of the students chose to keep a decent bit of their money, 34 decided the only way to repay them for their training was to give 100% of his income to the tower. This got him no preferential treatment, but it did fill his soul with a sense of belonging and accomplishment.
At the age of fifteen, 34 was given the chance to choose a course for apprenticeship. The tower taught predominately fire magics, which was never his favorite evocation. Despite many expert mages and a nearly endless supply of tomes to read and learn, 34 decided to ask to become a journeyman. Reluctantly, he was allowed to leave the tower. Given his robes, a backpack with supplies enough for now and his foci, he was given a chance to leave. As he left, he promised the headmaster that he was still loyal and would continue to give 100% of his rewards ever found in the world back to his tower. His headmaster told him that there were small outposts for the tower in nearly every city and most towns, which was how he was always aware of things happening around the world. He told 34 that if he ever needed to send anything back, to find one of those mages hidden around the city. Finally, his headmaster handed 34 a coinpurse of 25gp and told him that he would need something to make his way in the world, and that always, 25gp would be exempt from his 100%. For the first time in his adult life, 34 stepped out of his tower and onto the walkway with no plans on going back.
One year later, 34 finds himself just outside of Winterhaven, still with 25gp in his pockets and his rations running down to about 10 days left. Perhaps here he will find what he's looking for..
But yeah, any and all suggestions that could help me out would be greatly appreciated. Not only is this my first 4E character, but it's gonna be my first attempt at a Play-by-Post game...
Seems fair. After getting access to the Elementalist Sorcerer from the "Heroes of the Elemental Chaos" book, I've kinda left the normal Sorcerer behind, so I can't really comment too much on your power choices. While I wasn't as much a fan of normal Sorcerers' powers sometimes relying on the actual die roll to determine effects, if that's your thing, you'll do fine.
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magicpablo666 wrote:
You fell victim to one of the classic blunders - The most famous of which is "never get involved in an thread with GM_Champion" - but only slightly less well-known is this: "Never go in against AzureShade when card design is on the line!"
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