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PostPosted: Mon Dec 30, 2013 3:15 pm 
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Hey guys,

My friend and I are starting up an online campaign, and I just rolled up a level 7 Hybrid Sorcerer/Rogue. I'm wondering what Feats I should take. The premise of the campaign is a series of solo adventurers--I don't have the ability to play in-person where I live, as most of my gamer friends and bartenders with erratic schedules living a couple hours away from me, so my friend in TX and I take turns DMing solo campaigns online.

Henyway, the character is based around being evasive and running and hiding and using movement and stealth to optimize on not being hit. There are a friggin' billion feats in the char gen on the mothership forums, so I was hoping someone would have a few suggestions for me to look at before we start the adventure tonight.

Thanks!

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PostPosted: Mon Dec 30, 2013 4:05 pm 
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Hey rstnme! Welcome to the RPG section, I didnt know you played D&D. :)

I'm newish to actually playing 4E (I have the same issue with not being able to play in person, thats why I do the play by post games) but I can chime in for sure with thoughts, if nothing else brainstorming always helps.

What are the allowed books? Are there any restrictions? What race are you looking at being?
A lot of this stuff will narrow down, or open up, feat options and help to guide you towards what you want.

Also, you may consider hosting a sheet on mythweavers so that people can see what scores and items you have, which helps avoid redundancy and such.

Cheers!

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PostPosted: Mon Dec 30, 2013 4:46 pm 
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I'll have to check out mythweavers, thanks!

Yeah, long time D&D player here, from all the way back to when "Elf" was a class. (I'm pretty much into all types of gaming, btw, except PC.) My recent foray into magic in the past two years was mostly because my D&D group fell apart because of relationship issues between other players, which sucked because it was a fun group otherwise.

The race I picked was "Shade," mostly because as a sorcerer/rogue the bonuses for con and cha were nice, and I wanted to play someone named Gloomy reminiscent of Marvin from Hitchhiker's Guide.

No restrictions. The gist of the character:

STR: 10
CON: 13
DEX: 20
INT: 13
WIS: 12
CHA: 18

(I rolled insanely well. The strength was originally 15, and I lowered it to 10.)

Skills: Acrobatics, Arcana, Bluff, Perception, Stealth, Thievery

Familiar: a narcoleptic Brownie named Toot. Can turn invisible and move objects that weigh 25 lbs.

Weapons: +2 Hidden Dagger, +1 Hand Crossbow

And the setup, a la my DM. Sorry if it's crude:

Gloomy has been hired to gather information on a baron, and his informant is a rather lascivious cook that wants to be paid off with... yeah. The baron's on a supposed hunting trip, and Gloomy is in the cook's room, stark naked and sleeping off a night of his "payment." He wakes up to find one of the baron's prized pet bears has wandered into the room, and is growling at Gloomy. He has to "get his gear, get out the door, over to the hallway window where his rope is, and down without alerting the skeleton crew of guards outside." Toot, who was supposed to be keeping watch, is snoozing under the bed.

TMI? Probably.

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PostPosted: Mon Dec 30, 2013 5:19 pm 
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Yeah mythweavers is handy, I'm sure there are probably some better digital character sheets out there (like the DDI sheets) but I like having all of my characters stored on MW just for a handy back up if I ever need.

Heres an examply character sheet for 4E there. Its my character from DS's game down in the PbP.

http://www.myth-weavers.com/sheetview.p ... tid=720070

I'm about to take my car for a test drive since I just got it running again, but I'll tinker around in the character builder and see if I can throw you some feat ideas in a little bit.

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PostPosted: Mon Dec 30, 2013 5:23 pm 
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Jim Butcher fan?

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PostPosted: Mon Dec 30, 2013 6:47 pm 
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Jim Butcher fan?

~SE++


Yes! I just finished Fool Moon, and this character is definitely a cartoony version of Harry Dresden, ha. Good call.

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PostPosted: Mon Dec 30, 2013 7:30 pm 
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Are themes / backgrounds allowed? If so have you picked any?

Not super important, mostly just curious about the char. (I'm still building things in DDI)

Edit : And where did you already included you stat increases for leveling up ?

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PostPosted: Mon Dec 30, 2013 7:56 pm 
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Versatile Expertise(PHB3 is always fun for nice, you can choose one weapon group and one implement. So you could simultaneously get +1 to crossbow attacks and +1 to spells that use your staff as an implement. I dont know if you plan on using a staff, or which powers you picked though.


Opportunity Knocks (Martial Power 2) Is sorta nifty for mobile characters. If you hit an enemy with an AoO, or they miss you with one then they grant combat advantage until end of your next turn. So you could actually force them to swing at you and miss then enjoy a +2 to attack. But this would depend more on how high your AC and such is.

Sorceous Blade Challenge(PHB2) Lets you channel your sorcerer moves through your blades so you can use them as melee attacks and not invoke AoO if you're hacking and slashing.

Two-Fisted Shooter(Martial Power) You treat the hand crossbow as an offhand weapno and you can reload it one-handed as a free action. When you score a critcal hit and have a loaded hand crossbow in your offhand, you make make a ranged basic attack with it as a free action.

Backstabber(PHB) Sneak Attack dice is now D8 instead of D6

Focusing Spellfury(Arcane Power) When you use a socerer at will power and hit two or more enemies you gain +2 bonus to damage rolls with ranged and melee attack powers until end of your next turn.

Quick Draw(PHB) +2 Initiative. In addition you may draw a weapon as part of the same action used to attack with the weapon. This would let you swap from ranged weapon to melee quickly if you're mixing it up, and more initiative is always good.

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PostPosted: Mon Dec 30, 2013 8:01 pm 
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Cool! I already picked quick draw and was looking at versatile expertise. Thanks for leading me in the right direction.

For background I randomly selected the ex-cult member one (don't recall name) as well as gloomwrought emissary.

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PostPosted: Mon Dec 30, 2013 8:53 pm 
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Just listing more stuff, feel free to ignore it etc.

Eager Advance(HoFL) You gain +4 to speed on your first turn of each encounter. Its fun as mobile characters or tanks. Just tossin it out there.

Defensive Mobility(PHB) You gain +2 AC vs AoO - See above where a feat gives you Combat Advantage whenever someone misses you. Makes for a fun rogue build where you force them to swing at you, hopefully dodge it, then hit them with sneak attacks. Might not fit in with your build, but its always a fun way to get 2d6 more damage. (or 2d8 if you have that feat too)

Battle Caster Defense You gain +2 AC vs AoO caused by you using a ranged attack. Same as above. Basically you used ranged attacks to force something to AoO you and then with this and Defense Mobility you have 6 AC bonus and then Opportunity Knocks gives you CA vesus them... then Sneak Attack em next round.

Aggressive Advantage(HoFL) You have CA versus all enemies on the first round of combat. Not always useful, but can be fun.

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PostPosted: Mon Dec 30, 2013 9:31 pm 
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So how does someone do forum games? I'd be interested in joining one. Once I got the hang of it I'd DM too.

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PostPosted: Mon Dec 30, 2013 9:42 pm 
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Well thats kind of a big question, they can be ran several ways.

For example my game and and Squinty Eyes games are ran rather different. In mine each persons turn comes up in order and they have 48 hours to respond with their turn, but in Squinty's each round last 72 hours and all players can post their turns whenever they can during that time frame then each players actions resolve in initiative order.

Heres my game as an example. The game starts out with some roleplay but by the second page the group has been ambushed, so it shows you how combat tends to be set up and such. Normally each game has two threads, one in character and one out of character. That way the game is not bogged down by people joking around or by discussion of strategy and such.

viewtopic.php?f=26&t=153

But each DM can run their game however they like, so if you'd prefer to run your game a different way you very well can. Especially if you ask the players and make sure theyr'e fine with it that way, but in the end of course its kinda DM fiat. With solo games though you might not need to. I'd be happy to answer any questions I can, just let me know whatcha got!

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PostPosted: Mon Dec 30, 2013 9:46 pm 
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Also, dont hesitate to drop into either the Tavern here in TRPG or down in the "OOC of OOC" thread in the PBP and tell us about how your games are going. The RPG boards need more activity and we're always glad to have more people talking even if they're not playing.

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PostPosted: Mon Dec 30, 2013 11:08 pm 
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If you wanna run a game, just put up a thread in the Setup Zone and see if people wanna play! Honestly, I have no idea what I'm doing, but it's still kinda fun, and doesn't require too much effort since what usually takes a playgroup six hours in person takes months online. You have plenty of time to plan everything out and make sure things are going the way you'd like them to. I'd invite you into my game, but right now they're stuck in combat and will likely be in that battle for several weeks (months maybe) since they have the fun job of defending the city from a couple thousand enemies at level 1.

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PostPosted: Mon Dec 30, 2013 11:15 pm 
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After this we're gonna go back to the guard bar ...that place is bangin'.

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PostPosted: Mon Dec 30, 2013 11:19 pm 
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Only after we smoke some Emerald Snake, buy up all the kobolds at Costco, and run from chickens in a mine, will we revisit The Bridge House.

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PostPosted: Mon Dec 30, 2013 11:24 pm 
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So...many...in-jokes.

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