Guinea Anubis
2009-11-04, 12:51 PM
Going to keep a little campaign journal here of a group or new players and some of the funny stuff that happens.
I got asked to join a 4e game that some of the boy scouts in the troop that I am an Assistent Scout Master in are playing. I got asked to join as a player to help the DM help them learn how to play.
I needed to pick a class that was more support but still could get in to a scrap so when I stop playing they are not hurting for a class/roll. After looking at the PHB and PHB2 I picked playing a Longtooth Shifter Druid since it looked like it could fill the role I wanted to fill. Yes I know I should have picked RazorClaw to get the +2 dex but I did not know at the time I picked long tooth that the +2 Str was not that much help to a Druid, but I did not ask the DM if I could change it and set a bad example for the kids since we had to tell him what race and class we wanted to play. He did this so we did not end up with all Harry Potter clones.
We like to roll up the stats more then point buy, I don't know why its just more fun for us. We used the 4d6 toss out lowest, I rolled 12, 15,16,9,6 and 18. we are starting at level three and only have 250 gold and an adventures kit, the story is we are a group that has been together for a little bit and are limping back in to town after getting are butts kicked and lossing most of are stuff (The DM wants to get the kids use to the game before bringing in magic items)
This is the guy I rolled up
Ash
Male Longtooth Shifter Druid
Level 3
Unaligned
Strength 14 (+2)
Constitution 15 (+2)
Dexterity 16 (+3)
Intelligence 6 (-2)
Wisdom 20 (+5)
Charisma 9 (-1)
Height: 5' 10"
Weight: 175 lb
Skin: Tan
Eyes: Silver
Hair: Dark Brown; Straight; Light Beard
Maximum Hit Points: 37
Bloodied: 18
Surge Value: 9
Surges / Day: 9 [includes constitution modifier]
Size: Medium
Speed: 7 squares [includes druid predator bonus]
Vision: Low-light
Initiative: 1d20 +7 = + 1 [half level] + 3 [dexterity] + 3 [wild senses]
Base Strength Attack: 1d20 +3 = + 1 [half level] + 2 [strength]
Base Dexterity Attack: 1d20 +4 = + 1 [half level] + 3 [dexterity]
Base Constitution Attack: 1d20 +3 = + 1 [half level] + 2 [constitution]
Base Intelligence Attack: 1d20 -1 = + 1 [half level]-2 [intelligence]
Base Wisdom Attack: 1d20 +6 = + 1 [half level] + 5 [wisdom]
Base Charisma Attack: 1d20 +0 = + 1 [half level]-1 [charisma]
Armor Class: 17 = 10 + 1 [half level] + 3 [dexterity] + 3 [hide]
Fortitude Defense: 13 = 10 + 1 [half level] + 2 [constitution]
Reflex Defense: 15 = 10 + 1 [half level] + 1 [druid] + 3 [dexterity]
Will Defense: 17 = 10 + 1 [half level] + 1 [druid] + 5 [wisdom]
Armor: Hide (25 lb)
Shield: None
Attacks:
Unarmed Melee: +3 [base strength attack] vs AC; damage 1[W]=1d4+2 [strength bonus]
Spearv: +5 vs AC [+3 strength attack] [+2 proficiency]; damage 1[W]=1d8+2 [strength bonus] 6 lb (Spear) versatile
Sling: +6 vs AC [+4 dexterity attack] [+2 proficiency]; damage 1[W]=1d6+3 [dexterity bonus] range 10/20 0 lb (Sling) Load free
Flame Seed +6i [base wisdom attack] vs reflex
Pounce +6i bf [base wisdom attack] vs reflex
Darting Bite +6i bf [base wisdom attack] vs reflex
Savage Frenzy +6i bf [base wisdom attack] vs. reflex
Predator's Flurry +6i bf [base wisdom attack] vs reflex
v Versatile weapon. Add +1 to damage if using two-handed.
i Implement-usable power. Apply a bonus as appropriate for magic, any implement expertises, etc.
bf Beast-form power.
Base Saving Throw: d20 vs 10
Encumberance 4e
Normal Load:
Heavy Load:
Maximum Drag Load
140 lb.
280 lb.
700 lb.
Encumberance 3.5
Light load:
Medium load:
Heavy load:
Lift over head:
Lift off ground:
Push or drag:
58 lb. or less
59-116 lb.
117-175 lb.
175 lb.
350 lb.
875 lb.
Languages: Common; Primordial;
Rituals Known:
Animal Messenger [Level 1]
Create Campsite [PH2][Level 1]
Skills:
Acrobatics: +3 = 3 [dexterity] + 1 [half level]-1 [armor]
Arcana: -1 = -2 [intelligence] + 1 [half level]
Athletics: +9 = 2 [strength] + 1 [half level] + 2 [Longtooth Shifter] + 5 [class training]-1 [armor]
Bluff: +0 = -1 [charisma] + 1 [half level]
Diplomacy: +0 = -1 [charisma] + 1 [half level]
Dungeoneering: +6 = 5 [wisdom] + 1 [half level]
Endurance: +4 = 2 [constitution] + 1 [half level] + 2 [Longtooth Shifter] -1 [armor]
Heal: +6 = 5 [wisdom] + 1 [half level]
History: -1 = -2 [intelligence] + 1 [half level]
Insight: +11 = 5 [wisdom] + 1 [half level] + 5 [class training]
Intimidate: +0 = -1 [charisma] + 1 [half level]
Nature: +11 = 5 [wisdom] + 1 [half level] + 5 [class training]
Perception: +11 = 5 [wisdom] + 1 [half level] + 5 [class training]
Religion: -1 = -2 [intelligence] + 1 [half level]
Stealth: +3 = 3 [dexterity] + 1 [half level]-1 [armor]
Streetwise: +0 = -1 [charisma] + 1 [half level]
Thievery: +3 = 3 [dexterity] + 1 [half level]-1 [armor]
Feats:
Primal Fury [PH2]
Wild Senses [PH2]
At-Will:
Basic Melee Attack: By weapon, damage 1[W]+2 [strength bonus] [standard action]
Basic Ranged Attack: By weapon, damage 1[W]+3 [dexterity bonus] [standard action]
Bull Rush: +3 [base strength attack] vs fortitude [standard action]
Grab: +3 [base strength attack] vs reflex [standard action]
Move grabbed target: +3 [base strength attack] vs fortitude [standard action]
Escape: +3 [acrobatics] vs reflex / +9 [athletics] vs fortitude [move action]
Wild Shape [Druid][minor action]
Flame Seed [Level 1]
Pounce [Level 1]
Other Standard Actions: Administer a potion; Aid another; Charge [+1 to basic melee attack or bull rush]; Coup de grace; Equip / stow shield; Ready an action; Total defense; Sustain standard action; Some skills during combat (i.e., Acrobatics -- fast escape; Bluff, Heal -- first aid (use second wind DC10, stabilize the dying DC15, grant a saving throw DC15), Intimidate, Thievery depending on circumstances);
Other Move Actions: Crawl; Run [speed 9]; Stand up; Shift; Squeeze; Walk; may include some skills during combat (i.e., Acrobatics, Athletics)
Other Minor Actions: Draw / sheathe weapon; Drink a potion; Drop prone; Load a crossbow; Open / close a door; Pick up an item; Retrieve / stow an item; Perception -- active (as per revision),Sustain minor action; Some skills during combat (i.e., Insight)
Other Immediate Action: Readied action
Other Opportunity Action: Opportunity attack
Other Free Actions: Drop held items; End a grab; Talk
Other Non-Actions: Delay; Endurance checks; Insight to counter Bluff; Knowledge checks; Perception -- passive
Short rest: Healing surges as available
Five minutes: Normal escape from restraints (Acrobatics)
One hour: Forage; Streetwise check
Encounter Powers:
Second Wind
Spend an Action Point [free action, not in surprise round]
Longtooth Shifting [Longtooth Shifter][minor action]
Darting Bite [Level 1]
Predator's Flurry [Level 3]
Daily Powers:
Savage Frenzy [Level 1]
Skittering Sneak [Level 2 Utility][free action]
Longtooth Shifter
+2 Strength, +2 Wisdom (already included)
+2 Athletics, +2 Endurance
Longtooth Shifting (when bloodied; see Monster Manual)
Druid
This druid chose the Predator primal aspect.
Balance of Nature
Ritual Casting -- [bonus feat, not listed above; the ritual book can take most any form]
Wild Shape
the other PCs in the party are
Eladrin Wizard
Dragonborn Warlord
Tiefling Warlock
Dawrven Cleric
Halfelf Fighter
When I get some time later tonight I will post the first Cat Hernding game session.
I got asked to join a 4e game that some of the boy scouts in the troop that I am an Assistent Scout Master in are playing. I got asked to join as a player to help the DM help them learn how to play.
I needed to pick a class that was more support but still could get in to a scrap so when I stop playing they are not hurting for a class/roll. After looking at the PHB and PHB2 I picked playing a Longtooth Shifter Druid since it looked like it could fill the role I wanted to fill. Yes I know I should have picked RazorClaw to get the +2 dex but I did not know at the time I picked long tooth that the +2 Str was not that much help to a Druid, but I did not ask the DM if I could change it and set a bad example for the kids since we had to tell him what race and class we wanted to play. He did this so we did not end up with all Harry Potter clones.
We like to roll up the stats more then point buy, I don't know why its just more fun for us. We used the 4d6 toss out lowest, I rolled 12, 15,16,9,6 and 18. we are starting at level three and only have 250 gold and an adventures kit, the story is we are a group that has been together for a little bit and are limping back in to town after getting are butts kicked and lossing most of are stuff (The DM wants to get the kids use to the game before bringing in magic items)
This is the guy I rolled up
Ash
Male Longtooth Shifter Druid
Level 3
Unaligned
Strength 14 (+2)
Constitution 15 (+2)
Dexterity 16 (+3)
Intelligence 6 (-2)
Wisdom 20 (+5)
Charisma 9 (-1)
Height: 5' 10"
Weight: 175 lb
Skin: Tan
Eyes: Silver
Hair: Dark Brown; Straight; Light Beard
Maximum Hit Points: 37
Bloodied: 18
Surge Value: 9
Surges / Day: 9 [includes constitution modifier]
Size: Medium
Speed: 7 squares [includes druid predator bonus]
Vision: Low-light
Initiative: 1d20 +7 = + 1 [half level] + 3 [dexterity] + 3 [wild senses]
Base Strength Attack: 1d20 +3 = + 1 [half level] + 2 [strength]
Base Dexterity Attack: 1d20 +4 = + 1 [half level] + 3 [dexterity]
Base Constitution Attack: 1d20 +3 = + 1 [half level] + 2 [constitution]
Base Intelligence Attack: 1d20 -1 = + 1 [half level]-2 [intelligence]
Base Wisdom Attack: 1d20 +6 = + 1 [half level] + 5 [wisdom]
Base Charisma Attack: 1d20 +0 = + 1 [half level]-1 [charisma]
Armor Class: 17 = 10 + 1 [half level] + 3 [dexterity] + 3 [hide]
Fortitude Defense: 13 = 10 + 1 [half level] + 2 [constitution]
Reflex Defense: 15 = 10 + 1 [half level] + 1 [druid] + 3 [dexterity]
Will Defense: 17 = 10 + 1 [half level] + 1 [druid] + 5 [wisdom]
Armor: Hide (25 lb)
Shield: None
Attacks:
Unarmed Melee: +3 [base strength attack] vs AC; damage 1[W]=1d4+2 [strength bonus]
Spearv: +5 vs AC [+3 strength attack] [+2 proficiency]; damage 1[W]=1d8+2 [strength bonus] 6 lb (Spear) versatile
Sling: +6 vs AC [+4 dexterity attack] [+2 proficiency]; damage 1[W]=1d6+3 [dexterity bonus] range 10/20 0 lb (Sling) Load free
Flame Seed +6i [base wisdom attack] vs reflex
Pounce +6i bf [base wisdom attack] vs reflex
Darting Bite +6i bf [base wisdom attack] vs reflex
Savage Frenzy +6i bf [base wisdom attack] vs. reflex
Predator's Flurry +6i bf [base wisdom attack] vs reflex
v Versatile weapon. Add +1 to damage if using two-handed.
i Implement-usable power. Apply a bonus as appropriate for magic, any implement expertises, etc.
bf Beast-form power.
Base Saving Throw: d20 vs 10
Encumberance 4e
Normal Load:
Heavy Load:
Maximum Drag Load
140 lb.
280 lb.
700 lb.
Encumberance 3.5
Light load:
Medium load:
Heavy load:
Lift over head:
Lift off ground:
Push or drag:
58 lb. or less
59-116 lb.
117-175 lb.
175 lb.
350 lb.
875 lb.
Languages: Common; Primordial;
Rituals Known:
Animal Messenger [Level 1]
Create Campsite [PH2][Level 1]
Skills:
Acrobatics: +3 = 3 [dexterity] + 1 [half level]-1 [armor]
Arcana: -1 = -2 [intelligence] + 1 [half level]
Athletics: +9 = 2 [strength] + 1 [half level] + 2 [Longtooth Shifter] + 5 [class training]-1 [armor]
Bluff: +0 = -1 [charisma] + 1 [half level]
Diplomacy: +0 = -1 [charisma] + 1 [half level]
Dungeoneering: +6 = 5 [wisdom] + 1 [half level]
Endurance: +4 = 2 [constitution] + 1 [half level] + 2 [Longtooth Shifter] -1 [armor]
Heal: +6 = 5 [wisdom] + 1 [half level]
History: -1 = -2 [intelligence] + 1 [half level]
Insight: +11 = 5 [wisdom] + 1 [half level] + 5 [class training]
Intimidate: +0 = -1 [charisma] + 1 [half level]
Nature: +11 = 5 [wisdom] + 1 [half level] + 5 [class training]
Perception: +11 = 5 [wisdom] + 1 [half level] + 5 [class training]
Religion: -1 = -2 [intelligence] + 1 [half level]
Stealth: +3 = 3 [dexterity] + 1 [half level]-1 [armor]
Streetwise: +0 = -1 [charisma] + 1 [half level]
Thievery: +3 = 3 [dexterity] + 1 [half level]-1 [armor]
Feats:
Primal Fury [PH2]
Wild Senses [PH2]
At-Will:
Basic Melee Attack: By weapon, damage 1[W]+2 [strength bonus] [standard action]
Basic Ranged Attack: By weapon, damage 1[W]+3 [dexterity bonus] [standard action]
Bull Rush: +3 [base strength attack] vs fortitude [standard action]
Grab: +3 [base strength attack] vs reflex [standard action]
Move grabbed target: +3 [base strength attack] vs fortitude [standard action]
Escape: +3 [acrobatics] vs reflex / +9 [athletics] vs fortitude [move action]
Wild Shape [Druid][minor action]
Flame Seed [Level 1]
Pounce [Level 1]
Other Standard Actions: Administer a potion; Aid another; Charge [+1 to basic melee attack or bull rush]; Coup de grace; Equip / stow shield; Ready an action; Total defense; Sustain standard action; Some skills during combat (i.e., Acrobatics -- fast escape; Bluff, Heal -- first aid (use second wind DC10, stabilize the dying DC15, grant a saving throw DC15), Intimidate, Thievery depending on circumstances);
Other Move Actions: Crawl; Run [speed 9]; Stand up; Shift; Squeeze; Walk; may include some skills during combat (i.e., Acrobatics, Athletics)
Other Minor Actions: Draw / sheathe weapon; Drink a potion; Drop prone; Load a crossbow; Open / close a door; Pick up an item; Retrieve / stow an item; Perception -- active (as per revision),Sustain minor action; Some skills during combat (i.e., Insight)
Other Immediate Action: Readied action
Other Opportunity Action: Opportunity attack
Other Free Actions: Drop held items; End a grab; Talk
Other Non-Actions: Delay; Endurance checks; Insight to counter Bluff; Knowledge checks; Perception -- passive
Short rest: Healing surges as available
Five minutes: Normal escape from restraints (Acrobatics)
One hour: Forage; Streetwise check
Encounter Powers:
Second Wind
Spend an Action Point [free action, not in surprise round]
Longtooth Shifting [Longtooth Shifter][minor action]
Darting Bite [Level 1]
Predator's Flurry [Level 3]
Daily Powers:
Savage Frenzy [Level 1]
Skittering Sneak [Level 2 Utility][free action]
Longtooth Shifter
+2 Strength, +2 Wisdom (already included)
+2 Athletics, +2 Endurance
Longtooth Shifting (when bloodied; see Monster Manual)
Druid
This druid chose the Predator primal aspect.
Balance of Nature
Ritual Casting -- [bonus feat, not listed above; the ritual book can take most any form]
Wild Shape
the other PCs in the party are
Eladrin Wizard
Dragonborn Warlord
Tiefling Warlock
Dawrven Cleric
Halfelf Fighter
When I get some time later tonight I will post the first Cat Hernding game session.