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2010-05-20, 04:01 AM (ISO 8601)
- Join Date
- Feb 2007
- Location
- Bristol, UK
- Gender
[4E] How should this party work together?
We've got the first drafts of all the PCs for our upcoming Planescape game now. We're a melee-heavy party who are thus:
Human Fighter
Sergeant Castus Brandt, level 8
Human, Fighter
Build: Guardian Fighter
Fighter: Combat Superiority
Fighter Talents: One-handed Weapon Talent
Background: Aglarond (Aglarond Benefit)
FINAL ABILITY SCORES
Str 18, Con 14, Dex 14, Int 10, Wis 16, Cha 10.
STARTING ABILITY SCORES
Str 14, Con 14, Dex 14, Int 10, Wis 14, Cha 10.
AC: 26 Fort: 23 Reflex: 21 Will: 20
HP: 71 Surges: 11 Surge Value: 17
TRAINED SKILLS
Heal +12, Perception +13, Endurance +9, Athletics +11, Stealth +9
UNTRAINED SKILLS
Acrobatics +4, Arcana +4, Bluff +4, Diplomacy +4, Dungeoneering +7, History +4, Insight +7, Intimidate +4, Nature +7, Religion +4, Streetwise +4, Thievery +4
FEATS
Human: Human Perseverance
Level 1: Warrior of the Wild
Level 2: Weapon Expertise (Heavy Blade)
Level 4: Shield Push
Level 6: Shield Defense
Level 8: Fighter Weapon Specialization
POWERS
Bonus At-Will Power: Dual Strike
Fighter at-will 1: Tide of Iron
Fighter at-will 1: Footwork Lure
Fighter encounter 1: Shield Riposte
Fighter daily 1: Villain's Menace
Fighter utility 2: Endure Pain
Fighter encounter 3: Sweeping Blow
Fighter daily 5: Rain of Steel
Fighter utility 6: Unbreakable
Fighter encounter 7: Come and Get It
ITEMS
Fighting Shield Heavy Shield (heroic tier), Demonscale Drakescale Armor +2, Amulet of Physical Resolve +2, Distance Javelin +1, Bracers of Mighty Striking (heroic tier), Potion of Healing (heroic tier) (5), Catstep Boots (heroic tier), Dread Longsword +2, Adventurer's Kit
level 8
Dragonborn, Barbarian
Feral Might: Thaneborn Triumph
Dragon Breath Key Ability: Dragon Breath Strength
Dragon Breath Damage Type: Dragon Breath Poison
FINAL ABILITY SCORES
Str 22, Con 13, Dex 10, Int 10, Wis 9, Cha 16.
STARTING ABILITY SCORES
Str 18, Con 13, Dex 10, Int 10, Wis 9, Cha 12.
AC: 20 Fort: 24 Reflex: 17 Will: 19
HP: 70 Surges: 9 Surge Value: 18
TRAINED SKILLS
Intimidate +14, Endurance +9, Athletics +14, Diplomacy +12
UNTRAINED SKILLS
Acrobatics +3, Arcana +4, Bluff +7, Dungeoneering +3, Heal +3, History +6, Insight +3, Nature +3, Perception +3, Religion +4, Stealth +3, Streetwise +7, Thievery +3
FEATS
Level 1: Weapon Expertise (Axe)
Level 2: Bardic Dilettante
Level 4: Defensive Mobility
Level 6: Impending Victory
Level 8: Inspiring Triumph
POWERS
Barbarian at-will 1: Howling Strike
Barbarian at-will 1: Pressing Strike
Barbarian encounter 1: Escalating Violence
Barbarian daily 1: Savage Juggernaut Rage
Barbarian utility 2: Shrug It Off
Barbarian encounter 3: Brutal Slam
Barbarian daily 5: Silver Phoenix Rage
Barbarian utility 6: Stirring Speech
Barbarian encounter 7: Great Shout
ITEMS
Adventurer's Kit, Vanguard Greataxe +2, Marauder's Hide Armor +2, Raven Cloak +2, Iron Armbands of Power (heroic tier), Escape Tattoo (heroic tier)
Abraxas, level 8
Tiefling, Psion
Discipline Focus: Telekinesis Focus
Background: Birth - Cursed (+2 to Bluff)
FINAL ABILITY SCORES
Str 8, Con 12, Dex 10, Int 20, Wis 18, Cha 14.
STARTING ABILITY SCORES
Str 8, Con 12, Dex 10, Int 16, Wis 16, Cha 12.
AC: 21 Fort: 18 Reflex: 21 Will: 23
HP: 52 Surges: 7 Surge Value: 13
TRAINED SKILLS
Insight +13, Perception +13, Arcana +14, Bluff +15, Streetwise +11
UNTRAINED SKILLS
Acrobatics +4, Diplomacy +6, Dungeoneering +8, Endurance +5, Heal +8, History +9, Intimidate +6, Nature +8, Religion +9, Stealth +6, Thievery +4, Athletics +3
FEATS
Psion: Ritual Caster
Level 1: Precise Mind
Level 2: Implement Expertise (Staff)
Level 4: Fervent Talent
Level 6: Ferocious Rebuke
Level 8: Scion of the Gods
POWERS
Psion at-will 1: Force Punch
Psion at-will 1: Kinetic Trawl
Psion daily 1: Telekinetic Anchor
Psion utility 2: Telekinetic Lift
Psion at-will 3: Force Hammer
Psion daily 5: Telekinetic Maul
Psion utility 6: Telekinetic Screen
Psion at-will 7: Dread Spiral (replaces Force Punch)
ITEMS
Staff of Forceful Rebuking +2, Bracers of Escape (heroic tier), Resilience Amulet +2, Magic Cloth Armor (Basic Clothing) +2, Ritual Book, Alchemical Reagents (Arcana) (175)
RITUALS
Tenser's Floating Disk, Comprehend Language, Silence, Wizard's Curtain, Last Sight Vision, Detect Secret Doors, Dark Light
level 8
Longtooth Shifter, Runepriest
Runic Artistry: Defiant Word
Background: Occupation - Hunter (+2 to Perception)
FINAL ABILITY SCORES
Str 20, Con 12, Dex 16, Int 10, Wis 16, Cha 8.
STARTING ABILITY SCORES
Str 16, Con 11, Dex 16, Int 10, Wis 13, Cha 8.
AC: 25 Fort: 21 Reflex: 20 Will: 21
HP: 59 Surges: 8 Surge Value: 15
TRAINED SKILLS
Religion +9, Thievery +13, Heal +12, Athletics +18, Acrobatics +12
UNTRAINED SKILLS
Arcana +4, Bluff +4, Diplomacy +4, Dungeoneering +7, Endurance +9, History +4, Insight +7, Intimidate +3, Nature +7, Perception +9, Stealth +7, Streetwise +3
FEATS
Level 1: Weapon Expertise (Spear)
Level 2: Rune of Hope
Level 4: Rune of Zeal
Level 6: Courageous Example
Level 8: Warrior of the Wild
POWERS
Runepriest at-will 1: Word of Exchange
Runepriest at-will 1: Word of Binding
Runepriest encounter 1: Anvil of Battle
Runepriest daily 1: Rune of Iron's Rebuke
Runepriest utility 2: Shield of Sacrifice
Runepriest encounter 3: Word of Alliance
Runepriest daily 5: Cage of Light
Runepriest utility 6: Swift Recovery
Runepriest encounter 7: Word of Befuddlement
ITEMS
Inspiring Spear +2, Verve Drakescale Armor +2, Amulet of Elegy +2, Shield of Protection Light Shield (heroic tier), Burglar's Gloves (heroic tier), Potion of Resistance (heroic tier) (3), Lesser Elixir of Invisibility (heroic tier), Belt of Vigor (heroic tier), Gem of Colloquy (heroic tier), Holy Water (level 6) (4), Javelin
Are there any alternative or more sophisticated tactics we should have in our playbook?Wushu Open Reloaded
Actual Play: The Shadow of the Sun (Acrozatarim's WFRP campaign) as Pawel Hals and Mass: the Effecting - Transcendence as Russell Ortiz.
Now running: Tyche's Favourites, a historical ACKS campaign set around Massalia 300BC.
In Sanity We Trust Productions - our podcasting site where you can hear our dulcet tones, updated almost every week.
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2010-05-20, 05:19 AM (ISO 8601)
- Join Date
- Mar 2009
Re: [4E] How should this party work together?
When the DM starts casting immobilized + restricting terrain, you guys aren't going to cry, but you will be frustrated at how long battles take. I've had battles, where there will be wizards casting walls of fire around you, while immobilizing the whole area with a web. It isn't pretty, and it takes forever to escape it. While you're on fire. Don't forget being pelted with more aoe/status effects. And being pushed back in via slide/push powers.
Stairs and cramped dungeons will be your constant nemesis, as you jockey for position. And that solo range psion? He'll get awful lonely when he realizes that he will be the focus of all their attacks when the rest of the party gets bogged down.
Get some reach weapons on one of your party members. Invest in some mobility items that allow you or an ally to teleport. I think one is allows an allow to teleport as an encounter power. Phylactery of action is nice for getting out of a tight spot.
While you do this, don't forget to maintain as many resistances as you can while maintaining some items for defense and offense.
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2010-05-20, 05:55 AM (ISO 8601)
- Join Date
- Feb 2007
- Location
- Bristol, UK
- Gender
Re: [4E] How should this party work together?
There probably won't be any dungeons (our group doesn't do 'crawls), but much/most of the game will take place in Sigil, so there might be indoor locations with cramped spaces.
We were a melee-heavy party last time without being pelted with AoE attacks, though the GM might have updated his tactics this time around, so we'll see.Wushu Open Reloaded
Actual Play: The Shadow of the Sun (Acrozatarim's WFRP campaign) as Pawel Hals and Mass: the Effecting - Transcendence as Russell Ortiz.
Now running: Tyche's Favourites, a historical ACKS campaign set around Massalia 300BC.
In Sanity We Trust Productions - our podcasting site where you can hear our dulcet tones, updated almost every week.