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    Junior Explorer's League

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    tuck
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    Junior Explorer's League

    Post by tuck on 16/10/11, 10:46 pm

    For those of you unaware, Josh will not be running the game next week, as he is very busy with class stuff. Instead I will be running a game using characters from the Junior Explorer's League, the young kids that the guild brings in for training in being future adventurers. If you'd like to play, please create a character using the rules below. It's a streamlined version of D&D that we can use for quick, light characters and fast combat. Characters should be about 14-16 years old. Any race is fine.

    *You get 5 point worth of ability modifiers to distribute. You may decrease one ability to a -1 to gain an extra point.
    *You get training in 3 skills.
    *You get one encounter power. You may also take 2 at-will powers which become encounter powers (for a total of 3 encounter powers). You can choose from any 1st level class list.
    *You have 4+con modifier hits.
    *You have 7+con healing surges that restore 1 hit each. You do not have the second wind ability or any action points.
    *Using the simplified system, any hit will do one hit of damage, instead of a certain number of hit points. If a power does 2w damage or 3w damage, then it does 2 or 3 hits, respectively.
    *You gain all of your racial abilities, but not any class abilities.
    *Some powers may require some tweaking, but if you have any questions, ask me.
    *You can take any weapon (this is more for flavor as the damage won't matter, all weapons are considered to have a +2 proficiency bonus) and any armor (although please keep in mind that they would probably be using the armor of whatever class they are planning on becoming). These are assumed to be on loan to you from the guild.
    *Use your highest stat to calculate your basic attack bonus. So, for example, someone with a highest stat of Wisdom 16 would add +3 to their weapon or power's proficiency bonus.
    *This is an work in progress, so feel free to add suggestions or ideas Smile

    Below is a sample character, who will be an NPC in the group.


    Name: Albert Maltyr
    Future Aspiration: Paladin
    Race: Human
    Age: 15
    Alignment: Good

    Str: 18 +4
    Dex: 10
    Con: 10
    Int: 8 -1
    Wis: 10
    Cha: 16 +3

    Hits: 4
    Init: +0
    AC: 20
    Fort: 15
    Ref: 11
    Will: 14

    Skills trained:
    Intimidate
    Bluff
    Athletics
    Diplomacy

    Racial Powers:
    Heroic Effort - Encounter power. If you miss with an attack or fail a saving throw, you gain +4 to the attack or saving throw.
    +1 to will, fort, and ref.
    Trained in 1 extra skill.
    +1 ability mod

    Encounter Powers:
    Defender Aura - Minor Action. Aura 1 that lasts until you fall unconscious. Any enemy in the aura suffers -2 to attack rolls that do not target you.
    Bolstering Strike - Standard Action. Cha (+3) vs. AC. You gain a temporary hit.
    Righteous Shield - Immediate Interrupt. An ally within three squares of you is hit. You take the damage instead and gain +2 to attacks until the end of your next turn.

    Basic Melee attack - Longsword (+6)
    Basic Ranged Attack - Crossbow (+2)

    Equipment: Longsword, large shield, plate armor, Crossbow


    Last edited by tuck on 23/10/11, 06:33 pm; edited 4 times in total
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    Re: Junior Explorer's League

    Post by Josh on 17/10/11, 04:58 pm

    Name: Ashar-shan
    Future Aspiration: Druid
    Race: Genasi (Watersoul)
    Age: 14
    Alignment: Good

    Str: 10
    Dex: 14 +2
    Con: 12 +1
    Int: 12 +1
    Wis: 18 +4
    Cha: 8 -1

    Hits: 5
    Init: +2
    AC: 15
    Fort: 11
    Ref: 12
    Will: 14

    Skills trained:
    Stealth
    Athletics
    Nature

    Racial Powers:
    Swiftcurrent- encounter power: You can shift up to your speed over ground or liquid terrain. You take no penalties for squeezing during this movement, can move through enemy spaces, ignore difficult terrain, and take no damage if the surface or substance you move across would normally deal damage to you.
    Can breathe underwater.
    +2 to saving throws against ongoing damage

    Encounter Powers:
    Wild Shape – Minor Action: You change from your humanoid form to beast form or vice versa. When you change from beast form back to your humanoid form, you can shift 1 square. While you are in beast form, you can’t use weapon or implement attack powers that lack the beast form keyword, although you can sustain such powers.
    You choose a specific form whenever you use wild shape to change into beast form. The beast form is your size, resembles a natural beast or a fey beast, and normally doesn't change your game statistics. Your equipment becomes part of your beast form, but you drop anything you are holding, except implements you can use. You continue to gain the benefits of the equipment you wear, except a shield.
    You can use the properties and the powers of implements as well as magic items that you wear, but not the properties or the powers of weapons or the powers of wondrous items. While equipment is part of your beast form, it cannot be removed, and anything in a container that is part of your beast form is inaccessible.
    Pounce – Standard Action: Wis (+4) vs. Reflex. 1 Hit and the next creature to attack the target before the end of your next turn gains combat advantage against it.
    Cull the Herd – Standard Action: (Ranged 5) Wis (+4) vs. Will. 2 hits and pull the target 3 squares.

    Basic Melee Attack – Quarterstaff (+6)
    Basic Melee attack – Claw (+6)
    Basic Ranged attack – Thorn Whip (+4)

    Equipment: Hide Armor, Quarterstaff


    Last edited by Josh on 23/10/11, 03:09 pm; edited 1 time in total
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    Kitrazzle
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    Re: Junior Explorer's League

    Post by Kitrazzle on 20/10/11, 01:23 pm

    Name: Parvakri
    Future Aspiration: Cleric of Lakal
    Race: Kalashtar
    Age: 15
    Alignment: Lawful Good

    Str: 11
    Dex: 11
    Con: 11
    Int: 11
    Wis: 18 +4
    Cha: 17 +3

    Hits: 4
    Init: +0
    AC: 13
    Fort: 10
    Ref: 10
    Will: 16

    Skills trained:
    Religion
    Healing
    Insight

    Racial Powers:
    +2 Wis and Cha
    +2 Insight and Healing
    Dual Soul - At the start of your turn, you can make a saving throw against each effect currently rendering you dazed or dominated. if you fail the saving throw, you do not make a saving throw against the effect at the end of your turn.
    Bastion of Mental Clarity - Immediate Interrupt, Close burst 5, Target: You and each ally in burst, Trigger: An enemy hits or misses you with an attack against your Will, Effect: Each target gains a +4 power bonus to Will until the end of your next turn.
    Telepathy - Communicate with any creature that has a language that is within line-of-sight and within 5 squares; this allows for two-way communication.

    Encounter Powers:
    Healing Word - Close burst 5, target spends healing surge and gets 1d6 extra HP, can be used twice.
    Astral Seal - Ranged 5, +6 vs Ref, -2 penalty to all defenses until end of my next turn & next ally who hits regains (1 Hit)
    Sacred Flame - Ranged 5, +4 vs Ref, (1 Hit) radiant damage & one ally in sight chooses to get temp (1 Hit) or make a saving throw

    Basic Ranged attack - Hand Crossbow (+6)
    Basic Melee Attack - Light Mace (+2)

    Equipment: Studded leather armor, hand crossbow, light mace, holy symbol
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    Re: Junior Explorer's League

    Post by elanya on 22/10/11, 07:19 pm

    Vitria Fenestre!

    Name: Vitria Fenestre
    Future Aspiration: Blackguard
    Race: Human
    Age: 15
    Alignment: Evil

    Str: 14 +2
    Dex: 10
    Con: 12 +1
    Int: 8 -1
    Wis: 10
    Cha: 18 +4

    Hits: 5
    Init: +0
    AC: 18
    Fort: 14
    Ref: 11
    Will: 15

    Skills trained:
    Intimidate
    Bluff
    Athletics
    Diplomacy

    Racial Powers:
    Bolstering Strike - Encounter Power - Standard Action. Cha (+4) vs. AC. You gain a temporary hit.
    +1 to will, fort, and ref.
    Trained in 1 extra skill.
    +1 ability mod

    Encounter Powers:a
    Dominator's Strike - Str (+2) vs AC. You gain a temporary hit.
    Dreadful Smite - free action - trigger: you hit them with an encounter power. They take +1 cold and necrotic damage, continuous, save ends.
    Virtuous Strike - Cha (+4) vs AC. +2 to saves until start of next turn, 1 radiant damage.

    Healing Surges: 8

    Basic Melee attack - Greataxe (+6) - 2hits

    Basic Ranged Attack - Crossbow (+2)

    Equipment: greataxe, plate armor, Crossbow


    Last edited by elanya on 23/10/11, 06:41 pm; edited 1 time in total
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    Re: Junior Explorer's League

    Post by Zari on 23/10/11, 05:06 pm

    Name: Galway Moorit-Castlemilk
    Future Aspiration: Thief
    Race: Satyr
    Age: 14
    Alignment: Neutral

    Str: 10
    Dex: 18 +4
    Con: 10
    Int: 10
    Wis: 10
    Cha: 16 +3

    Hits: 4
    Init: +4
    AC: 16
    Fort: 10
    Ref: 16
    Will: 13
    Surges: 7

    Skills trained:
    Stealth
    Thievery
    Bluff
    Nature

    Racial Powers:
    +2 dex and cha
    +2 thievery and nature
    Bluff is always a class skill
    Pleasant Recovery: heal 1 extra hit during a rest

    Lure of Enchantment Satyr Racial Utility - encounter
    Free Action Special
    Trigger: You hit an enemy with an attack.
    Effect: You slide the enemy up to 3 squares, but not into
    hindering terrain. The enemy grants combat advantage
    until the end of your next turn.

    Encounter Powers:
    Sneak Attaaaaaaaaaaack! - do 2 extra hits of damage.

    Riposte Strike - on a hit, do 1w damage. If attacked before your next turn by this opponent, do a strength based basic attack (+2) as an interrupt. On a hit, do an extra 1w.

    One-Two Punch: Target two creatures. If you hit both, do one extra hit to each.

    Basic Melee attack - Short sword (+6)
    Basic Ranged Attack - Crossbow (+6)

    Equipment: Shortsword, Crossbow, leather armor
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    Re: Junior Explorer's League

    Post by tuck on 18/11/11, 04:30 pm

    Name: Katarina Maltyr
    Future Aspiration: Wizard
    Race: Human
    Age: 16
    Alignment: Unaligned

    Str: 8
    Dex: 10
    Con: 14
    Int: 20
    Wis: 10
    Cha: 10

    Hits: 6
    Init: +0
    AC: 15
    Fort: 13
    Ref: 16
    Will: 13

    Skills trained:
    Arcana
    History
    Nature
    Religion

    Racial Powers:
    Bonus At-will Power
    +1 to will, fort, and ref.
    Trained in 1 extra skill.
    +1 ability mod

    Encounter Powers:
    Phantom Bolt - (vs. will) 1 hit & you slide the target one square.
    Beguiling strands - (vs. will) Blast 5, 1 hit and you push the targets up to 3 squares.
    Cast fortune - Roll three d20s. these replace the target's next three rolls in order.
    Hypnotism - (Vs. Will) Choose 1: Target makes a basic melee attack +4 against a creature of your choice, or you slide the target up to 3 squares.

    Basic Melee attack - Orb (+6), 1 hit


    Equipment: Orb, robes


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    Re: Junior Explorer's League

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