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  #1  
Old 07-18-2008, 09:11 PM
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Cast of Heroes

Full castOur intrepid heroes are...
Alaura'lyn - Charming Eladrin Warlock
Bannon Vandimere - Childish Human Wizard
Elryn - Driven Elf Ranger
Finzam of the Book Inquisitive Halfling Wizard
Samuel Elhan Hines - Dashing Half-Elf Rogue
Thomas Took - Brawling Human Fighter

Former heroes, current NPCs:
Tulan 'Son' Syldaran - Compassionate Elf Cleric
Vikson Stonehallow - Impetuous Human Fighter
Elaniira Shalendris Mysterious Eladrin Wizard
Drigg Fendrick - Grizzled Dwarven Fighter

Here you can post a link to your character sheet, or you can upload your character sheet as an attachment to your post.

There are a number of tools online to help you make character sheets. Here is an example of what a character sheet may look like when it's more or less done.

By far the most popular is the character sheet on Mythweavers, because it requires no download, does most of the calculations for you, and makes it simple to keep track of all your stats online. It has become the de facto standard character sheet for this site. You need to register to use it, but it's about as painless as registering here was. After you register and log in, use the "Characters Sheet" tool under "RPG Tools," change whatever you want, and save it. Be sure to use the "edit" options and set it to "Public" permission so other people can see it! Post the same link and we will be able to see it (but not edit, you can only edit your own sheets if you're logged in.)

A few people have made spreadsheets in Excel that serve as character sheets. Attached is one example of such a spreadsheet. I already know that particular one is not accurate for Dwarves, so you may want to check the calculations.

You can scan the blank character sheet from the Player's Handbook, and fill it out with a text tool in a simple graphics editing program like Paint. That's how I made my first one. You don't need a scanner; you can get them in pdf format from Wizards of the Coast's website. Some people have also made versions of that sheet which do all the calculations for you, but I can't seem to find them right now (I have some on another computer.)
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Last edited by Nocturnal; 05-13-2010 at 07:37 PM.
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Old 07-18-2008, 09:45 PM
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Following are some tips if you want any help generating your sheet.

First, know what race and class you want, and read about them. Get an idea in your head of what you want your character to be like. If you know she's a Half-Elf Warlord, does she use her Charisma to encourage her allies, or her Intelligence to plan good tactics? Does she use her Strength to attack with her longspear, or her Dexterity to stay back and support with her bow? Only then start filling out the sheet. I trust you were already past this point by the time you applied to my game.

Open the Player's Handbook to your Race page, and write down (brief versions of) all the race features you get in the appropriate lines so you'll remember them.

Flip to your chosen Class page and write down all the class features you get on the lines below the race area. At this point, make your choice between what kind of special bonuses you choose (for example if you're a warlord, do you use Tactical Presence or Inspiring Presence?) and write that one down.

Now that you've reviewed what abilities your character needs, generate your ability scores according to either of the methods described on page 17 of the Player's Handbook. If you don't want to calculate the 22-point distribution, you can use the standard array: Place the numbers 16, 14, 13, 12, 11, 10 in your ability scores however you want, and then add your race bonuses to them. Using the point-buy system lets you have up to 20 points in your most important attribute (if you get 18 plus your racial bonus) but be mediocre in every other one. Remember: assign your ability points, and then add your race bonuses to them.

Calculate your hit points and your daily healing surges. The biggest difference you may notice from previous versions of D&D is that your hit points at level one add your full Constitution score, not your Constitution modifier. For example a wizard with 14 Constitution would begin with 24 hit points! (10 for class + 14 constitution.) Flip back to the Class page if you forgot how many hit points and surges you get.

Assign your skills. Your class tells you how many skills you are trained in and what your choices are to train in. Eladrin gain an extra skill in whatever they want, but Humans gain an extra skill from their class list. Don't forget to add race bonuses to your skills, for example Elves get a +2 bonus to Nature and Perception whether they have trained in them or not.

Choose your level 1 feat. Pick a feat that fits with what you want your character to do and be, and make sure you meet the requirements (some require certain ability scores, and a few of the best feats are race-specific.)

Mark what languages you know. If you can cast rituals, choose your level 1 rituals.

Choose your inventory. If you want a kit like the Standard Adventurer's Kit or the Climbing Kit, you don't have to write out all the items unless you want spares of something. We know what's in that SAK. You should want some sort of armor, at least one or two weapons, and possibly some items specific to your class. If you plan to throw weapons (like daggers,) carry spares.

To cast rituals you'd need ritual components: for each type of ritual (arcane, religious) you use its own components, but those components are good for any ritual of that type. So if you have only three Arcane rituals write down in your inventory that you have "[so-and-so] gold coins worth of Alchemical Reagents" and use them for whatever is needed. Clerics carry a ritual book, but Wizards keep their rituals in their spellbook. Your class might let you start with some items, like a ritual book: do not deduct gold for these items.

I would recommend that you not pay attention to the weight or bulk of items at all in 4e. Encumbrance is very unlikely to ever become a problem. Just deduct gold from your 100 starting gold to make sure you can afford all the equipment you start with.

Oh yeah, did I not mention that? You start with 100 gold to buy stuff. Make sure you can afford what you take: heavy armor in particular can get pricey. If you want some really neat item that you can't find in the handbook (maybe your character carries around a creepy wooden doll or a ten-foot-pole for some reason?) explain to me what you want and why you should have it and I'll let you know how much gold it costs. If you want something obviously ornamental, just charge yourself 1 gold for it.

Use the sheet to help you calculate all your defenses. Remember to add bonuses from your class and race as well as from your highest ability modifiers. Light armor grants an ability bonus to your AC, but heavy armor does not. If you have a shield, it gives its bonus to both your AC and your Reflex defenses. Some armors give you a penalty to your skill checks: remember to mark it and factor that in.

Calculate your speed and your initiative. Speed should be pretty simple: your race sets your base speed and your armor might slow you down. Initiative simply adds your Dexterity modifier but some feats also add to it.

Choose all your powers and write their descriptions (or short versions) or even just their names in the powers area (as long as you remember what they do.) Normally you get two at-will powers, one encounter and one daily power at level 1. Wizards get to "remember" extra daily powers but they must choose one every day; many races get an extra at-will or encounter power, and multiclass feats give you an extra encounter power as well. (If you ask me they are not worth it.)

Use the "attack workspace" and "damage workspace" areas to find out how skillful you are with your powers or weapons. The attack workspace is your chance to hit a target: you get bonuses for your relevant ability modifier (usually strength or dexterity) and your proficiency if you're using a weapon. Notice that many swords give +3 for proficiency but many other weapons only give +2. For damage, you will only get the ability modifier and any bonuses you may have from feats: not proficiency. After you've calculated them, write down your favorite powers or weapons in the Quick Lookup area. We'll go through this part in more depth later if there's any confusion.

Look over your sheet, filling out anything you (or I) have forgotten. Decide at this point that the character isn't exactly how you wanted and go back to the top, fiddling with the ability scores, skills, powers and feat until you're happy. It may be a little bit of an iterative process.

You start with 1 action point, so note that one too. You can spend it to gain an extra action. Write down your current hit points (same as max to start with) and your used healing surges (zero) and keep track of these! Using all the features of the character sheet to keep a handle on your accuracy, your hit points, and any effects you are under is a big help in keeping track of what's going on during the game. For example, your party's healer will want to know at a glance who is injured, and I need to know what your defenses are at every turn in case someone's cast a spell to enhance it. Update your character sheet frequently during the game so it's always accurate.

Once you're done, post your sheet up here. Don't worry, we'll look over it and tell you if there's anything you could improve.
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Last edited by Nocturnal; 09-29-2008 at 08:52 AM.
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Old 07-18-2008, 10:03 PM
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Alaura'lyn reporting for duty.
I chose the last set of stats from the example list of point-buy. 18, 12, 12, 10, 10, 10.

http://www.myth-weavers.com/sheets/view.php?id=68659
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Old 07-18-2008, 10:09 PM
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Good, except your character is woefully under-defended. I hope you have some good defenders to keep you from getting killed! Warlocks may wear leather armor: you might want to consider it. It's an extra 2 AC basically for free.

Please fill out your class features list: I think you've placed some of them under "feats" by mistake. You only have one feat, which you've chosen as a skill training.

Un-mark all your powers. That check mark indicates that you've used your encounter or daily power and can't use it again. It's meant to keep track of what powers you still have at your disposal.

Thank you!
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Old 07-18-2008, 10:48 PM
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Ok I unchecked everything. I went with Cloth Armor since that's how I described her in my original application. I realized her Defense was low as well, but it doesn't bother me much. I will have a lot of teleporting ability. I don't plan on getting that bonus of +1 for being the closest character to the fight much ^.^

Armor and Weapon proficiencies are feats, which is why I put them in the feats section. If this bothers you I'll gladly put them in the class features section. Having them under the feats is easier to look at when leveling, in my opinion, so I know what I have when selecting new feats.

I put my warlock class features with the other abilities so I had more room to write out what they do. I might not always have my books or PDFs handy. I can reiterate them under my class features if you want. I tried typing out what they do on the class features section of the character sheet, but it caused the character sheet to warp out of shape and overlap with other fields.
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Old 07-18-2008, 11:05 PM
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Trust in concealment and Eyebite to keep you safe from ranged attacks I suppose.

Armor and weapon proficiencies are proficiencies. You can get feats that grant you proficiencies, or skills, or languages, but that's what they are. It isn't that big a deal to me, I can follow it if it makes it easier for you that way.

On the topic of future feats, Jack of All Trades is a curious feat to plan to take considering that you've already invested in having a healthy complement of trained skills... oddly enough, none of which use your strongest attribute. When others post their character sheets, you might want to talk it over and make sure the party as a whole can cover whatever skills might be needed. (I'm playing a game where all of us are complete bumbling fools in social situations and we had no one but ourselves to blame when everyone we met wanted to kill us.)
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Old 07-18-2008, 11:16 PM
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I'll wait and see how the game progresses, then decide at the next level what the best feat to take will be.
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Old 07-19-2008, 03:53 AM
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Samuel Elhan Hines

Reposted so it is easier for everyone to look at.
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Old 07-19-2008, 09:59 AM
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Vikson Stonehallow

Curent status: completed

Last edited by Bagh33ra; 07-23-2008 at 08:35 AM.
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Old 07-19-2008, 12:52 PM
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Quote:
Originally Posted by Bagh33ra
Vikson Stonehallow

Curent status: Under construction.
Very nice stats for what you have so far. Might I make a suggestion about your feats? About the skill training:bluff, not that it is a wrong choice, having someone that can aid in a bluff is never a bad thing (I think like a rogue, so what ). I don't know how much you plan to use it, it does give your character some flavor (an 8int fighter bluffs some wizard, I would pay to see that). If you where just looking for another skill, I would suggest something a little more defensive, like insight or perception. Insight: Your intelligence would make you seem like an easy target for con artists if there easily tale-tail signs of it. Perception: You might be the only one to spot an enemy sneaking up on you, or the party wizard, and keep them alive. That is just my two bits.
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Old 07-19-2008, 05:23 PM
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You probably won't have a lot of occasion to use that in the game (I can think of about two places where it'd be a useful skill in the storyline I have planned) but on the other hand I believe it was meant to fit the character background, and I wouldn't ever object to that reasoning.

In another game, I am meant to play a ranger who is tough in hit points but pathetically under-defended. (Well no, not as under-defended as Alaura'lyn.) I am struggling with myself to nudge around the stats and choose a feat that will keep him under-defended and weak, but would fit well with his character... instead of taking Chainmail proficiency to keep him alive, which would demand that I rework the character. It's a real struggle because the allure of power-gaming is strong, like the Dark Side. Ultimately, this is a role-playing game and I shouldn't enjoy it as much if I'm not being true to my character. But nobody wants to see their character get knocked out or killed because they made obviously sub-par design choices. What do you think?
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Old 07-19-2008, 07:15 PM
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Not having a high armor value makes me act more squishy and stay out of combat. If it were real life, I'd prefer to be as far away from something swinging around a sword as well. Is there any kind of targeting rule in 4e that requires you to shoot at the closest enemy? I remember that being in one version of a d20 game.

Using my concealment ability and teleport, I should be able to stay mobile enough to avoid harm... and maybe buy some armor enhancing items later on down the road, while still looking like I am only wearing cloth.
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Old 07-20-2008, 12:08 AM
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Regarding: FEAT: Skill Training-Bluff.

In combat, she's a cross between the Tazmanian Devil and Bugs Bunny, hyper-kinetic and annoying and distracting and powerful. The Bluff skill is supposed to help simulate that. She'd be the type to feint with an axe blow high then kick their feet out from under them instead. Out of combat she represents the "if you can't dazzle them with brilliance, baffle them with bulls**t"; a fast-talking, charismatic kind of fighter who delivers her lines with such an easy and convincing manner that people find themselves going along with whatever ridiculous idea she has in mind before realizing, "Uhh, what the hell is she talking about?"

I suppose there's more combat oriented feats I could choose, but 4e's key selling point is balance and the difficulty of gimping yourself with a "bad build", so I'll go with it. Besides, we can re-select our feats/powers at higher levels can't we?

I do have a question: the word encumbrance is mentioned exactly one time in the Player's Handbook:

4e PHB, pg213Take a look at an armor’s encumbrance (light or heavy), and think about its check penalty and speed.


So. . . what is the difference between light and heavy armor (that is not already accounted for in the descriptions of each type of armor)? In fact, why do they even bother to mark some armors as heavy and some as light at all? It doesn't seem to make a difference anywhere in the PHB.

EDITED to ADD: Never mind, found the answer. Heavy armor you can't add Dex or Int bonuses to your AC.

Am I the only person who seems to have trouble finding information easily in this PHB?

Last edited by Bagh33ra; 07-20-2008 at 12:13 AM.
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Old 07-20-2008, 02:31 AM
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Here's my character, let me know if I missed anything. The one thing I know I missed is religion. I didn't particularly like any of the deities in the PHB. Think they'll eventually publish an extended religion book with an entire elven pantheon perhaps?

http://www.myth-weavers.com/sheets/view.php?id=69179
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Old 07-20-2008, 03:57 AM
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You remembered to write all your race and class features, but you forgot to note your race skill bonuses in the skills section of the sheet. In the "misc" column, write "2" next to Nature and Perception. You're an expert tracker and the party will very likely depend on your skills.

It is necessary to worship a single main deity only if you have Religion as a power source (Clerics and Paladins.) Some characters just aren't particularly devout. Many characters worship more than one deity, with varying degrees of observance. Your choice of god(s) says something about your outlook and values, so while you don't need to decide right away, it's something to think about for fleshing out your character later on. It's possible for a Good character to worship an Unaligned god too (the opposite is not true.) It's also possible to be a heretic, agnostic, or indifferent (again, unless you have Religion as your power source.)

I think they'll eventually publish anything they think people will buy. Melora would be a good goddess for an elven ranger. So would Avandra, Pelor, Corellon, Sehanine, and depending on your outlook, even the Raven Queen. I don't think you lack for choice: you could pick two or three gods that together encompass your character's belief system.

Quote:
Originally Posted by Superstrength79
Is there any kind of targeting rule in 4e that requires you to shoot at the closest enemy? I remember that being in one version of a d20 game.
No, but enemies might provide each other cover in a few cases. You can try shooting past an enemy to hit the one behind it, but this counts as shooting through cover. Defenders, take note! This is one more way you can help protect the squishy magic users. We'll go into this when we get into combat in enclosed spaces.
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