Complete Thieves' Guild - DnD 4.0
09-03-2013, 05:17 AM (This post was last modified: 03-27-2015 09:04 AM by WillyDeWulfe.)
Post: #1
Thieves' Guild - DnD 4.0
The elderly thief looked over what was left of his old Thieves’ Guild. Each of them were masters of what they do and ready to plan a Heist down to the last detail for a smooth getaway, but there weren’t as many of them as he would like, nor were they very well equipped.

Verst: “Alright, I know times have been tough lately, but that ends today. Today we are going to take back the Guild’s reputation and start working towards being richer than the gods themselves! Who’s with me?”

BASICS
We'll be using 4th Edition DnD rules. This should be all the rules you need and more to understand the basics of DnD: Quickstart
Books (Look for Player's Handbook for a starting point)

Here's our Roll20 Session: Roll20

The players are part of failing criminal organization, and it’s their goal to regain its once great reputation and become the most powerful force on the planet!

This is accomplished by successfully pulling off Heists. Each Heist will earn the Guild notoriety and gold. Gold is used to buy a number of useful items, assuming the Guild has the right contacts and suppliers. Increasing notoriety gives the Guild access to more helpful NPCs who will sell them items and help in other ways. A high notoriety can also prompt an attack on your base by law enforcement, so be careful!

PLANNING
Each week, the Guild will attempt one Heist. Most of this week will be spent in the Planning Phase. This usually involves planning everyone’s positioning and deciding which skill challenges to attempt. Careful planning will give a major advantage in fights, or may avoid fights all together if the characters roll well. Avoiding fights will not cause the players to miss out on XP, though it may be worth it to smash and grab some loot. That being said, there will be plenty of situations to earn bonus gold without violence if the players are imaginative enough.

During the Planning Phase, players can use the gold in the Guild’s treasury to buy items that are available to them or any number of things. They can talk to the NPCs for advice, fortify their base, case a joint, etc. Most things are done to help with the Heist at the end of the week, but RP is encouraged. You can draw on the map on Roll20 in red (if you have a map) to point out areas of interest.

HEIST
On the chosen day, the players will get on Roll20 and play out the Heist they have been planning. Heists generally have a primary objective, a few secondary objectives, and sometimes hidden objectives. Primary Objectives are usually things like “Get the MacGuffin” or “Assassinate the Target”. Secondary Objectives might be completing the Primary Objective without anyone knowing, grabbing a second stash of loot, or copying maps to help with the next Heist. Hidden Objectives can be anything from swiping the silver candlesticks on your way out the door for bonus loot to stumbling across a secret tunnel full of terrible secrets. Players will not be informed of Hidden Objectives, and probably won’t find them without lucky rolls or a good imagination/being genre savvy.

Heists will be done asynchronously. Players will get on Roll20 when it’s their turn in the initiative order and use their character’s abilities and movement. To help keep track of exactly where they moved and how they attacked, Players should draw the path they moved on in green and a line to the attacked target in orange. They should also say what they did in the chat, since it’s saved between each session. I will set up Macros for the characters so that attacks are basically choosing a target and hitting a button. This way I can see what you rolled with the proper bonuses and take care of it when I get on.

Completing some Heists will reward the players with a new NPC that will provide access to more items or perhaps other services. These Heists are unlocked by having a certain level of Notoriety.

NOTORIETY
Notoriety is how well known the Guild is. The higher it is, the more likely you can get social skill check bonuses from mentioning it (Fear/Respect). It also means that guards will be more vigilant and may even go looking for your base! Having a high notoriety will mean having to defend your base from constant attacks, but you’ll have the homefield advantage.

BASE
Right now your base is just a cave a little outside the city of Wavecrest. It’s not well defended, but then again, no one should be looking for you. You can set traps, illusions, guardians, etc. to make it harder to find or to help when fighting invaders. You can also add other features that may improve the items you can get. NPCs you have recruited (except Verst) don’t live here unless you ask them to, and that’s usually not a good idea.

STARTING OUT
You are an eleventh level character, which means you’ve just made it into Paragon Tier. You will have two At-Will powers from you Class, a Paragon Encounter power, Lvl 7, 3, and 1 Encounter Powers, Lvl 9, 5, and 1 Daily Powers, and Lvl 10, 6, and 2 Utility Powers. Your race will confer other bonuses and maybe other powers. I’d prefer to stick to the races in PH1 and gnomes, but we can work something out for other races. You will have 7 feats, and only two of them can be Paragon Tier. All your ability scores will be 1 higher and you’ll be able to add +2 to any two ability scores you want (can’t be the same score and you can split it up between more abilities). Your class (and feats) determine what you’re trained in.

If you have access to the books, by all means, create your own character. It helps me a lot. Don’t pull some bullshit and give yourself all 18s. If you can’t get the books, then look online to see the basics of the available classes and I’ll try to build your character for you. You can choose a specialist ability score distribution (18, 14, 11, 10, 10, 8) or a more balanced distribution (16, 16, 12, 10, 10, 10)

Each character has a weapon of level 11 or lower and an armor of level 11 or lower. If you don’t choose your own weapon or armor, I’ll give you a standard Magic Weapon and standard Magic Armor. There is 1000 GP in the Guild Treasury for each of you to buy whatever mundane supplies you want. It can also be used to purchase Trap Supplies from Verst. It can be assumed that you have basic clothes and your food is taken care of, because I don’t want to deal with that. If you travel further than the city of Wavecrest, food might be an issue and be used as a “Travel Expense”

SIGNUP
Character Name:
Race:
Class: (Include choices like Rogue's Artful Dodger/Brutal Scoundrel)
Paragon Path:
Ability Scores: (spoilered)
Trained Skills: (spoilered)
Feats: (spoilered)
Powers: (spoilered) (AtWill, Encounter, Daily, Utility)
Items: (spoilered)
Backstory: (spoilered)
Token: A small image to represent you

I will choose 4-6 players based on the quality of the characters and if they seem to understand the rules.
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09-03-2013, 05:27 AM (This post was last modified: 09-03-2013 05:48 AM by MQuinny1234.)
Post: #2
RE: Thieves' Guild - DnD 4.0
Dibs on a monk.

Actually, that doesn't seem to be one of the base 8 classes so...Paladin.


Balls, they suck. I'll be back on this.

“One day you wake up and realize the world can be conquered.” - Doctor Impossible
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09-03-2013, 05:49 AM (This post was last modified: 09-03-2013 05:55 AM by WillyDeWulfe.)
Post: #3
RE: Thieves' Guild - DnD 4.0
(09-03-2013 05:27 AM)MQuinny1234 Wrote:  Dibs on a monk.

Actually, that doesn't seem to be one of the base 8 classes so...Paladin.

You can use Monk, I wanted to stick with the base races. You can be most any class. If you want to be a Paladin, I recommend following Sehanine, though Melora and Corellon are also options. Basically we need deities ok with people stealing.

Not Psionics though, unless you REALLY want to. That's just more to keep up with.

EDIT: I've edited the BASICS section to include a link to our session. I recommend everyone who wants to play to check it out and familiarize themselves with the controls. You can move the sample characters, but shouldn't be able to move Verst.
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09-03-2013, 06:02 AM
Post: #4
RE: Thieves' Guild - DnD 4.0
Here's my character so far:

Quote:Character Name: Ndarto
Race: Half-Elf
Class: Ranger
Paragon Path: Battlefield Archer
Ability Scores:
STR: 10
CON: 12
DEX: 19
INT: 17
WIS: 14
CHA:13
Trained Skills:
INT
Feats:
Group Insight, Improved Initiative, Distant Shot (paragon), Mettle (Paragon), Weapon Proficiently (Crossbow), Skill Training (INT) , Linguist (+ Dwarven, Deep Speech, and Draconic)
Powers:
Items: [spoiler] Crossbow,
Backstory:
A Half Elf, he was raised in a family. One day, he went missing. He got lost while fooling around during a blizzard, and ended up on the streets of an unknown town. He fought for good shelter, and he was taken in by a family. He ran away after a while, preferring the streets. He liked the chaotic, and deadly, nature of the streets. He grew up to join the guild, and voila! Here he is now. He often used his wits to get out of situations, and is quite fast.
Token: A small image to represent you

Just want know if what I'm doing so far is OK.
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09-03-2013, 06:32 AM (This post was last modified: 09-16-2013 03:18 AM by icanhasdonut.)
Post: #5
RE: Thieves' Guild - DnD 4.0
I will edit this post later with a character. Just a note, pretty much every friday I don't get home until like 11 pm cuz marching band.
Character Name: William Jennings III
Race: Human
Class: Rogue
Paragon Path: Daggermaster
Ability Scores:
Str: 15(14+1 bonus)
Con:15(11+2 level bonus +2 level bonus)
Dex:20(18 +2 human bonus)
Wis:11(10+1 bonus)
Int:11(10+1 bonus)
Cha:9(8+1 bonus)
Trained Skills:
Stealth, Thievery, Acrobatics, Athletics, Perception, Bluff, Insight
Feats:
Alertness, Action Surge, Blade Opportunist, Backstabber, Improved Initiative, Nimble Blade, Evasion, Far Throw
Powers:
Atwill: Piercing Strike, Deft Strike, Riposite Strike.
Utility:Fleeting Ghost, Nimble Climb, Certain Freedom
Encounter:Dazing Strike, Topple Over, Sand in the Eyes
Daily: Trick Strike, Deep Cut, Knockout, Deep Dagger Wound(PARAGON SKILL)
Items:
+2 Ghostphase armor(Cloth Armor)
Sickle(Off Hand, LightBlade, 2 lb, 1d6 dam, Prof +2)
+2 Flaming Dagger
Daggerx19(Total 19 lb, ld4, Range 5/10, Lightblade, Offhand, LightThrown, Prof +3)
Backstory:
William Jennings III hails from a small hamlet outside the town. He has come to "clean" up his two predecessors' names. (A Note: Yes, in BotS my character is named William Jennnings XIX. Along with that, in a Savage Worlds campaign I'm in, I've got a William Jennings IX. All my thieves are from the same lineage.)
Token:

dC Wrote:donut is A FILTHY TRAITOR unreliable
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09-03-2013, 06:33 AM
Post: #6
RE: Thieves' Guild - DnD 4.0
Also, i posted an online PH1 link in gen games chat.

dC Wrote:donut is A FILTHY TRAITOR unreliable
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09-03-2013, 06:36 AM
Post: #7
RE: Thieves' Guild - DnD 4.0
(09-03-2013 06:33 AM)icanhasdonut Wrote:  Also, i posted an online PH1 link in gen games chat.

Thanks for that. I grabbed it and stuck it in the BASICS section.
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09-03-2013, 07:10 AM (This post was last modified: 09-03-2013 07:21 AM by MedicInDisquise.)
Post: #8
RE: Thieves' Guild - DnD 4.0
Quote:Character Name: Ndarto
Race: Half-Elf
Class: Ranger
Paragon Path: Battlefield Archer
Ability Scores:
STR: 10
CON: 12
DEX: 19
INT: 17
WIS: 14
CHA:13
Trained Skills:
Religion
Feats:
Group Insight, Improved Initiative, Distant Shot (paragon), Mettle (Paragon), Weapon Proficiently (Crossbow), Skill Training (Nature) , Linguist (+ Dwarven, Deep Speech, and Draconic)
Powers: [spoiler] At Will: Nimble Strike, Maneuver
Encounter: Perfect Shot, Shadow Wisp Strike, Hawk Talons
Daily: Split the Tree, Excruciating Shot, Close Quarters Shot
Utility: Crucial Advice, Evade Ambush, Open the Range
Items:
Crossbow, Quiver of Arrows, Leather armour
Backstory:
A Half Elf, he was raised in a family. One day, he went missing. He got lost while fooling around during a blizzard, and ended up on the streets of an unknown town. He fought for good shelter, and he was taken in by a family. He ran away after a while, preferring the streets. He liked the chaotic, and deadly, nature of the streets. He grew up to join the guild, and voila! Here he is now. He often used his wits to get out of situations, and is quite fast.
Token: [Image: 0ZcpppM.png]

I still have to fix the abilities, but it is mostly complete. Any criticisms?

I also found this is great for finding powers and others.
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09-03-2013, 07:12 AM
Post: #9
RE: Thieves' Guild - DnD 4.0
ok, I love 4e, I have PH1 &2 and MM1. I'm in. character sheet either today or tomorrow.
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09-03-2013, 07:55 AM (This post was last modified: 09-06-2013 01:11 PM by Swampmist1142.)
Post: #10
RE: Thieves' Guild - DnD 4.0
Character Name: Dodger (Female)
Race: Elf
Class: Censure of Pursuit Avenger devoted to Sehanine
Paragon Path: Zealous Assasin
Ability Scores:
21 wis, 21 dex, 13 int, 11 the rest
Trained Skills:
Religion, Acrobatics, Stealth, Perception
Feats:
Improved Armor of Faith, Inexorable Pursuit (Paragon), Improved Censure of Pursuit, Melee Training (Dex), Light Step, Weapon Training (Spiked Chain), Blood Thirst (Paragon)
Powers:
At-will: Bond of Pursuit, Overwhelming strike
Encounter: Angelic Alacrity, Sequestering Strike, Inexorable Pursuit, Strike from Empty Air (paragon)
Daily: Oaths of the Final Duel, Oath of Consuming Light, Temple of Shadow
Utility: Distracting Flame, Aspect of Agility, Avenger's Readiness
Items: [spoiler] +2 Lifedrinker Spiked Chain, +2 Sylvan cloth armour, Longbow with 60 arrows
Backstory:
Dodger is a strange Avenger. Rather than growing up and training in a monastery, completely devoted to her god, she worked as a hunter's apprentice and worshiped at the shrine near the main hunting area of the small town she grew up in. The only things marking her as a devotee of Sehanine are the small earing, shaped as Sehanine's symbol, that she wears in her right ear, and the tattoo across her back of a fox and a wolf howling at Sehanine's symbol, although that usually isn't visible.
Token: I can't draw...
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09-03-2013, 07:56 AM (This post was last modified: 09-03-2013 07:58 AM by WillyDeWulfe.)
Post: #11
RE: Thieves' Guild - DnD 4.0
(09-03-2013 07:10 AM)MedicInDisquise Wrote:  
Quote:Character Name: Ndarto
Race: Half-Elf
Class: Ranger ASSUMING ARCHER RANGER
Paragon Path: Battlefield Archer
Ability Scores: WAY OFF. FROM BASE YOU GET +1 TO ALL, +2 TO TWO DIFFERENT ONES, AND +2 TO CON AND CHA FROM RACE. YOU SHOULD FOCUS ON DEX AND WIS
STR: 10
CON: 12
DEX: 19
INT: 17
WIS: 14
CHA:13
Trained Skills: YOU GET NATURE OR DUNGEONEERING + 4 MORE FROM CLASS LIST FOR FREE. ADD THOSE
Religion
Feats: GET DEFENSIVE MOBILITY FROM CLASS, CLASS GIVES YOU PROFICIENCY WITH CROSSBOW, YOU CAN HAVE NATURE FREE FROM CLASS
Group Insight, Improved Initiative, Distant Shot (paragon), Mettle (Paragon), Weapon Proficiently (Crossbow), Skill Training (Nature) , Linguist (+ Dwarven, Deep Speech, and Draconic)
Powers: [spoiler] At Will: Nimble Strike, Maneuver WHAT IS MANEUVER?
Encounter: Perfect Shot, Shadow WAsp Strike, Hawk'S Talon WHAT IS PERFECT SHOT? ALSO GET AN ENCOUNTER FROM RACE. ALSO GET COMBINED FIRE ENCOUNTER FROM PARAGON.
Daily: Split the Tree, Excruciating Shot, Close Quarters Shot
Utility: Crucial Advice, Evade Ambush, Open the Range
Items:
Crossbow, Quiver of Arrows, Leather armour NO MAGIC ON THE ARMOR OR WEAPON?
Backstory:
A Half Elf, he was raised in a family. One day, he went missing. He got lost while fooling around during a blizzard, and ended up on the streets of an unknown town. He fought for good shelter, and he was taken in by a family. He ran away after a while, preferring the streets. He liked the chaotic, and deadly, nature of the streets. He grew up to join the guild, and voila! Here he is now. He often used his wits to get out of situations, and is quite fast.
Token: [Image: 0ZcpppM.png]

I still have to fix the abilities, but it is mostly complete. Any criticisms?

I also found this is great for finding powers and others.

I marked what is off in ALL CAPS.

Crucial Advice will probably be VERY useful for all the Skill Challenges. If you want to use a feat for an extra skill training, I suggest multi classing, since you get a skill from their class and usually another encounter power.

I'll work on inputting the character with what you do have. I shouldn't treat this as first come first serve, but he looks like he'll benefit the party.
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09-03-2013, 08:21 AM (This post was last modified: 09-04-2013 06:29 PM by MedicInDisquise.)
Post: #12
RE: Thieves' Guild - DnD 4.0
Quote:Character Name: Ndarto
Race: Half-Elf
Class: Ranger
Paragon Path: Battlefield Archer
Ability Scores:
STR: 10
CON: 14
DEX: 19
INT: 14
WIS: 17
CHA:15
Trained Skills:
Nature, Perception, Thievery, Stealth, Acrobatics, Endurance
Feats:
Group Insight, Improved Initiative, Distant Shot (paragon), Mettle (Paragon), , Skill Training (Endurance) , Linguist (+ Dwarven, Deep Speech, and Draconic)
Powers: [spoiler] At Will: Nimble Strike, Hit and Run
Encounter: Evasive Strike, Shadow Wisp Strike, Hawk Talons
Daily: Split the Tree, Excruciating Shot, Close Quarters Shot
Utility: Crucial Advice, Evade Ambush, Open the Range
Items:
Crossbow, Quiver of Arrows, Leather armour
Backstory:
A Half Elf, he was raised in a family. One day, he went missing. He got lost while fooling around during a blizzard, and ended up on the streets of an unknown town. He fought for good shelter, and he was taken in by a family. He ran away after a while, preferring the streets. He liked the chaotic, and deadly, nature of the streets. He grew up to join the guild, and voila! Here he is now. He often used his wits to get out of situations, and is quite fast.
Token: [Image: 0ZcpppM.png]


Fixed, finally. By the way, this is not my 3.5 character, that's an Orc Druid.

Fixed the powers.
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09-03-2013, 08:47 AM (This post was last modified: 09-03-2013 10:28 AM by MQuinny1234.)
Post: #13
RE: Thieves' Guild - DnD 4.0
Character Name:Astroth
Race:Eladrin
Class: Warlock
Paragon Path: Feytouched
Ability Scores:
Str:9 Con:15 Dex:13 Int:16 Wis:13 Cha:19
Trained Skills:
Arcana, Bluff, Histoy, Stealth, Thievery.
Feats:
Skill focus (stealth), Dark Fury, Improved Initiative, Jack of all Trades, Fast runner, Danger Sense, Twofold Curse.
Powers:
Eldritch Blast, Eyebite - Witchfire, Otherwind Stride, Mire of the Mind, Will of the Feywild, Fey step - Curse of the Dark Dream, Crown of Madness, Curse of the Black Forest - Shadow Veil, Dark One's Own Luck, Shielding Shades.
Items:
1 level 11 magic rod, 1 level 11 set of leather magic armour. Amulet of protection lvl 1 and a belt of vigor lvl 2
Backstory:
Astroth was tempted and fell in with the Winter Fey when he was young, by the time he finally got away from them, he was bound by numerous contracts and taints. It took a while, but he's finally washed his hands of any obligations he had to them, and decided to leave the feywild and enter the mortal realm for a while. He's a little crazy after the whole experience honestly, and isn't too fond of sunlight and stuff, or people. Tends to run away and be sneaky rather than fight fair. So violent, ranged attacks and fleeing like mad.
Token: [Image: a24.png]

Howzat?

“One day you wake up and realize the world can be conquered.” - Doctor Impossible
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09-03-2013, 09:12 AM (This post was last modified: 11-11-2013 06:05 AM by Vancho1.)
Post: #14
RE: Thieves' Guild - DnD 4.0
Just because I said I was a bad player doesn't mean that I'm not writing an app...

The only DnD/Tabletop RPG experience I have is 1e, 3.5e, and GURPS Lite, and I've heard several bad things about 4e, so please excuse any misunderstandings with the rules while I figure things out.

Character Name: Harvar Enjossisson
Race: Human
Class: Cleric of Melora (Because the last time I played a cleric, I had to leave the table and the person puppeting my character forgot I had "delay poison" when our samurai/main damage dealer or whatever got poisoned with a strength-draining poison, and I still feel a little guilty about that.)
Paragon Path: Divine Oracle
Ability Scores:
Rolls: 15 14 15 14 8 16
STR 18 (15 + 1 + 2)
CON 16 (14 + 1 + 1)
DEX 12 (8 + 1 + 2 + 1)
INT 15 (14 + 1)
WIS 18 (16 + 1 + 1)
CHA 17 (15 + 1 + 1)
Trained Skills:
Religion (INT)
Arcana (INT)
Heal (WIS)
Insight (WIS)
History (INT)
Feats:
Human Perseverance
Toughness
Uncanny Dodge
Melora's Tide
Ritual Caster
Jack of All Trades
Weapon Focus (Maces)
Implement Expertise (Holy Symbols)
Improved Second Wind
Agile Athlete
Alchemist
Weapon Expertise (Maces)
Foresight (Divine Oracle)
Prophetic Action (Divine Oracle)
Terrifying Insight (Divine Oracle)
Powers:
At Will: Sacred Flame, Priest’s Shield, Flaming Morningstar: Fire
Encounter: Cause Fear, Daunting Light, Break the Spirit, Prophecy of Doom (Paragon), Channel Divinity: Melora’s Tide, Arc of the Righteous, Astral Shield
Daily: Beacon of Hope, Consecrated Ground, Blade Barrier, Cure Light Wounds, Divine Vigor, Mass Cure Light Wounds, Holy Spark, Flaming Morningstar: Fire, Exalted Armor: Healing, Reinforcement Tattoo.
Ritual: Gentle Response, Make Whole
Items:
Weapon: Flaming Morningstar lvl. 10
Armor: Exalted Armor lvl. 10
Tattoo: Reinforcement Tattoo
Items: Symbol of Battle Lvl. 5, Everburning Torch (50 GP)
Backstory:
Though his father, Enjossi the Sailor, was a great man, Harvar takes after his mother Jess. She was a prolific rouge, who was hunted across many cities of the world before she retired from heists to settle down and have a family. Her fate was to never be in one place, though, as she fell in love with a travelling warrior.

Harvar prays to Melora, Goddess of the Wilderness and the Sea, as she protected his father on his journeys. He joined the Thieves' guild through much prodding from his mother. Harvar found that he enjoyed helping his mother's colleagues through his divine magic, and continued to work for the Guild after her death.

He wishes to restore the glory of the Guild in honor of his mother's memory. He is dedicated to the cause, though his morality is otherwise self-centered. Harvar works with the guild for his personal advancement and the honor of his family.
Token: [Image: Hero_Terek.png]

The one, the only, Vancho!
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09-03-2013, 10:23 AM
Post: #15
RE: Thieves' Guild - DnD 4.0
Medic, you're ability scores and stuff are still off. That or I can't add, which is entirely possible. I also still can't find some of your powers in the book.

Also also, you don't have Thievery as a class skill, but you do have Endurance. I'm gonna say that Skill Training Feat is for Thievery, which ends up with your skill being about the same as they are now. Nothing was really wrong, it was just sort of a clerical error.

Swampmist's ability scores seem to be just slightly off. Other than that it looks good.

MQuinny and I have talked so I know his scores are right. I'll go check the powers and feats and that should be good.
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09-03-2013, 10:40 AM
Post: #16
RE: Thieves' Guild - DnD 4.0
Swampmist should have 21 in Wis and Dex I think.

“One day you wake up and realize the world can be conquered.” - Doctor Impossible
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09-03-2013, 11:05 AM
Post: #17
RE: Thieves' Guild - DnD 4.0
Updated. Everything but the last three should be filled out and right. Let me know.

dC Wrote:donut is A FILTHY TRAITOR unreliable
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09-03-2013, 11:24 AM
Post: #18
RE: Thieves' Guild - DnD 4.0
Donut, you didn't add the bonuses from being level 11 to your ability scores. It's +2 to two different ones and +1 to all.

Remember, the only real limits I put on here were PH1 races (and gnomes) and no Psionics. You can use pretty much anything else, just tell me what book they're in.

The Skill Powers in PH3 may be especially interesting.
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09-03-2013, 11:29 AM
Post: #19
RE: Thieves' Guild - DnD 4.0
Ah, I forgot to add the level bonuses. I'll take a look at ph3.

dC Wrote:donut is A FILTHY TRAITOR unreliable
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09-03-2013, 11:54 AM
Post: #20
RE: Thieves' Guild - DnD 4.0
ah, yeah, I forgot the +1 to dex and wis. Not l;ike I need it ;P
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09-03-2013, 11:55 AM
Post: #21
RE: Thieves' Guild - DnD 4.0
I like how we have nothing but damage dealers ;P
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09-03-2013, 12:19 PM
Post: #22
RE: Thieves' Guild - DnD 4.0
(09-03-2013 11:55 AM)Swampmist1142 Wrote:  I like how we have nothing but damage dealers ;P

There's enough secondary utility to make it work. Besides, if all goes well and you get a surprise round, you should be able to blow up most opposition before they know what hit them.

I realize I may not have been clear about starting equipment. The armor and Weapon you start out with a level appropriate and you don't have to worry about the price. In addition to that you can spend the money in the Guild's Treasury for mundane items. You have about 1000 GP each for this, and can spend more if someone doesn't spend all their GP.

The items you buy can't be Enchanted. You haven't had time to run to Wavecrest and check out the market stalls, nor is there yet anyone friendly to the Guild that would supply you with such an item quickly. All you have is Verst who can get you stuff like Ten-Foot Poles and Thieves' Tools. It may give you a slight advantage if you buy the right stuff, but it's not as powerful as most magic items.
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09-03-2013, 12:25 PM
Post: #23
RE: Thieves' Guild - DnD 4.0
so... am I good with the bow and arrows? Their mundane...
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09-03-2013, 12:36 PM
Post: #24
RE: Thieves' Guild - DnD 4.0
(09-03-2013 12:25 PM)Swampmist1142 Wrote:  so... am I good with the bow and arrows? Their mundane...

Bow and Arrows are fine. Your Mantle of the 7 Winds is OP though. The book lists its minimum level as 23 for a reason, and I don't want you flying all over the place. Choose something that actually has an 11th level version.

I said no enchanted items, but standard adventuring gear like sunrods are fine, even though they're considered "magic".
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09-03-2013, 12:38 PM
Post: #25
RE: Thieves' Guild - DnD 4.0
... I accidentally read the magic armor numbers :P. I'll go sylvan armor.
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09-03-2013, 01:45 PM
Post: #26
RE: Thieves' Guild - DnD 4.0
I don't have time right now, but I got all the 4e handbooks I'd need from the link so I'll look at those later and flesh out the character.

The one, the only, Vancho!
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09-03-2013, 06:51 PM
Post: #27
RE: Thieves' Guild - DnD 4.0
I think you just can't add. My abilities used the "16, 14, 13, 12, 11" scores because when I used a 4d6, I just got very good rolls. 6's and 5's constantly.

I found the powers in this website. It was the only way I could find them, and I believe it's the PHB1.
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09-03-2013, 09:27 PM
Post: #28
RE: Thieves' Guild - DnD 4.0
Everything but token done.

dC Wrote:donut is A FILTHY TRAITOR unreliable
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09-03-2013, 10:10 PM
Post: #29
RE: Thieves' Guild - DnD 4.0
Ah. He assumed that you used one of the pre-chosen stat choices.

I don't think it matters much, because with the 16, 16, 12, 10, 10, 10 option, you can only get up to a total of 88 when your stats are added, whilst you have 89, so it's up to Willy.

“One day you wake up and realize the world can be conquered.” - Doctor Impossible
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09-03-2013, 10:56 PM
Post: #30
RE: Thieves' Guild - DnD 4.0
yeah, Medic, we were using stat arrays, not rolling ;P
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09-03-2013, 11:13 PM
Post: #31
RE: Thieves' Guild - DnD 4.0
But I have dice! I want to roll my dice. I can take video of the results if you're really concerned with cheating, but I have cheap plastic polyhedrons and I want to use them.

The one, the only, Vancho!
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09-03-2013, 11:19 PM
Post: #32
RE: Thieves' Guild - DnD 4.0
no, dude, the point is that if you use a stat array, everyone comes out at the same stat total, so no-one is under or overpowered, as is a staple in 4e. Like, wizards are no better than rouges who are no better than fighters. Everyone is good, so stat arrays tend to be the staple, especially when you don't have access to point buy.
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09-04-2013, 12:10 AM
Post: #33
RE: Thieves' Guild - DnD 4.0
So, wait, are we factoring in the additional stat points you get for leveling up, or no?
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09-04-2013, 12:23 AM
Post: #34
RE: Thieves' Guild - DnD 4.0
ok, question, can a friend of mine join? He's in a 4e session that me and my dad are running, but he can't get an account. would it be ok for me to sign up for him?
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09-04-2013, 01:25 AM
Post: #35
RE: Thieves' Guild - DnD 4.0
I never forbade using dice, so it's ok. Just say you're using dice and say what you rolled. Then add in the leveling up bonuses.

I was looking over the deities and Sehanine's philosophy kind of conflicts with being an Avenger, since she's against zealotry.
Sehanine

Theses are some other thief deities:
http://en.wikipedia.org/wiki/Olidammara
http://en.wikipedia.org/wiki/Mouqol#Mouqol
http://en.wikipedia.org/wiki/Pyremius
http://en.wikipedia.org/wiki/Trithereon
http://en.wikipedia.org/wiki/Xan_Yae
http://en.wikipedia.org/wiki/Erevan_Ilesere

That being said, you can worship whoever you want and it won't matter too much. I might do some stuff for Divine Characters at some point, but not for a while.

Your friend needs to be able to post here and get on Roll20 to play. If they can't do that they won't really be able to play.
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09-04-2013, 02:00 AM
Post: #36
RE: Thieves' Guild - DnD 4.0
well, his parental controls keep him from making an account here, but I think that roll20 worked for him.
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09-04-2013, 02:07 AM (This post was last modified: 09-04-2013 08:28 AM by WillyDeWulfe.)
Post: #37
RE: Thieves' Guild - DnD 4.0
If he can't post here then he can't help in the Planning Phase. I'd like to reserve the slots for those who can actually play.

Also guys, change your names on Roll20 so I know who's who. It's in the options menu in the top right. The gear looking thing.

Also also, I want to say that if you roll your own stats, you can't increase anything past 21. Even if you use the arrays, nothing past 21. That seems like a fair rule.

Lastly,
SIGNUPS END WEDNESDAY, FINAL CHARACTERS CHOSEN THRUSDAY

I've already made some characters on Roll20, just to get work out of the way for later. This does not mean your in because a lot of that is just me getting used to the system.

If I've completed a full character sheet with correct abilities and skills you're probably in simply because I don't want that work to go to waste. I was kind of bad about not having a first come first serve rule.
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09-04-2013, 09:05 AM
Post: #38
RE: Thieves' Guild - DnD 4.0
I'll get stuff setup later, phone editin keeps scrolling to the top.

dC Wrote:donut is A FILTHY TRAITOR unreliable
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09-04-2013, 09:37 AM
Post: #39
RE: Thieves' Guild - DnD 4.0
I'd like to point out that the dark fury feat gives me a +2 to damage now with psychic or necrotic attacks, not +1

“One day you wake up and realize the world can be conquered.” - Doctor Impossible
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09-04-2013, 12:33 PM (This post was last modified: 09-04-2013 12:35 PM by WillyDeWulfe.)
Post: #40
RE: Thieves' Guild - DnD 4.0
Swampmist, I can't find Improved Censure of Pursuit, so I'm assuming it's Invigorating Pursuit. If you want to swap that feat for something else, might I suggest multiclassing into Rogue? (Encounter Backstab complements Zealous Assassin + free Skill Training)

Also, look at the gods I posted earlier. Sehanine doesn't actually like Avengers since they're such zealots. You can still serve Sehanine if you want, but it's going to be canon that you're completely misguided and Sehanine actually doesn't like you doing all this stuff in her name.

Also, I'm working on custom Stealth rules that differ slightly from those in the book. I'll tell you later.

I said we'd have asynchronous combat for the Heists. I've decided that's annoying and complicated. Instead, I want us to all get on Roll20 on Mondays for the Heists at GMT 11PM. I'm at GMT-4, so that's 7PM for me. Does that scheduling work with everyone?
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09-04-2013, 12:35 PM
Post: #41
RE: Thieves' Guild - DnD 4.0
That's midnight for me. Can we crank it back an hour?

“One day you wake up and realize the world can be conquered.” - Doctor Impossible
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09-04-2013, 12:37 PM (This post was last modified: 09-04-2013 01:18 PM by WillyDeWulfe.)
Post: #42
RE: Thieves' Guild - DnD 4.0
Probably maybe. I'll have to check my schedule.

Also Donut, I finally looked at your ability scores. You can't add the two +2 level bonuses to the same skill. I'm going to move one of them to Strength and assume you chose Brutal Scoundrel. Additionally, you may want Weapon Expertise (Light Blade) in PH2 instead of Nimble Blade. It's the same thing, but better in almost every way.
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09-04-2013, 01:36 PM
Post: #43
RE: Thieves' Guild - DnD 4.0
yeah, read it wrong. it's invigorating. also, the example of a Zealous Assasin is devoted to sehanine, so she's more of a simple devotee. She strives to fit the teachings, but never really cared otherwise. Right in the middle, just as sehanine is.
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09-04-2013, 01:52 PM
Post: #44
RE: Thieves' Guild - DnD 4.0
How often are sessions going to be? I need to know prior to making a character.

Working Name: Anarkismo
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09-04-2013, 02:42 PM
Post: #45
RE: Thieves' Guild - DnD 4.0
Most of my character sheet is finished, please look over what's there. I will fill in the rest in the morning.

The one, the only, Vancho!
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09-04-2013, 02:54 PM (This post was last modified: 09-04-2013 03:47 PM by WillyDeWulfe.)
Post: #46
RE: Thieves' Guild - DnD 4.0
(09-04-2013 01:52 PM)Pagan Wrote:  How often are sessions going to be? I need to know prior to making a character.

Once a week, with planning in the thread on other days. Probably Monday night.

(09-04-2013 02:42 PM)Vancho1 Wrote:  Most of my character sheet is finished, please look over what's there. I will fill in the rest in the morning.

Your Ability scores seem to be in order, even though they seem a bit underpowered. You can reroll twice and take the best of the three sets if you want.

I think you're missing a feat. You get 7 from levels, 1 from human, and Ritual Caster is a bonus feat for Clerics. You should have 9 total.

I haven't checked anything else, but that's what leapt out at me.

(09-03-2013 08:21 AM)MedicInDisquise Wrote:  Fixed, finally. By the way, this is not my 3.5 character, that's an Orc Druid.

It's still not fixed. I don't know what the Maneuver or Perfect Shot powers are or where to find them.

There's a few other things too, but that's the main thing. Fix it before Wednesday night or I can't let you in.
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09-04-2013, 06:30 PM
Post: #47
RE: Thieves' Guild - DnD 4.0
I fixed the powers, I must've read "Hit and run" as maneuver somewhere else.

Now, what about the other things wrong?
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09-05-2013, 12:06 AM (This post was last modified: 09-05-2013 05:12 AM by WillyDeWulfe.)
Post: #48
RE: Thieves' Guild - DnD 4.0
(09-04-2013 06:30 PM)MedicInDisquise Wrote:  I fixed the powers, I must've read "Hit and run" as maneuver somewhere else.

Now, what about the other things wrong?

Being a Half Elf gives you an At Will power of any class besides yours as an encounter power. Choose that.

Your Paragon Path also gives you an encounter power, but I can just look that up.

Your skills are slightly off as I've mentioned before, but it still works. It's just a clerical error I can fix.

Your class gives you the Defensive Mobility Feat, but I can just put that in if you don't write it down.

Basically choose the Racial Power and you should be good.

---------

Donuts, your Fleeting Ghost Utility is basically the same as Secret Stride. It would be irresponsible of me not to tell you that you should definitely pick something else.
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09-05-2013, 07:50 AM
Post: #49
RE: Thieves' Guild - DnD 4.0
Character Name: Ndarto
Race: Half-Elf
Class: Ranger
Paragon Path: Battlefield Archer
Ability Scores:
STR: 10
CON: 14
DEX: 19
INT: 14
WIS: 17
CHA:15
Trained Skills:
Nature, Perception, Thievery, Stealth, Acrobatics, Endurance
Feats:
Group Insight, Improved Initiative, Distant Shot (paragon), Mettle (Paragon), , Skill Training (Endurance) , Linguist (+ Dwarven, Deep Speech, and Draconic), Defensive Mobility
Powers: [spoiler] At Will: Nimble Strike, Hit and Run
Encounter: Evasive Strike, Shadow Wisp Strike, Hawk Talons, Eldritch Shot, Combined Fire
Daily: Split the Tree, Excruciating Shot, Close Quarters Shot
Utility: Crucial Advice, Evade Ambush, Open the Range
Racial: Elven Accuracy
Items:
Crossbow, Quiver of Arrows, Leather armour
Backstory:
A Half Elf, he was raised in a family. One day, he went missing. He got lost while fooling around during a blizzard, and ended up on the streets of an unknown town. He fought for good shelter, and he was taken in by a family. He ran away after a while, preferring the streets. He liked the chaotic, and deadly, nature of the streets. He grew up to join the guild, and voila! Here he is now. He often used his wits to get out of situations, and is quite fast.
Token: [Image: 0ZcpppM.png][/quote]
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09-05-2013, 08:12 AM
Post: #50
RE: Thieves' Guild - DnD 4.0
You should have 8 feats, one of which is defensive mobility. It's a bonus feat, so you get it for free.

Your racial power gives you an At Will power for a CLASS as an Encounter, not some other race's power. You could take the Rogue's Sly Flourish for example.
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