You are currently browsing the daily archive for December 21st, 2008.
Hey Boys and Girls,
Just wanted to say Merry Christmas, Happy Chaunakah, Happy Kwanzaa and so forth and so on!
Enjoy it!
Me and the Rest of the Squad.

In our last entry, we talked about selecting the Powers for Alric, who is now looking pretty fleshed out.
This time, we’ll look at giving him some equipment.
Okay, the way the campaign is working for our Forgotten Realms game is that each player is starting at first level, but is starting with one magic item of 2nd level or lower, one magic item of 1st level or lower, and 200 gold. This is going to allow for the heroes to begin a little beefier than an ordinary first level.
For his magic items, he’ll be forgoing both in favor of taking a Warhorse (which costs the equivalent of a 3rd level item). I know that mathematically it doesn’t add up (I’ll be losing money on this) but I figured it was only fair.
So, he’s got his horse to go with his Mounted Combat feat, and 200 gold.
First off, he wants a lance. But there is no lance! Fear not. We’ll simply purchase him a spear, which can be used one handed, and he’ll only use it when he’s mounted.
Secondly, he’ll be getting a longsword, as it will allow him to carry his shield as well. He’ll take a heavy shield and plate armor, naturally.
I want to give him a longbow. Not because he’ll typically be the one using it in combat, but because knights back in the day were usually skilled archers, especially if they were nobility. He’ll take a quiver of arrows as well.
We’ll give him the Standard Adventurer’s Kit, a climber’s kit, some fine clothing and finally, a tent (you wouldn’t expect the rich kid to sleep out in the cold, would you?).
That leaves him with a whopping 37 gold left to his name. He’ll hold on to that for room and board, I think.
I think that’s it.
Next time, we’ll be talking about putting it all together, and also selecting an appropriate god and backstory for your character.
Keep rolling 20’s!

Previously, we’ve talked about coming up with a character concept, choosing ability scores, and deciding on skills and feats. This time, we’re covering Powers, one of my favorite new changes to D&D.
So, we already know that Alric will be wearing plate armor and plans on being very “knightly”, so I want his powers to reflect that. Also, I want him to be in the front lines, helping out his fellow party members to best take down the enemy.
As a human he gets three at-will powers, which is a nice start.
First off, as a fighter, I’m going for the one-handed Fighter Weapon Talent (that should be mentioned).
I’ll be starting out with Cleave, since I want him to be able to leap into combat right away, hacking into the enemy before moving on to the next.
Secondly, I’ll be taking Tide of Iron, since my character will be wielding a shield, and I want him to have a lot of battlefield control by pushing the enemy around.
Third, cracking open the Martial Power sourcebook, I’ll be selecting Footwork Lure. For those without the Martial Power book, Footwork Lure allows me to make an attack, then shift one square, and slide the target into the square I previously occupied. This is for more battlefield control on my part.
As an Encounter power, I’ll select the Martial Power Shield Bash. It allows me to make a 1d10 hit, push the target back AND knock him prone. A very nice combo, and I think I’m going to enjoy using my shield a lot.
As a Daily power, I’ll go with the MP Tempest Dance. My character can make a standard attack, shift one square, and repeat the attack against another target. Then he gets to do the same one more time. I imagine Alric charging through the midst of an army, slashing at anyone who gets close.
That’s about all for now. Check next time, where we’ll hammer out equipment and a few last minute details with the character.




