Wednesday, July 31, 2013

Geek Haiku #1

The sun becomes one,
Variables set to none
Early, need coffee

Tuesday, July 30, 2013

Tirek of Lumier, Female Halfling Wizard, Level 1, Alignment: Good

















Strength 10 (+0)
Constitution 13 (+1)
Dexterity 13 (+1)
Intelligence 16 (+3)
Wisdom 14 (+2)
Charisma 15 (+2)
Height: 4' 0"
Weight: 80 lb
Skin: Tan
Eyes: Blue
Hair: Dark brown, straight

Maximum Hit Points: 23
    Bloodied: 11
    Surge Value: 5
    Surges / Day: 7 [includes constitution modifier]

Size: Small
Speed: 6 squares
Vision: Normal


Initiative: 1d20 +1 = + 1 [dexterity]
Base Strength Attack: 1d20 +0 = + 0 [strength]
Base Dexterity Attack: 1d20 +1 = + 1 [dexterity]
Base Constitution Attack: 1d20 +1 = + 1 [constitution]
Base Intelligence Attack: 1d20 +3 = + 3 [intelligence]
Base Wisdom Attack: 1d20 +2 = + 2 [wisdom]
Base Charisma Attack: 1d20 +2 = + 2 [charisma]

Armor Class: 13 = 10 + 3 [intelligence]
Fortitude Defense: 11 = 10 + 1 [constitution]
Reflex Defense: 13 = 10 + 3 [intelligence]
Will Defense: 14 = 10 + 2 [wizard] + 2 [charisma]


Armor: None ("cloth")
Shield: None
Attacks:
    Unarmed Melee: +0 [base strength attack] vs AC; damage 1[W]=1d4
    Daggers (x2): +3 vs AC [0 strength attack] [+3 proficiency]; damage 1[W]=1d4 1 lb (Light blade); usable off-hand; light throwable
    Thrown: range 5/10 +4 vs AC [+1 dexterity attack] [+3 proficient, damage 1d4+1 [dexterity bonus]
    Cloud of Daggers +3i [base intelligence attack] vs reflex
    Magic Missile [always hits, as per July 2010 rules revision, for 2/3/5 + int modifier damage]
    Thunderwave +3i [base intelligence attack] vs fortitude
    Burning Hands +3i [base intelligence attack] vs reflex; half damage on miss per Essentials
    Sleep +3i [base intelligence attack] vs will
    i Implement-usable power. Apply a bonus as appropriate for magic, any implement expertises, etc.

Base Saving throw: d20 vs 10
 
Encumberance 4e
Normal Load:
Heavy Load:
Maximum Drag Load
100 lb.
200 lb.
500 lb.




Skills:
    Acrobatics: +3 = 1 [dexterity] + 2 [Halfling]
    Arcana: +8 = 3 [intelligence] +5 [class training]
    Athletics: +0 = 0 [strength]
    Bluff: +2 = 2 [charisma]
    Diplomacy: +2 = 2 [charisma]
    Dungeoneering: +7 = 2 [wisdom] +5 [class training]
    Endurance: +1 = 1 [constitution]
    Heal: +2 = 2 [wisdom]
    History: +8 = 3 [intelligence] +5 [class training]
    Insight: +7 = 2 [wisdom] +5 [class training]
    Intimidate: +2 = 2 [charisma]
    Nature: +2 = 2 [wisdom]
    Perception: +2 = 2 [wisdom]
    Religion: +3 = 3 [intelligence]
    Stealth: +1 = 1 [dexterity]
    Streetwise: +2 = 2 [charisma]
    Thievery: +3 = 1 [dexterity] + 2 [Halfling]

Feats:
    Raging Storm

At-Will:
    Melee Basic Attack: By weapon, damage 1[W] [standard action]
    Ranged Basic Attack: By weapon, damage 1[W]+1 [dexterity bonus] [standard action]
    Bull Rush: +0 [base strength attack] vs fortitude [standard action]
    Grab: +0 [base strength attack] vs reflex [standard action]
    Move grabbed target: +0 [base strength attack] vs fortitude [standard action]
    Escape: +3 [acrobatics] vs reflex / +0 [athletics] vs fortitude [move action]
    Ghost Sound [HoS; Wizard][standard action]
    Disrupt Undead [HoS; Wizard][minor action]
    Light [Wizard][minor action]
    Mage Hand [Wizard][minor action]
    Prestidigitation [Wizard][standard action][no longer moves up to 1 lb per Essentials]
    Cloud of Daggers [Level 1]
    Magic Missile [Level 1][usable as ranged basic attack]
    Thunderwave [Level 1]
    Other Standard Actions: Administer a potion; Aid another [revised: skill check vs. 10+level/2, success helps +2, failure hurts -1]; Charge [+1 to basic melee attack or bull rush]; Coup de grace; Equip / stow shield; Ready an action; Total defense; Sustain standard action; Some skills during combat (i.e., Acrobatics -- fast escape; Bluff, Heal -- first aid (use second wind DC10, stabilize the dying DC15, grant a saving throw DC15), Intimidate, Thievery depending on circumstances);
    Other Move Actions: Crawl; Run [speed 8]; Stand up; Shift; Squeeze; Walk; may include some skills during combat (i.e., Acrobatics, Athletics); half of a Double Move (if taken in place of a standard action)
    Other Minor Actions: Draw / sheathe weapon; Drink a potion; Drop prone; Load a crossbow; Open / close a door; Pick up an item; Retrieve / stow an item; Perception -- active (as per revision), Sustain minor action; Some skills during combat (i.e., Insight)
    Other Immediate Actions: Readied action
    Other Opportunity Actions: Opportunity attack
    Other Free Actions: Drop held items; End a grab; Talk
    Other Non-Actions: Delay; Endurance checks; Insight to counter Bluff; Knowledge checks; Perception -- passive
    Short rest: Healing surges as available
    Five minutes: Normal escape from restraints (Acrobatics)
    One hour: Forage; Streetwise check


Encounter Powers:
    Second Wind
    Spend an Action Point [free action, not in surprise round]
    Second Chance [Halfling][immediate interrupt]
    Use Implement [free action]
    Burning Hands [Level 1]

Daily Powers:
    Sleep [Level 1]

Reminder to Level 1 Wizards: Each day (i.e., after extended rest), you prepare one daily non-utility power and one utility power from your spellbook. Halfling
  • +2 Dexterity, +2 Constitution or Charisma (already included; you chose Charisma.)
  • +2 Acrobatics, +2 Thievery
  • Bold: +5 on saves vs fear
  • Nimble Reaction: +2 on AC vs opportunity attacks
  • Second Chance (once per encounter, if hit, force opponent to re-roll attack)
Wizard
  • This wizard chose the Orb of Imposition mastery [see online revision] . Remember the option to give a penalty on your NEXT saving throw equal to your wisdom modifier, or maintain an at-will power for an extra turn.
  • Cantrips
  • Ritual Casting [bonus feat, not listed above]
  • Spellbook
Tirek of Lumier's Equipment:  
2 lb
2 lb
5 lb



1 lb



1 lb
10 lb
10 lb
2 lb
4 lb
1 lb
2 lb
6 lb

3 lb

_____
49 lb
Weapons / Armor / Shield (from above)
Backpack
Bedroll
Candle
Chalk
Flint and steel
Poisoner's Kit
Ink vial
Ink pen
Paper sheets x10
Pouch (belt) x1
Rations (1 day) x10
Rope (50', hempen) x1
Sunrods x2
Waterskins x1
Healer kit
Orb
Ritual book x2
Ritual components
Spellbook x1
Wand

Total
Encumberance 3.5
Light load:
Medium load:
Heavy load:
Lift over head:
Lift off ground:
Push or drag:
25 or less
26-50 lb.
50-75 lb.
75 lb.
150 lb.
375 lb.


 

Nichol of Tapun, Male Human Rogue, Level 1, Alignment: Chaotic Good














Strength 12 (+1)
Constitution 14 (+2)
Dexterity 16 (+3)
Intelligence 13 (+1)
Wisdom 12 (+1)
Charisma 13 (+1)
Height: 5' 7"
Weight: 150 lb
Skin: Light
Eyes: Green
Hair: Black Straight

Size: Medium
Speed: 6 squares
Vision: Normal Armor: Leather (15 lb) Maximum Hit Points: 26
    Bloodied: 13
    Surge Value: 6
    Surges / Day: 10 [includes constitution modifier] [includes durable]
Initiative: 1d20 +3 = + 3 [dexterity]
Base Strength Attack: 1d20 +1 = + 1 [strength]
Base Dexterity Attack: 1d20 +3 = + 3 [dexterity]
Base Constitution Attack: 1d20 +2 = + 2 [constitution]
Base Intelligence Attack: 1d20 +1 = + 1 [intelligence]
Base Wisdom Attack: 1d20 +1 = + 1 [wisdom]
Base Charisma Attack: 1d20 +1 = + 1 [charisma]

Armor Class: 15 = 10 + 3 [dexterity] + 2 [Leather]
Fortitude Defense: 13 = 10 + 1 [Human] + 2 [constitution]
Reflex Defense: 16 = 10 + 1 [Human] + 2 [rogue] + 3 [dexterity]
Will Defense: 12 = 10 + 1 [Human] + 1 [charisma]

  Base Saving throw: d20 +1 [human perseverence] vs 10
Skills:
    Acrobatics: +3 = 3 [dexterity]
    Arcana: +1 = 1 [intelligence]
    Athletics: +6 = 1 [strength] +5 [class training]
    Bluff: +6 = 1 [charisma] +5 [class training]
    Diplomacy: +1 = 1 [charisma]
    Dungeoneering: +6 = 1 [wisdom] +5 [skill training]
    Endurance: +2 = 2 [constitution]
    Heal: +1 = 1 [wisdom]
    History: +1 = 1 [intelligence]
    Insight: +6 = 1 [wisdom] +5 [class training]
    Intimidate: +1 = 1 [charisma]
    Nature: +1 = 1 [wisdom]
    Perception: +6 = 1 [wisdom] +5 [class training]
    Religion: +1 = 1 [intelligence]
    Stealth: +8 = 3 [dexterity] +5 [class training]
    Streetwise: +6 = 1 [charisma] +5 [class training]
    Thievery: +8 = 3 [dexterity] +5 [class training]
Feats:
    Durable
    Skill Training -- Dungeoneering
At-Will:
    Melee Basic Attack: By weapon, damage 1[W]+1 [strength bonus] [standard action]
    Ranged Basic Attack: By weapon, damage 1[W]+3 [dexterity bonus] [standard action]
    Bull Rush: +1 [base strength attack] vs fortitude [standard action]
    Grab: +1 [base strength attack] vs reflex [standard action]
    Move grabbed target: +1 [base strength attack] vs fortitude [standard action]
    Escape: +3 [acrobatics] vs reflex / +6 [athletics] vs fortitude [move action]
    Deft Strike [Level 1]
    Riposte Strike [Level 1]
    Sly Flourish [Level 1]
    Other Standard Actions: Administer a potion; Aid another [revised: skill check vs. 10+level/2, success helps +2, failure hurts -1]; Charge [+1 to basic melee attack or bull rush]; Coup de grace; Equip / stow shield; Ready an action; Total defense; Sustain standard action; Some skills during combat (i.e., Acrobatics -- fast escape; Bluff, Heal -- first aid (use second wind DC10, stabilize the dying DC15, grant a saving throw DC15), Intimidate, Thievery depending on circumstances);
    Other Move Actions: Crawl; Run [speed 8]; Stand up; Shift; Squeeze; Walk; may include some skills during combat (i.e., Acrobatics, Athletics); half of a Double Move (if taken in place of a standard action)
    Other Minor Actions: Draw / sheathe weapon; Drink a potion; Drop prone; Load a crossbow; Open / close a door; Pick up an item; Retrieve / stow an item; Perception -- active (as per revision), Sustain minor action; Some skills during combat (i.e., Insight)
    Other Immediate Actions: Readied action
    Other Opportunity Actions: Opportunity attack
    Other Free Actions: Drop held items; End a grab; Talk
    Other Non-Actions: Delay; Endurance checks; Insight to counter Bluff; Knowledge checks; Perception -- passive
    Short rest: Healing surges as available
    Five minutes: Normal escape from restraints (Acrobatics)
    One hour: Forage; Streetwise check
Encounter Powers:
    Second Wind
    Spend an Action Point [free action, not in surprise round]
    Torturous Strike [Level 1]
Daily Powers:
    Blinding Barrage [Level 1]
Human
  • One bonus feat at 1st level (already included)
  • One bonus skill from the skill class list (already included)
  • +1 to fortitude, reflex, and will defenses
  • This human chose an extra first-level at-will attack power instead of Heroic Effort.
Rogue
  • First Strike
  • Rogue Weapon Talent -- per update, dagger must be used as a weapon
  • This rogue chose the rogue weapon talent [PH1].
  • This rogue chose the brutal scoundrel style. Remember to add your strength modifier to sneak attack damage.
  • Sneak Attack [+2d6 at level 1] [once per round with combat advantage; using light blade, hand crossbow. sling, or short bow]
  • Essentials rules appear to consider shortbow a principal rogue weapon like the crossbow.

Encumberance 4e
Normal Load:
Heavy Load:
Maximum Drag Load
120 lb.
240 lb.
600 lb.

Encumberance 3.5
Light load:
Medium load:
Heavy load:
Lift over head:
Lift off ground:
Push or drag:
43 lb. or less
44-86 lb.
87-130 lb.
130 lb.
260 lb.
650 lb.
    Nichol of Tapun's Equipment:
    21 lb
    2 lb
    2 lb
    5 lb

    4 lb
    2 lb
    5 lb
    1 lb
    10 lb
    10 lb
    2 lb
    4 lb
    1 lb
    _____
    69 lb
    Weapons / Armor / Shield (from above)
    Crossbow bolts (quiver of 20) x1
    Backpack
    Bedroll
    Flint and steel
    Grappling hook
    Hammer
    Pitons x10
    Pouch (belt) x1
    Rations (1 day) x10
    Rope (50', hempen) x1
    Sunrods x2
    Waterskins x1
    Thieves' tools

    Total
 

Anadoire of Niah - Female Elf Ranger, Level 1, Alignment: Nuetral Good






Strength


















12


















(+1)
Constitution 14 (+2)
Dexterity 18 (+4)
Intelligence 13 (+1)
Wisdom 15 (+2)
Charisma 12 (+1)


















           Height:


















5' 9"
          Weight: 155 lb
           Skin: Tan
           Eyes: Hazel
           Hair: Green Wavy

Languages: Common; Elven
 Maximum Hit Points: 26
    Bloodied: 13
    Surge Value: 6
    Surges / Day: 8 [includes constitution modifier]


    Size: Medium
    Speed: 7 squares
    Vision: Low-light
Initiative:1d20 +6= + 4 [dexterity] + 2 [quick draw]
Base Strength Attack:1d20 +1= + 1 [strength]
Base Dexterity Attack:1d20 +4= + 4 [dexterity]
Base Constitution Attack:1d20 +2= + 2 [constitution]
Base Intelligence Attack:1d20 +1= + 1 [intelligence]
Base Wisdom Attack:1d20 +2= + 2 [wisdom]
Base Charisma Attack:1d20 +1= + 1 [charisma]

Armor Class:18= 10 + 4 [dexterity] + 4 [Hide +1]
Fortitude Defense:13= 10 + 1 [ranger] + 2 [constitution]
Reflex Defense:15= 10 + 1 [ranger] + 4 [dexterity]
Will Defense:12= 10 + 2 [wisdom]

*Please note:
If your campaign uses the fixed-enhancement bonus system [PH2/Dark Sun], level 1 characters get +0 on attack/damage (0d6 extra damage on a critical hit) and +0 on all defenses. These bonuses do not stack with magic items.

Armor: Hide +1 (25 lb)

Shield: None
Encumberance 4e
Normal Load:
Heavy Load:
Maximum Drag Load
120 lb.
240 lb.
600 lb.



Skills:
Encumberance 3.5
Light load:
Medium load:
Heavy load:
Lift over head:
Lift off ground:
Push or drag:
43 lb. or less
44-86 lb.
87-130 lb.
130 lb.
260 lb.
650 lb.
Acrobatics: +8 = 4 [dexterity] +5 [class training]-1 [armor]
Arcana: +1 = 1 [intelligence]
Athletics: +0 = 1 [strength] -1 [armor]
Bluff: +1 = 1 [charisma]
Diplomacy: +1 = 1 [charisma]
Dungeoneering: +7 = 2 [wisdom] +5 [class training]
Endurance: +1 = 2 [constitution] -1 [armor]
Heal: +2 = 2 [wisdom]
History: +1 = 1 [intelligence]
Insight: +2 = 2 [wisdom]
Intimidate: +1 = 1 [charisma]
Nature: +9 = 2 [wisdom] + 2 [Elf] +5 [class training]
Perception: +9 = 2 [wisdom] + 2 [Elf] +5 [class training]
Religion: +1 = 1 [intelligence]
Stealth: +8 = 4 [dexterity] +5 [class training]-1 [armor]
Streetwise: +1 = 1 [charisma]
Thievery: +3 = 4 [dexterity] -1 [armor]
  Attacks:
    Unarmed Melee: +1 [base strength attack] vs AC; damage 1[W]=1d4+1 [strength bonus]

    Quarterstaff: +3 vs AC [+1 strength attack] [+2 proficiency]; damage 1[W]=1d8+1 [strength bonus] 4 lb (Staff)

    Short sword: +4 vs AC [+1 strength attack] [+3 proficiency]; damage 1[W]=1d6+1 [strength bonus] 2 lb (Light blade) Usable Off-hand

    Longbow: +6 vs AC [+4 dexterity attack] [+2 proficiency]; damage 1[W]=1d10+4 [dexterity bonus] range 20/40 3 lb (Bow) Load free

    Hit and Run +1w [base strength attack] vs AC
    Twin Strike +1w [base strength attack] vs AC
    Twin Strike +4w [base dexterity attack] vs AC

    Evasive Strike (melee) +1w [base strength attack] vs AC
    Evasive Strike (ranged) +4w [base dexterity attack] vs AC
    Sudden Strike +1w [base strength attack] vs AC
    Base Saving throw: d20 vs 10
    Feats:
      Quickdraw
    At-Will:
      Melee Basic Attack: By weapon, damage 1[W]+1 [strength bonus] [standard action]
      Ranged Basic Attack: By weapon, damage 1[W]+4 [dexterity bonus] [standard action]
      Bull Rush: +1 [base strength attack] vs fortitude [standard action]
      Grab: +1 [base strength attack] vs reflex [standard action]
      Move grabbed target: +1 [base strength attack] vs fortitude [standard action]
      Escape: +8 [acrobatics] vs reflex / +0 [athletics] vs fortitude [move action]
      Hunter's Quarry [Ranger][minor action] [see online revision]
      Hit and Run [Level 1]
      Twin Strike [Level 1]
      Other Standard Actions: Administer a potion; Aid another [revised: skill check vs. 10+level/2, success helps +2, failure hurts -1]; Charge [+1 to basic melee attack or bull rush]; Coup de grace; Equip / stow shield; Ready an action; Total defense; Sustain standard action; Some skills during combat (i.e., Acrobatics -- fast escape; Bluff, Heal -- first aid (use second wind DC10, stabilize the dying DC15, grant a saving throw DC15), Intimidate, Thievery depending on circumstances);
      Other Move Actions: Crawl; Run [speed 9]; Stand up; Shift; Squeeze; Walk; may include some skills during combat (i.e., Acrobatics, Athletics); half of a Double Move (if taken in place of a standard action)
      Other Minor Actions: Draw / sheathe weapon; Drink a potion; Drop prone; Load a crossbow; Open / close a door; Pick up an item; Retrieve / stow an item; Perception -- active (as per revision), Sustain minor action; Some skills during combat (i.e., Insight)
      Other Immediate Actions: Readied action
      Other Opportunity Actions: Opportunity attack
      Other Free Actions: Drop held items; End a grab; Talk
      Other Non-Actions: Delay; Endurance checks; Insight to counter Bluff; Knowledge checks; Perception -- passive
      Short rest: Healing surges as available
      Five minutes: Normal escape from restraints (Acrobatics)
      One hour: Forage; Streetwise check


    Encounter Powers:
      Second Wind
      Spend an Action Point [free action, not in surprise round]
      Elven Accuracy [Elf][free action]
      Evasive Strike [Level 1]
    Daily Powers:
      Sudden Strike [Level 1]
    Elf
    • +2 Dexterity, +2 Intelligence or Wisdom (already included; you chose Wisdom.)
    • +2 Nature, +2 Perception
    • Elven Weapon Proficiency (longbow, shortbow)
    • Fey Origin
    • Group Awareness (allies within 5 squares get +1 on perception)
    • Wild Step (ignore difficult terrain when shifting)
    • Elven Accuracy (once/encounter, may reroll attack roll)
    Ranger
    • This ranger chose the Prime Shot class feature.
    • This ranger chose the archer style. This gives the equivalent of the defensive mobility feat [not listed above].
    • Hunter's Quarry [see online revision] -- bonus damage 1d6 [minor action]
    • Player's Handbook I rangers get base 6 healing surges but Heroes of the Forgotten Kingdoms rangers get 7. Perhaps your ranger should get an extra daily surge.
    Anadoir of Niah's Equipment:
      34 lb
      9 lb
      2 lb
      5 lb

      1 lb
      10 lb
      10 lb
      2 lb
      4 lb
      _____
      77 lb

      Weapons / Armor / Shield (from above)
      Arrows (quiver of 30) x3
      Backpack
      Bedroll
      Flint and steel
      Pouch (belt) x1
      Rations (1 day) x10
      Rope (50', hempen)
      Sunrods x2
      Waterskins x1

      Total

Dungeons and Dragons Nostalgia

While at work, a song came through my headphones that brought me back to the years when the only things I stressed about were tardies and school plays. High school was a time where I was able to be creative and enthusiastic about things that made my brain tingle. I could play make believe with others who understood the appeak of a Halfling Rogue and an Orc Cleric. I ended up being the co-founder of the school's RPG Club and Gaming Club, respectively.

{I was also the mascot of the Anime Club, Treasurer/President of the RedCross Club, reporter for the school newspaper, photographer for the yearbook and part of the school orchestra (flute).}

During college, there were few people who played RPGs or RTSs and I set those passions aside, though my comic and manga collection grew. I focused on academics but always felt out of place in a world of frat parties, homecoming events and clubs. After college, I continued my studies and was fortunate enough to find a good group of friends. Granted, by this time 3rd edition was on its way out and replaced by 3.5 and subsequently 4 but we branched out to other platforms like All Flesh Must Be Eaten, Star Wars Roleplaying but always coming back to Dungeons and Dragons.

Now as I sit here working on my novel, I find myself thinking about how much I missed rolling dice and helping to create a story that we all followed. So for old time's sake, I created a couple of Level 1 characters, a Elf Ranger, a Human Rogue and a Halfling Wizard.  Feel free to take this characters and build upon them, give them backstories and let me know about their adventures. In the meantime, I'm going to try to convince my boyfriend to start DMing again.

Happy campaigning!

Monday, July 29, 2013

Sunday, July 28, 2013

Definition vs Opinion

While on Tumblr, I came across this post:






















Normally, I don't deal with the subject of race on the internet, there be trolls there, but this is a "definition" by a "well educated" individual.

This is an explanation and not a definition. It’s an argument that is rooted in a hyperbole and while it is true in a warped way, it is a sociology subject and is applicable to more than just whites. Any group, whether it be based on ethnicity, social structure, religion or interests, that is built upon a exclusionary system will be in fear of losing its power, significance and/or existence to the introduction of a majority that is unlike the group. However, in regards to white supremacy, this concept is stemmed partially on the majority overthrowing the few (much like royalty vs subjects or boss vs employees) and also on a societal evolution where the nonwhites in question developed differently and did not have a need for the prudish requirements of the European pale people. Furthermore, no race is inherently dominate to the other, unless that race is mixed race because one particular pure race has less of a chance for permanent survival than that of a mixed origin which holds genes that adapted to environments because of a reinforced predisposition for things.

Example: Sickle cell anemia

Definition: State or describe exactly the nature, scope, or meaning of.

Opinion: A view or judgment formed about something, not necessarily based on fact or knowledge.


Also, this is a Psychiatrist….A psychiatrist specializes in the diagnosis and treatment of mental disorders. Racism is a social disorder.