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TOPIC: This is how us Ex Games Workshop dudes roll ..

This is how us Ex Games Workshop dudes roll .. 6 years 10 months ago #1

Things get a little silly when you combine lack of sleep, old games, and some booze. We were all finishing out our builds over hangouts last night ..

The Cleric - Because of his Hippocratic oath, The Cleric can't really hit things that hard .. not because he doesn't know how .. he just feels guilty about it. If you aren't feeling well, or if a stupid Aardvark in the first room of the dungeon has chewed off your ears, he is your new best friend. With the ability to add +18 points to every healing spell, and mirror that spell to heal another party member too - The Cleric is solely responsible for the party not having to put up with that dirty, tree-worshiping, Birkenstock wearing, Druid. Since the party is venturing into the Fae (most likely), he also has a pair of gloves that lets him pretend that Fae creatures are skeletons and use turn undead against them. [*Suprise* You fairy bastards!]

He has tried to use this ability against the Elf Wizard while he is sarcastically pointing out that Clerics are not 'real magic users' to no avail; When he suggested the Elf Wizard might not really be Fae, he got flipped off. The Elf Wizard is kind of a jerk.


The Paladin - The Paladin has an amulet that lets him guard two players each combat. Because of this he insists on wearing ancient Templar armour to pump up his AC as he will get hit more often. He also heals +4 HP a turn. Nifty armour. Since he can do decent damage, he also carries an Eldritch set to fee up charm slots for + damage use. Most likely The Paladin will be a meat-shield for the two squishy, but high damage output, wizards. The Paladin has a figurine of a purple panther that lets him immediately re-slide a missed puck once a dungeon. It glows under a black-light, and is probably covered in velvet flock. Once a game he can also throw himself in front of someone who is about to die and save them. The Paladin is a very popular wing-man at parties.


The Rogue - The Rogue can dish out a LOT of damage if he critically hits. His first attack in combat should either be a sneak attack (+20 damage) or a flank attack (putting his puck above the 20 target as a backstop for the Fighter or the Barbarian), after that he should switch to ranged attacks with the crossbow (which will do 3X damage if he critical hits) because he can hit on any slide above a 3. His AC is pretty high too, which is good as he is kind of squishy, due to his Dexterity.

The Rogue has a lot of equipment to help him open the locks on puzzle boxes. This will give the party vital clues for puzzle rooms. If he has a book that lets him take a little loot too? Well .. the party won't notice.


The Fighter - The Fighter can dish out some damage. The fighter gets an auto +2 to hit, and one re-slide per combat (Jack gets an additional re-slide once a game per a magic item.) His first hit in combat ignores all damage resistance, and a successful hit lowers the monster's to hit roll -1 (Max of -4).


The Wizard - The Wizard .. is a lover, not a fighter. With 21 HP, he can take one shot at nightmare level play. [Thankfully Beefcake Paladin the Pure is around to stand between him and Danger.] The Wizard is a damage making machine though, with enough spells to use one almost every round of combat. He currently has a ring and staff of focus that will give him +4 damage per spell, and Eldritch boots that will give him +5 un-blockable damage per spell.


The Barbarian - The Barbarian can hit. He can hit often. He can hit hard. Really, Really, Hard. He has an Eldritch set, which means his attacks ignore damage reduction. His AC isn't much better than the wizard's, even with the little magic ring he hides from his Barbarian friends. It doesn't matter much, because he has more hit points than both wizards, and the rogue, combined. Have I mentioned that he can Hit though? Because he does +20 damage if he connects, and he connects often with a +18 to hit. Just don't *EVER* let him roll for initiative, and always let the healer know before he rolls a save.


The Dwarf Fighter - The Dwarf Fighter can't hit as hard as a Barbarian, but he won't admit that. Especially if the Elf Wizard is within earshot. He can take a hit though, and with the highest AC in the party, when he taunt's a monster, which he can do once a combat, he can shrug off it's feeble attempt to injure him. The Dwarf Fighter has the last of the four Eldritch sets equipped, so his attacks also ignore damage reduction.


The Elf Wizard - The Elf Wizard is a tad more hearty than the Wizard, and can cast an extra spell for free once a game due to his really nifty ring, but he hits for a point less damage. His AC is a little better than the Wizard's too, but he will still need the Beefcake paladin's help to keep the vicious ant-eater in the first room of the dungeon from chewing his ears off. He is kind of a jerk.



The Ranger - The Ranger is a wanna-be Elf, prancing around with his Lord of the Rings bow. He practices .. a lot. He gets +4 damage to his ranged attacks due to all the practicing. Even though he is human, and could, he pretends that he is frail, with bird bones, and refuses to wear heavy armour. He isn't an Elf though, something the Elf Wizard mentions *ALL* the time, really sarcastically; He only makes fun of him when The Ranger isn't around though, because unlike an Elf, The Ranger can attack with two weapons at once, and one of them heals him +2 HP every time he connects. Because he can 'swing with both hands' as it were, The Ranger gets +5 damage for *each weapon* that hits due to his Eldritch boots. He can cast a few spells too, although the Elf Wizard is quick to point out that he isn't a real wizard either. The Elf Wizard is kind of a jerk.


The Bard - The Bard is a jack of all trades. He can fight a little bit, he can kinda cast some spells, but what he is really, really, REALLY good at is singing. And drumming. And caroling. And instruments. Shit man .. he can play a friggen *tambourine* and make brick walls cry with the beauty of it! Bardsong inspires the entire party to hit more, hit harder, and save frequently. Bards can also check out monsters, because they know a LOT of shit, and maybe identify their weaknesses to the party. Because Bardsong isn't actually an attack, The Bard has a cloak that makes him almost impossible to see until he does something aggressive. Normally he suffers from a slightly lower AC, but since it is useful having a dude who can 'sing you up' at the inn when you are trying to pick up that hot elf chick, the party has outfitted him with two protection rings to keep him alive. Oh The Bard also has a magic flute that shoots darts while he is playing it. No big deal.
I used to be an industry professional responsible for making sure Japan was able to buy some of the best toy soldiers ever made.

Now I'm just an old gamer :)

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Last edit: by Steve.

This is how us Ex Games Workshop dudes roll .. 6 years 10 months ago #2

Nice!

Are these your builds with real friends, or the persona's you plan in the various classes?

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This is how us Ex Games Workshop dudes roll .. 6 years 10 months ago #3

These are the builds for our group this year. Each is (arguably) a real person :P
I used to be an industry professional responsible for making sure Japan was able to buy some of the best toy soldiers ever made.

Now I'm just an old gamer :)

www.TrueDungeonTokens.com

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This is how us Ex Games Workshop dudes roll .. 6 years 10 months ago #4

Steve wrote: These are the builds for our group this year. Each is (arguably) a real person :P


Your group sounds like a blast!

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This is how us Ex Games Workshop dudes roll .. 6 years 10 months ago #5

Your wizard needs more hp so they could use mad evokers charm.
Fall down......Go boom!

Adam Guay

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This is how us Ex Games Workshop dudes roll .. 6 years 10 months ago #6

Im expecting more attacks that end with everyone takes X damage.
Fall down......Go boom!

Adam Guay

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This is how us Ex Games Workshop dudes roll .. 6 years 10 months ago #7

Adam Guay wrote: Im expecting more attacks that end with everyone takes X damage.


In the grim darkness of the far future .. there is only 'cutting'?
I used to be an industry professional responsible for making sure Japan was able to buy some of the best toy soldiers ever made.

Now I'm just an old gamer :)

www.TrueDungeonTokens.com

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This is how us Ex Games Workshop dudes roll .. 6 years 10 months ago #8

Steve,

I really enjoyed your recap of your party. Might inspire me to do my local group as well.

One question, how does Jim the Paladin heal +4 HPS per turn (I suspect per room)?

Ed
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This is how us Ex Games Workshop dudes roll .. 6 years 10 months ago #9

MasterED wrote: Steve,

I really enjoyed your recap of your party. Might inspire me to do my local group as well.

One question, how does Jim the Paladin heal +4 HPS per turn (I suspect per room)?

Ed


HA! .. like I said .. it was late .. some folks had beer.
Yeah .. it should be per room. Earcuff + Templar.
I used to be an industry professional responsible for making sure Japan was able to buy some of the best toy soldiers ever made.

Now I'm just an old gamer :)

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Last edit: by Steve.
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