As you can see in the four posts below, I have the character sheets for the adventure finalized. If you want to check them out in their original word .docs they’re all zipped up right here. The actual physical character sheets are the most readable in my opinion. Each is two pages: the first page has the character’s stats and portraits, and the second page has the each of the character’s three at-will powers. The rest of the powers are printed out on color coded index cards for ease of use at the table.
A massive wall of stats and powers may be comprehensive, but it tends to lack readability. So let me briefly explain the four characters:
The Paladin:
This guy is the team’s best tank in that he has the highest armor class and most hit points. But he is also the team’s spell caster. Both of his big flashy daily spells are ranged spells that bring the pain while he brings the justice. Finally, he is the team’s secondary healer.
The Fighter:
A very different kind of defender than the paladin, this fighter is all about versatility and area containment. He excels at charging into a hostile area and locking down groups of clustered opponents. Depending on the situation he will find himself switching between equipping his shield or wielding his sword with both hands.
The Captain:
Although he is the group’s primary healer, he also excels at positioning his comrades around the battlefield to enable flanking bonuses and sneak attacks. With such a melee heavy team, he’s going to get alot of use out of his movement abilities. Also, he’s the leader of the group. He gets to decide where they go, how to allocate funds, and is diplomatic enough to negotiate hostage situations.
The Rogue:
Stab stab stab. The rogue finds ways to distract his enemies or put them off-balance, and then he stabs them. With such a melee-heavy group, and so many tricks up his sleeve, the rogue should be able to find a way to work that massive damage bonus from sneak attack just about every turn. He’s also good for picking locks and disabling traps.