GM Mason's Rise of the Vampire King (Inactive)

Game Master Eminem80

Checkpoint Ambush


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Background:
Before his life started over, he was Cord Helmworth. A child of Breland and the fourth son of a large family. The cycle of hatred and violence the Khorvaire civil war engendered turned Cord to religion as a source of comfort. After joining a monastery dedicated to the Sovereign Host, he spent a few years studying the dogma when he could, but mostly tending the injured the war regularly brought to his door. Finally tired of seeing so much senseless death, he hired on with a merchant ship and left Khorvaire for parts unknown.

After a bit he landed in Dar Jin in Riedra. Working in 'The Tainted Quarter' he would try to engage others in philosophical discussion and, if possible, bring the conversation around to religion. Eventually he snuck into areas beyond the Jhodra district and was arrested and imprisoned for proselyting the faith of the Sovereign Host.

After lounging in the dungeons of Eidonlon Tureya for a time, what was meant to be a far worse punishment was inflicted upon Cord. A rebellious quori spirit was forced into his person, a perversion of the normal bonding process, changing the man into an elan, but also wiping all but a few of his memories.

After re-education, he emerged as the Riedran Helac and joined the Harmonious Shield, eventually being transfered to the Edgewalkers as an inquisitor. His first mission out facing some of the eldritch horrors of a manifest zone left him almost completely broken and the two other agents he traveled with dead.

Deciding that, contrary to the teachings of the Path of Inspiration, his destiny was beyond the lands of Riedra, he unknowingly fled to his homeland of Khorvaire, looking to start over.

Personality:
Most of the 'old' training as an edgewalker still sticks. Expect to be outmatched. Look for every possible advantage. Study. Adapt. If need be, retreat and reequip. Death isn't to be feared but if there is a possibility of buying a future victory with retreat, do so. Battle is not always violence, so choose your tools wisely.

Life in the Harmonious Shield made him hard. He tries to be polite, but Helac is often obscure when he should speak plainly. Thanks to the rigid structure of the Riedran people, Helac has been conditioned to be a very reserved individual with several mannerisms considered odd outside of Riedra. It doesn't help that the change to a aberrant humanoid has also made him seem other. He just seems to radiate a vague oddness that is a little off putting to most.

Helac has two goals, one short term and one long term. His short term goal is discover himself, both figuratively and literally. The only clues he has are a few memories that usually come to him in dreams and a leather journal, written in celestial and partially damaged. The other is to continue the mission of the edgewalkers on his own terms by defending the innocent from extraplanar and supernatural horrors. To do so, he needs knowledge, resources, and allies... and not necessarily in that order.

Appearance:
An acid burn scar on his right cheek and forearm, a memento of the fight that claimed two other inquisitors, give his plain features a harshness they don't natively possess. He stands at 5'11" with dark hair and clear green eyes. His skin is otherwise abnormally smooth, seeming to lack pores. He favors loose clothes and light armor with as little adornments as possible. Standing out makes you the first target.

Partial Crunch:
Helac (Cord Helmworth) (Vitalist 1)
Male Elan (Soul Thief) Vitalist 1
N Medium Humanoid (aberration)
Init +3; Senses Perception +8

Defense
AC 14, touch 11, flat-footed 13 (+3 armor, +1 dex)
HP 14 (1d6+8)
Fort +6, Ref +1, Will +6 (+4, immediate action + 1 pp expenditure)
Defensive Abilities Resistance, Resilience

Offense
Speed 30 ft.
Melee morningstar +0 (1d8)
Ranged -
Special Attacks Induce Pain +1 (1d3), 30' range

Power Points 7
Powers Known (*means class bonus, others are variable, ML 1)
Knacks (3)- Fatigue*, Induce Pain, Sense Poison
1st (3)-Collapse*, Natural Healing, Vigor

Statistics
Str 10, Dex 12, Con 14, Int 14, Wis 18, Cha 8
Base Atk +0; CMB +0; CMD 11
Feats Psionic Talent, Psionic Body, Psicrystal Affinity
Skills Bluff -2, Craft +2, Diplomacy -2, Heal +8, Intimidate -2, Knowledge (Planes) +3, Perception +10, Perform -2, Sense Motive +6, Survival +9
Languages Riedran, Khorvairan, Kythric
Special Qualities Psicrystal, Collective, Collective Healing, Medic Powers, Knacks, Transfer Wounds (1d6), Aberrant Nature
Combat Gear Explorer's outfit, Studded Leather (20 lbs./25 gp), Morning Star (6 lbs./8 gp) (Total 26 lbs.)
Gear Masterwork backpack (4 lbs./50 gp), Poncho (2 lbs./5 sp), Blanket (3 lbs./5 sp), Hemp rope 50' (10 lbs./1 gp), Small steel mirror (.5 lb./10 gp), Soap (1 lb./2 cp), Compass (.5 lb./10 gp), Roll of String (.5 lb./1 cp), Needle x2 (-/1 gp), Hooded lantern (2 lbs./7 gp), Brass knife (1 lb./2 gp), Waterproof bag x2 (1 lb./1 gp), Whetstone, 2 pints of oil (Total 27.5 lbs)

Medium Load: 34-66 lbs.
Heavy Load: 67-100 lbs.

Trait, Social Outlander (Weathered Emissary): You gain a +1 trait bonus on all Linguistics and Survival checks, and Linguistics is always a class skill for you.
Trait, Combat Reactionary: You gain a +2 trait bonus on initiative checks.

111.03 gp spent

This can all be subject to change as I finish up crunchy bits like the psicrystal stats (hero personality) and fine tune any background bits that you want altered. Do you think it is too generic?


GM Mason wrote:
Tenro wrote:
GM Mason wrote:
Tenro wrote:

aside from the evil party in Eberron, which i don't see an issue with, i would say what i DO have a slight issue with is parties of players vs parties of other players in PbP.

The idea of the conflict doesnt bother me, but the fact that you are now in combat waiting for twice as long to complete a round... really bogs things down, i have had that issue in a few of the games i am in/was in.

I wasn't planning pvp. I was thinking more along the lines of a race to get things accomplished or missions that would cause the other group trouble.
oh that's not a bad idea
You going to throw together that goblin you've been talking about? ;)

yes indeed! just taking a bit of time is all


i'll get him finished up tomorrow.

Rogue (Knife Master) is the way i'll be going. likely focusing on two weapon fighting.


Arcavic just needs to finish up gear and languages, and he should be ready.


Te'Shen wrote:
GM Mason wrote:
Te'Shen wrote:


I ask because Finding your kin will actually be one of the motivations for the character... though I'm not sure what the mechanic has to do with it... though I like it. A Lot.
That trait is a little too powerful. It is actually multiple feats: toughness and skill focus. I would prefer no on that trait.

That's fair. It actually struck me as the Fast Learner Feat 1.5 times... but, yes. It's more of a feat+ rather than the half feat most traits are.

So am I to take it that you might be ok with some campaign traits like the trap finder one previously mentioned but on a case by case basis?

Yes.


Te'Shen wrote:

** spoiler omitted **

** spoiler omitted **...

Good work. This is looking good.


Interest so far:

Stalwart-Vanilla Bard-Olyvvar Merriman
Samurai Jack-Archaeologist Bard-Samurai Jack
Viluki-Seer-Rhorn the Renegade
Menmark-Sorcerer-Menmark
Arcavic-Trapper, Infiltrator Ranger-Arcavic
Alex Mack-Inquisitor-Jander Squat
Uncle Taco-Oracle-Kuronue the Wanderer
Tenro-Goblin Rogue-
Karlprosek-Cleric Necromancer-Harika ir'Thul

Please let me know if I overlooked you.


Te'Shen-Vitalist-Helac

Don't know how I missed that one!

Did I miss anyone else?

Shadow Lodge

GM Mason wrote:
We have a blood of vol cleric submission. What were you thinking?

I had a few ideas involving the Blood of Vol and/or the Seekers of the Divine Within. One of these was a Dhampir Cleric, another was some sort of alchemist clonemaster and vivisectionist both seem like they would be oddly appropriate for a seeker.


Dylos wrote:
GM Mason wrote:
We have a blood of vol cleric submission. What were you thinking?
I had a few ideas involving the Blood of Vol and/or the Seekers of the Divine Within. One of these was a Dhampir Cleric, another was some sort of alchemist clonemaster and vivisectionist both seem like they would be oddly appropriate for a seeker.

If you like the cleric idea best, go that route. The other cleric may join the original group. I would go with what you are most passionate about.


Stalwart here, checking in with Olyvvar's profile and (mostly) finished crunch.

Dark Archive

Hello again. Would have poked my head in earlier, but I've had a busy week... :/

Currently working up a Deneith-heir warrior-type, though still deciding whether it will be one brought up within the house or an illegitimate descendant trying to keep her Dragonmark a secret.


A chance to play in Eberron? Well then.. Allow me to offer up Ama for evaluation and judgement. She'll eventually be a Mystic Theurge, due to her inclinations. Additionally, Elemental Grafts will be something that she would be looking to acquire, once she can figure out a way to do that won't conflict with her sensibilities.

Background:
So many were obsessed with Land, Steel, and Fire.. Nobles were judged according to their holdings, possessions, and the more that one had, the more prestige that came with it. They tore at the earth, producing ores uncounted, only to use the heat of Fire to beat their yield into submission, shaping and forming it into the shapes they desired. So little thought was given to the air, the water-- unless, of course, those were dirtied by actions often caused by their pursuit of gain.

Her father was the groundskeeper for one of the more permissive notables in the employ of House Lyrandar, so she had a fair exposure to many of the things that make the world work, and it was often that she saw things that made her come to the above conclusion. With Aundair bordered by Bay and Lake, she was privy to many a trip that saw either, and she became enamored of the blue expanse, that quality scent in the air, and her elation was great when the heavy rains of the season came, dancing in the deluges. There was a calling in there somewhere, she recognized, but rationalized it away since she had been taught to attempt to understand as much as she could before proceeding along the path she chose.

Her pursuits led her towards that which had most enamored her: Water. From the salt and wrack of the Bay to the uses and necessities that they depended on, she studied the water. When the spark of magic was something more understood than felt, she took to it with a will, and applied it to what she was already doing: Seeking the secrets of Water. That did not mean that she was a model student, however. It was only due to the nature of her arcane education that they did not begrudge her fondness of swimming. If she could not be found, one would just need to look to the nearest body of water or river to find her. As a child, her father often heard some quiet speculation about her heritage, many accusing in jest of a dalliance with an undine.

Personality:
As befitting her heritage as a half-elf, Ama's dark hair is long, often held loose to her waist when she was not studying, eyes the color of an oncoming storm, turned towards a book when she was not writing with smooth movements, the habit of forethought permeating almost everything that she did. Calm and even-tempered, she rarely lost her temper, often seeing no point in doing so, but remembering the slight. Her physique was slim and surprisingly fit, most likely due to her frequent indulgence in her hobby, swimming. Correspondingly, her skin was the tan of someone who was no stranger to the sun.

Crunch:
Ama Freewater
Female Khoravar Wizard(Water) 1
NG Medium humanoid (elf, human)
Init +2; Senses Low-Light Vision, Perception+3

DEFENSE
AC 12, touch 12, flat-footed 10 (+2 Dex)
hp 6 (1d6)
Fort +2, Ref +2, Will +3, +2 vs. enchantment spells and effects

OFFENSE
Speed 30 ft.
Wizard Spells Prepared (CL 1st, concentration +4):

STATISTICS
Str 10, Dex 14, Con 11, Int 16, Wis 13, Cha 13
-Base Atk +0; CMB +0; CMD 12
-Feats: Athletic, Great Fortitude, Scribe Scroll, Skill Focus (Swim)
Skills: Acrobatics +2, Appraise +3, Bluff +1, Climb +2, Craft (Untrained) +3, Diplomacy +2, Disguise +1, Escape Artist +2, Fly +2, Heal +1, Intimidate +1, Knowledge (Arcana) +7, Knowledge (Engineering) +7, Knowledge (Nature) +7, Perception +3, Perform (Untrained) +1, Ride +2, Sense Motive +1, Spellcraft +8, Stealth +2, Survival +1, Swim +8,
-Languages: Aquan, Common, Draconic, Elven, Sylvan
SQ: Adaptability, Arcane Bond, Bonded Object, Cantrips, Cold Blast, Elf Blood, Elven Immunities, Fire Opposition School, Keen Senses, Low-Light Vision, Multitalented, Water School, Water Supremacy,
Gear: spellbook (wizard's/blank);
SPECIAL ABILITIES
-Arcane Bond (Su) You have selected to establish a powerful arcane bond with an object. Bonded Object: School Ring
-(T)Classically Schooled: Your apprenticeship or early education was particularly focused on the direct application of magic. You gain a +1 trait bonus on Spellcraft checks, and Spellcraft is always a class skill for you.
-Cold Blast (Su) As a standard action, you can unleash a blast of freezing cold. This blast deals 1d6+0 points of cold damage to all creatures within 5 feet of you and staggers them for 1 round. A successful Reflex save DC 13 negates the staggered effect and halves the damage. You can use this ability 6 times per day.
-(T)Fencer You trained long hours as a youth with blades, either taking lessons in the genteel art of fencing from tutors paid for by your parents or by being taken under the wing of a disenfranchised fencer who may have turned to a life of crime. You gain a +1 trait bonus on attacks of opportunity made with daggers, swords, and similar bladed weapons.
Fire Opposition School: You have chosen fire spells as an opposition school. Preparing a fire spell takes up two spell slots of the same level. You take a -4 penalty on any skill checks made when crafting a magic item that has a fire spell as a prerequisite.
Water School: The water elementalist draws magic from the ocean depths. His power is fluid as well, crushing foes in mighty waves or wearing them down through timeless erosion.
Water Supremacy (Su): You gain a +2 enhancement bonus on Swim skill checks. In addition, you can hold your breath for 44 rounds before you must start making checks to avoid drowning. At 10th level, you gain a swim speed equal to your base speed. At 20th level, whenever you make a Swim skill check, assume the roll resulted in a natural 20.


Tenro wrote:

i'll get him finished up tomorrow.

Rogue (Knife Master) is the way i'll be going. likely focusing on two weapon fighting.

Tenro's submission checking in. Stats are there, fluff to come (will be added to the sheet)

I bought a wand of cure light wounds (3 charges). Let me know if that isn't OK.


Gyro :

A heavy warforged. Linebreaker. Created by the dwarves to go with elite group and break oposing enemy's heavy artillery. During time of peace, he worked with them in the forges

If this sounds okay, i will create crunch for him


Seth86 wrote:

Gyro :

A heavy warforged. Linebreaker. Created by the dwarves to go with elite group and break oposing enemy's heavy artillery. During time of peace, he worked with them in the forges

If this sounds okay, i will create crunch for him

I love the idea.


Crunch coming up
Curious. Will you allow powerful build?


This is the warforged from the other campaign: Servitor O_o

Just follow the build guidelines and let me know if you want something not listed. I am pretty flexible. I just want to make sure it is balanced with the other party members. In the other game, I allow things and just ask the players to be willing to change it if we find it is over or underpowered compared to his companions.


Well, i was thinking, building a sunder fighter. With a Greathammer.
If i can have Powerful Build, I will take the Large Greathammer

Greathammer

Never mind :P I get it in my PrC that i want to take :)

so just see if i can have a GreatHammer :)


Seth86 wrote:

Well, i was thinking, building a sunder fighter. With a Greathammer.

If i can have Powerful Build, I will take the Large Greathammer

Greathammer

Never mind :P I get it in my PrC that i want to take :)

so just see if i can have a GreatHammer :)

Yes. Just change the crit range from 19-20/x4 to 20/x4. Everything else is OK:

1d12 20/x4
+2 to sunder attempts

Backstory is very important though!


Chetiin wrote:
Tenro wrote:

i'll get him finished up tomorrow.

Rogue (Knife Master) is the way i'll be going. likely focusing on two weapon fighting.

Tenro's submission checking in. Stats are there, fluff to come (will be added to the sheet)

I bought a wand of cure light wounds (3 charges). Let me know if that isn't OK.

I like the build. The partial wand is fine. What is his alignment (I may have missed it)?


I looked at servator, his AC is 19. but i dont see where he gets the +8 from?


Seth86 wrote:
I looked at servator, his AC is 19. but i dont see where he gets the +8 from?

I haven't look specifically, but I'm guessing adamantine plating. It's like wearing full plate.


Figured it might be that


Seth86 wrote:
Figured it might be that

I let him have the original version instead of the one in the conversion I listed:

Adamantine Body

( Races of Eberron, p. 118)

[Warforged]

At the cost of mobility, your warforged body can be crafted with a layer of adamantine that provides formidable protective armor and some damage reduction.
Prerequisite
1st level only, Warforged,
Benefit
Your armor bonus is increased to +8 and you gain damage reduction 2/adamantine. However, your base land speed is reduced to 20 feet, and you are considered to be wearing heavy armor. You have a +1 maximum Dexterity bonus to AC, a -5 penalty on all skill checks to which armor check penalties apply (Balance, Climb, Escape Artist, Hide, Jump, Move Silently, Sleight of Hand, Swim, and Tumble), and an arcane spell failure chance of 35%.
Special
Unlike most feats, this feat must be taken at 1st level during character creation. Warforged druids who take this feat cannot cast druid spells or use any of the druid's supernatural or spell-like class features. Warforged characters with this feat do not gain the benefit of any class feature prohibited to a character wearing heavy armor.
Normal
Without this feat, your warforged character has an armor bonus of +2.


Gyro Linebreaker:

Gyro Linebreaker

Male Warforged Weapon Master 1

Init +0;

Perception +0

XP:0
-------------------- DEFENSE --------------------
AC 18: touch 10, flat-footed 18 . ( +8 Armor)
HP 15 (1d10+5)
Fort +6, Ref +0, Will +0
DR 2/-

-------------------- OFFENSE --------------------
Spd 20 ft.
Melee
Greathammer: +5 (1d12+9; x4) (Added Power Attack)
Range Attack : +1
Melee Attack : +5

-------------------- STATISTICS --------------------
Str 18, Dex 10, Con 18, Int 12, Wis 10, Cha 7

Base Atk +1; CMB +5(+8 To Sunder); CMD +15

Feats
Weapon Focus
Power Attack
Adamant Body

Traits
Destructive Blows
Hard to Kill

Skills
Climb +3(-5 ACP), Craft (Blacksmith) +5, Knowledge Engineering +5

Languages: Common, Dwarven

Combat Gear
Greathammer (+2 to Sunder attempts)

Hope this looks okay so far. No gear other than weapon at this point


I know Servitor well in pbp and I knew if we saw it was too overpowered that he would be willing to tweak it down the road. I am OK with "powerful" builds as long as the group is all at the same level. I can make encounters tougher, but what would be good for a powerful character may one shot a normal one. I don't pull punches with encounters. If a character makes a bone-headed decision or if an intelligent enemy has a good strategy, they are going to follow through.


Thats why i am okay with not taking it. since the PrC i want lets me get it anyway :)


Seth86 wrote:

** spoiler omitted **

Hope this looks okay so far. No gear other than weapon at this point

Yep. Just make sure you subtract the -1 for power attack from your to hit if you are listing the damage with power attack. You may be. I haven't had time to look in detail.

The campaign is starting in Karrnath working for the blood of vol. Like I said, backstory is very important. :)


I hadnt tied myself to the blood of vol, only that my character had left darguun. He could be anywhere, concievably, so I guess karrnath is it!

As for alignment, he would be LN but heavily skirting on LE.

did you see any issues? I added the backstory.


I see him as being sent from the dwarven forges to help. he was created for battle, and since there is now peace, they need work for him. So they hire him out. you know dwarves and their money :P he isn't owned either. he works for the dwarves. they pay him etc. But he also knows that he was made for combat, so being hired out for this is nothing new and he looks forward to see the world


Tenro wrote:

I hadnt tied myself to the blood of vol, only that my character had left darguun. He could be anywhere, concievably, so I guess karrnath is it!

As for alignment, he would be LN but heavily skirting on LE.

did you see any issues? I added the backstory.

Looks good. Your backstory gets me where I need you. I like to do some spoilered backstory to start campaign anyway. If you are picked, we can get you to Karrnath.

The Exchange

Any comments for Kuronue? Should I go ahead and stat up an animal companion?


Or Ama?


Uncle Taco wrote:
Any comments for Kuronue? Should I go ahead and stat up an animal companion?

Your character looks fine. If you would like.


Me'mori wrote:
Or Ama?

Looks fine. I know it probably doesn't matter, but we may not be near the ocean much.


Does the hiring sound okay for Gyro?


Seth86 wrote:
Does the hiring sound okay for Gyro?

Yes his backstory is fine. I can definitely get you where you need to be with what you have given. Thanks!


Awesome :) Good luck to all who have apllied


So I added the psicrystal stats and took a lighter armor to make room for stuff with the character's average strength... I've tried to leave him interesting, but generic enough to plug in anywhere... and the neutral alignment leans toward the 'it was a good idea at the time...' outlook.

Prepare for many mental conversations my friends... eventually. :)

Seth86 wrote:
Awesome :) Good luck to all who have apllied

Cool. And thank you. And to you as well.


GM Mason wrote:
Looks fine. I know it probably doesn't matter, but we may not be near the ocean much.

*grin* That's perfectly okay. The ocean was not quite the focus, just the largest source of naturally standing water. ;)


I'll be closing recruitment in the next 24 to 48 hours. There is still some time to get a character together. Thank you all for your time and effort. There are a bunch of incredible submissions!


GM Mason wrote:
I'll be closing recruitment in the next 24 to 48 hours. There is still some time to get a character together. Thank you all for your time and effort. There are a bunch of incredible submissions!

Cool! ... I view it with excitement and trepidation.


GM Mason wrote:
I'll be closing recruitment in the next 24 to 48 hours. There is still some time to get a character together. Thank you all for your time and effort. There are a bunch of incredible submissions!

*sigh* Crap.

Alright, will see if I can get something solid done in that time. I am rather slow about putting my characters together.


Im changing his weapon to a Large Greathammer. 100gp. 3d6 dmg and -2 to hit. So new stats

Large Greathammer +3 (3d6+9/x4)


I am once again overwhelmed by the submissions that I have received for this campaign (even more so than the last recruitment). I know the work it takes to put together a character with a good background. I want to say thank you all for the effort you have put into this recruitment thread.

With that being said, I have spent the last forty eight hours scrutinizing over all of the submissions. I have looked at posting rates and character posts to get a good idea of how each of you play. I have also worked to put together a well balanced group. This means that I have had to chose certain characters due to their roles.

This evening I made a decision on who I think will be the best fit. I am pleased to invite these players/characters to check into the discussion thread:

1) Gyro-Warforged Fighter (Tank)
2) Arcavic-Drow Ranger (Wilderness Scout)
3) Chetiin-Goblin Rogue (Traps/Dungeon Scout)
4) Rhorn the Renegade-Psion (Enchanter/Caster)
5) Harika ir'Thul-Human Cleric (Divine Caster)
6) Olyvvar Merriman-Bard (Actor, poet, legend) ;)

*You six please jump in the discussion thread!

Again, thank you all for your submissions and happy gaming! ~GM Mason


*nods and smiles* Congratulations to all those chosen!

GM Mason, thanks for an opportunity to indulge an idea.


Me'mori wrote:

*nods and smiles* Congratulations to all those chosen!

GM Mason, thanks for an opportunity to indulge an idea.

Thank you.

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