In Search of Paradise (Inactive)

Game Master Tirq

Based on Halo: Combat Evolved


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Story:
20 years. It has been 20 long years since the war within the Covenant and the Humans. 20 years since the uprising in the covenant that made the Elites rebel. 20 years since the Elites joined the Humans. Their communities have combined since then, including the militaries. Currently, though, the biggest sensation is the discovery of a new planet. A planet called Paradise. Paradise is the farthest planet from Earth, even farther than Harvest. It is the planet between the Sang'heili home world and Harvest. Militairy sects have sent representatives to inspect this new planet.

New from the mind of Tirq is the game of Halo: Combat Evolved, with a twist! Special rules for this mission, though. Half-Races and Human along with the:
Elite-Sang'heili:
Elites are Strong and Proud, but narrow minded and quick to anger.

Specialized (1 RP): Pick either mental or physical ability
scores. Members of this race gain a +2 bonus to two ability scores of the chosen type, and a –2 penalty to one ability score of the other type.

Monstrous Humanoid (3 RP)
Monstrous humanoids are similar to humanoids, but
have monstrous or animalistic features. They often have
magical abilities as well. A monstrous humanoid race has
the following features.
• Monstrous humanoids have the darkvision 60 feet
racial trait.
• Monstrous humanoids breathe, eat, and sleep.

Fearless (1 RP): Prerequisites: None; Benefit: Members
of this race gain a +2 racial bonus on all saving throws
against fear effects. Special: This bonus stacks with the
bonus granted by the lucky (greater or lesser) racial trait.

Cornered Fury (4 RP): Prerequisites: None; Benefit: Whenever
a member of this race is reduced to half its hit points or fewer
and has no conscious ally within 30 feet, it gains a +2 racial
bonus on melee attack rolls and to Armor Class.

Skill Training (1 RP): Prerequisites: None;
Benefit: Pick up to two skills. These skills are
always considered class skills for members of
this race.

ELITE
Type
Monsterous Humanoid 3RP
Size
Medium 0RP
Base Speed
Normal 0RP
Ability Score Modifiers
Specialized (+2DEX, +2CHA, -2WIS) 1RP
Languages
Common, Sang'heili 1RP
Racial Traits
Cornered Fury 4RP
Skill Training 1RP
Fearless 1RP


Half Races automatically become Human, and the Elites are always male. Thus is tradition for their people that would not be swayed by humans.

The allowed classes are: Fighter, Barbarian, Gunslinger, Cavalier^, Rogue^, Paladin*, Wizard*

* are Elite only. They get a special powers due to pro-longed exposure to Relics throughout their ancestery. A prepared spell is actually a small Forerunner device that functions exactly like the spell.

^ are Human only. They're cocky, and certain traits come to them naturally while Sang'heili are too proud for such behavior.

Shields are equal to your bonus Health gained from leveling up.

Starting Level is 2, GP is average for 1st level of your class, Starting health is full, with the rest of the level 1/2 +1 HD IE 8 1st, 5 2nd.

Weaponry will be added in the Campaign Info section.


How will attribute distribution be determined? Point-buy, Rolled Stats or Array?


20 Point Buy.


FYI: +2 DEX +2 CHA -2 WIS isn't Specialized (1RP),

it's Standard (0RP): Members of this race gain a +2 bonus to
one physical ability score, a +2 bonus to one mental ability
score, and a –2 penalty to any other ability score.


Oh, thanks. I must have missed that. This is my first built custom race.

That makes it 9. 9 is perfectly fine as long as it doesn't bother anyone else.


Something I forgot to put down is that the Elite's Skilled skills are Knowledge: Religion, and Knowledge: Arcana.

Sczarni

im interested. Thinking Pally as I have yet to play one.


I see, I see.

Sczarni

This looks awesome. Would I be able to play a Fighter Human with a Bruteshot and a Pistol? For those of you wondering, I am not the Meta

Edit: I change my mind. Bruteshot and a Beamsword


What's the range increment for the sniper rifle? I'm planning out a Human Gunslinger that's a sniper, and range increments play a big part for how feats go.


Sniper has a 60-foot first increment, 120, and so on.

Most other guns have a 40-foot increment, 80, and so on.

Pistols have an increment of 20-foot, 40, and so on.

Does that answer your question, or should I include more?

Sczarni

How will shields work? Like temporary DR? Will there be specialized shields?

Also, what is the range for a Shotgun?

Sczarni

Here is my Elite Palidin

Elite:

Margon
Elite Paladin 2
LG Medium Monstrous Humanoid
Init +3; Senses Darkvision; Perception +4
--------------------
Defense
--------------------
AC 17, touch 11, flat-footed 16 (+6 armor, +1 Dex)
hp 21 (2d10+4)
Fort +7, Ref +5, Will +5
Defensive Abilities Cornered Fury, Fearless
--------------------
Offense
--------------------
Speed 20 ft.
Melee:
Gravity Hammer (Earth Breaker) +3 (2d6+1/x3)
Sniper (Greatsword) +3 (2d6+1/19-20/x2)
Special Attacks Smite Evil (1/day)
Spell-Like Abilities Detect Evil (At will)
Paladin Spells Prepared (CL 0, 3 melee touch, 5 ranged touch):
--------------------
Statistics
--------------------
Str 12, Dex 17, Con 14, Int 12, Wis 10, Cha 14
Base Atk +2; CMB +3; CMD 14
Feats Extra Lay on Hands
Traits Fencer, Patient Optimist
Skills Acrobatics -3, Climb -5, Diplomacy +6, Escape Artist -3, Fly -3, Heal +4, Knowledge (nobility) +5, Knowledge (religion) +5, Perception +4, Ride -3, Spellcraft +5, Stealth -3, Swim -5
Languages Common, Sang'heili
SQ Aura of Good, Battle/Wrath Variant Channeling (±1 Sacred), Lay on Hands (1d6) (5/day)
Combat Gear Earth Breaker, Four-mirror armor, Greatsword; Other Gear Backpack (empty), Bedroll, Blanket, Crowbar, Flint and steel, Grappling hook, Rope, silk (50 ft.)
--------------------
Special Abilities
--------------------
Aura of Good (Ex) The paladin has an Aura of Good with power equal to her class level.
Battle/Wrath Variant Channeling (±1 Sacred) Grants a bonus/penalty to damage and confirming criticals
Cornered Fury (Ex) When at less than ½ Hp with no ally in 30 ft, gain +2 to att and AC.
Darkvision (60 feet) You can see in the dark (black and white vision only).
Detect Evil (At will) (Sp) You can use Detect Evil at will (as the spell).
Fearless (Ex) +2 to save vs fear effects.
Fencer +1 to hit with dagger or sword AoOs.
Lay on Hands (1d6) (5/day) (Su) You can heal 1d6 damage, 5/day
Patient Optimist You gain a +2 trait bonus on Diplomacy checks to influence hostile or unfriendly creatures, and if you fail at such an attempt you may retry it once.
Smite Evil (1/day) (Su) +2 to hit, +2 to damage, +2 deflection bonus to AC when used.


That's good, what's the reload speed for guns as well I suppose, still the move action from advanced firearms? or is it dropped down to a Free Action now.

Also, any traits?


You have your lv. 1 HP, Full+con.

All Levels gained afterwards are shields. Lv.2, if you're a fighter, you should have 6+con. If you have Favored class bonuses in health, then you add that to your shields.

Shotguns are a 5 foot AoE. Miss the specific target, and you miss the whole group.

Light Weapons have Free Action reload time,
One-Handed have Swift Action reload time,
Two-Handed have Move action.

Rapid Reload can decrease this, as usual.


Vonzara, that character is off.

Health should read: HP-12 Shield-8, I understand that It was before I clarified it, but that is the right format.
You should be doing +5 (2d6/19-20/x2) with the Sniper.

Otherwise it should be fine.


Human Gunslinger:
Corporal Brendan Traynor
Male Human Gunslinger 2
NG Medium Humanoid (human)
Init +4; Senses Perception +7
--------------------
Defense
--------------------
AC 18, touch 15, flat-footed 13 (+3 armor, +4 Dex, +1 dodge)
hp 11 (1d10+1) Shield 7 (1d10+1)
Fort +4, Ref +6, Will +3
--------------------
Offense
--------------------
Speed 30 ft.
Ranged Pistol +5 (1d6/19-20/x2) and
. . Sniper Rifle +6 (2d6+4/19-20/x2)
--------------------
Statistics
--------------------
Str 12, Dex 17, Con 12, Int 12, Wis 16, Cha 7
Base Atk +2; CMB +3; CMD 18
Feats Rapid Reload (Sniper Rifle), Weapon Focus (Sniper Rifle)
Traits Armor Expert, Highlander (hills or mountains)
Skills Acrobatics +9, Climb +6, Perception +7, Profession (soldier) +7, Ride +9, Stealth +10, Survival +7 Modifiers Highlander (hills or mountains)
Languages Common, French
SQ Deed: Deadeye, Deed: Gunslinger's Dodge (+2 AC), Deed: Quick Clear, Grit, Gun Training +4 (Sniper Rifle)
Combat Gear Pistol, Sniper Rifle, Studded Leather; Other Gear Alchemist's Fire Flask (2), Backpack, Masterwork (4 @ 20 lbs), Bedroll, Crowbar, Flint and steel, Rope, hempen (50 ft.)
--------------------
Special Abilities
--------------------
Armor Expert -1 Armor check penalty.
Deed: Deadeye (Ex) Use 1 grit per extra range increment to make a touch attack beyond the first.
Deed: Gunslinger's Dodge (+2 AC) (Ex) Use 1 grit, immediately move 5 ft/drop prone to gain 1x/2x bonus to AC vs ranged attack.
Deed: Quick Clear (Ex) While have grit, remove the effects of a misfire. Use 1 grit to do as move action.
Grit (Ex) Gain a pool of points that are spent to fuel deeds, regained on firearm crit/killing blow.
Gun Training +4 (Sniper Rifle) (Ex) On a misfire with chosen firearm type, misfire value only increase by 2 (instead of 4).
Highlander (hills or mountains) +1 to Stealth checks, Stealth is always a class skill for you. Double this in hilly or rocky areas.
Rapid Reload (Sniper Rifle) You can reload fast with one type of Crossbow or Firearm.

Don't know how you want to work deadeye, maybe change it to: Use 1 Grit, resolve the attack against Touch AC.

Also don't know if you're still doing misfires, if you're not, Quick Clear becomes basically useless as well.


I love how he speaks french.

Deadeye makes sense that way, Quick Clear would be useless... unless you can think of a better purpose to serve.

Sczarni

Tirq I'll make the changes.
Also do elites have the ability to speak something other than English and their native language.

Sczarni

Corrections have been made.

Elite:

Margon
Elite Paladin 2
LG Medium Monstrous Humanoid
Init +3; Senses Darkvision; Perception +4
--------------------
Defense
--------------------
AC 17, touch 11, flat-footed 16 (+6 armor, +1 Dex)
hp 12 Shield 8 (2d10+4)
Fort +7, Ref +5, Will +5
Defensive Abilities Cornered Fury, Fearless
--------------------
Offense
--------------------
Speed 20 ft.
Melee:
Gravity Hammer (Earth Breaker) +3 (2d6+1/x3)
Sniper (Greatsword) +5 (2d6/19-20/x2)
Special Attacks Smite Evil (1/day)
Spell-Like Abilities Detect Evil (At will)
Paladin Spells Prepared (CL 0, 3 melee touch, 5 ranged touch):
--------------------
Statistics
--------------------
Str 12, Dex 17, Con 14, Int 12, Wis 10, Cha 14
Base Atk +2; CMB +3; CMD 14
Feats Extra Lay on Hands
Traits Fencer, Patient Optimist
Skills Acrobatics -3, Climb -5, Diplomacy +6, Escape Artist -3, Fly -3, Heal +4, Knowledge (nobility) +5, Knowledge (religion) +5, Perception +4, Ride -3, Spellcraft +5, Stealth -3, Swim -5
Languages Common, Sang'heili, Unggoy
SQ Aura of Good, Battle/Wrath Variant Channeling (±1 Sacred), Lay on Hands (1d6) (5/day)
Combat Gear Earth Breaker, Four-mirror armor, Greatsword; Other Gear Backpack (empty), Bedroll, Blanket, Crowbar, Flint and steel, Grappling hook, Rope, silk (50 ft.)
--------------------
Special Abilities
--------------------
Aura of Good (Ex) The paladin has an Aura of Good with power equal to her class level.
Battle/Wrath Variant Channeling (±1 Sacred) Grants a bonus/penalty to damage and confirming criticals
Cornered Fury (Ex) When at less than ½ Hp with no ally in 30 ft, gain +2 to att and AC.
Darkvision (60 feet) You can see in the dark (black and white vision only).
Detect Evil (At will) (Sp) You can use Detect Evil at will (as the spell).
Fearless (Ex) +2 to save vs fear effects.
Fencer +1 to hit with dagger or sword AoOs.
Lay on Hands (1d6) (5/day) (Su) You can heal 1d6 damage, 5/day
Patient Optimist You gain a +2 trait bonus on Diplomacy checks to influence hostile or unfriendly creatures, and if you fail at such an attempt you may retry it once.
Smite Evil (1/day) (Su) +2 to hit, +2 to damage, +2 deflection bonus to AC when used.


Alright Vonzara, that Elite looks great.

ADDITIONAL LANGUAGES:
Kigyar-Jakal
Unggoy-Grunt
Jiralhanae-Brute
Hurragok-Engineer

All Earth Languages.


I've never played the Halo games, but I just read about everything you mentioned on a wiki and I'd be interested to try this.

I'm thinking a human barbarian who duel wields energy swords. I'll get something up later.

Dark Archive

Sounds interesting I am thinking of doing a Human Rogue Female. I will make a character sheet and back story.

Sczarni

Ok, so I have my character set up, I hope it goes according to your demands, oh great and powerful GM Jerk--I mean Tirq.

Ram'Dain:
RAM'DAIN

Male Seng'heili-Elite Wizard (2)
LN
M Monstrous Humanoid
Init: +1
HP 12 (1d6+6) Shield 7 (1d6+3)
Senses: Darkvision 60

DEFENCE
AC: 11 (Touch 11, Flatfooted 10)
HP 12 (1d6+6) Shield 7 (1d6+3)
Fort +2
Ref +3
Will +2

OFFENCE
Speed 30
RANGED: Plasma Rifle +2 (1d6, 18-20 x2)
Magic +2-Touch
MELEE:
Magic +3-Touch

STATISTICS
STR14 DEX12 CON14 INT16 WIS10 CHA10

BAB +1: CMB +3 CMD 14

FEATS
Toughness

Traits:
Theoretical Magician
You've studied more magic than what you can actually perform.
Benefit: You gain a +2 trait bonus on Spellcraft checks, or a +3 bonus if you aren't a spellcaster.

Resilliant

Growing up in a poor neighborhood or in the unforgiving wilds often forced you to subsist on food and water from doubtful sources. You’ve built up your mettle as a result.
Benefit: You gain a +1 trait bonus on Fortitude saves.

Skills:
Knowledge: Arcana (Forerunners) +7
Knowledge: Engineering +7
Knowledge: Nature +7
Knowledge: Religion +7
Perception +0
Spellcraft +9

Languages: Common, Sang'heili, Unggoy, Huragok, Russian

GEAR:
Plasma Rifle
Wrist Mounted Computer w/ Palm Sequencer (Arcane Bond)
PDA (Spellbook)
Sticky Grenade (x1)
Bedroll
Blanket
Chalk (x5)
Charcoal (x1)
2 weeks of Rations

MAGIC:

0-All of them!!

1: Burning Hands
Shocking Grasp
Color Spray
Vanish
Magic Missle
Detect Secret Doors
Mage Armor
Abundant Ammunition


Hey Jelani, thanks for trying it. Actually, as long as you points into Knowledge, I'll explain everything to you.

Asteral, that sounds good

Sinblade, hehe, jerk... I'll remember that.


What year does this take place?


It starts 20 years after Halo 3, so that would be 2575.


K, doing research now. Would there be a particular faction it would be appropriate for my character to be a member of? The UNSCDF I presume?

Do I have to be an Elite to wield energy swords?


The most common would be the UNSC, but there are different sects of it such as the ONI.


Also on the energy swords, are they going to run out of batteries? If so, how easy will it be to get replacements?


Due to advancement in technology, Batteries are replaceable and rechargable. Simple plug in. Granted, you can't buy them in dollar stores, but you work for the military.

Batteries cost 10 credits.

Credits replace gold.

This is set for all covenant guns.


Dotting with serious interest. I'm not sure how easily I'll come up with a character, but I'll try.


Can I be a orbital drop shock troop? Are you gonna do anything with power armor or enhanced humans?


ODST and Spartans are pretty much one-in-the-same here with the only real differences being rank, title, and name. John117 was Spartan, while Dutch was an ODST. Your characters are already enhanced, since you are super soldiers, and the power armor is the normal armor reskinned. For example, a normal human not wearing armor and with no DEX has an AC of 10. The normal Spartan/Elite has super armor that reacts with how they want to move, so their AC is a 14 without DEX if they choose Chainshirt as their starting gear. Its not your chainshirt, its actually the Mjolnir armor.

Hey Loup, glad to see more people taking intrest.


Have there been any conflicts in the last ten years or so that my character could be a veteran of? I'm assuming as we're in the military and it's all high tech that we don't need to buy food and survival gear, right?


Food and Gear are supplied by the planet of Harvest and by the military.

The Insurrection is, unfortunately, still alive and well. Fighting terrorists is one of the main jobs a soldier could do, now.


So just to clarify some things while I think about a character:

The only weapons available are those listed in the Campaign Info tab, I assume? I mean the only ones to spend starting wealth on.

I'm also guessing those weapons have the same "credit" cost as the original weapons do in gp.

You say spells are pre-formed tech; are magic items essentially the same idea? If so, should potions be reskinned as med-packs? I'm thinking I may try playing a medic-ish character.

Gunslingers presumably use the variant rule from the Guns Everywhere gameplay style, where they lose Gunsmith and instead get Gun Training from level 1?

I think that's all my questions for now.


If you want a weapon that I have not mentioned, I'll add it to the list. When we encounter them in the game play, I'll add them to the list.

Same credit cost, including masterwork.

Yes, yes, and I think a Medic is just what this group still needs. A Heal skill goes a long way.

I'm going to say No to getting Gun Training at first level. It just seems a little over powered, especially how I'm trying to do this.

Also: Health

The bonus from Favored Class Bonus goes to your Health only for the first level. The Next level and all levels following are put into shields.


Cool. And I'm guessing you're doing some kind of work to have shields regenerate?

Also, the Toughness feat: health or shields? Or maybe health for the original +3, then the rest go to shields? I'm just wondering; it could make a big difference depending on how it's applied to this.

I'll definitely do a Medic then! I also thought it could be helpful, considering the number of high-damage submissions.


First 3 go into health, the rest go into shield.

Too much health is a bad thing, but not enough is also bad. Thus the reason of not getting Gun Training at 1st level, the good Corporal will be doing 2d6+3, advancing it to +4 when a fighter would be doing 2d6+2 by the same level.

Shields return after 1 round of not taking damage at 1d6 per round. Hiding behind cover for a round to replenish you shields is in the memory of Halo and allows certain characters to rush forward with their Gravham or Sword.


When you say shields are equal to your health bonus from leveling up, do you mean your constitution score modifier, your favored class bonus, or both? Do you still get them to your HP, or are they shifted over to shields? How exactly does a shield work, against all damage?

For example, Joe schmo is a level 2 fighter with a 16 con, and it's his favored class. His Hp would be (10+6+8)=22 and his shield would be 8?

Edit:How much does an energy sword cost? Isn't the damage on the grenades a little low?


Oh, hey Jelani, sorry I missed that question the first time.

No, you don't have to be an Elite to wield an Energy Sword, and I don't know why the game says no to dual-wielding it. But that doesn't mean I say no to you as well.

Now to answer the rest of them. Joe Schmo has a start of 10+3+1 for his health, but his shield is 6+3, another +1 if he adds his favored class bonus to it. Every level up he gains it will be another 6+3, another +1 if he adds his Favored class bonus to it. You will never gain HP unless you get Toughness as a feat, and even then its a +3 health, the rest is shield. On the other hand, a level 1 Wizard/Rogue/Cavalier/whatnot will do the same damage as a level 20. Fighter gains a bonus to damage and to hit, Gunslinger gain a bonus to damage, Paladin and Cavalier gain Challenge damage (to ranged attacks as well, I'm changing that), Rogue gain extra d6s for surprises, and Wizards gain stronger spells. The enemy doesn't gain much more than that, anyway.


I see. Interesting. Will raging grant a temporary bonus to shields, or only to HP?


Shields.

Sczarni

GM Tirq wrote:
Food and Gear are supplied by the planet of Harvest and by the military.

I thought Harvest was glassed except for one square mile


When you get the smartest people from half a dozen races together bent on unglassing a planet, people tend to get it done. It has been 20 years, the entire planet has not been entirely unglassed, but its close enough that people can grow food.

Think of it kinda like terra-forming from Firefly, but with a Forerunner Relic instead.


Don't think I have enough money to buy swords, much less good armor...but here's what I came up with.

Elwood Cudley

Dark Archive

I have a question on what a rapier would be considered in the weapon area if they are even allowed.


This is Loup, and this alias is far from finished

Also, I'm wondering, purely on curiosity since I probably wouldn't use them, but would rocket launchers and grenade launchers be available here? What about other powerful weaponry-- SPARTAN lasers, stuff like that?

Also, would it be possible to wield a minigun like the one Jorge uses in Halo: Reach? Normally you'd have to detach a turret, I know.

Finally, how does reloading on the guns work? You already put the reload times; I'm wondering A) how many shots each gun has per magazine, and B) does it take two hands to reload? I'm thinking I may go dual-wielding pistols, but that depends on how easy it'd be to TWF with them.

Dark Archive

Charlotte:
Charlotte
Female Human Rogue 2 | [Neutral Good]

Age 21
Looks Auburn hair, Green eyes
Height/Weight 5'5 tall, 150lbs. (Medium)

12 (+1)
Hit Points
HP 11/ 5 Shield

Strength 12 (+1)
Dexterity 16 (+3)
Constitution 14 (+2)
Intelligence 13 (+1)
Wisdom 12 (+1)
Charisma 10 (+0)

Initiative +3
Skills

Acrobatics +8
Appraise +1
Bluff +5
Climb +5
Craft +1
Craft +1
Craft +1
Diplomacy +4
Disable Device +8
Disguise +0
Escape Artist +9
Fly +3
Handle Animal +0
Heal +1
Intimidate +0
K (Dungeoneering) +1
K (Local) +1
Linguistics† +5
Perception +6
Ride +3
Sense Motive +6
Sleight of Hand +8
Spellcraft +1
Stealth* +10
Survival +1
Swim +6
Use Magic Device +0

Armor Check Penalty -1

Equipment
2 Pistoles (dagger)
111 credits

Languages: common, German

Base Speed [ 30 (6 sq.) ]

AC [16] = 10 + 3 [Studded Leather] +3 [Dex]
Touch AC [13] Flat-Footed [13]

Base Attack Bonus +1
Basic Melee Attack +2
Basic Ranged Attack +4

Weapon

Dagger/pistole (2) (1d6+1)

Fortitude Save +2
Reflex Save +6
Will Save +1

CMB +2
CMD +15
Feats
Stealthy
Two-Weapon Fighting

Traits
Dirty Fighter
Fast-Talker
Carrying Capacity
Light Load: 43lbs.
Medium Load: 86lbs.
Heavy Load: 130lbs.
Lift Over Head: 130lbs.
Lift Off Ground: 260lbs.
Push or Drag: 650lbs.

Evasion
Trapfinding
Sneak Attack +1d6

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