GM Netherfire |
**Note: This is a closed game. Please do not apply.**
Those expressly invited, please submit your character profiles here for GM approval. Do not post on the Gameplay until I set it up.
GM Netherfire |
I would like back stories, but I do not require geographical specifications. For RP, I’ll provide general information of significant locations (see campaign info). This campaign will be starting with lengthy sea travel, and you probably will not return to the continent of origin until the end, if you decide to go back. The majority of the campaign will be island-hopping. I’m not asking you all to build sailors, but keep things like armor check penalties in mind when choosing your gear. Otherwise, build a character as you wish.
Favored enemy: The creatures you will be interacting with include but are not limited to: humans, dwarves, halfings, goblinoids, undead, animals, and dragons. Given the lack of elves and gnomes in the area, the inhabitants may react differently to the presence of such a creature, or any other races not already listed.
Favored terrain: The most common terrains you will be facing are water, forest, plains, mountains, and underground. Perhaps a few others, depending on what you do.
GM Netherfire |
I should also warn you that where you are leaving and where you are going have very little information about the other. In fact, depending on who you talk to, most dismiss the other as products of fairy tales and the like. Knowledge Local, Geography, History, and Nobility DCs will be difficult to pass until you reach your destination and hopefully find records, annals, or talkative residents in order to get a better understanding of the area.
Aladdin of the Azlanti |
Aladdin claims to be from the Azlanti, the supposedly lost race that lived among the waters. Azlantians do not have surnames, they do everything they can so that the world will remember their one name. Aladdin was adopted by wealthy nobles who found him as a baby near the shores of their summer home. Seeing his knack for magical things, they enrolled him in a school for such magical arts. After progressing through his studies, he felt a pull back to return to the sea, to seek out fortunes and quests to make his name known.
GM Netherfire |
Looks good, Aladdin. Two things: is there a reason Magic Missile is listed twice under Known Spells? And, could you include the details for the feat Toppling Spell? That one is new to me, and I want to make sure we do it right. Thanks.
GM Netherfire |
So we have a sword n' board hobgoblin fighter, a knowledgeable dwarf cleric, and a stormy human sorcerer. Diplomacy, Knowledges, Spellcraft, and Use Magic Device are covered. Two of you have Darkvision, and Perception is ok. However, you lack the Survival skill.
Other than that, seems like a solid first level party. I haven't heard from Mr. Fourthplayer yet, so for now, we'll play the waiting game.
Aladdin of the Azlanti |
Magic Missile is listed twice because one is the "favorite Meta Magic" option in Herolab. It will show what spell slot it takes up. But since I took the Trait Magical Lineage, it allows one spell to be one slot less after a Meta Magic feat is applied. Toppling spell causes a trip attempt whenever the spell hits, it's a trip check using caster level plus casting ability score bonus and does not provoke aoos. So Toppling Spell increases spell by one slot, but magical lineage brings it back to level 1! BAM. TRIPPING MAGIC MISSILES.
GM Netherfire |
Cool. I meant list Toppling Spell details on your profile, so that we make sure it is used correctly.
GM Netherfire |
Thanks for posting, Balion. A few things:
Can you tell me where you got the feat Careful Speaker? I would recommend a more combat oriented feat (be it melee or ranged), because rangers aren't really built to be the best negotiators. Rangers are better at damage dealing.
Also, rangers rely most on the stats Strength, Dexterity/Constitution, and Wisdom. While skill points are important, rangers start with 6 per level, which is a pretty good amount already. I just don't want you to be disappointed in your character once gameplay starts and the stats can't be changed.
GM Netherfire |
Your call. Oh, and there are penalties for aging, which start (for humans) at the threshold of 35 years. The first aging increment incurs a -1 penalty to Strength, Dexterity, and Constitution, and a +1 to Intelligence, Wisdom, and Charisma. This is fine for spell casters, but bad news bears for other combatant characters.
I expect for this adventure to take longer than six months game time. Just a heads up, you may want to make Balion younger.
GM Netherfire |
Yes. Old age and treachery always trumps youth and skill. And good choice on the Power Attack.
GM Netherfire |
I'll allow these things. They are fairly obscure and probably won't affect gameplay.
Rolg is right though. The world is completely made up. By me.
GM Netherfire |
Aladdin, yes, it is feasible. Just make sure the role play makes sense for it, instead at level 2: POOF "Whoa, I'm part cleric now..."