|
|||||||||||||||||||||||
|
GM Armadillephant:
Whoops, had a brain fart and added racial modifier before the point buy. Fixed moved the 2 int pts to Dex, so final stats are now 14 Str and 16 Dex. As for Orin and his wolf, you would be more than welcome to take control of the wolf when needs be. As to whether or not the beast is actually a spirit guide, I think I would leave that up to you. From a roleplay perspective, Orin has his doubts about the whole thing, as his wolf has never eally given any concrete sign (the whole thing with Shalelu is pretty much Orin looking for any sign at all), but has resigned himself to seeing it through to the end. I do think that if the wolf started showing signs that it was more than just an animal, it would force Orin to reevaluate some of his beliefs and I could see him shifting from a pseudo skeptic to eventually a true devotee of the natural world. I actually think that kind of personal development would be a lot of fun to RP.
Fanguar wrote:
Still interested, should have a gnome bard up today. Have a better idea of a build, so I am gonna tweak the stats to 9, 11, 13, 13, 15, 15 (16 with +1 from 4th level), also going to go as middle aged, so -1 to physical stats +1 to mental stats. (HP: 5d8 + 5 ⇒ (8, 4, 6, 6, 5) + 5 = 34)
Sounds interesting: 4d6 ⇒ (5, 4, 5, 5) = 19 =15
So that's a 17 point buy. (added pts to get up to 20) Thinking Gnome Bard (Prankster)
Well here is some details about the kind of player I am and the kinds of PCs I like to play. The Player: A 30 something PBP veteran. Cut my teeth playing AD&D and have continued to game off and on for ~15-20 years, as both player and DM. For PBP, I prefer to keep my posts short and to the point and prefer playing with those who do the same. I never read walls of text posted by anyone other than the DM. I never have inner monologue, have no interest in hogging the focus, enjoy group focused story building and feel that extensive backstories serve no purpose other than to provide hooks for the DM. I spend entirely too much time checking these boards and can post multiple times a day if need be. Combat:Prefer map based combat, as things like reach and AOO are pretty dependant on a good spacial representation of what is going on, but played for years without them. Prefer individual initiative over group initiative and love it when DM's recaps each round before the next one starts. Types of Characters: I prefer melee and divine spell casting classes, but do have an unhealthy affection for gnomish bards. Always play Neural or Good characters, have no interest in playing with Evil PC's. My PC's are always good natured and a little mercenary, and I like my dwarves gruff and my gnomes completely ridiculous.
Guns are pretty fun, but if they are common place, they pretty much make armour obsolete (they are against touch AC) Leadership is flat out broken. You take a feat and get a second character and minions. At 9th level you can have a 7th level cohort and have them take leadership and get a cohort and followers. Rinse and repeat. You don't even have to use them in combat. Set up a shop and have them craft stuff either for you or to sell. For free. For a feat. Or you could take something else to get +2 to trip attacks or whatever.
Guns Everywhere: Guns are commonplace. Early firearms are seen as antiques, and advanced firearms are widespread. Firearms are simple weapons, and early firearms, advanced guns, and their ammunition are bought or crafted for 10% of the cost listed in this chapter. The gunslinger loses the gunsmith class feature and instead gains the gun training class feature at 1st level. Pretty much everyone should use guns instead of other weapons as soon as they can afford one, they hit against touch AC. As for the king/queen role, it doesn't have to be a PC. We could throw whatever puppet NPC up there we wanted. Anyways, my character would be a Human witch, shooting for one of the int based non-leader roles. I will try to put together something a little more concrete shortly.
I was thinking about playing a witch, but re-skinned as a shaman instead of the stereotype. Out of curiosity, would you allow the Ability focus feat from the Beastiary?
Ability focus:
One of this creature's special attacks is particularly difficult to resist. Prerequisite: Special attack. Benefit: Choose one of the creature's special attacks. Add +2 to the DC for all saving throws against the special attack on which the creature focuses. Special: A creature can gain this feat multiple times. Its effects do not stack. Each time the creature takes the feat, it applies to a different special attack. Big fan of E6, sounds like it could be a fun campaign.
Here be the fluff:
Background: Born into the great slave pits of the City of Brass, Grune began his life in bondage. Raised to be the biggest and meanest that he could be, Grune’s strength and size caught the eye of the slave masters and he was groomed for greatness. Eventually, he was bought by a wealthy merchant who sent him to the gladiatorial pits, where Grune made a name for himself and the merchant a great deal of money. Eventually, he earned his freedom and was set loose. Thus began his wanderings. Since those beginnings, Grune has travelled the planes, usually as a bodyguard to this or that wizard, sometimes as a mercenary fighting for this or that cause, occasionally signing on as part of a pirate crew sailing the astral sea. More often than not, these adventures would dump him in Sigil. Recognizing it as nexus of sorts, Grune decided that the Cage would make a good base of operation and source of business. So he settled himself into the Hive Ward at the Roaring Balor, and now enjoys the pleasures of Sigil between jobs. Appearance:
Personality/Mannerisms:
Q and A:
One contact name - who - and what are they Micha a lantern archon member of the Fraternity of Order. The Fraternity are constantly putting together expeditions in search of this or that lost bit of knowledge and Micha almost always has work for Grune whenever he wants it. One enemy - who and why
Some thing you care about, what and why
OK, since this doesn't seem to be all that combat oriented, I've decided to go with a whip build fighter that focuses of combat maneuvers. I'll throw together the background after I've thought about for a while. Rough crunch:
Half-Ogre Fighter (Unbreakable) 6 HP:TBA Favored Class: Fighter (+1 HP) Languages: Common, Str 22 (+6)
[spoiler=starting stats (20 point buy)
Whip +1 (15ft reach): +12/+7 (1d3+7) x2 [Trip] [Disarm] [Non-lethal] [slashing] [spoiler=Fighter Class Abilities
Tough as Nails: An unbreakable gains Endurance and Die Hard as bonus feats. This ability replaces the fighter's 1st-level bonus feat. Unflinching (Ex): At 2nd level, an unbreakable gains a +1 bonus on Will saves against mind-affecting effects. This bonus increases by +1 for every four levels after 2nd level (to a maximum of +5 at 18th level). This ability replaces bravery. Heroic Recovery (Ex): At 5th level, an unbreakable gains the Heroic Recovery feat as a bonus feat, if he does not have it already. If he already has this feat, the unbreakable can choose any combat feat instead. In addition, he may use this feat one additional time per day for every four levels after 5th (to a maximum of 4 times per day at 17th level). This ability replaces weapon training 1. [/spoiler Traits, Feats, and Skills
Possessions:
[spoiler=Starting Equipment Starting Coins: 16000
Total Spent: 15021gp
Okay, so I decided against going burglar, because I came across the funnest rogue build ever and I must try it. So may I present Weyland Piper, human Rogue (Scout/Knife Master). His whole build will be based off of mobility and knife throwing. Let me know if you would like me to elaborate on anything. Some Rough Crunch:
(Human = 25 point buy) Str 12 (2 pts) Dex 18 (17 pts) +2(racial) > 20 Con 12 (2 pts) Int 12 (2 pts) Wis 12 (2 pts) Cha 10 (0 pt) Trained Skills: Acrobatics +9, Bluff +4, Disable Device +9, Escape Artist +9, Knowledge(Local) +5, Perception +5, Sleight of Hand +9, Stealth +9, Use Magic Device +4, Linguistics +5 Traits: Bullied and River Rat Feats: Dodge and two weapon fighting
Rough Background and DM questions:
Weyland doesn’t remember much of what happened ‘before’, but he thinks it was good. He knows he was an apprentice in a butcher shop, but whether that butcher was a family friend or his father, he couldn’t say, so much of the past is a haze. What he does remember is that is where he first learn to use the knives and that bit of skill has served him better in the city than anything else he might have once known. I could keep going, but let's keep it brief for the moment * A name and quick description of a younger kid in the gang you look out for
* A time when Grandmother (old Female Human Witch 4) saved you
* A name and description of an enemy in a gang whose territory borders yours.
* An ally or friend you have made in the area outside the gang who will help you out.
I guess I can expand my background, if i have to ;) It's just so sad when a fully conceptualized character dies in the recruitment thread.
Expanded Background:
Childhood As a squalling infant, Bahram was rescued from certain doom when followers of Sarenrae destroyed a small cell of Rovagug cultists. Their timely assault found the babe laying on the alter of Rovagug ready to be sacrificed. When the parents could not be found, presumably they had already run afoul of the cultists, he was left in the care of the church. Within the sheltering arms of the clergy he grew up strong and fair. There were other orphans in the care of the church and his childhood was filled with love and laughter, then the dreams began. Adolescence When Bahram reached the age of majority, he began to have dreams of a winged woman wreathed in fire and shining like the sun. In these dreams she called to him and he felt himself suffused with love. When he spoke of these dreams to his elders, they immediately recognized the call fo Sarenrae and Bahram was excepted into the ranks of the acolytes immediately. He excelled at his studies both with the clergy and among the Paladins of order. There was some indecision on his part as to which calling he would follow, but in the end he chose the priesthood due to their stronger connection with their patron. Adulthood
When word arrived of an expedition to resettle Kelmarane, there was much talk of it among the faithful. The opportunity to return the Dawnflower's light to the region was to much to resist, especially with an abandoned temple within the city's ruins and a nearby monastery just waiting to cleansed and re-dedicated. Being one of the Dawnflower's most fervent followers, the church elders asked Bahram if he would be interested in joining the caravan to represent the church's interests in the endeavour. Taking the night to sleep on it before making his decision, Bahram's dreams were once again filled with Sarenrae's presence, something that had not happend in many years. Taking it as a sign of his patron's desire to accept this duty, Bahram now prepares himself to set out to spread the Dawnflower's light. Appearance and mannerisms
Character Concept in Brief: Bahram, NG Suli Cleric of Sarenrae, raised as an orphan within the church. Will use scimitar and shield and probably take the Sun and Glory domains. Traits will be Missionary and Flame of the Dawnflower. Toughness will be his starting feat. Starting Stats:
16 Str, 14 Dex, 12 Con, 16 Wis, 8 Int, 10 Cha Background:
Taken off of the streets as an orphan by the Church of Sarenrae, Bahram was raised in the faith. As a youth he felt a deep connection to the Godess of the Sun and when his Suli heritage manifested itself, he took it to be a divine gift, so that he might better serve her. For many years he devoted himself to to the studying the faith, as well as spending time on patrol with Paladins of the order learning the way of the sword. When word arrived of an expedition to resettle Kelmarane, he readily volunteered to join it. The opportunity to return the Dawnflower's light to the region was to much to resist, especially with an abandoned temple within the cities ruins and a nearby monastery just waiting to cleansed and re-dedicated. His the church's blessing, he eagerly prepares for the caravan to set out.
Llaelian wrote:
I'd say he reacts more with sadness and the loss than anger at the destruction. I think he would preach for balance and harmony between civilization and nature, but accept that progress brings disruption. Wanton destruction or poisoning of nature would fill him with a righteous wrath though.
May I present Faustus of the Woods (NG Faultspawn Druid 7) for consideration Crunch:
Starting Stats={25 point buy) Str 8 (-2 pts) Dex 14 (5 pts) (+2 racial) > Dex 16 Con 14 (5 pts) Int 12 (2 pts) (-2 racial) > Int 10 Wis 18 (17 pts) (+2 racial) (+1 level) > Wis 21 Cha 8 (-2 pt) Variant Tiefling Abilities: Acid resistance 5 :( Druid Stuff Taking bonus domain spells instead of animal companion.
Traits and Feats
Traits(2): Focused Mind(+2 on concentration checks)
Party role: Being able to wild shape and having a stupidly high Perception will allow Faustus to scout if need be. In combat, his focus will be on battlefield control and summoned monsters.
Fluff:
Background: Born with luminescent eyes lacking any pupil and skin covered in fine dun coloured scales, Faustus' fiendish heritage was readily apparent to the horrified midwives that oversaw his birth. Disgusted by the abomination, they took the infant out into the woods and left it there to die. This would have been the end of him, had it not been for the fortunate passing of a wandering ancient elven druid that came to investigate the child's cries. Taking pity on the newborn, the Druid decided to raise him as his own and teach him the ways of the woods. Faustus flourished under the tutelage of his adoptive father and as he grew, he learn many mysteries of the wild, but his fiendish taint kept the animals of the woods ever wary of him. After many years, the man he thought of as his father passed on, leaving Faustus to wander the hidden valleys alone. It was lonesome, but the beauty of the wild places soothed his soul as ever and helped him to surpress his darker urges. Then the dreams began. For a long time Faustus tried to ignore the call, to put it from his mind, but in the end he answered the summons. He did this not because the pull was irresistible, but because it promised answers. He had never thought much of his heritage, though his adoptive father had explained the tain within him, but now, with his blood singing and the dream's incessant call urging him onwards, Faustus has decided to try to find some answers. Appearance
Let me know if you have any questions
I'm interested if you'll have me. My proposal would be a half-orc barbarian(Invulnerable Rager)/oracle (Dual-Cursed Oracle) with battle mystery (basically rage prophet without the prestige class) that uses a Guisarme. If allowed, I'd take the toothy alternate racial trait to get the bite attack and use the half-orc alternative favoured class bonus to get the extra rage. I plan on taking the beast totem line of rage powers and the lameness curse(primary) and speak in tongues curse(secondary) for the oracle class.
Oh Call fo Cthulhu, all the good times we've had together. As tempting as it is, I don't think I have the time to commit this this campaign, but your call for haunted house investigation stories makes me feel compelled to share the story of my first Call of Cthulhu session ever. Please bear with me. So I get asked to join my friend's Cthulhu game, it's a new campaign, maybe 1-2 sessions in. I roll a character and decide the he will be a priest. Father Mahony is born. My character joins in when the other PC's ask him to help them investigate a haunted house. No big deal. We go to the house, spooky things happen. Cupboard doors opening and closing, cold drafts, all that fun stuff. Suddenly, there is a loud bang from upstairs. We all go to investigate and tack the noise to a bedroom, empty, but for an rusty bedframe. The window shutters are open and banging against the window, the other 2 PCs refuse to enter, their players were familiar with CoC, they knew better, but Father Mahony walks right in to go close the shutters. As he approaches the window, the bedframe jumps to life and sliding across the room, bangs into Mahony. I roll to keep my balance and fail. Out the window I go. GM rolls max damage for the fall and that, my friends, was the end Father Mahony. I think I spent more time rolling him than playing him. |
|||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||
|
