Brambleson

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Organized Play Member. 215 posts (3,315 including aliases). No reviews. No lists. No wishlists. 1 Organized Play character. 20 aliases.


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As for where to from here I was waiting to see if anyone was going to attack the mad man but thinking it is unlikely.

-Posted with Wayfinder


Sorry to hear that. I hope life gets better soon. You will be missed drop by if you get time to come back.

-Posted with Wayfinder


Sorry for absence. Back from holiday. Catching up now will post soon

-Posted with Wayfinder


Hi All

I'm in Canberra.


My expectations are zero so any of the above are bonuses. I think 1 is fairly redundant since I can look at the forum as easily as this thread. If I had time to GM (which I might next year) I would message players that had put a decent effort into their charact asking them to apply but most use the spreadsheet as a first port of call for replacement characters.


Hollycaryn Smilesword wrote:
The time's come. Good luck everybody! And good game to chosen ones!

Thanks Hollycaryn, good luck to you too and everyone else.


Just a couple of notes on Deimne Mac Cumhaill I would list him as medium BAB, yes for the first few levels he is 1/2 BAB but then with switch to Eldrich Knight which is full BAB (so by 9th level he'll be on par with 3/4 BAB). On that topic you have a lot of front liners applied. Deimne can easily focus on his magic a bit more and go into a more support and buffing role with front line assistance when required (one of the nice bits about being a wizard, change your memorised spells and change your party role.)


Submitting Deimne mac Cumhaill

Background:

"For your services I give this land to you and your children for as long as they remain true to me and perform the ritual of remembrance on the land every year on this day.
Truly I say of the Fenian clan,
In every generation there will be two.
One leading and one loyal,
One merciful and one just,
One courageous and one wise,
One of knowledge and one of awe,
One of rock and one of soil,
One shield and one sword,
One the glory and one the rune,
One to bleed and one to die."

The words spoken by the God Aroden to Fingal first of the Fenian clan, on the destruction of the cult of the demon lord Deskari in 4433 AR.
At least so say the bards of the Fenian clan. Certainly there had been twins in every generation that could be remembered and as was tradition that one of them always lead the clan. In the last generation it had been my father Cumhaill and uncle Finnegas, in this generation it is me and my brother Oisín.
Our father, and with him our mum, had been the one to die. Leaving uncle Finnegas to raise us and teach us. Many of clan Fenain have abandoned the old ways once the demons attack and drove us from our lands in the northmounds, they said that now the God Aroden was dead so was his promise. Uncle Finnegas never believed this and stayed true to our god, after all he points out that there continues to be twins born into each generation and the rest of the prophecy has held true.
Uncle Finnegas taught us much of the traditions of the clan, as he saw it his most important duty was to maintain the clan's link with the land given to us. Every year he would leave to do this and when we became men he took as with him, he showed the the way back to the Northmounds, the signs of the demons and how to avoid them and if all else fails where to strike them. Once at the Northmounds he would perform the ceremony of renewal where he bled on the land, before making the dangerous way back.
However as much as he could teach me there was so much more I wanted to know, the blue spiral birthmark on my chest and impression I got just before anything happened. When I asked him about our parents he could tell much about my father as a man but little about there death. They had been members of a group called the Riftwardens and left on important mission just after we were born, but he had no idea what they were doing. When I pressed him and it became clear I would leave to seek the answers, he gave me an old spell book of my parents and Oisin gave me his greatsword, Dyrnwyn. The spell book had my birthmark embossed in its cover and sword had worn grip that felt right in my hands. With little idea of where to go I left to seek out the Riftwardens.

Appearance:

Deimne has tough battered look, his nose looks to have been broken a few times and his body shows scars of battles won. When combined with his blue facial tattoo give an intimidating appearance that isn't properly deserved. He wears his hair greased back out of his eyes and his facial hair cut roughly. His clothes are a mix of the Kenabres style covered in the traditional furs of Kellid clothing.

Personality traits:
Deimne is driven by duty. Duty to his clan, his twin brother and to his lost parents. This shows itself in a desire to die fighting the demons that have taken his clan's land, and his parent's lives. He doesn't have a death wish as such but has resigned himself to the fact that he will die fighting the demons and wants to make his life worth much as possible while doing so. He is generally rather pragmatic and has no problem with the concept of a small evil in the pursuit of the greater good. However when it comes to demons there is no room for compromise, you kill them before they can kill you, you kill them before they can trick you and you kill them in any way that you can.

Goals:

Short: Find the Riftwardens and make sense of what happened to my parents
Medium: Get revenge on my parent's killers and the demons that have stolen our land
Long: To be the one who dies, so that Oisin might be the one to live

Level progression notes for GM:
Deimne will take wizard (foresight subschool) levels for the next 5-6 level then eldrich knight. I don't expect to take another level of ranger so the archetype of Demonslayer won't play much of a roll.
I started him with ranger because I felt it represented his upbringing better (and let me get more of the skills I wanted).
If not having a arcane class until 2nd level is problem mechanically I can easily exchange the first two levels and have him start as a wizard and pick up ranger at level two.

Crunch:

Deimne mac Cumhaill
Male Human (Kellid) Ranger (Demonslayer) 1
Neutral Good Medium Humaniod/Human

Init +0

• Defence
AC 14, touch 10, flat-footed 14
HP 15 (10, +2 Con +3 Toughness)
Fort +4, Ref +2, Will -1
BAB +1

• Offence
Spd 20 ft.
Melee
Greatsword +4 (2D6+4 19-20x2) (+3, 2D6+7 if power attack)
Dagger +4 (1D4+3 19-20x2)
Unarmed +4 (1D3+3 provokes 20x2)
Ranged
Longbow +1 (1D8 20x3)

• Statistics
17 Str, 10 Dex, 14 Con, 14 Int, 8 Wis, 10 Cha
Base Atk +1; CMB +4; CMD 14
Favoured class: Wizard

• Feats
Power attack:You can choose to take a –1 penalty on all melee attack rolls and combat maneuver checks to gain a +2 bonus on all melee damage rolls. This bonus to damage is increased by half (+50%) if you are making an attack with a two-handed weapon, a one handed weapon using two hands, or a primary natural weapon that adds 1-1/2 times your Strength modifier on damage rolls. This bonus to damage is halved (–50%) if you are making an attack with an off-hand weapon or secondary natural weapon. When your base attack bonus reaches +4, and every 4 points thereafter, the penalty increases by –1 and the bonus to damage increases by +2. You must choose to use this feat before making an attack roll, and its effects last until your next turn. The bonus damage does not apply to touch attacks or effects that do not deal hit point damage.
Toughness: You gain +3 hit points. For every Hit Die you possess beyond 3, you gain an additional +1 hit point. If you have more than 3 Hit Dice, you gain +1 hit points whenever you gain a Hit Die (such as when you gain a level).

• Skills (6 +2 Int +1 human +2 background= 11 ranks per level) (Armour check penalty -3)
Knowledge (Arcana) 1 rank = +3
Knowledge (Local) 1 rank = +3
Knowledge (Geography)# 1 rank = +6
Knowledge (History)# 1 rank = +3
Knowledge (Nature) 1 rank = +6
Knowledge (Planes) 1 rank = +3
Perception 1 rank = +3
Ride 1 rank = +1
Spellcraft 1 rank = +6
Stealth 1 rank = +1*
Survival 1 rank = +3 (+1 when tracking)

*Armour check penalty applied
#Background skill

• Languages Common, Hallit, Abyssal

• Racial Traits
+2 to One Ability Score (Str): Human characters get a +2 bonus to one ability score of their choice at creation to represent their varied nature.
Medium: Humans are Medium creatures and have no bonuses or penalties due to their size.
Normal Speed: Humans have a base speed of 30 feet.
Bonus Feat: Humans select one extra feat at 1st level.
Skilled: Humans gain an additional skill rank at first level and one additional rank whenever they gain a level.
Languages: Humans begin play speaking Common. Humans with high Intelligence scores can choose any languages they want (except secret languages, such as Druidic)

• Traits
Riftwarden Orphan: You bear a strange birthmark on your body—something you’ve learned is the Sign of the Seeker’s Spiral, a rune associated with the secret society known as the Riftwardens. You have researched this rune, and have learned that the mark sometimes appears on the children of Riftwardens who have been exposed to particularly strange planar energies. Unfortunately, you never knew your parents, for you were raised by a foster family in Kenabres. Your foster family has confirmed that both of your parents were Riftwardens, and has further confirmed that your parents went missing on a secret mission into the Worldwound less than a month after you were born. You're not sure what happened to them, but you're certain they're dead—and your gut tells you that the one who murdered them yet lives! In any event, you’ve long felt magic in your blood, and casting spells comes easily to you. You gain a +2 trait bonus on all concentration checks.
Associated Mythic Path: Archmage. Multiple Characters: You should be siblings with any other character that takes this trait, so that you share the same missing

Magical Knack (Wizard): You were raised, either wholly or in part, by a magical creature, either after it found you abandoned in the woods or because your parents often left you in the care of a magical minion. This constant exposure to magic has made its mysteries easy for you to understand, even when you turn your mind to other devotions and tasks. Pick a class when you gain this trait—your caster level in that class gains a +2 trait bonus as long as this bonus doesn't raise your caster level above your current Hit Dice.

• Special abilities
Favored Enemy (Ex) (Evil outsiders): At 1st level, a ranger selects a creature type from the ranger favored enemies table. He gains a +2 bonus on Bluff, Knowledge, Perception, Sense Motive, and Survival checks against creatures of his selected type. Likewise, he gets a +2 bonus on weapon attack and damage rolls against them. A ranger may make Knowledge skill checks untrained when attempting to identify these creatures.
At 5th level and every five levels thereafter (10th, 15th, and 20th level), the ranger may select an additional favored enemy. In addition, at each such interval, the bonus against any one favored enemy (including the one just selected, if so desired) increases by +2.
If the ranger chooses humanoids or outsiders as a favored enemy, he must also choose an associated subtype, as indicated on the table below. (Note that there are other types of humanoid to choose from—those called out specifically on the table below are merely the most common.) If a specific creature falls into more than one category of favored enemy, the ranger's bonuses do not stack; he simply uses whichever bonus is higher.
Track (Ex): A ranger adds half his level (minimum 1) to Survival skill checks made to follow or identify tracks.
Wild Empathy (Ex): A ranger can improve the initial attitude of an animal. This ability functions just like a Diplomacy check to improve the attitude of a person (see Using Skills). The ranger rolls 1d20 and adds his ranger level and his Charisma bonus to determine the wild empathy check result. The typical domestic animal has a starting attitude of indifferent, while wild animals are usually unfriendly.
To use wild empathy, the ranger and the animal must be within 30 feet of one another under normal visibility conditions. Generally, influencing an animal in this way takes 1 minute, but, as with influencing people, it might take more or less time.
The ranger can also use this ability to influence a magical beast with an Intelligence score of 1 or 2, but he takes a –4 penalty on the check.

• Equipment
Carried by Deimne
Greatsword
Dagger
Hide
Longbow
40 arrows in a quiver
Pouch, Belt
Containing 7 gp worth of small coin
Spell component pouch
Ranger's kit
Traveler’s outfit
Cold weather outfit
Wooden holy symbol of Aroden

Party role:
Firstly he is a tanks and front line fighter, he will never have good AC but can make up for that with spells like displacement and good HPs. Secondly he is a party buffer and utility spell caster. Thirdly he will have a little direct damage magic for when direct damage swords don't work. He would probably work best as a second fighter type in a party but if he was the primary tank he duel path into guardian to support that side of things.

Role playing:
Deimne is fairly to the point about most things, including speaking before thinking, acting promptly rather than delaying the problem. That said he can be fairly cunning and devious and has moral problems with deceiving demons and their pawns.
Oi plan ter 'av a wee bit av an Irish feel ter 'is speach. If this proves too hard to understand (particularly to English as a second language people) I can write normally and describe the Irish lilt to his accent.


oyzar wrote:

I would much prefer to play against beefed up enemies rather than play with nerfed characters. Sure we all play mainly for the story, but mechanics are also fun. If we didn't enjoy mechanics we wouldn't be playing the mechanics-heavy pathfinder, but rather some more rules-light system.

I would like play a void school wizard going down the archmage path. 15 point buy doesn't hurt a wizard nearly as much as it hurts a paladin or a monk.

Agreed but unfortunately beefed up enemies require quite a bit of work from the GM, often leading to GM fatigue and drop out. BWT I'm happy to apply for a 20 or 25 pt game if you want to run it (:


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One alternative you could replace the mythic with gestalt. It would probably lower the power level, especially with 15 put buy.


I'd certainly be keen in a NOT gestalt game


Yay a Hell's rebel's game.

Step 1:

1. The Aquila family was once strong and powerful in the old Cheliax under the God Aroden
2. Her father, Lucius, sold out the family ancestral linkage to Aroden and honour for a pack with one of Asmodeus's more ambitious devils underlings leading to wealth and a little power.
3. Her birth is the direct result of of this, as the 'signing' of this pack involved sleeping with the demon, the offspring was then given back to Lucius.
4. Elenora is motivated by righteous revengence, she grew up spoiled prat and put no effort into anything until her father arraigned to have her best friend, Bethany, to be sold into slavery to anger her into action.
5. She has adopted a masked vigilantly persona (Xeno) for her vengeance. What started focused on her father has spread to general righting wrongs, particularly against other woman.
6. Her masked vigilantly person is know in most of the rumors as the black widow, probably because of the clothes she wears as Xeno look like a mourning garb.
7. Elenora plays the role of a rich lesser nobility, apparently loyal to the new regime.
8. Xeno is intense and often scary, She has no time for idiots and plans that will get her killed.

Step 2:

1. Kill or drive off the Mayor and his flunkies.
2. Destroy her father's businesses and wealth leaving him a beggar or similar.
3. Defend the defenseless (particularly females) and punish the immoral. She will give people a chance to surrender and if they do let them off a warning. Anyone who has had a warning get no more chances or warnings.
4. Find people to work with towards the common goal of purifying the city.

Step 3:

1. (known) That Xeno is Elenora Aquila.
Ok that one is a bit of a given so I'll add a free extra one
2. (known) That there are demon underlings of Asmodeus prepared to undermine his position but they aren't ready to face him openly.
3. (Unknown) Her father fully knows what she is up to and is proud of the strength she is gaining. He has been sending very skilled mercenaries the follow her and keep her from getting in troublle beyond what they think she can deal with. They have on a number of times stoped the hell knights from catching up with her.

step 4:

1. (Enemy (complicated)) Lucius Aquila, her father. (not as simple as enemy, see secret 3)
2. (Friend (complicated)) Gaius Thrune, nephew to the mayor, fourth son, hellknight of the rack. He is romantically interested in Elenora and trying to impress her, he isn't without charm but Elenora knows that her secret will keep them apart (she is sending mixed signals). He is trying to catch the Black Widow to make his name.
3. (Friend (not complicated)) Georgia is an orphan and was on the street. Xeno saved her from unwanted male attention early in her time because she reminded Xeno of her lost friend. It is through conversations with Georgia that Xeno has widened her aim to include all the oppressors in the city, not just her father. Georgia knows who Xeno really is. She now has a job as a seamstress and makes Xeno's costume.

step 5:

1. Elenora most vivid memory is her friend Bethany being screaming for help as she was being dragged away by one of her father's men, while father held her and stoped her going to help her friend. She remembers the feeling of helplessness that she felt and the taste of her father's blood from when she bit him trying to get free.
2. Elenora has an oddly distant detached memory from being with her mother in one of the hells when she was very little. Strangly she has very little emotion when it come to her mother.
3. Xeno remembers the power she felt, when she first put on the costume.

step 6 (bonus):

Just a quick note on gender: I am male, and generally avoid playing female characters out of respect and the fact most males play females as asexual or sexual fantasies. I will try to play Xeno somewhere down in the middle (and PG), at least a dialed down from the portrayal of Zorro in film (Zorro being one of the major inspirations for Xeno). If there are any females in the group firstly I apologize and secondly I would appreciate any advice (or criticisms) on how I am playing her.
Additionally she is in no way inspired by the Avenger's character, the name 'black widow' came from how she is disguising herself.

Posting:
I usually check multiple times a day during the week and at least once over the weekend (I would check more but most of my games slow right down over the weekend so there is little need). I only post when appropriate/need, for some games that is once to twice a day but for most that once every couple of days. I live in Australia and usually check mornings and afternoons which is about evening in the USA.

Character sheet:

Elenora Aquila AKA Xeno AKA The black widow
Female Tiefling magus 1
Chaotic Good Medium Outsider/Native

Init +4
Perception -1

• Defence
AC 17, touch 14, flat-footed 13 (+4 Dex, +3 MW Studded leather)
HP 10 (8/lv +2 con/level)
Fort +4, Ref +4, Will +1
resistance 5 vs fire/cold/electricity
CMD 14

• Offence
Spd 30 ft.
Melee
Rapier +4 (1d6 18-20/x2)
Options:
•Spell combat -2 to hit and cast a spell
•Arcane pool enhanced +1 to hit +1 damage
Ranged
None currently

• Statistics
Str 10(+0), Dex 18(+4), Con 14(+2), Int 16(+3), Wis 8(-1), Cha 10(+0)
Base Atk +0; CMB +0; CMD 13

Favoured class: +1/4 per lv to arcane pool (Currently = 1/4 = 0).

• Racial Traits
+2 Dexterity, +2 Intelligence, –2 Charisma: Tieflings are quick in body and mind, but are inherently strange and unnerving.
Native Outsider: Tieflings are outsiders with the native subtype.
Medium: Tieflings are Medium creatures and receive no bonuses or penalties due to their size.
Normal Speed: Tieflings have a base speed of 30 feet.
Darkvision: Tieflings see in the dark for up to 60 feet.
Skilled: Tieflings gain a +2 racial bonus on Bluff and Stealth checks.
Spell-Like Ability: Tieflings can use darkness once per day as a spell-like ability. The caster level for this ability equals the tiefling's class level.
Fiendish Resistance: Tieflings have cold resistance 5, electricity resistance 5, and fire resistance 5
Fiendish Sorcery: Tiefling sorcerers with the Abyssal or Infernal bloodlines treat their Charisma score as 2 points higher for all sorcerer class abilities.
Languages: Tieflings begin play speaking Common and either Abyssal or Infernal. Tieflings with high intelligence scores can choose from the following: Abyssal, Draconic, Dwarven, Elven, Gnome, Goblin, Halfling, Infernal, and Orc.

• Skills (2+3 ranks/level=5 ranks) (Armour check penalty = 0)
Acrobatics untrained = +4*
Bluff untrained = +2 (+2 racial)
Climb untrained = 0*
Disguise 1 rank = +1 (additional +2 if using kit)
Intimidate untrained = +0
Knowledge (Local) 1 rank = +4
Knowledge (Nobility) 1 rank = +8 (+1 Trait and class skill from Child of Kintargo)
Perception untrained = -1
Perform (Dance) 1 rank = +1
Sense Motive untrained = -1
Stealth 1 rank = +7* (+2 racial)

*Armour check penalty applied

Concentration = +6 (+1 Caster lv, +3 Int and +2 Trait)

• Languages
Taldan (Common), Infernal, Abyssal, Draconic, Halfling

• Traits
Focused Mind:
Your childhood was either dominated by lessons of some sort (whether musical, academic, or other) or by a horrible home life that encouraged your ability to block out distractions and focus on the immediate task at hand. You gain a +2 trait bonus on concentration checks.
Child of Kintargo:

• Feats
Weapon finesse: With a light weapon, rapier, whip, or spiked chain made for a creature of your size category, you may use your Dexterity modifier instead of your Strength modifier on attack rolls. If you carry a shield, its armour check penalty applies to your attack rolls.

• Special abilities
Arcane Pool (Su) 4 points/day: At 1st level, the magus gains a reservoir of mystical arcane energy that he can draw upon to fuel his powers and enhance his weapon. This arcane pool has a number of points equal to 1/2 his magus level (minimum 1) + his Intelligence modifier. The pool refreshes once per day when the magus prepares his spells. At 1st level, a magus can expend 1 point from his arcane pool as a swift action to grant any weapon he is holding a +1 enhancement bonus for 1 minute. For every four levels beyond 1st, the weapon gains another +1 enhancement bonus, to a maximum of +5 at 17th level. These bonuses can be added to the weapon, stacking with existing weapon enhancement to a maximum of +5. Multiple uses of this ability do not stack with themselves. At 5th level, these bonuses can be used to add any of the following weapon properties: dancing, flaming, flaming burst, frost, icy burst, keen, shock, shocking burst, speed, or vorpal. Adding these properties consumes an amount of bonus equal to the property's base price modifier (see the Magic Weapon Special Ability Descriptions). These properties are added to any the weapon already has, but duplicates do not stack. If the weapon is not magical, at least a +1 enhancement bonus must be added before any other properties can be added. These bonuses and properties are decided when the arcane pool point is spent and cannot be changed until the next time the magus uses this ability. These bonuses do not function if the weapon is wielded by anyone other than the magus.
Spell Combat (Ex): At 1st level, a magus learns to cast spells and wield his weapons at the same time. This functions much like two-weapon fighting, but the off-hand weapon is a spell that is being cast. To use this ability, the magus must have one hand free (even if the spell being cast does not have somatic components), while wielding a light or one-handed melee weapon in the other hand. As a full-round action, he can make all of his attacks with his melee weapon at a –2 penalty and can also cast any spell from the magus spell list with a casting time of 1 standard action (any attack roll made as part of this spell also takes this penalty). If he casts this spell defensively, he can decide to take an additional penalty on his attack rolls, up to his Intelligence bonus, and add the same amount as a circumstance bonus on his concentration check. If the check fails, the spell is wasted, but the attacks still take the penalty. A magus can choose to cast the spell first or make the weapon attacks first, but if he has more than one attack, he cannot cast the spell between weapon attacks.

• Magus Arcana
None currently

• Magus spell casting
Cantrips (DC 13) In Spellbook: Acid splash, Arcane mark, Dancing lights, Daze, Detect magic, Disrupt undead, Flare, Ghost sound, Light, Mage hand, Open/close, Prestidigitation, Ray of frost, Read magic, Spark.
Memorized (3): Arcane mark, Daze, Prestidigitation

First level spells (DC 14) In Spellbook: Feather Fall, Grease, Reduce Person, Shield, True Strike, Vanish
Memorized (1+1): Shield, True Strike

• Equipment weight of carried gear 24 lbs;
Worn/Carried by Xeno
Rapier 20 gp 2lb
MW Studded leather Free (with trait) 20lb
Spell component pouch 5 gp 2lb
Traveller’s outfit (Xeno costume) 0 gp
Pouch, Belt 1 gp
contain coin 5.99gp

Normally Left at home when dressed as Xeno
False-bottomed Chest 52 gp

In normal part of the chest
Noble's Outfit Free with trait
Jewellery 100 gp
Perfume 5 gp
Whetstone 0.01 gp
Traveller’s outfit (Everyday around the house clothes) 1 gp

In false bottom of chest
Disguise kit 50 gp
Spellbook 0 gp
Traveler's outfit (spare Xeno costume) 1 gp
+ other Xeno costume if dressed as Elenora

Carried on her if dressed as Elenora
Noble's Outfit (or courtier's depending on event)
Jewellery
Rapier
Spell component pouch
Pouch, Belt


I like your avatar Sir Longears (:

Just putting together my character Marcus Danebridge. I like background skills but also happy to live without them.

I'm also not worried about healing, we can but a wand of CLW with our first lot of money which Narekk can use (or be given one or have a npc a long who can heal). Having weaknesses in parties can enhance the game (or destroy them one or the other).


VerbalTech you might also find this useful

I want something that is normally taught/studied thus making it odd that he taught himself. I'm thinking I'll have a go at putting him together as a Archanist, but will full back to wizard if I can't make it look right. Alternatively I can go Magus if we don't have a front liner (I was already plannign to make him fairly strong to reflect his profession as a farmer.)


Hi all, doesn't worry me assuming you think that it won't distract. You can always drop the NPC later if its not working.


I'd be keen to play RotRL if there is still space. I've started in about 3 games that haven't made half way through the first book.


Welcome Meeko

Most GMs don't mind if you don't make a profile until you are chosen. Additionally you can embed the link to character sheet to make it easier on the GM with:
[@url=http://www.myth-weavers.com/sheet.html#id=606211]Link to character sheet[/url] but without the @

Link to character sheet

Additionally this is a great intro into PbPs.


Sounds interesting, going to be epic (:
Not sure if I have time to make a character before 15th (it is insanely busy at work and I'll be pulling a lot of overtime.)
4d6 - 1 ⇒ (1, 5, 2, 2) - 1 = 9
4d6 - 2 ⇒ (2, 4, 3, 2) - 2 = 9
4d6 - 1 ⇒ (6, 6, 1, 4) - 1 = 16
4d6 - 2 ⇒ (6, 2, 6, 6) - 2 = 18
4d6 - 2 ⇒ (3, 6, 6, 2) - 2 = 15
4d6 - 2 ⇒ (4, 4, 5, 2) - 2 = 13

I'm not going to bother adding up pts as that is well over 20 pt buy (in fact a little too much over you might want to limit this one if it gets in)


Gaming Ranger, forAlekto you can link to a post in the thread. Btw thank you for putting the list together.


Submitting Deimne MacCumhaill for consideration. Let know if you have any questions.


I'm in a game that has just died at the same point so it would be easy to flow across. Additionally the other players are at a loose end. Link to our died game it was rather slow at the end with the GM having less and less time.
Link to my character Vank Stormfist, he is hobgoblin so not one of your preferred, but there is little I can do about that sorry. We were created with the Focus/foible system, I can easily switch to 25 pt if selected.


Submitting Elenora Aquila AKA Xeno AKA the black widow Heiress socialite by day, masked vigilante by night.

Reason for being a protest and everything else are in the alias. If I missed anything let me know and I'll fix it.


I haven't seen Horror run well as a PbP, that doesn't mean its not possible, but its hard to build and maintain the appropriate tension over days and weeks of posting.

Running Shadowrun as PbP would reduce a lot of the inherent weakness in the system (long planing times, often out of character, and hacker working in a totally different world as everyone else). I still think it would be fairly boring playing a hacker. I haven't played Shadowrun since 3rd ed but could be tempted.

Jade Regent has always had some appeal. I don't know much about Tian Xia so would prefer playing a foreigner traveling there and learning about it with the character.


spectrevk wrote:
dickie wrote:
Chelaxian rebels? I'm going to have to grab the PG and take a look.

It's a pretty impressive player's guide this time around. There's even a system in place for administrating a rebellion (gaining supporters, organizing strike teams, etc.)

You'll also decide what type of rebellion you all are running: political, sneaky, or militant.

I totally agree. Well worth reading, its the best PG I've seen. In the past as a GM I've had to copy parts of the modules to give to the players because it was information that should have been public knowledge, however this Players Guide had everything I wanted as a player.


Sounds good I'll get things together.


I'm not going to get a submission in sorry. I spent sometime putting together a bard for the campaign and when I had finished and read through what I wrote I realized I created a character I had no interest in playing.

Good luck all.


I think there is an issue with orcs being CE. To me, how they are traditionally portrayed, with tribes, and larger groupings of tribe at certain time and working well as a unit really says NE to me rather than CE.

As to why we are fighting the demons, there are plenty of personal reasons listed above. Choose one, but I think it is important to have one to avoid future problems of motivation. Personally my character's tribe has been displaced from the tribal lands and he'll be fighting to get it back.

We do need to work out how we come together to start with but once together the mutual goals should be strong enough to stay together (a long with potential character friendships). Given mature players it won't be an issue.


I'd suggest just Gestalt and run module as is (less work for you).


Dotting for interest. Won't get the chance to put together a submission until later in the week. Would an Ifrit or Suli be appropriate?


Divinitus wrote:
No ideas on a potential character yet?

For WotR I have tribal human character Deimne that could very easily be adapted to an Orc. All it would require is a change of God, names and few attitudes. I also like a party of evil Orcs fighting the demons not for any noble purpose but for their tribe's survival (another cohesive evil party concept)

If you go for Giantslayer I'm not so sure, I think a giant slaying party should have a ranger so maybe a beast riding ranger (or slayer, hunter or similar), or a cleric Gorum (war priest, oracle or similar). I'll have to think on the idea to form it into something more cohesive. I agree with the others who have talked about the Orc 'standards' for classes and archetypes, our Orc party should feel very Orc.

Not so keen on Kingmaker as I like the external force (of Demons or Giants) driving us to work together. Kingmaker doesn't have that in the same way. (And I'm already in a kingmaker game)

On Gestalt I'm generally against it as it creates more work for the GM and anything that can lead to GM burnout seems like a bad idea. As a player they are fun to play and if the GM is keen I'm happy. Thunderbeard suggested gestalt instead of mythic for WotR which seems like an interesting idea, and probably less work for the GM.


Sounds interesting. Always like themed groups. I like Giant slaying orcs, demon slaying would good too but please don't combine gestalt with mythic things will get too crazy. I'll certainly submit something when you decide what to do.


I've created two characters which I'm very keen to play but haven't got a chance yet (or only in games that died very quickly).

Deimne Mac Cumhaill, destined to die nobly for his clan, for Wrath of the Righteous.

Elenora Aquila AKA Xeno AKA The Black Widow Heiress socialite by day, masked vigilante by night for Hell's Rebels.

PM me if they would fit into your campaign, happy to slot into the middle to replaced dropped players.


Applying with Deimne


I'm away for the weekend, so if I get selected I'll be a little slow for three days.


Grats to those picked (:


Karas Argentus wrote:

I would very much be up for tied stories if selected. Karas has been in Kenabres all his life.

Good ties or bad ties it all makes for great story. Karas isnt the most religios but his relationship with Terendelev is akin to Hero worship and a motherly figure of awesome power.

I totally agree with this. Even if every other character knew two others then you could build up a net of the characters. The main draw back of this type of recruitment is the lack of connection between the characters, but it is fixable if give a day or two to do so after selection.


Hi GM Xeno is at the protest to 'meet a contact'. sorry it was hidden in background rather than clearly stated.


Sorry I hide the reason to going in the background. Xeno is going to meet a contact.


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Kethaera Nightbreeze wrote:
Excellently written character Tim.

Thanks, Kethaera Nightbreeze looks good too. I've had the idea knocking about for ages but it didn't seem to fit in any of the adventure paths very well. But this AP seems exactly perfect for her.


Submitting Elenora Aquila AKA Xeno AKA The black widow for consideration.

Totally aside, not sure about other people but I was really impressed by the player's guide for this AP. It seemed to be a great summary of information for what everyone should know. In the past I have had to copy sections of the 1st module to hand out to players because it was information that was assumed they knew.


Lanarial wrote:

Behold the awesome power of randomness!!

That's what makes Role Playing better than roll playing! I love the challenge of finding how to relate the random to my character's story and background. Makes for a richer experience =)

This is probably not the place or time for a debate about this but what the heck. I totally agree that random stats can be a great inspiration for characters (particularly their flaws). I have at times rolled dice for stats to give me inspiration before making a character with a point buy system. But If you already have a concept rolling can get in the way and additionally can create an uneven playing field for characters and can at times lead to resentment.

Basically I feel there is plenty of randomness in play that there is no need of it character creation.


Clebsch GM wrote:
Tim Woodhams wrote:
Looks interesting I've got a couple of ideas if I get the rolls. GM given that the difference between 15 and 25 pt is quite large would you consider just assigning a point value once you have made your selection and ask those people to rebuild?
I like having some randomness, as it takes me back to the good old days of 1st Edition D&D.

(: That might well be the exactly same reason that I don't like randomness. To me D&D became much more playable at 3rd Ed.


Submitting Deimne for consideration. The full character sheet is here

Here is the summary separately:
•Character Race + any alternate racial traits: Human, no alternate traits
•Character class + any archetypes: Ranger at first without archetype, then 5-6 levels of Wizard followed by Eldrich Knight. If its a problem having Archmage Mythic path without a caster level at first I can go Wizard, Ranger, Wizard x4 but I felt the skills of the ranger worked better for his background for 1st level.
•If the class has any choices to make from a list of options: Ranger favoured enemy is evil outsiders and Wizard levels will be diviner.
•Feats and traits: Power attack (got hit those demons hard), Riftwarden Orphan, Magical Knack (Wizard)
•Physical appearance: Deimne has tough battered look, his nose looks to have been broken a few times and his body shows scars of battles won. When combined with his blue facial tattoo give an intimidating appearance that isn't properly deserved. He wears his hair greased back out of his eyes and his facial hair cut roughly. His clothes are a mix of the Kenabres style covered in the traditional furs of Kellid clothing.
•Personality traits: Deimne is driven by duty. Duty to his clan, his twin brother and to his lost parents. This shows itself in a desire to die fighting the demons that have taken his clan's land, and his parent's lives. He doesn't have a death wish as such but has resigned himself to the fact that he will die fighting the demons and wants to make his life worth much as possible while doing so. He is generally rather pragmatic and has no problem with the concept of a small evil in the pursuit of the greater good. However when it comes to demons there is no room for compromise, you kill them before they can kill you, you kill them before they can trick you and you kill them in any way that you can.
•Short biography: "For your services I give this land to you and your children for as long as they remain true to me and perform the ritual of remembrance on the land every year on this day.
Truly I say of the Fenian clan,
In every generation there will be two.
One leading and one loyal,
One merciful and one just,
One courageous and one wise,
One of knowledge and one of awe,
One of rock and one of soil,
One shield and one sword,
One the glory and one the rune,
One to bleed and one to die."
The words spoken by the God Aroden to Fingal first of the Fenian clan, on the destruction of the cult of the demon lord Deskari in 4433 AR.
At least so say the bards of the Fenian clan. Certainly there had been twins in every generation that could be remembered and as was tradition that one of them always lead the clan. In the last generation it had been my father Cumhaill and uncle Finnegas, in this generation it is me and my brother Oisín.
Our father, and with him our mum, had been the one to die. Leaving uncle Finnegas to raise us and teach us. Many of clan Fenain have abandoned the old ways once the demons attack and drove us from our lands in the northmounds, they said that now the God Aroden was dead so was his promise. Uncle Finnegas never believed this and stayed true to our god, after all he points out that there continues to be twins born into each generation and the rest of the prophecy has held true.
Uncle Finnegas taught us much of the traditions of the clan, as he saw it his most important duty was to maintain the clan's link with the land given to us. Every year he would leave to do this and when we became men he took as with him, he showed the the way back to the Northmounds, the signs of the demons and how to avoid them and if all else fails where to strike them. Once at the Northmounds he would perform the ceremony of renewal where he bled on the land, before making the dangerous way back.
However as much as he could teach me there was so much more I wanted to know, the blue spiral birthmark on my chest and impression I got just before anything happened. When I asked him about our parents he could tell much about my father as a man but little about there death. They had been members of a group called the Riftwardens and left on important mission just after we were born, but he had no idea what they were doing. When I pressed him and it became clear I would leave to seek the answers, he gave me an old spell book of my parents and Oisin gave me his greatsword. The spell book had my birthmark embossed in its cover and sword had worn grip that felt right in my hands. With little idea of where to go I left to seek out the Riftwardens.
•Alignment and religion: NG and worships Aroden
•Mythic Path: Archmage (will probably dual path into Guardian or Champion at some point)
Stats modified down to 25 pts:
Str 17 (+2 more form race)
Dex 12
Con 14
Int 15
Wis 8
Cha 10


Looks interesting I've got a couple of ideas if I get the rolls. GM given that the difference between 15 and 25 pt is quite large would you consider just assigning a point value once you have made your selection and ask those people to rebuild?

Dice rolls:
4d6 ⇒ (2, 1, 6, 4) = 13 12
4d6 ⇒ (6, 3, 3, 6) = 18 15
4d6 ⇒ (5, 2, 1, 2) = 10 9
4d6 ⇒ (5, 6, 3, 2) = 16 14
4d6 ⇒ (3, 1, 2, 6) = 12 11
4d6 ⇒ (6, 2, 1, 1) = 10 9
Point total=2+5-1+7+1-1=13
4d6 ⇒ (5, 6, 6, 6) = 23 18
Point total is now well over, I'll cut this back to 25 in character creation


On holiday and operating from my phone, I won't be able to contribute properly. I'll bow out good luck all.


Congrats to those selected.

I would be interested in the other game.


Cinna is still available. She won't provide much skill or blasty magical support but will provide healing and buffing magics.

Note that I will be going overseas for 2 weeks in early January and I have no idea how much internet I'll have access to while there.


Looks good to me. I like the one about leaving hooks for other players. On the topic of posting daily, I'm on holiday overseas for two weeks in January and I'm not sure how much access to Internet I'll have (otherwise good).


Thanks Piousa. As much as I'd like Deimne to be in a group by himself he really isn't a ranged ranger. He is heading towards Eldritch Knight, so put him under melee or caster (or make a hybrid grouping and chuck him in there with the other hybrid characters).


Hi, I'd like to apply with Deimne Mac Cumhaill of clan Fenian.

Happy to take on board any suggestions or need for elaborations just let me know.


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