SinBlade06 |
I'm with Gossamar. I'm very interested in this, since it sounds like a fairly long adventure, but I'd like a little more info.
What kind of restrictions are we looking at if we plan to create a new character?
Are the times you posted for posting on your first post your posting times or ours? What timezone is that?
Does this take place in a world similar to Golaria?
What kind of deities are we looking at? (for the divine casters)
Any houserules we should be worried about/looking forward to?
william Nightmoon |
I'm with Gossamar. I'm very interested in this, since it sounds like a fairly long adventure, but I'd like a little more info.
What kind of restrictions are we looking at if we plan to create a new character?
Are the times you posted for posting on your first post your posting times or ours? What timezone is that?
Does this take place in a world similar to Golaria?
What kind of deities are we looking at? (for the divine casters)
Any houserules we should be worried about/looking forward to?
The restrictions are basic, the only class I don't allow is the gunslinger. As for build, 20 point spend or random rolled.
Posting on mountain timeThe world is of my design, but deities are free to your choice. You may have any alignment, but I don't want you killing each other.
SinBlade06 |
1 person marked this as a favorite. |
Does this include the example races from the Advanced Race Guide? Can I play a Gargoyle!? :D
If you say no, then no biggie. Otherwise, I'd like to offer up an Orc Barbarian with the following stats:
20 point buy
Str: 18
Dex: 12
Con: 16
Int: 8
Wis: 10
Cha: 9
Feat: Toughness
Favored Class Bonus: +1 Rage rounds/day
Dayrunner Alternate Racial Trait
Do we get traits? What does starting gold look like (if any)?
Kala Kirtimukha |
I'm looking to play a half-orc rogue.
Standing at an unimpressive 4’9” and weighing a mere 138 pounds, the only way little Kala Kirtimukha stood out is the fact that she’s a half-orc. Her mother was a human wizard who charmed an orc warrior. The poor creature was under her charm monster spell for seven days. At first, he was angry that he had been duped, but when he reflected back on his captivity, he realized he had been treated better as a prisoner than he ever had been as a warrior. Although given the opportunity to return to the harsh life of his birth, he agreed to continue accompanying this mesmerizing lady in exchange for gold and glory. Over time, the two developed a romantic relationship, and Kala was born. Kala had the benefit of studying in the libraries of big cities, although she had to constantly prove she was smart enough to deserve private tutelage. Now that their child is finally of age, her parents have continued their life of adventure, and Kala is on her own to find her place in the world.
“Well met! It sounds like you could use the services of Kala Kirtimukha, the neutral good female half-orc rogue! I may not be that pretty, but then again, most of the time you can’t even see me! I’m all about exploring what the world has to offer and liberating long lost treasures from ancient tombs; the dead don’t need ‘em, and such pretties are only appreciated by the living! I’ve got a keen eye, a quick wit, and am slow to fall. If you’ll have me, please let me know! Until then, I’ll be here enjoying a strong, warm ale and listening to the bard’s songs.”
Kala Kirtimukha
Female half-orc rogue 1
NG Medium humanoid (human, orc)
Init +9; Senses darkvision 60’; Perception +6 (+1 to locate traps)
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DEFENSE
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AC 15, touch 13, flat-footed 12 (+2 armor +3 Dex)
hp 11 (1d8+3)
Fort +2, Ref +5, Will +3
+2 trait bonus to saving throws versus divination effects
Defensive Abilities orc ferocity
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OFFENSE
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Speed 30’
Melee falchion +2 (2d4+3 18-20)
Ranged javelin +3 (1d6+2) 30’/150’
Ranged sling +3 (1d4+2) 50’/500’
Special Attacks sneak attack +1d6
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STATISTICS
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Str 14, Dex 16, Con 14, Int 12, Wis 14, Cha 8
Base Atk +0; CMB +2; CMD 15
Feats Improved Initiative
Skills Acrobatics +7, Climb +6, Disable Device +8, Intimidate +1, Knowledge (dungeoneering) +5, Knowledge (local) +5, Perception +6+1 to locate traps, Profession (merchant) +6, Sense Motive +6, Stealth +7
Languages Common, Orc, Goblin
SQ orc blood, trapfinding +1, weapon familiarity
Other Gear leather armor, falchion, javelins (5), sling w/ 30 bullets, backpack, bedroll, grappling hook, rope, rations (5), waterskin, belt pouch, thieves’ tools, 11 gp, 1 sp
Darkvision: Half-orcs can see in the dark up to 60 feet.
Intimidating: Half-orcs receive a +2 racial bonus on Intimidate checks due to their fearsome nature.
Orc Blood: Half-orcs count as both humans and orcs for any effect related to race.
Orc Ferocity: Once per day, when a half-orc is brought below 0 hit points but not killed, he can fight on for 1 more round as if disabled. At the end of his next turn, unless brought to above 0 hit points, he immediately falls unconscious and begins dying.
Sneak attack: If a rogue can catch an opponent when he is unable to defend himself effectively from her attack, she can strike a vital spot for extra damage.
The rogue's attack deals extra damage anytime her target would be denied a Dexterity bonus to AC (whether the target actually has a Dexterity bonus or not), or when the rogue flanks her target. This extra damage is 1d6 at 1st level, and increases by 1d6 every two rogue levels thereafter. Should the rogue score a critical hit with a sneak attack, this extra damage is not multiplied. Ranged attacks can count as sneak attacks only if the target is within 30 feet.
With a weapon that deals nonlethal damage (like a sap, whip, or an unarmed strike), a rogue can make a sneak attack that deals nonlethal damage instead of lethal damage. She cannot use a weapon that deals lethal damage to deal nonlethal damage in a sneak attack, not even with the usual –4 penalty.
The rogue must be able to see the target well enough to pick out a vital spot and must be able to reach such a spot. A rogue cannot sneak attack while striking a creature with concealment.
Trapfinding: A rogue adds 1/2 her level to Perception skill checks made to locate traps and to Disable Device skill checks (minimum +1). A rogue can use Disable Device to disarm magic traps.
Weapon Familiarity: Half-orcs are proficient with greataxes and falchions and treat any weapon with the word “orc” in its name as a martial weapon.
Traits
Reactionary (combat): You were bullied often as a child, but never quite developed an offensive response. Instead, you became adept at anticipating sudden attacks and reacting to danger quickly.
Benefit: You gain a +2 trait bonus on initiative checks. [Ultimate Campaign]
Carefully Hidden (race, human): Your life as a member of an unpopular ethnic group has given you an uncanny knack for avoiding detection.
Benefit: You gain a +1 trait bonus to Will saves and a +2 trait bonus to saving throws versus divination effects. [Taldor, Echoes of Glory]
Math
Hp 11; HD 1d8 +2 Con +1 favored class
Initiative +9 (+3 Dex +2 trait +4 II)
Speed 30’ (run x4; base 30’)
AC 15 (10 +2 armor +3 Dex)
touch 13, flat-footed 12
Fort +2 (+0 rogue +2 Con)
Reflex +5 (+2 rogue +3 Dex)
Will +3 (+0 rogue +2 Wis +1 trait)
+2 trait bonus to saving throws versus divination effects
Falchion +2 2d4+3 18-20/x2 S (+0 BAB +2 Str / + Str x1.5 two-handed)
Javelin +3 1d6+2 x2 P 30’/150’ (+0 BAB +3 Dex / +2 Str)
Sling +3 1d4+2 x2 B 50’/500’ (+0 BAB +3 Dex / + Str)
BAB +0; CMB +2 (+0 BAB +2 Str); CMD 15 (10 +2 Str +3 Dex)
Skills (8 ranks +1 Int)
Acrobatics +7 (1 rank +3 class skill +3 Dex)
Climb +6 (1 rank +3 class skill +2 Str)
Disable Device +8 (1 rank +3 class skill +3 Dex +1 trapfinding)
Intimidate +1 (-1 Cha +2 racial)
Knowledge (dungeoneering) +5 (1 rank +3 class skill +1 Int)
Knowledge (local) +5 (1 rank +3 class skill +1 Int)
Perception +6+1 to locate traps (1 rank +3 class skill +2 Wis)
Profession (merchant) +6 (1 rank +3 class skill +2 Wis)
Sense Motive +6 (1 rank +3 class skill +2 Wis)
Stealth +7 (1 rank +3 class skill +3 Dex)
Equipment (140 gp starting gold)
Falchion (2d4 18-20/x2 S; 75 gp)
Javelin x5 (1d6 x2 P 30’/150’; 1 gp each)
Sling w/ 30 bullets (1d4 x2 B 50’/500’; - gp, 1 sp/10 bullets)
Leather armor (light, +2 armor bonus, +6 max Dex, 0 check, 10% spell fail; 10 gp
Backpack (2 gp)
Bedroll (1 sp)
Thieves’ tools (30 gp)
Grappling hook (1 gp)
Rope, hemp (50’; 1 gp)
Rations (5 days; 5 sp each)
Waterskin (1 gp)
Belt pouch (1 gp)
11 gp, 1 sp
william Nightmoon |
Does this include the example races from the Advanced Race Guide? Can I play a Gargoyle!? :D
If you say no, then no biggie. Otherwise, I'd like to offer up an Orc Barbarian with the following stats:
** spoiler omitted **
Do we get traits? What does starting gold look like (if any)?
Yes that's fine, but try to give a reason for not having the townsfolk attack you.
william Nightmoon |
I also have a new race known as wolf-folk, much like their cat counterparts, only allot more feral and pack oriented.
Type:humanoid with wolf-folk subtype.
Speed: 30ft
Stat bonus: +2str,+2dex,-2wiz
Language: start with common and wolf-folk. Bonus languages:elvish, dwarvish, goblin, orc, aklo, Sylvan, gnome, and undercommon
Scent: have the scent special trait,
Weapon familiarity: javelin and handaxe
Skill bonus: +2 survival
Claws: 2 claw attacks, (1d4 per claw)
Hatred: +1 attack vs. Catfolk and catlike creatred
Alternative traits
Feral: gain a bite attack (1d4) replace weapon familiarity
Lone wolf: gain a +2 on appraise and perception to spot hidden objects and to tell if food is spoiled, and to tell poison by taste
gossamar4 |
stat 1: 4d6 ⇒ (1, 5, 3, 2) = 11 reroll 1: 1d6 ⇒ 3
stat 2: 4d6 ⇒ (4, 1, 1, 5) = 11 reroll 2: 2d6 ⇒ (3, 5) = 8
stat 3: 4d6 ⇒ (6, 6, 1, 5) = 18 reroll 3: 1d6 ⇒ 6
stat 4: 4d6 ⇒ (1, 2, 4, 6) = 13 reroll 4: 1d6 ⇒ 2
stat 5: 4d6 ⇒ (4, 5, 3, 1) = 13 reroll 5: 1d6 ⇒ 4
stat 6: 4d6 ⇒ (6, 4, 3, 1) = 14 reroll 6: 1d6 ⇒ 4
11, 14, 18, 12, 13, 14
hmmm... gnome arcanist maybe?
Theorythmus |
stat 1: 4d6 ⇒ (1, 5, 2, 6) = 14
stat 2: 4d6 ⇒ (5, 3, 4, 4) = 16
stat 3: 4d6 ⇒ (6, 4, 6, 1) = 17
stat 4: 4d6 ⇒ (4, 1, 5, 4) = 14
stat 5: 4d6 ⇒ (3, 2, 5, 6) = 16
stat 6: 4d6 ⇒ (1, 1, 2, 4) = 8
reroll stat 1: 1d6 ⇒ 4
reroll stat 3: 1d6 ⇒ 6
reroll stat 4: 1d6 ⇒ 1
reroll stat 6: 2d6 ⇒ (5, 4) = 9
second reroll stat 4: 1d6 ⇒ 6
15, 13, 18, 15, 14, 13
Not certain what I'd be making.
I do have a question, you stated in your opening post "Max staring lvl is 3 so keep it low."
What do you mean with this? Does it mean the starting level is 3 or?
Iraedra Myval |
SinBlade06 wrote:Yes that's fine, but try to give a reason for not having the townsfolk attack you.Does this include the example races from the Advanced Race Guide? Can I play a Gargoyle!? :D
If you say no, then no biggie. Otherwise, I'd like to offer up an Orc Barbarian with the following stats:
** spoiler omitted **
Do we get traits? What does starting gold look like (if any)?
would a hat of disguise work for a drider (to appear as a centaur(I know drider are aberations and centaurs are monsterous humanoids), but they are the creature closest in form that should normaly not be attacked on sight), unless drider are unknown/uncommon enough in your setting to be not attacked on sight
, |
Would a hat of disguise work for a drider (to appear as a centaur(I know drider are aberrations and centaurs are monsterous humanoids), but they are the creature closest in form that should normaly not be attacked on sight), unless drider are unknown/uncommon enough in your setting to be not attacked on sight
So... something along the lines of this, then? (^_~)
Iraedra Myval |
Iraedra Myval wrote:Would a hat of disguise work for a drider (to appear as a centaur(I know drider are aberrations and centaurs are monsterous humanoids), but they are the creature closest in form that should normaly not be attacked on sight), unless drider are unknown/uncommon enough in your setting to be not attacked on sightSo... something along the lines of this, then? (^_~)
nope, I was thinking about disguising her as another centauroid creature, but that picture gave me an even better idea, disguising her as an elf druid riding a giant spider (as a bonus, everyone knows that druids are weird and anyoing them risks your harvest :) )
Iraedra Myval |
Iraedra Myval wrote:*Iraendra hides behind her book, looks over the rim timidly and waves back at Sunny *(^_^)(^_^)
*Skips over and tries to read any words on the cover of the pretty lady's book*
*the letters on the book read: "on the speciation of elves, a study of environmental addaption"*
(^_^), |
So... something along the lines of this, then? (^_~)
Nope, I was thinking about disguising her as another centauroid creature, but that picture gave me an even better idea, disguising her as an elf druid riding a giant spider (as a bonus, everyone knows that druids are weird and annoying them risks your harvest :) )
(^_^)
Glad to have been of inspirations.
:Sunny: |
*The letters on the book read: "On the specieation of elves, a study of environmental adaption"*
*Tilts head slowly from one side to the other...*
"Here... whut's them squiggly lines be meanin'?" The tanned Elf asks the dusk-skinned lass, even as she absently scratches at her blond mop.
Herkymr the Silly |
so... this has piqued my interest.
several questions though before doing any crunch.
1) starting at level 3 corrrect
2)gold max for that level?
3,) random roll for stats or 20 pnt build ( i saw reference to both but nothing definitive as to which way to go)
4) POSTING expectations .... ie 1/day 5/day etc.....
5) when is recruitment over and the game starting.
william Nightmoon |
william Nightmoon wrote:would a hat of disguise work for a drider (to appear as a centaur(I know drider are aberations and centaurs are monsterous humanoids), but they are the creature closest in form that should normaly not be attacked on sight), unless drider are unknown/uncommon enough in your setting to be not attacked on sightSinBlade06 wrote:Yes that's fine, but try to give a reason for not having the townsfolk attack you.Does this include the example races from the Advanced Race Guide? Can I play a Gargoyle!? :D
If you say no, then no biggie. Otherwise, I'd like to offer up an Orc Barbarian with the following stats:
** spoiler omitted **
Do we get traits? What does starting gold look like (if any)?
Yes a hat of disguise would work, but most cities in your character's location are tolerant of monstrous humanoids, though aberrations are not as accepted. Beholders and mindflayers omitted.
william Nightmoon |
so... this has piqued my interest.
several questions though before doing any crunch.1) starting at level 3 corrrect
2)gold max for that level?
3,) random roll for stats or 20 pnt build ( i saw reference to both but nothing definitive as to which way to go)
4) POSTING expectations .... ie 1/day 5/day etc.....
5) when is recruitment over and the game starting.
I'm waiting for at least 5 players that balance each other out and make sense. For example, I'd pair a healer with a tank and have at least one skill based class and a caster of any kind( bard, druid, wizard/sorcerer, ect)
As for starting level, max is 3, any lower is fine but I will try to keep the party balancedAs for,making since, I'd probably not pair a dwarf with a orc without reason. A drow and a drider? Yes, very likely.
Death_Keeper |
I am the Death_Keeper.
I want to play a neutral cleric, who channels positive energy, and reanimates the dead...
Does anyone have issue with a very very logical acolyte whom prays to the gods of life and death, and takes all debts unbelievably seriously?
4d6 ⇒ (2, 2, 5, 5) = 14 5,5,2 1d6 ⇒ 5 5,5,5 =15
4d6 ⇒ (1, 1, 6, 4) = 12 6,4,1 1d6 ⇒ 1 6,4,1 =11
4d6 ⇒ (1, 3, 6, 5) = 15 6,5,3 1d6 ⇒ 1 6,5,3 =14
4d6 ⇒ (5, 6, 6, 3) = 20 6,6,5 1d6 ⇒ 1 6,6,5 =17
4d6 ⇒ (3, 3, 5, 6) = 17 6,5,3 1d6 ⇒ 3 6,5,3 =14
4d6 ⇒ (1, 6, 2, 1) = 10 6,2,1 1d6 ⇒ 5 6,5,2 =13
Xathrid
Human Cleric 3
Str=11
Dex=13
Con=14
Int=14
Wis=15+2
Cha=17
Iraedra Myval |
Iraedra Myval wrote:*The letters on the book read: "On the specieation of elves, a study of environmental adaption"**Tilts head slowly from one side to the other...*
"Here... whut's them squiggly lines be meanin'?" The tanned Elf asks the dusk-skinned lass, even as she absently scratches at her blond mop.
*"this books title is 'On the specieation of elves, a study of environmental adaption', its about elven subspecies like savage elfs, island elfs, drow, or tower elfs, differences between subspecies, theories about why elfs ar that good at adapting to their environment, when they have such long generations"*
Iraedra Myval |
I am the Death_Keeper.
I want to play a neutral cleric, who channels positive energy, and reanimates the dead...
Does anyone have issue with a very very logical acolyte whom prays to the gods of life and death, and takes all debts unbelievably seriously?
Ireadra wouldn't have a problem with that, as long as he is not hostile towards her
william Nightmoon |
I am the Death_Keeper.
I want to play a neutral cleric, who channels positive energy, and reanimates the dead...
Does anyone have issue with a very very logical acolyte whom prays to the gods of life and death, and takes all debts unbelievably seriously?
Fine with me, may acualy make it in
Xathrid Vosh |
Xathrid enters through the door, his cloak of dusky grey hangs down, clutched in his hand is a simple black staff with a twisting white spiral.
Pushing back his hood, he reveals himself to be a fair skinned fellow, with dark hair. His attire seems to be practical, though a faint jingling seems to indicate he may wear armor beneath his clothes.
Bowing his head he looks to the others and gives a smile. "A pleasure to meet you all."