Homebrew (20 point buy) (Inactive)

Game Master Billybrainpan

Character begin game play as orphans with 1 level in commoner and below actual starting age.


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Seems like a rather strenuous time constraint. With this the ages can only be 17-21... I'm ok with that but, the whole idea of the emotionally crippled guy being the oldest is kind of a deterrent XD

Regardless, I'll have him start as 16. Let me just jump on these stats.

Would you want us to post both stat blocks? The child-like age, and then the "You're first actual level" stat block?

Also, for our second section, the actual class, would we assume we gained about 150 gold in that time, and gained better equipment?


Duboris wrote:

Seems like a rather strenuous time constraint. With this the ages can only be 17-21... I'm ok with that but, the whole idea of the emotionally crippled guy being the oldest is kind of a deterrent XD

Regardless, I'll have him start as 16. Let me just jump on these stats.

Would you want us to post both stat blocks? The child-like age, and then the "You're first actual level" stat block?

Also, for our second section, the actual class, would we assume we gained about 150 gold in that time, and gained better equipment?

I don't need your "you're first actual level" stat block yet but make it. As for equipment you will have 450 gold to spend regardless of class (I know it's more than usual but believe me it makes sense).


For skills do we use commoner or our first class to get our skills?


Also I still need stat blocks for Phaedra, Duboris, and Seth.


Hot Diggidy!

I'll get right on to both of them. Should we set up any goals, habits for our characters? Basically flesh them out as much as possible?

Also are we allowed to have 0 memory of our parents on account of being dropped off at the orphanage in question at a very young age.

(Perhaps because of being born with the symbol of Zura at the base of you're back?)


Stats for Phaedra

Strength 8
Dexterity 14
Constitution 12
Intelligence 10
Wisdom 16
Charisma 16


Duboris wrote:

Hot Diggidy!

I'll get right on to both of them. Should we set up any goals, habits for our characters? Basically flesh them out as much as possible?

Also are we allowed to have 0 memory of our parents on account of being dropped off at the orphanage in question at a very young age.

(Perhaps because of being born with the symbol of Zura at the base of you're back?)

you are allowed to remember your parents but you have no contact with them (unless you can talk to dead people).


Since Feats and Skills wouldn't actually be gained until the 1st class level is gained I think this sums up young Seth

Commoner version:

human male
13 years NG

Str 12 (+1)
Dex 13 (+1)
Con 10 (+0)
Int 14 (+2)
Wis 13 (+1)
Cha 17 (+3)

Fort +1 (0/Class+0/Con+1/trait)
Ref +1 (0/Class+1/Dex)
Will +1 (0/Class+1/Wis)

Armor Class: 11 (10+1/Dex)
Touch: 11 (10+1/Dex)
Flat-footed: 10 (10)

Speed: 30'
Initiative: +1 (+1/Dex)
Base Attack Bonus: +0
Melee Attack: +1 (+0/BA+1/Str)
Range Attack: +1 (+0/BA+1/Dex)
CMB: +0 (+0/BA+0/Str)

HP: 6

Languages:
Common, Abyssal, Celestial

Racial traits
+2 to one ability score (Cha)
Medium size
Normal speed: 30’
Bonus feat at 1st
Skilled: +1 skill rank per level
Bonus language: Common
Favored class: Summoner

Commoner traits:
HD: d6
Skill ranks: 2+Int mod
Proficiency: 1 simple weapon (dagger)

Traits:
Orphan: +1 to Fort saves
Quick Learner: reduce non-proficienty penalty by 2 after first attack with weapon

Skills
acrobatics +1 (0+1(dex))
appraise +2 (0+2(int))
bluff +3 (0+3(cha))
climb +5 (1+1(str)+3(class))
craft +2 (0+2(int))
diplomacy +3 (0+3(cha))
disable device +1 (0+1(dex))
disguise +3 (0+3(cha))
escape artist +1 (0+1(dex))
fly +1 (0+1(dex))
handle animal +7 (1+3(cha)+3(class))
heal +1 (0+1(wis))
intimidate +3 (0+3(cha))
knowledge, planes +2 (0+2(int))
knowledge +2 (0+2(int))
linguistics +2 (0+2(int))
perception +5 (1+1(wis)+3(class))
perform +1 (0+1(cha))
profession +1 (0+1(wis))
ride +1 (0+1(dex))
sense motive +1 (0+1(wis))
sleight of hand +1 (0+1(dex))
spellcraft +2 (0+2(int))
stealth +1 (0+1(dex))
survival +1 (0+1(wis))
swim +5 (1+1(str)+3(class))
use magic device +3 (0+3(cha))


use commoner for skills right now you will basically respec everything but ability scores and race.


The discussion thread is now open anyone who already has a character may have conversations between yourselves in there. I will attempt to not post much there and leave it as more of a "character lounge"


Made adjustments for commoner.


Can I also get a full stat block for Othan.


Damien Befira:

Damein Befira
Male Human Commoner 1
NE Medium Humanoid (human)
Init +3; Senses Perception -1
--------------------
Defense
--------------------
AC 11, touch 11, flat-footed 10 (+1 Dex)
hp 11 (1d6+5)
Fort +4 (+4 vs. hot or cold environments and to resist damage from suffocation), Ref +1, Will -1
--------------------
Offense
--------------------
Speed 30 ft.
Melee Sickle +2 (1d6+2/x2)
--------------------
Statistics
--------------------
Str 14, Dex 12, Con 18, Int 10, Wis 8, Cha 14
Base Atk +0; CMB +2; CMD 13
Feats Diehard, Endurance, Simple Weapon Proficiency - One (Sickle)
Traits Reactionary, Suspicious
Skills Diplomacy +3, Intimidate +3, Sense Motive +4, Swim +2 (+6 to resist nonlethal damage from exhaustion)
Languages Common
Other Gear Sickle, Chalk, 8 GP
--------------------
Special Abilities
--------------------
Diehard You are stable and can choose how to act when at negative Hp.
Endurance +4 to a variety of skill checks. Sleep in L/M armor with no fatigue.

Damien's Concept:

Brought to the orphanage at an age below that of 1, Damien had already been given his name, via message of whoever his parents were. His last name wasn't included, and he eventually gave himself his own last name.

Damien is 6'4, and tall for a man of his age. He has 1 Blue eye and 1 Green, and extremely muscular. His frequent bullying in the orphanage has caused him to become quite sturdy, having been on the strides of consciousness one too many times.

At the orphanage, Damien's intimidating height, despite the fact, caused him to be picked on by people older and younger than him alike. The fellow children made fun of his stature, and the elders shunned him for the foreboding symbol on his back.
This eventually drove him to complete despair, wanting nothing more than a friend. He never found one, of course, but he did find something that helped. A sickle.

One accidental evening, at the age of 12 or 13, he can't remember, he cut himself while doing house chores. The feeling of the blood leaving his body was... oddly refreshing. He was immediately tended to, as that was his first actual injury, but, he "Accidentally" kept hurting himself.

In light of these facts, he was recently visited in his dreams with the scene of various images of blood running out of the darkness. A woman rose out of one of the pools, maddeningly beautiful, winged, and covered in the crimson juices. A demon's wing flew out from her and extended, pointing a finger at him, beckoning him forward.
And then he woke up.

He didn't know what to make of it, till he learned of his mark's meaning. It was about this time that everything came together, throwing him into the throes of pure sadness.
It was at this point that he took solace in the only person that ever showed the slightest of interest in him. Zura.


The Gamemaster wrote:

Starting age should be Between 12-16 in human years. Backgrounds can involve parents but don't have to you don't have amnesia. Be warned there will be a time skip of about 5 years. your commoner levels will indeed be swapped out for another class. In case your worried you wont have to be commoner for to long I just thought it would be fun to play out some of what would normally be your backstory.

@Vironus - If you would like to play Lelouch as 18 than just start at 13 instead of 17.

Okay man, then I'll start as 12 years of age, because I'm liking the idea of starting the main campaign as 17.

I'll have the main story up for you tomorrow if that's good?

Elmer Thudd/GM :p:

So here's his face value description that everyone here will see:

This tall and well educated young man dresses as if to suggest being of Noble origin. He's friendly, likeable, charming and attractive. It's clear that he was born to lead.

Personal quote: "I am Lelouch. The one who creates worlds and the one who destroys them!"

And here's the super, super secret one only for GM eyes!:
I'll do what I did with him in Kingmaker and make it so he's really from House Orlovsky, as Lelouch Vi Orlovsky.

Personality and Story

People may see that he dresses in somewhat wealthy fashion, but they won't know of his origins.

He has a sister called Nunally.

When his father (Charles Vi Orlovsky) stepped away from the peacekeeping traditions of the Orlovsky way, waging war on his enemies, Lelouch, in fear of he and his sisters wellbeing, sent his sister off to hide to live out her life in a safe location where she would be unknown to all.

He on the other hand, kept his true identity hidden, making sure he appeared as just another orphan to everyone else, within this orphanage.

Even without his powers, Lelouch is a formidable opponent. He's highly intelligent, possessing a genius-level intellect and is capable of devising and executing strategies with incredible speed and precision. On top of this, Lelouch is quick to deduce facts from simple clues and his Chess playing skills are unmatched.

Lelouch is also charismatic and persuasive; as Zero, he's able to win the support of people through well-delivered speeches, combined with his ability to make miracles in almost any situation through his superior tactical planning.

Physically, Lelouch is underwhelming. He possesses the physical prowess of a teenager who engages in little to no strenuous physical activity. Thus, one of Lelouch's traits is the inability to run very fast or for any substantial period of time and even the most simple of tasks, requiring manual labour, exhaust him before he manages to accomplish anything significant.

Relatives:

Mother: Marianne Orlovsky (formerly Vi Britannia)
Father: Charles Orlovsky
Sister: Nunnally Orlovsky
Uncle: Lord Poul Orlovsky

History:

Born with such a well known name, Lelouch has had the privilege of noble upbringing under the control of House Orlovsky.

He dislikes conflict but does what is necessary and if he feels pushed or threatened, Lelouch will stand his ground and fight for what he believes in. He may not like conflict, but he likes being stepped on by others even less.

When pushed, he'll use conflict to his advantage, manipulating and convincing others to do his bidding. He's very intelligent and harbors the qualities of a natural born leader, using charm, good looks and cleverly devised tactics as his tools of persuasion.

He very rarely gets into a battle himself as he knows his body's not built for taking the hits that fearless warriors quite often receive. Instead, he likes to sit back and watch things pan out, seeing people as his pawns in a bloody and violent real life game of Chess. He knows when to fight, when to run and what formations his pawns should enter during battle and commands those working for him as he sees fit. His main objective is to always come out on top, even if that means taking casualties.

In short, Lelouch is a tactician of the highest calibre. He has the ability to see what needs doing and act on it faster than his opponents can (in most situations). That is what gives him the edge in combat. He has the mind and traits of a great ruler.

Although not very common, he's been known to put people in danger when he feels in doing so, a greater good could be achieved. He cares about his family enough to understand how his decisions would effect them and so he chooses his options wisely. He also values friendship.

On the topic of friendship, that is one thing he doesn't care for when it comes to unwillingly crossing paths with members of House Lebeda. Like his uncle, Lelouch sees House Lebeda as Opportunistic people who have to live off of the success of other Nobles, seeing them as unworthy and undeserving of any respect.

Lelouch is good at taking into account what people do best and as a result of this, many people are loyal to him and are constantly offering him their support.

His preferred tactics are to stay at the back where he has a good view of the battlefield. This gives him time to analyse the situation and decide on what commands to give his units/pawns. On the battlefield, his words keep moral up, inspiring his fighters to do their best which gives them the courage they need to fight on fearlessly.

Having the ability to heal others often secures his victory, but staying out of combat is the way Lelouch prefers to fight. Those who follow him and remain loyal to him won’t seem to mind following orders as they will soon learn just how capable Lelouch is at forming successful strategies.

Once everything is in place and the battle is set, Lelouch prefers to stay at range, occassionally helping his allies out when they're in dire need of assistance. He keeps a light crossbow on himself at all times and it's been said that on very rare occasions when the fear of death takes over his men, Lelouch has been known to step into the heat of battle and command his enemies to kill each other.

If this isn't okay, let me know and I'll amend things to how you see fit. :)


Cool, sounds good.


Aaaaand character Alias made.

PF is apparently Bias towards good looking red headed men.
Took forever to find one.


I think othan is complete, waiting until we get actual class before using feats.


I've actually found an image that looks like a more realistic and older version of Lelouch who could pass for 17 or 18, only with different coloured hair and eyes so I'll be using that.

Was almost going to use a younger looking image of his father.

Just adding the stats into his profile now. :)


So we've got 3 points to jump in on. We've got the depressed guy with no friends in one room, the rich boy in another, and then we have Othan, whom I can't immediately recollect.

Come on in boys.

Water's fine.


I thought about trying to find another pic for Phaedra, then decided this one matches what she tries to look like. I imagine the she dyes her pale, pink hair a dark chestnut brown to try to fit in better and because the other children teased her about it. She may be the only Gnome in the orphanage.


Ok campaign will start for real sometime tomorrow anyone with a new subscription better get it in soon.


I'm thinking a would-be fighter. gimme a few to make one. :)


Will you be picking, or just everyone who made a character at this point?


Tama:
Tama CR 1/3
XP 135
Half-Orc Commoner 1
CG Medium Humanoid (human, orc)
Init +1; Senses darkvision 60 ft.; Perception +5
--------------------
Defense
--------------------
AC 11, touch 11, flat-footed 10 (+1 Dex)
hp 8 (1d6+2)
Fort +2, Ref +1, Will +1
--------------------
Offense
--------------------
Speed 30 ft.
Melee Bite (Toothy) -1 (1d4+2/x2) and
. . Club +4 (1d6+6/x2)
--------------------
Statistics
--------------------
Str 18, Dex 13, Con 15, Int 9, Wis 12, Cha 9
Base Atk +0; CMB +4; CMD 15
Feats Simple Weapon Proficiency - One (Club), Throw Anything
Traits Bullied, Suspicious
Skills Perception +5 (+7 to find hidden objects (inc. secret doors and traps), determine whether food is spoiled, or identify a potion by taste), Sense Motive +2 Modifiers scavenger
Languages Common, Orc
Other Gear Club, Backpack (6 @ 8.96 lbs), Blanket, Crowbar, Marbles, Signal whistle, String or twine, 9 GP, 5 SP, 9 CP
--------------------
Special Abilities
--------------------
Bullied +1 to hit with unarmed AoEs.
Darkvision (60 feet) You can see in the dark (black and white vision only).
Scavenger +2 Perception to find hidden objects (inc. secret doors and traps), determine if food is spoiled or identify a potion by taste.
Throw Anything Proficient with improvised ranged weapons. +1 to hit with thrown splash weapons.

Unfortunate, slow, and awkward half-orc. She can either go fighter or barbarian. :)

Sovereign Court

Lexi's playing a half orc??!?!?


Remus Hyronius wrote:
Will you be picking, or just everyone who made a character at this point?

I'm not sure I could allow everyone who has submitted or pick a few of them. What do you guys think.


Heck yes, Tierce! :D


She'll be like ... 15. And just awkward and sad. Like a puppy. :)


Ok sounds good, I don't want to kick people who have already made characters. So recruitment is closed and the Campaign will Star sometime tomorrow.


So here is the party:
Lelouch - human
Remus - human
Seth - human
Damein - human
Othan - human
Judeau - elf
Tama - half-orc
Phaedra - gnome


I'll make an alias!


Here's Tama :)


I feel like Tama and Damien might get along, considering they both stick out like sore thumbs.

Speaking of which, why don't we get a bunch more involved in this Discussion? I feel like, with 8 people, we could make this sort of dinner something to grow on as a sort of prequel. Use everything that happens, etc, etc?

When gameplay starts, we can just our actual names in it.


Sammark Bellfont, CG/CN Half-Elf Commoner 1 (Eventually going into Ranger but I have yet to decide on an archetype mix)

Stat spread:

Str: 10
Dex: 18
Con: 13
Int: 12
Wis: 14
Cha: 10

Ancestral Arms: Exotic Weapon Proficiency Saw-Toothed Sabre
Weapon Finesse
Weapon Proficiency: Dagger
Suspicious
Indomitable Faith

Perception: 8
Sense Motive: 7
Stealth: 5
Survival: 3

Story:
Sam is a bit different than his fellows. He came to the orphanage on his own you see. When he was younger, he travelled extensively with his father, Gustus Bellfont. Sam did not know why they constantly moved from place to place and he would watch other children with some jealousy as they grew up, made friends, and got to go home every night to the same house where their mothers and fathers waited for them. Sam never knew his mother and in his rose-tinted imagination he thought of them as being like a father but kinder and with more sweets. This is not to say that Gustus was a poor parent but some part of Sam did blame the man for denying him a 'normal' life with his travels.

Then Sam found out the cause for their wandering and it was then he decided to run away.

There was a bundle amongst his father's things that Sam was never allowed to handle but every now and then his father would leave Sam at an inn and take the bundle with him. Promptly, when the elder Bellfont returned, they would promptly leave town. It was not always an immediate thing but Sam learned that one certainly meant the other.

Soon, the blame shifted from his father to whatever was in the bundle. He followed Gustus on one of these trips and found him cutting a man down with a strange looking sabre. The revelation left Sam so shocked that he nearly did not make it back to the inn before his father. His father, a man who had taught him to respect all living things, was a murderer and unpunished one at that. Sam tried to think back to all the times his father had mysteriously left with that bundle and realized that Gustus's body count was potentially staggering.

The next night, he stole the hateful bundle and ran, leaving the town behind him and not stopping until his lungs burned and his feet would not carry him another step. He wandered for days, lost and hungry, until he came across the orphanage that would become his new home. He hid the bundle in a dry cave, not knowing what to do with it, and started life again.

Personality (Age 15):
Sam is kind of quiet, he is not the sort to attract attention to himself in social settings. He is not asocial but he usually likes to deal with people one-on-one. He is an overly serious young man but rather sharp, preferring to listen rather than speak. He is hard to find when he does not want to be found and knows the area around the orphanage like the back of his hand.

Sam is not immune to the throes of youth though but takes a surprisingly long view to them, biding his time in rivalries and squabbles. His peers learned picking on him was not such a good idea when he retaliated by making their possessions go missing or framing them for minor transgressions. Other than that, he has been pretty neutral in the politics of youth.

His outsider's view on things has also caused him to appoint himself something of an arbitrator on when lines have been crossed among his peers. His tendency to show up out of nowhere makes some of the less charitably minded think twice before bullying the shy kid.


Ok I wasn't planing on letting any more characters into the game but seeing as you expressed interest early on I will let him join.

RECRUITMENT THREAD IS NOW CLOSED


Whoops, I must have missed that post. You don't have to make an exception for my sake.


Ptolmaeus Arvenus wrote:
Whoops, I must have missed that post. You don't have to make an exception for my sake.

It's fine my other post wasn't very clear.


Sammark can join if he would like.


Here's Tama's Level 1 Barb block

Tama's a Barbarian with a club!:
Tama
Female Half-Orc Barbarian (Hurler) 1
CG Medium Humanoid (human, orc)
Init +1; Senses darkvision 60 ft.; Perception +5
--------------------
Defense
--------------------
AC 11, touch 11, flat-footed 10 (+1 Dex)
hp 14 (1d12+2)
Fort +4, Ref +1, Will +1
--------------------
Offense
--------------------
Speed 30 ft.
Melee Bite (Toothy) +0 (1d4+2/x2) and
. . Club +5 (1d6+6/x2)
Special Attacks rage (6 rounds/day)
--------------------
Statistics
--------------------
Str 18, Dex 13, Con 15, Int 9, Wis 12, Cha 9
Base Atk +1; CMB +5; CMD 16
Feats Throw Anything
Traits Bullied, Suspicious
Skills Acrobatics +5, Climb +8, Perception +5 (+7 to find hidden objects (inc. secret doors and traps), determine whether food is spoiled, or identify a potion by taste), Sense Motive +6 Modifiers scavenger
Languages Common, Orc
SQ skilled thrower
Other Gear Club, Backpack (6 @ 8.96 lbs), Blanket, Crowbar, Marbles, Signal whistle, String or twine, 9 GP, 5 SP, 9 CP
--------------------
Special Abilities
--------------------
Bullied +1 to hit with unarmed AoEs.
Darkvision (60 feet) You can see in the dark (black and white vision only).
Rage (6 rounds/day) (Ex) +4 Str, +4 Con, +2 to Will saves, -2 to AC when enraged.
Scavenger +2 Perception to find hidden objects (inc. secret doors and traps), determine if food is spoiled or identify a potion by taste.
Skilled Thrower (Ex) +10' thrown range increments
Throw Anything Proficient with improvised ranged weapons. +1 to hit with thrown splash weapons.


Tama, you do know we were given 300 gold to play with, right?
For our stat blocks, that is... right?


Oh! I hadn't kitted her out yet with that 300, oops. :)


Haha, welcome XD.

I saw the AC of 11 and I was like Hmmmmmmmmm. About that...

But yeah, 300 play-gold. Enough to get armor and weapons, but nothing outlandish. I hope I can afford breastplate and scythe.


Weren't we given 450gp for our characters, or is that for when we time skip into our classes, because I haven't spent any of that?

I know we were given 15gp for clothing in the current state we're in now. :)

Also, 9 players - Whoa! Overkill much? :p

Haha, I too am after breastplate, along with a light crossbow that needs to be made out of darkwood to keep my carrying capacity down.


Erm, fixed.:
Tama
Female Half-Orc Barbarian (Hurler) 1
CG Medium Humanoid (human, orc)
Init +1; Senses darkvision 60 ft.; Perception +5
--------------------
Defense
--------------------
AC 16, touch 11, flat-footed 15 (+5 armor, +1 Dex)
hp 14 (1d12+2)
Fort +4, Ref +1, Will +1
--------------------
Offense
--------------------
Speed 20 ft.
Melee Bite (Toothy) +0 (1d4+2/x2) and
. . Earth breaker +5 (2d6+6/x3) and
. . Spear +5 (1d8+6/x3)
Special Attacks rage (6 rounds/day)
--------------------
Statistics
--------------------
Str 18, Dex 13, Con 15, Int 9, Wis 12, Cha 9
Base Atk +1; CMB +5; CMD 16
Feats Throw Anything
Traits Bullied, Suspicious
Skills Acrobatics +2 (-2 jump), Climb +5, Escape Artist -2, Fly -2, Perception +5 (+7 to find hidden objects (inc. secret doors and traps), determine whether food is spoiled, or identify a potion by taste), Ride -2, Sense Motive +6, Stealth -2, Swim +1 Modifiers scavenger
Languages Common, Orc
SQ skilled thrower
Other Gear Masterwork Scale mail, Earth breaker, Spear, Backpack (6 @ 9.82 lbs), Blanket, Crowbar, Marbles, Signal whistle, String or twine, 52 GP, 5 SP, 9 CP
--------------------
Special Abilities
--------------------
Bullied +1 to hit with unarmed AoEs.
Darkvision (60 feet) You can see in the dark (black and white vision only).
Rage (6 rounds/day) (Ex) +4 Str, +4 Con, +2 to Will saves, -2 to AC when enraged.
Scavenger +2 Perception to find hidden objects (inc. secret doors and traps), determine if food is spoiled or identify a potion by taste.
Skilled Thrower (Ex) +10' thrown range increments
Throw Anything Proficient with improvised ranged weapons. +1 to hit with thrown splash weapons.

Though to be honest I have no idea how to gear a Barbarian... lol I dunno that Tama would know how to gear herself anyway. And just go for what's shiny.


the nine players should actually work nicely.


Ah, awesome, and if you plan to split us up, having us venture off in two different directions of the story, you have a group of 4 and a group of 5 to play about with. :)


Tierce wrote:
I took both as bastard swords are tricky to be able to use them one handed

Haha bastard sword! How fitting!


Seems me miss me boat on this one! Hhmmmppphhh!

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