
Oceanshieldwolf |

Okay GM -
Class- I like the World of Aden classes - thinking of starting as a Seer, then becoming Fallen at level 2. Would that be possible thematically? Or would I have to be Fallen first and then gain the prescience of a Seer?
Likely Human, interested in Shifter and Warforged - but are the Ferran or Rapacians from the World of Aden book allowed?
Rolls:
1d10 + 7 ⇒ (3) + 7 = 10
1d10 + 7 ⇒ (6) + 7 = 13
1d10 + 7 ⇒ (3) + 7 = 10
1d10 + 7 ⇒ (1) + 7 = 8
Wow. Incredibly…incredible. Ah well. S!+&e happens. So 18, 10, 10, 13, 8, 8.

GM Xen'Dragon |

alright a general rule of rolling, if you get a natural one on any 1d10+7 roll you may reroll that. Using that site OSW for the majority of thing, as for Seer class I need you to send me a PM containing the details of the class, since I already had the Fallen class from one game and Tenro sent me the Steamwright and the Golemoid so those classes are approved.
As for how to start your class up that is up to you but going by the Fallen (since it is already approved) I would say several major candidates for it's origins would be the Cults of the Dragon Below, the Dark Six and of course the Blood of Vol.
The Fallen could also be the champions of the darker gods, similar to a Paladin but with less constraints (no holy code basically). The Sulatar Drow for instance would likely have quite a few Fallen with the Incinerator stigma. As for the world of Aden races I'm vetoing them. Note that if you prefer for shifters Blood of the Moon is an acceptable replacement for them.

Tenro |

with the head start of Archeage coming this weekend, and me working all week, i will have precious little time to make a character.
as such, i will almost assuredly be using this character as a base, since most of the class formatting and work is done for me.
however, i PROBABLY won't be playing a goblin. although i like goblins in Eberron. so who knows.

Oceanshieldwolf |

GM - closing in on crunch. What does this mean:
Monster Feats Many of the monster feats listed can be taken by shifters when they would not normally be available to other characters.
For each Monster Feat taken by a shifter, add 2 rounds to the duration of your shifting ability. These additional rounds stack with other increases to the duration of your shifting ability.
Shifters must still qualify for these feats normally.
[Italics mine] First off, what do the italics mean - that if I qualify I can choose them, where a "normal" character might not be able to even if they qualify?
Secondly, does this mean ANY monster feat I qualify for (within thematic sense of course)?

Kree-qui Kaa |

This is OSW's submission, Kree-qui Kaa, Dreamsight Shifter Seer. Descended from were-dolphins. ;)
Ok, just noticed you ruled we get avg. starting gold…
Seers get 105 gp.
* Seeing as Kree is….less powerful than say... something that is moderately powerful, and Seers get proficiency with a single exotic or martial weapon of their choice, I'm looking for an exotic weapon that might help up that power level. And no GM, I am not talking firearms!!! ;P

Kree-qui Kaa |

Also of note - THIS PIRATE BUNDLE is currently $8 - normally worth over $50 - contains:
Peril in Freeport by Adamant Entertainment, a normal value of $9.95
The Freebooter's Guide to the Razor Coast by Frog God Games, a normal value of $9.99
Bosun's Booty: Extras for Journeys to the West by Kobold Press, a normal value of $4.99
Islands of Plunder: Treasury of the Fleet by Legendary Games, a normal value of $4.99
Villainous Pirates by Raging Swan, a normal value of $5.99
101 Pirate and Privateer Traits by Rite Publishing, a normal value of $5.99
Advanced Options: Fight Like A Pirate by Rogue Genius Games, a normal value of $3.99
Grave Undertakings: Ship of Fools by Total Party Kill Games, a normal value of $6.99

Ireariina Torviir |

Hi! Thanks so much for welcoming me! I believe my character is pretty much complete from the recruitment thread, so I'll just represent them here for convenience...
Ireariina Torviir
Drow Sorceress 1
True Neutral Female Medium Humanoid (elf, drow)
Background
1) She’s a Sulatar Drow from the Obsidian City, raised in worship of the ‘The Promise of Fire’. She was raised with an innate respect for noble giants, especially fire giants, although this exempts wild or degenerate examples as ‘sinners’ who were denied entrance to the promised lands of fire.
2) She is a drow sorceress, from a long line of arcane spellcasters - mostly wizards. She was never as smart as her wizard-sisters, nor wise as her priestess-cousins, but has a more natural touch with magic and has a charismatic energy about her that they lack. Although she was a younger sibling, it was widely expected she’d be the heir of her clan.
3) She convinced her sisters and friends for years to help her cheat on/study for the more theoretical portions of her magical training - whilst being unable (or, from their perspective, unwilling) to share her talents and abilities in practical demonstrations.
4) As a drow on the verge of maturity, a trusted and powerful acolyte, she was allowed a degree of freedom of the surface, and in the jungles immediately surrounding the Obsidian City. A series of surface encounters with wild Vulkorian Drow ranger (Xen’kar Xar’cha), whom she did not immediately kill as she should’ve, led her to begin to question the teachings she was raised in.
5) Her best friend is Quavae Orlytyl, a talented and intelligent mage from a well-respected but lower-ranked merchant family.
6) Quavae discovered her meeting with Xen’kar, and out of concern raised the matter with Ireariina’s sister Talabdiira Torviir, who betrayed Ireariina to the Priestesses, portraying the matter in the darkest possibly light. With Quavae’s aid, Ireariina fled one step ahead of formal banishment, or worse. In the wake of it, Talabdiira cultivated Quavae as a useful pawn.
7) Her white hair, formerly worn long as a mark of her arcane status and familial rank, has been hacked off at the level of her ears, an informal punishment imposed by her sister and friends. She’s lightly tidied it, but it retains a rough look, even though it’s started growing out on the long journey through the jungle to Stormreach.
8) Xen’kar was captured and Ireariina believes him executed, but, unbeknownst to her, he was able to escape. He likely believes Ireariina betrayed him.
9) Ireariina’s seeking sufficient power for a triumphant return home, in the wake of some great deed to guarantee her entrance to the ‘Land of Fire’ beyond death, though, beneath the surface, her faith is wavering.
10) More practically she seethes with the desire for revenge, to settle scores with her sister and best-friend, though the betrayal still stings, especially Quavae’s, which she does not understand.
11) Her closest bond is with her sea-krait familiar, Kiss. Previously he was allowed to range somewhat, and she took up fishing to pass the time whilst waiting for him, but in the wake of her betrayal she keeps him close - he spends the majority of his time curled about her neck or arm, both to keep him safe and because she trusts his character judgements more than her own.
12) Typically, she wears leather boots so black they appear almost purple, white trousers and a white shirt, which she keeps clean with prestidigitation, coordinated with Kiss’s black-and-white banding. An obsidian-black rapier hangs from her side.
13) Although it was one of the first spells she learned, she rarely bothered to cast ‘detect poison’ inside her family home or the walls of the academy. Now she casts it before every meal (NB, I will swap out Mending for Detect Poison for roleplay reasons… didn’t think of it yesterday).
14) She has a touch of mermaid blood from some portion of her ancestry, often swimming in the caves beneath the Obsidian City, or in the jungle rivers surrounding it, with her sea-krait familiar ‘kiss’.
Mechanics
Init +4 Senses Superior Darkvision 120ft; Perception +0
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DEFENSE
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AC 14 (10+4), touch 14, flat-footed 10 (+4 Dex)
hp 6 (d6+0)
Fort +3 (+0+1+2) , Ref +4 (+0+4), Will +2 (+2+0), Immune Sleep, +2vs. Enchantment, SR 7
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OFFENSE
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Speed 30 ft.
Melee Rapier +4 1d6-1 18-20/x2
Ranged Hand Crossbow +4 1d4 19-20/x2 30’
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STATISTICS
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Str 8, Dex 18, Con 12, Int 14, Wis 10, Cha 20
Base Atk +0; CMB -1; CMD 13
Age: 114 Height: 6’1” Weight: 120
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Feats
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Arcane Bloodline, Familiar, Sea Krait
Eschew Materials, Spell Focus (Conjouration)
Traits/Drawbacks Magical Lineage, Touched by the Sea
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Trained Skills Swim +3 (+1-1+3), Spellcraft +8 (+1+4+3), Knowledge (arcana) +8 (+1+4+3), Bluff +11 (+1+5+3+2)
Untrained Skills Diplomacy +7 (+0+5+2)
Languages Elven, Undercommon, Common, Aquan
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Racial Features
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Superior Darkvision, 120ft, blind for one round when entering bright light, dazzled in areas of bright light
Immunities Drow are immune to magic sleep effects and gain a +2 racial bonus on saving throws against enchantment spells and effects.
Spell Resistance: Drow possess spell resistance (SR) equal to 6 plus their total number of class levels.
Ambitious Schemer, +2 Diplomacy, Bluff, Diplomacy class skill
Poison Use: Drow never poison themselves
Spell-Like Abilities (Su): Drow can cast dancing lights, darkness, and faerie fire, once each per day, using their total character level as caster level.
Weapon Familiarity: Drow are proficient with the hand crossbow,rapier, and shortsword.
Favored Class Drow Sorcerer, 1st level, one additional spell known
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Equipment
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Carrying Capacity 26lbs, 53lbs, 80lbs
Gear: Equipment: Obsidian-black Rapier (20gp), Sorcerer’s Kit (8gp), Vial of Acid (10gp), Empty Vial x2 (2gp), Compass (10gp), Smoked Goggles (10gp), Journal and pencil (10gp) - part-used, her personal history and journey from the Obsidian City - early parts are in fine ink, more recent entries in cheap pencil, Earplugs (0gp), Fishing Kit (0.5gp). Grooming kit (1gp), False-bottom cup (1gp), Coloured chalks and charcoal (0.5gp), Whetstone, Letter of Banishment from Obsidian City elders
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Spells
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Spells Known: 1st Level: Color Spray, Obscuring Mist, Mage Armor, Enlarge Person; 0th Level: Detect Magic, Prestidigitation, Acid Splash, Ghost Sound, Detect Poison

Ireariina Torviir |

Ire's fine, though it's something of a professional name. 'Ire, Mage of Fire'. My sisters used to call me Ire~a... when they were annoyed with me. Only two people ever called me Riina. One of them betrayed me and the other's dead because of it, so.
Do you prefer Kree, or Qui, or 'KK, or something else?

Tenro |

1d10 + 7 ⇒ (6) + 7 = 13
1d10 + 7 ⇒ (5) + 7 = 12
1d10 + 7 ⇒ (10) + 7 = 17
1d10 + 7 ⇒ (5) + 7 = 12
Calloran, Human Steamwright, is complete. Cannith worker of little reknown, he has poured blood, sweat, and tears into his inventions, but almost without exception fails to make them useful for anyone but him. However, in his hands, his inventions far surpass those of others. This has led him to the life of adventuring rather than factory work.
how are we on guns? i copied this character sheet and his equipment from a character that was made under the Aden setting, and i am sure guns are more expensive here. Could you know what setting we are in as far as guns are concerned. As such, i assume i'll have to switch out that pistol for some other weapon, which is fine with me.

Tenro |