R Red Hand of Doom

Game Master MetalPaladin



2 people marked this as a favorite.
M Half-orc Champion 5

Hey guys, glad you could make it! We'll get this kicked off here quick.
It's pretty cool, we can set up aliases for characters, allowing us to post as them for a little more immersion. If you need help with formatting or alias creation, let me know.

How would you like to do stats? Should we rolls? Point buy? Let me randomly assign numbers?
Any ideas on classes?
Anything you need to know?

Once we get some stuff stated, I'll throw up some rules for generation and we can get going

The Exchange

Point buy sounds fine. I might try barbarian just for giggles.

Test rolls:
1d20 + 10 ⇒ (9) + 10 = 191d6 + 2 ⇒ (1) + 2 = 3

OOC test. I am the very model of a modern major general.

Edit test: 1d3 + 1 ⇒ (3) + 1 = 4

Grand Lodge

Point buy is cool
1d20 + 15 ⇒ (14) + 15 = 291d12 - 2 ⇒ (9) - 2 = 7
+15 awesome, -2 suck

Spoiler:
maybe
  • metal oracle or
  • spellslinger


Just getting a dot so I can lurk your thread easily. RHoD is my favorite adventure ever! Good luck to your group...


Yo. Point buy is fine. I may bring Ferryn back for this, so Rogue? :)

Scarab Sages

Male Human Wizard 7

Boss.

I'd like to try and give Summoner a proper run-through.

Point Buy is fine. 20point? Or get silly and do 25?

The Exchange

I'm down for a 25-point buy.

Barbarian or inquisitor? I wouldn't mind beating you guys to playing inquisitor.

Grand Lodge

So far we have a Rogue(or was it a druid), a Summoner, an Inquisitor, and a Metal Oracle. This is going to be very interesting, good thing I'm probably playing a human...

Spoiler:
we are so going to die. TPK for the WIN!

The Exchange

Going barbarian. Let's kill stuff.

Grand Lodge

lol, i was actually working on ways to make my oracle a meat tank, with toughness and medium/heavy armor so that you could go inquisitor if you wanted. I just need to figure out one handed weapon or sword and shield...unless for some random reason i would bring Chet back =p

Scarab Sages

Male Human Wizard 7

So, either 25 point buy OR 4d6(Take3)*7.
I'm down with either, but I'm tempted by the latter...

Also, maybe having my Summoner be part Rogue. Summons creatures to surround/flank enemies, then closes in for the Sneak Attack damage. :P


M Half-orc Champion 5

Ok, now that my capstone is 99.9% wrapped up, I can focus back on this.

Character creation stuff

Starting level: 5
Ability score: Roll 4d6 (drop lowest) 7 times (drop one set)
Starting wealth: 10,500 gp
Pick two traits (none from the campaign traits)

Background info:
You are journeying to the village of Drellin's Ferry, located in the sparsely settled lands of the Elsir Vale. The Elsir Vale is a small valley tucked in between the countries of Isger, Cheliax, and Molthune. It is technically part of Cheliax, but they have been largely ignored due to a lack of anything interesting.

Why you are headed to Drellin's Ferry is your choice. However, along the way, you have come across some other travelers, and decided to travel together for safety's sake.

Some reasons to travel to Drellin's Ferry
-delivering a note or package to someone important
-a friendly cleric or prophet of some kind has sent you here to try and avert a disaster
-you found a treasure map detailing there may be something of value yet undiscovered in the area
-anything else, I can work with you

Let me know of questions!

The Exchange

Stat rolls! Let me know about sucky-stat rerolls

Delicious stats:

4d6 ⇒ (1, 3, 6, 6) = 16
4d6 ⇒ (4, 1, 5, 2) = 12
4d6 ⇒ (6, 6, 3, 2) = 17
4d6 ⇒ (5, 6, 5, 3) = 19
4d6 ⇒ (1, 1, 4, 3) = 9
4d6 ⇒ (6, 5, 4, 4) = 19
4d6 ⇒ (6, 4, 6, 1) = 17

Edit: spoiler tags

The Exchange

Quote:


Stats:

4d6 ⇒ (1, 3, 6, 6) = 16
4d6 ⇒ (4, 1, 5, 2) = 12
4d6 ⇒ (6, 6, 3, 2) = 17
4d6 ⇒ (5, 6, 5, 3) = 19
4d6 ⇒ (1, 1, 4, 3) = 9
4d6 ⇒ (6, 5, 4, 4) = 19
4d6 ⇒ (6, 4, 6, 1) = 17

Which gives me 15, 11, 15, 16, 15, 16.

Edit: more spoiler tags.

Grand Lodge

dice rolls...

Spoiler:

4d6 ⇒ (3, 6, 2, 3) = 14
4d6 ⇒ (5, 2, 5, 3) = 15
4d6 ⇒ (3, 6, 5, 4) = 18

4d6 ⇒ (4, 5, 4, 3) = 16
4d6 ⇒ (6, 5, 3, 3) = 17
4d6 ⇒ (3, 6, 5, 5) = 19

4d6 ⇒ (3, 4, 6, 2) = 15

Grand Lodge

boltfox47 wrote:

dice rolls...

** spoiler omitted **

dice rolls...

Spoiler:

4d6 ⇒ (3, 6, 2, 3) = 14
4d6 ⇒ (5, 2, 5, 3) = 15
4d6 ⇒ (3, 6, 5, 4) = 18
4d6 ⇒ (4, 5, 4, 3) = 16
4d6 ⇒ (6, 5, 3, 3) = 17
4d6 ⇒ (3, 6, 5, 5) = 19

4d6 ⇒ (3, 4, 6, 2) = 15


which gives me 13,13,13,14,15,16

The Exchange

HPs:

1d12 ⇒ 2
1d12 ⇒ 6
1d12 ⇒ 3
1d12 ⇒ 12

Hit points!

Scarab Sages

Male Human Wizard 7

Gimme some rollz.

Spoiler:
4d6 ⇒ (5, 3, 5, 1) = 14
4d6 ⇒ (5, 1, 1, 5) = 12
4d6 ⇒ (4, 1, 4, 4) = 13
4d6 ⇒ (1, 3, 4, 3) = 11
4d6 ⇒ (2, 5, 6, 3) = 16
4d6 ⇒ (2, 3, 2, 1) = 8
4d6 ⇒ (4, 3, 1, 4) = 12

Scarab Sages

Male Human Wizard 7
Ulmaxes wrote:

Gimme some rollz.

** spoiler omitted **

Therefore...

13, 11, 12, 10, 14, 11. Cha will get the 14, which will get the +2 from Human; ability score boost to the 13 to make a 14 in Con.

Hit Points:
4d8 ⇒ (3, 6, 1, 4) = 14

Grand Lodge

hp4d8 ⇒ (5, 8, 3, 7) = 23

Scarab Sages

Male Human Wizard 7

Well guys, meet Red.

Backstory:
He's a spry young Summoner from Andoran. Disconcerted with Cheliax's influence on the area, he arrives simply with the prospect of defeating every Cheliax minion who dares stand in front of him (or anyone who would empathize with their ideals). At his core, he is trying to prove himself to his family back home; his father disappeared years ago for unknown reasons. Red hopes to make enough of a name for himself that his father is willing to return home and accept him.
Red always had a knack for tactics, but was unable to truly excel at combat himself; instead, he studied the Summoning arts. His family was too poor to put him through proper arcane schooling, and he had no special bloodline in him that could be kindled into sorcerous power; so he simply applied all his force of will towards the Summoner's path, and the creatures of the outer planes saw him fit as an ally and captain.
His lack of closeness and companionship at home keeps him from forming a full bond with his Eidolon, though; he simply can not dedicate himself enough to truly empower the creature. However, Red has managed to offset this by channeling more power through his general summoning, granting him more allies more often.


Here's his base stats (full sheet available upon request):
Spoiler:

High Cha/Int, Everything else 10~12

AC 17

Attacks: Long-spear, Dagger, Sling

Key Skills: Know(Arcana), (Planes), Linguistics, Spellcraft, Use Magic Device.

Languages: Common, Elven, All Elemental (Ignan/Terran/Aquan/Auran), Celestial, Draconic

Can Summon Monter I/II/III 9 times a day as standard action, plus standard arcane spells that include Haste and Invisibility.


Rolls:

4d6 ⇒ (2, 1, 4, 4) = 11
4d6 ⇒ (6, 2, 6, 4) = 18
4d6 ⇒ (1, 5, 3, 3) = 12
4d6 ⇒ (6, 3, 6, 4) = 19
4d6 ⇒ (1, 5, 1, 5) = 12
4d6 ⇒ (3, 5, 6, 6) = 20
4d6 ⇒ (1, 2, 3, 2) = 8

totals 10, 16, 11, 16, 11, 17, 7

Grand Lodge

Meet Teras Vallanud

Backstory:

Teras is the son of traveling merchants on pilgrimage to see holy sites and artifacts scattered across the land.It was during these journeys seeing hundreds of different people with hundreds of different religions and gods. This troubled his faith because some did not 'fit' with his own beliefs. The second and final blow to his faith was burying his parents after being ambushed after seeing a relic of Erastil, the family patron deity. Teras refused to believe a god of good, family, community and trade would let this happen to the caravan. His anger at the gods lead him to one conclusion; there were no gods, humans made their own luck. Not long after this, his relations with the caravan began to corrode. This lead to his departure from the caravan. Teras began to roam the open country without a purpose. While he thought the transition would be great and lend himself to more freedom he has found that loosing his faith has made him uneasy and troubled. He found some solace in helping those less fortunate with the skills he forged protecting the caravan, but this only temporary dulls the hollow he still feels.

Key Stats:

Human

High Str/Cha, Everything else 13~14

AC 17-20 (unsure)

Attacks: Earth Breaker, Great Sword

Key Skills: Diplomacy, heal, sense motive, spellcraft

Languages: Common, Terran, Ignan, Celestial

Battle: Tank with buffs and heals

Scarab Sages

Male Human Wizard 7
JeccaCups wrote:

** spoiler omitted **

totals 10, 16, 11, 16, 11, 17, 7

... -_-

boltfox47 wrote:

Meet Teras Vallanud

** spoiler omitted **

** spoiler omitted **

So I assume you're the Metal Oracle, right? I know you talked about that earlier, just wanna make sure.

Grand Lodge

yup

Scarab Sages

Male Human Wizard 7

Spoiler:

1d8 + 1 ⇒ (1) + 1 = 21d8 + 1 ⇒ (5) + 1 = 61d8 + 1 ⇒ (7) + 1 = 81d8 + 1 ⇒ (4) + 1 = 5

Grand Lodge

Traits:
Armor Expert: +1 to armor penalty
Sacred Touch: touch auto stabilizes

Feats:
Toughness, Power Attack, Combat Casting, Extra Revelation (Armor Mastery)


M Half-orc Champion 5

Ok guys, please post a link with your character sheet. We can then get started now that the crazy has left me.

Grand Lodge

http://dl.dropbox.com/u/13578190/Metal%20Oracle.xlsx

The Exchange

Uglaf Fire-Eater

Dodge, Mobility, Spring Attack, anyone? Gear to be updated later.

Scarab Sages

Male Human Wizard 7

Red.

Grand Lodge

Teras

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