MetalPaladin |
2 people marked this as a favorite. |
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
MetalPaladin |
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!
Ulmaxes |
Well guys, meet Red.
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):
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.
boltfox47 |
Meet Teras Vallanud
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.
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