| Doogan Mudge |
Ack! Ok will need to finish the profile tomorrow. My robot just had an infarction and I need it for work tomorrow.
As tempting as it is to leave this post at that and possibly leave you all with that 'WTH is he talking about feeling', I can't do that to ya. I am running a summer camp for little kids. We build robots out of the Lego Mindstorms NXT 2.0 kits and then program them to do stuff.
Tomorrow we are building remote control catapults to use for launching Lego mini figs through the air at targets with set point values. Basically we are 'storming a castle' but instead of launching boulders, we are launching mini figs! I do believe I have the best job in the world. Anyways, my demo catapult isn't cooperating so I need to re jig it and change my code.
I will be done Doogan tomorrow for sure. My apologies.
PS I do agree with using Hero Lab to track things but I really don't like the format of the character sheet the bbcode exports as. Blech!
Algar Lysandris
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Personality: Urgosh is a stoic, serious man. He values loyalty and honor above all else, and will be extremely reluctant to break his promises. A mans word is the only contract which he considers binding. Urgosh has a soft spot for children and for those striving to make the best of situations beyond their control. Despite his otherwise serious demeanor Zandar loves being an edoinist. He also recognize that some people must get the job done. And if it comes to getting it done by any means necessary and there are no other options then so be it.
Ten Minute Background
Part I - Core Concepts
1) his's father was in a cleric of the Celestial Bison and a follower of Kaz's philosophy. During this time his father was mostly away trying to oppose the clergy of Sargas
2) During the his father's last mission he was declared MIA, This has left him with a soft wound in his heart. He has tried a few times to learn more about that last mission as he father him a rather alarmed and concerned not before leaving for it.
3) His father's pride in the faith of the Celestial Bison is what drove Zandar to follow in his footsteps even though he was against it.
4) He is a polyvalent person, having both skills set in city or wild operations. His prowess in combat or divine magic allows him to be a useful melee combatant or secondary medic.
Part II - Goals
1) Zandar long term goal is to find out more about that top secret mission that cost his father his life.
2) getting married
Part III - Secrets
1) (Unaware) His father may or may not be alive, be a POW or just really dead after uncovering some dark secret.
Part IV - People
1) he has no other living relative, but has made a few friends in the service of the celestial bison
| Doogan Mudge |
Doogan is basically done. I do have a few minor details to sort out though. First off, average starting wealth? Also, are we permitted to buy steel based armors? Steel was a rare commodity in that campaign setting if I remember correctly. Lastly, DM Shalifi, if you wouldn't mind taking a look at the backstory for Doogan. I am not entirely sure it fits with the timeline as I don't know if Onyx would have been alive at that point or not.
Cheers
| Shalafi2412 |
At minimum I would like to have maybe 6 people. A few more, like 2 wouldnt hurt.
Right now people who have submitted:
Qualanesti White Robe Apprentice
Kazaleti Minotaur Inquisitor of Kiri Jolith
Gully Dwarf Cleric of Reorx
Solamnic Paladin
Torald, are you going for any particular Order of Knight? Are you still a squire in this game?
The kender cleric of Fizban is still a possability and now we have a possible rouge.
Have I forgotten anyone?
Welby Dardragon
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Kender Ranger (Guide, Urban Ranger) 1
CG Small Humanoid (kender)
Init +4; Senses Perception +8
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Defense
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AC 18, touch 15, flat-footed 14 (+3 armor, +4 Dex, +1 size)
hp 12 (1d10+1)
Fort +4, Ref +7, Will +3; Immune vs. fear
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Offense
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Speed 30 ft.
Melee Kukri +3 (1d3+1/18-20/x2)
Hoopak +3 (1d4+2/x3)
Ranged Hoopak +6 (1d6+1/x3)
Special Attacks Ranger's Focus +2 (1/day)
Ranger (Guide, Urban Ranger) Spells Prepared (CL 0, 3 melee touch, 6 ranged touch):
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Statistics
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Str 12, Dex 18, Con 13, Int 12, Wis 15, Cha 13
Base Atk +1; CMB +1; CMD 15
Feats Point Blank Shot
Skills Acrobatics +5 (+1 jump), Climb +6, Disable Device +9, Escape Artist +3, Fly +5, Knowledge (local) +5, Perception +8, Ride +7, Slight of Hand +6, Stealth +11, Survival +6 (+7 to track), Swim +0
Languages Common, Dwarven, Halfling
SQ Fearless, Track +1, Wild Empathy +2
Combat Gear Bullets, Hoopak, Kukri, Studded leather armor; Other Gear Backpack (5 @ 4.41 lbs), Bedroll, Belt pouch (empty), Chalk, Mug/tankard, Signal whistle, Thieves' tools, Thread (50 ft.), Waterskin
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Special Abilities
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Point Blank Shot +1 to attack and damage rolls with ranged weapons at up to 30 feet.
Ranger's Focus +2 (1/day) (Ex) +2 to hit and damage focused target.
Track +1 +1 to survival checks to track.
Wild Empathy +2 (Ex) Improve the attitude of an animal, as if using Diplomacy.
Normal Speed: Kender have a base speed of 30 feet.
Fearless: Kender are immune to fear, magical or otherwise.
Kender Luck: Kender receive a +1 racial bonus on all saving throws.
Keen Senses: Kender receive a +2 racial bonus on Perception skill checks.
Kender Warslinger: Reload Hoopak as a free action
Lack of Focus: Kender have a -4 racial penalty on all concentration checks. Kender don't necessarily lack magical talent, but their general lack of focus discourages them from pursuing careers in magic.
Nimble Fingers: Kender receive a +2 racial bonus on Disable Device and Sleight of Hand skill checks. Kender can use the trained only aspects of these two skills even if they have no ranks in the skills.
Taunt: Kender receive a +4 racial bonus on Bluff checks to taunt someone.
Weapon Familiarity: Kender are proficient with slings and hoopaks and treat any weapon with the word "kender" in its name as a simple weapon.
Languages: Kender begin play speaking Common and Kenderspeak. Kender with high intelligence scores can choose from the following: Dwarven, Ergot, Elven, Goblin, Solamnic.
Kender urban ranger submission (Archer/Skills Guy). He can handle the rogueish skills and also help when in the wilderness. I didn't see options to take traits, but could I please take the Halfling trait warslinger (or house rule) to load the hoopak as a free action? I could easily take a composite longbow and do the same, but I like the flavor of the hoopak!!! I think this is the perfect fit for the current party. He will RP like a wandering rogue kender. I will get a background together soon! Thank you for the opportunity to apply. I love Dragonlance setting! ~Jman72
| KDinIN |
I am busy with a birthday party for my kids and some prep for tomorrow, is it okay if I post later tonight/early tomorrow afternoon?
I love the Dragonlance setting, but it has been awhile since I was immersed in it. Any places online I could go to brush up on some things?
So this party needs? Not much? If so, then I am thinking a sword and board fighter, possibly a knight of solomonia (though already having one might be two much). Hopefully I can get a concept worked up and statted out quickly.
| "Sweet" Talulah Sweetwater |
We need a female influence. I am switching the avatar from Welby to Sweet! Please let me know what you think!
Kender Ranger (Freebooter, Urban Ranger) 1
CG Small Humanoid (kender)
Init +4; Senses Perception +8
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Defense
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AC 19, touch 15, flat-footed 15 (+3 armor, +4 Dex, +1 size)
hp 12 (1d10+1)
Fort +4, Ref +7, Will +3; Immune vs. fear
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Offense
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Speed 30 ft.
Melee Kukri +3 (1d3+1/18-20/x2)
Hoopak +3 (1d4+2/x3)
Ranged Hoopak +6 (1d6+1/x3)
Special Attacks Freebooter's Bane
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Statistics
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Str 12, Dex 18, Con 13, Int 12, Wis 15, Cha 13
Base Atk +1; CMB +1; CMD 15
Feats Point Blank Shot
Skills Acrobatics +5 (+1 jump), Climb +6, Disable Device +9, Escape Artist +3, Fly +5, Knowledge (local) +5, Perception +8, Perform Harp +6, Ride +7, Slight of Hand +8, Stealth +11, Survival +6 (+7 to track), Swim +0
Languages Common, Dwarven, Kender
SQ Fearless, Track +1, Wild Empathy +2
Combat Gear Buckler, Bullets, Hoopak, Kukri, Studded leather armor; Other Gear Backpack (5 @ 4.41 lbs), Bedroll, Belt pouch (empty), Chalk, Harp, Mug/tankard, Signal whistle, Thieves' tools, Thread (50 ft.), Waterskin
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Special Abilities
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Point Blank Shot +1 to attack and damage rolls with ranged weapons at up to 30 feet.
Freebooter's Bane As a move action, indicate an enemy in combat and rally her allies to focus on that target. The freebooter and her allies gain a +1 bonus on weapon attack and damage rolls against the target. This ability applies only to allies who can see or hear the freebooter and who are within 30 feet of the freebooter at the time she activates this ability.
Track +1 +1 to survival checks to track.
Wild Empathy +2 (Ex) Improve the attitude of an animal, as if using Diplomacy.
Normal Speed: Kender have a base speed of 30 feet.
Fearless: Kender are immune to fear, magical or otherwise.
Kender Luck: Kender receive a +1 racial bonus on all saving throws.
Keen Senses: Kender receive a +2 racial bonus on Perception skill checks.
Kender Warslinger: Reload Hoopak as a free action
Lack of Focus: Kender have a -4 racial penalty on all concentration checks. Kender don't necessarily lack magical talent, but their general lack of focus discourages them from pursuing careers in magic.
Nimble Fingers: Kender receive a +2 racial bonus on Disable Device and Sleight of Hand skill checks. Kender can use the trained only aspects of these two skills even if they have no ranks in the skills.
Taunt: Kender receive a +4 racial bonus on Bluff checks to taunt someone.
Weapon Familiarity: Kender are proficient with slings and hoopaks and treat any weapon with the word "kender" in its name as a simple weapon.
Languages: Kender begin play speaking Common and Kenderspeak. Kender with high intelligence scores can choose from the following: Dwarven, Ergot, Elven, Goblin, Solamnic
Sweet stands 3 feet even and weighs a dainty 28 pounds. She has dark brown hair and chocolate, puppy dog eyes. Her skin is tanned to a golden brown as well. To most, she appears as a human child in her pre-teens. She is clothed in a crimson blouse and cream colored travelers bell bottom pants. Her studded leather armor covers most of her clothing though. She has a backpack slung over one shoulder and she carries a Hoopak on her opposite hand which she uses as a walking stick. Her ears are ordained with multiple earrings.
Talulah was born and raised in the woods of Kenderland in Northern Ergoth to Gimble and Taleeth Sweetwater. Her childhood was a time of happiness. She spent her days dreaming of the world outside of her small community. Her curiousity led her to other areas of the forest where she was trained to survive on her own by a local group of elves. They also taught her about the faith of Branchala. Her teenage years were spent enjoying the woods and its creatures. With harp in hand, she wrote and sang poetry. Fey would come from all directions to hear her play. Unfortunately, life would soon change. Like other Kenders, she experienced wanderlust in her early 20s. She packed and said goodbye to her family and friends.
Her next few years were spent hopping from city to city. She found a way to generate wealth playing her harp and singing in taverns. Her nights were spent entertaining and her days were spent exploring. Everything was exciting and new: new taverns, new races, new pockets that needed inspecting. Unfortunately, not everyone understood her curiosity. She spent many nights in local jails. She didn't care. This was just another "adventure". Besides, she made friends easily enough. Whether it be a jail guard or a convicted criminal in the cell beside her, it wouldn't take long to get people laughing (often at the expense of another).
She is currently traveling to find adventure. No real direction in mind...
Diety: Branchala
Branchala
Symbol: Golden harp or kettle drum
Alignment: Chaotic good
Portfolio: Beauty, dance, harmony, liberty, music, playfulness, poetry
Worshipers: Barbarians, entertainers, fey creatures, poets, travelers
Cleric Alignments: NG, CG, CN
Domains: Chaos, Good, Luck, Trickery
Favored Weapon: Rapier
Branchala is said to be the wellspring from which all song and poetry flows, and his divine form guides mortals to find their own happiness by spreading good cheer to others. His clerics spread these arts where they can do so freely, or enable the impoverished or enslaved to find their own freedom of expression despite any shackles that may bind them. Branchala has no gender to most Adlati—as the patron of song he exists beyond such concepts.
Music can bring out a variety of emotions in its listeners, and Branchala's clerics (those who "listen" most closely) often have impulsive or unpredictable natures. Cleric/barbarians of Branchala, though rare, embrace the ability to switch from peaceful demeanors to furious anger at a moment's notice.
Branchala is greatly revered by the fey folk and is considered something of a prankster to them. They pay homage by holding great artistic gatherings in his name and by playing pranks on others—the more serious the victim, the better.
| KDinIN |
I was thinking maybe a human Cavalier, with a backstory built around the idea of becoming a Solomnic Knight. Possibly going the order of the sword, or order of the blue rose, but then I noticed that there are already two melee classes, and I was uncertain. So should I pursue the Cavalier, or should I look to fall back on a more ranged oriented build, possibly a Nomadic Human Ranger, or even a Ranged Paladin of Kiri-Jolith for instance.
Uncertain about which direction would be most beneficial, so I figured I would seek some help. Any thoughts or ideas?
| "Sweet" Talulah Sweetwater |
I was thinking maybe a human Cavalier, with a backstory built around the idea of becoming a Solomnic Knight. Possibly going the order of the sword, or order of the blue rose, but then I noticed that there are already two melee classes, and I was uncertain. So should I pursue the Cavalier, or should I look to fall back on a more ranged oriented build, possibly a Nomadic Human Ranger, or even a Ranged Paladin of Kiri-Jolith for instance.
Uncertain about which direction would be most beneficial, so I figured I would seek some help. Any thoughts or ideas?
I am an archer ranger using a sling instead of a bow with rogue skills. Just an FYI.
| "Sweet" Talulah Sweetwater |
If you want to do an archer ranger or paladin, I will make sweet a skills rogue with UMD!!! The party will have plenty of firepower with you and the two melee characters! I like my background, but would switch the class for you to play one of the builds you mentioned. The background goes well with rogue anyway.
| KDinIN |
ARGH! So I finally got the whole stinking Character block typed up (I only have the demo version of Hero Lab so it won't let me export stat-blocks so it seems...) and then the board deleted it. Grgh.
Sigh, oh well. Here he is:
Chaucer Tarsi - Cavalier in the Order of the Shield
I will spare the details tonight, but he is Good, a human of Solomnic birth, who desires to join the Knighthood, however, he has yet to find a Knight willing to sponsor him, because he is the son of a farmer wearing his father's battle worn scale mail. He is going to be somewhat of a switch hitter, firing at range with his short bow, switching to his lance for charges and then wading in with warhammer and shield, complete with his horse, Juliette, adding to the carnage. The last thing I was doing was working up traits, but again, the board hates me so that didn't work.
I will hopefully get him all worked up again and post him tomorrow, but for now, I must get some rest, long and busy day tomorrow, and it starts in... 2.5 hours.
| KDinIN |
Could absolutely be a possibility. I am also unsure if he is going to end up in the Order or if he might go a different direction, honestly, the plot will have lots to say about that.
Resolute (Ex)
At 2nd level, whenever the cavalier takes damage from a melee or ranged attack while wearing heavy armor, the cavalier can convert 1 point of lethal damage to 1 point of nonlethal damage. He can use this ability once each time he takes damage. This ability cannot be used to convert ability damage, ability drain, or energy damage to nonlethal damage. At 6th level, and every four levels thereafter, the amount of damage the cavalier can convert increases by 1.
Stem the Tide (Ex)
At 8th level, the cavalier receives Stand Still as a bonus feat, even if he does not meet the prerequisites. Instead of making a combat maneuver check to stop the creature from moving, a cavalier with this ability can elect to make a normal attack instead. If the attack hits and deals damage, the target must stop moving, just as if the cavalier had made a successful combat maneuver check.
Protect the Meek (Ex)
At 15th level, the cavalier can move to intercept foes. As an immediate action, he can move up to his speed (or his mount’s speed, if mounted) and make a single melee attack. This movement provokes attacks of opportunity as normal. The cavalier must end his movement adjacent to an enemy. On his next turn, the cavalier is staggered and cannot use this ability again for 1 round.
I am heading home from church, going to do lunch and then I will post my character block for approval. Should be up in an hour and a half or so.