DM Doomed Hero |
<-- This would be that Alias. IP of course.
The Eidolon mostly acts as lookout and bluff-blocker and to carry his stuff for him. Ulrich was never very astute.
I have taken the half level from Lesser Eidolon to mean he won't get his second HD untill lvl 4. Correct me if I am wrong.
The crunch looks good.
It's worth noting that Orcs are from the northlands so in real-world england your character would be from the top end of Scotland rather than any Germanic country.
Orcs are pretty xenophobic by nature, so they tend not to immigrate. You can be unique if you like. I just thought you might want to take it into consideration.
DM Doomed Hero |
Bladud (still considering the name) is a tall, athletic, fire-haired, kilt-wearing, tattoo-covered highlander. His tall, long-limbed and well-muscled stature--coupled with his nearly-black eyes, sharp features, and fiery disposition--are signs of the Old Blood mixed in his veins. Like many of his highland brothers, he's a tracker and sellsword... though you could easily add thug, thief and brigand to the list if you ask around enough. Recently, Bladud's become an "explorer", selling his services as a tracker, guide, bodyguard, blade, and--when necessary--porter to the expeditionary teams seeking secrets and stashes among the forgotten ruins of the Isles.
** spoiler omitted **...
Looks great. It's hard to make a front liner who is relevant outside of combat. Well done.
1/2 orc is perfect for "highlander". As noted above, Orcs are from the isles of Orkny (which isn't called Orkny in this game, but the geography is pretty much the same)
DM Doomed Hero |
Many people had the idea of playing a half-orc apparantly.
Here's my submission :
Cadeyrn Griogal, Scottish Half orc of the orc clan Griogal.** spoiler omitted **...
Cadeyrn looks good too. Don't see the Wasting Curse get much play.
As a 1/2 Orc with Wasting, you're going to get lots of looks, and most of them aren't going to be friendly.
A way to mitigate that might be to wrap yourself in bandages or something (like Darkman or Hush). People would still look, but the immediate distrust and hostility might not be so severe.
This game won't have a lot of "town scenes" but between dungeons there will be a few.
Also, some of the dungeons might actually be in towns.
DM Doomed Hero |
"You cannot use this feat if you are carrying a weapon or shield in your off hand."
Hmm, you are right. And adding extra arms doesn't change that an off hand is carrying a weapon.
Though it depends on how you read it I guess. Is the off-hand carrying it? Or just adding leverage when you swing with your main hand, who is holding the weapon.
Given how you can release one hand from a twohanded weapon as a free action for spell-casting one could see it either way.
I might allow a home-brew racial feat for Elves to allow Dervish Dance with a Curveblade, but for now, it's a one-handed feat only. I'll address that issue if it comes up. Very neat idea though.
Theorythmus |
Theorythmus wrote:Many people had the idea of playing a half-orc apparantly.
Here's my submission :
Cadeyrn Griogal, Scottish Half orc of the orc clan Griogal.** spoiler omitted **...
Cadeyrn looks good too. Don't see the Wasting Curse get much play.
As a 1/2 Orc with Wasting, you're going to get lots of looks, and most of them aren't going to be friendly.
A way to mitigate that might be to wrap yourself in bandages or something (like Darkman or Hush). People would still look, but the immediate distrust and hostility might not be so severe.
This game won't have a lot of "town scenes" but between dungeons there will be a few.
Also, some of the dungeons might actually be in towns.
I think he'll wrap himself in bandages then. :-) also will wear a hood where it would give him less looks then the bandages. Don't want to be pegged as crazy cultist ;-)
DM Doomed Hero |
DH, you hoping to get a few more submissions? Or do you have any idea when you think you'll be making selections?
I'm pretty much ready to start, but I don't want to just cut things off without warning. Also, this weekend is a busy one for me, so I don't want to jump in and immediately have to stall for a day or two.
So, Recruitment closes on Saturday. Please have your characters finalized and ready to go by then.
I will make my selections on Sunday
DM Doomed Hero |
I have added the full list of House Rules to my GM Alias (please note the Power Attack nerf).
I have also included some setting information in the campaign info tab.
(I realize the power attack thing will make some people unhappy. I do it because power attack is the primary culprit at driving damage numbers up. Giving it out for free and reducing the effect is a reasonable trade off)
Helaman |
I may well also submit a Human druid, barbarian or a Bard as well for additional flavour - though I do love my Norse Trap Expert - if nothing else they can be included in the 'B' or 'C' team . I need to look at the magic traditions of the British Isles before getting that done.
Funnily enough I don't think the Britain of the Ancient World was what I would call Arcane... it was more Druidic / Bardic. The Greeks, Egyptians and to some extent, the Romans were probably closest to what I'd consider 'Hermetic' magic at the time... though by 1100 and 1200 it was moving to the practices that would lead it to a more systematic approach to magic. Islam had a tradition of scholarship that may make for an interesting approach to this. It would make a scimitar wielding Magus less 'cookie cutter' if you tied the character to a moorish background.
I know its NOT really Britain, but hey, there are a lot of good influences we can steal for flavour so why not.
A half Elf from Ireland or Wales would be a great character too.
Eben TheQuiet |
Bladud is unlikely to see any changes until (and if) he gets picked and placed within the group. At that point, I may tinker with his skills and gear to help him perform his duties (and help meet the team's needs) the best we can. Though I will say that (with some tweaks) Bladud could play the role of trapfinder/breaker if Helaman wants to run with a different character. It’s not how I really intended Bladud, but the Slayer class has the options to make him a fine trap-breaker. I’d just lose a trait and a Slayer Talent slot.
One question I have about gear, DH. Specifically this one (in your house rules):
Drawing Objects From Pouches: Any adventurer worth his salt knows that sometimes it's handy to have things like caltrops, tanglefood bags or potions as accessible as possible. As such, bandoleers and pouches are made to store one object at the ready. These specially made pouches are treated exactly like (and cost the same as) Wrist Sheathes or Spring Loaded Wrist Sheathes. A typical belt can hold up to six of them. Custom harnesses can be made to accommodate up to twenty on various places on the body.
First of all, i’m incredibly intrigued by these tanglefood bags… they sound deliciously chewy. ;P
Secondly, I’m a little unclear on exactly what all this house rule changes. I understand that unique “Spring-loaded wristsheath”-like pouches can be purchased and used to “quick-draw” small items. Cool. I like it. What does this do to bandoliers? Are they treated as normal (stowing up to 8 small items that are retrievable per the raw retrieving rules), but can also be outfitted with these new “quick-draw” pouches as well? Or do the “quick-draw” pouches each take up one of the 8 slots on a bandolier? Or do bandoliers simply act like belts do… giving the player the additional “slots” to place the “quick-draw” pouches and giving no other benefits?
Also, you’re right, I don’t love the Power attack nerf (but i’m happy to try it out). :)
Jubal Breakbottle |
I have added the full list of House Rules to my GM Alias (please note the Power Attack nerf).
I have also included some setting information in the campaign info tab.
(I realize the power attack thing will make some people unhappy. I do it because power attack is the primary culprit at driving damage numbers up. Giving it out for free and reducing the effect is a reasonable trade off)
DM
Can you put all your house rules in the Campaign info tab for one stop shopping of information?
I would hope that Power Attack scales with level like Combat Expertise, right? You should specify
thanks
DM Doomed Hero |
Bladud is unlikely to see any changes until (and if) he gets picked and placed within the group. At that point, I may tinker with his skills and gear to help him perform his duties (and help meet the team's needs) the best we can. Though I will say that (with some tweaks) Bladud could play the role of trapfinder/breaker if Helaman wants to run with a different character. It’s not how I really intended Bladud, but the Slayer class has the options to make him a fine trap-breaker. I’d just lose a trait and a Slayer Talent slot.
One question I have about gear, DH. Specifically this one (in your house rules):
DH’s house rules spoiler wrote:Drawing Objects From Pouches: Any adventurer worth his salt knows that sometimes it's handy to have things like caltrops, tanglefood bags or potions as accessible as possible. As such, bandoleers and pouches are made to store one object at the ready. These specially made pouches are treated exactly like (and cost the same as) Wrist Sheathes or Spring Loaded Wrist Sheathes. A typical belt can hold up to six of them. Custom harnesses can be made to accommodate up to twenty on various places on the body.First of all, i’m incredibly intrigued by these tanglefood bags… they sound deliciously chewy. ;P
Secondly, I’m a little unclear on exactly what all this house rule changes. I understand that unique “Spring-loaded wristsheath”-like pouches can be purchased and used to “quick-draw” small items. Cool. I like it. What does this do to bandoliers? Are they treated as normal (stowing up to 8 small items that are retrievable per the raw retrieving rules), but can also be outfitted with these new “quick-draw” pouches as well? Or do the “quick-draw” pouches each take up one of the 8 slots on a bandolier? Or do bandoliers simply act like belts do… giving the player the additional “slots” to place the “quick-draw” pouches and giving no other benefits?
Tanglefood is what's left of whatever you hit with a tanglefoot bag. Or something. I give up.
As for the bandoleers, essentially yes.
Basically, "quick draw wrist sheathes" don't have to go on your wrists. That's all. Anyone who's ever been in the military knows the value of quick-release pouches for things like medical kits, grenades, ammunition magazines, and other things you might need on hand in a time sensitive manor.
I'm sure professional adventurers (especially ones in a world where potions exist) would come to the same conclusion.
Heck, I wonder why frontline characters haven't developed "beer-helmets" or camelbacks for healing potions. Or maybe just an adjustable I.V. drip.
I added the pouches house rule because I was tired of being frustrated by the item-retreival rules. It's already hard enough to get the most out of your action economy. Anything small and stored properly should be able to be on hand at a moment's notice.
DM Doomed Hero |
DM Doomed Hero wrote:I have added the full list of House Rules to my GM Alias (please note the Power Attack nerf).
I have also included some setting information in the campaign info tab.
(I realize the power attack thing will make some people unhappy. I do it because power attack is the primary culprit at driving damage numbers up. Giving it out for free and reducing the effect is a reasonable trade off)
DM
Can you put all your house rules in the Campaign info tab for one stop shopping of information?
I would hope that Power Attack scales with level like Combat Expertise, right? You should specify
thanks
House rules are all in my GM alias. I thought I mentioned that. Apologies if it wasn't clear.
Yes, Power Attack still scales normally.
Cadeyrn Griogal |
Here's the profile that I said I would put up for Cadeyrn Griogal.
Also added some of the links to specifics (which is also handy for myself as quick reference :))
I don't mind the Power Attack "nerf", do have a question about it:
I have a Strength score of 16, so do I get it right that without power attack it would be 1d12+4 (or is the fraction rounded up here as well?) and with power attack that would be 1d12+6 right?
tomtesserae |
Here's Nisfeollyn, wizard (divination specialist) ready to investigate ruins and treasure found in the wilds of England.
Elf Wizard 3
CG Humanoid (elf)
Init +2 Senses Low-light vision; Perception +4 (+1+3)
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DEFENSE
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AC 13, touch 13, flat-footed 10 (+0 armor, +2 Dex, +1 dodge)
hp 15 (3d6+3 favored class bonus)
Fort +1 (+1), Ref +3 (+1+2), Will +4 (+3+1)
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OFFENSE
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Speed 30
Melee Longsword +1 1d8 19-20/x2
Ranged Shortbow +3 1d6 x3 60’
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SPELLS
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Spells/Day 4|3+1|2+1
Prepared Spells
Known Spells Level One: Charm Person, Comprehend Languages, Detect Secret Doors, Detect Undead, Identify, Shield, Silent Image, Sleep, True Strike
Level Two: Locate Object, See Invisibility
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STATISTICS
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Str10, Dex 15, Con 10, Int 18, Wis 12, Cha 13
Base Atk +1; CMB +1; CMD 13 (10+1+2)
Feats Spell Penetration, Dodge
Traits Knowledgable Caster, Bruising Intellect
Trained Skills Appraise +11 (+1+3+4+3), Intimidate +8 (+1+3+4), Knowledge (aracana) +9 (+2+3+4), Knowledge (dungeoneering) +8 (+1+3+4), Knowledge (geography) +9 (+2+3+4), Knowledge (history) +9 (+2+3+4), Knowledge (local) +9 (+2+3+4), Knowledge (nobility) +9 (+2+3+4), Knowledge (religion) +8 (+1+3+4), Perception +3 (+2+1), Sense Motive +3 (+2+1), Spellcraft +9 (+2+3+4)
Languages Elven, English, Welsh, Draconic, French, Gnome
Gear Spellbook, Backpack, Bedroll, Pieces of chalk (3), Flint & steel, Ink (blue & black), Rations (2 days), Sheets of paper (10), Waterskin, Short bow, Longsword.
Weight 32.5 Carry capacity (light <33, medium 34-66, heavy 67<)
Money
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CLASS ABILITIES
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Weapon and Armor Proficiency: Wizards are proficient with the club, dagger, heavy crossbow, light crossbow, and quarterstaff, but not with any type of armor or shield. Armor interferes with a wizard's movements, which can cause his spells with somatic components to fail.
Spells
Bonus Languages: A wizard may substitute Draconic for one of the bonus languages available to the character because of his race.
Arcane Bond (Sp): Raven Familiar.
Arcane School: Divination School specialization. Conjuration & Necromancy Opposition schools.
Forewarned (Su): You can always act in the surprise round even if you fail to make a Perception roll to notice a foe, but you are still considered flat-footed until you take an action. In addition, you receive a bonus on initiative checks equal to 1/2 your wizard level (minimum +1). At 20th level, anytime you roll initiative, assume the roll resulted in a natural 20.
Diviner’s Fortune (Sp): When you activate this school power, you can touch any creature as a standard action to give it an insight bonus on all of its attack rolls, skill checks, ability checks, and saving throws equal to 1/2 your wizard level (minimum +1) for 1 round. You can use this ability a number of times per day equal to 3 + your Intelligence modifier.
Cantrips
Scribe Scroll
Bonus Feats: At 5th, 10th, 15th, and 20th level, a wizard gains a bonus feat. At each such opportunity, he can choose a metamagic feat, an item creation feat, or Spell Mastery. The wizard must still meet all prerequisites for a bonus feat, including caster level minimums. These bonus feats are in addition to the feats that a character of any class gets from advancing levels.
Spellbooks: A wizard must study his spellbook each day to prepare his spells. He cannot prepare any spell not recorded in his spellbook, except for read magic, which all wizards can prepare from memory.
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RACIAL TRAITS
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+2 Dexterity, +2 Intelligence, –2 Constitution: Elves are nimble, both in body and mind, but their form is frail.
Medium: Half-elves are Medium creatures and receive no bonuses or penalties due to their size.
Normal Speed: Half-elves have a base speed of 30 feet.
Low-Light Vision: Half-elves can see twice as far as humans in conditions of dim light.
Elven Immunities: Elves are immune to magic sleep effects and gain a +2 racial saving throw bonus against enchantment spells and effects.
Elven Magic: Elves receive a +2 racial bonus on caster level checks made to overcome spell resistance. In addition, elves receive a +2 racial bonus on Spellcraft skill checks made to identify the properties of magic items.
Keen Senses: Elves receive a +2 racial bonus on Perception checks.
Weapon Familiarity: Elves are proficient with longbows (including composite longbows), longswords, rapiers, and shortbows (including composite shortbows), and treat any weapon with the word "elven" in its name as a martial weapon.
Languages: Elves begin play speaking English and Elven.
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Background, Appearance, Personality
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Background: Nisfeollyn investigates the items found on digs. He is skeptical of many of the items. He has seen peasants attempt to pass off bones, pottery, and rusted metal as saints’ reliquaries, Roman antiques, and weapons from the before the Norman conquest.
DM Doomed Hero |
I have decided to run two concurrent games.I should be able to take pretty much everyone (in two groups of 5). If this goes the way I want it to, it should be a pretty interesting experiment.
Final list!
Baldud Half-orc Barbarian/Slayer
Dorian Maule Half-orc Summoner
Dvalin Dwarven Cleric
Kyra the Priest Human Cleric
Torgan Axebearer Half-orc Cleric
Cadeyrn Griogal Half-orc Oracle
Hallvarðr Dwarven Rogue
Lyla Summerholt Human Bard/Oracle
Brak'kadur Human Barbarian/Lore Warden
Nisfeollyn Elven Wizard
Everyone please report to the Discussion thread with completed Aliases! You all have a little homework before we kick this off.