Valgrymr's Homebrew Two

Game Master Valegrim

Goblins infest a fallen Dwarven underground fortress and mine; somewhere inside PCs must find and recover a critical treasure hidden by the Dwarven Clerics of Dumathion.


51 to 100 of 123 << first < prev | 1 | 2 | 3 | next > last >>

That is fine; as long as you understand others are generally going to think your nuts hehe


Just a note to folks. Hve lost my regula internet connection for the moment. Will try and keep on top of things as best I can *Bows*


Hey Val, last time you were recruiting for this one I was in but had some stuff come up before completing the character remodel, would like to continue if that's ok.

Shadow Lodge

Valegrim wrote:
That is fine; as long as you understand others are generally going to think your nuts hehe

That's ok. I like to push the bounds a little bit in concepts and class ideas, and I think I can make it work. I also understand I'm a low level character, and it takes time to build, but I think it will be fun for everyone, and an interesting idea.


Sure Thorn; Ack Sunset; no prob; do the best you can. I am interested in how you do this Beckett, aught to be some good rp fun; its a crazy world so a crazy cleric will fit right in; hehe I dread you taking the leadership skill, there are one or two that double or such youir followers hehe

Shadow Lodge

I'm not really looking to have followers, though possibly. I was thinking that maybe Ragnorock had already come, and he believes that he is either a reincarnation of, or a last avatar or thor. But still trying to work it out.

RPG Superstar 2009 Top 16

That would be awesome. End up starting a heretic cult/ offshoot if you took leadership.


the signs of Ragnarock or yet to come; very close; many consider this the actual battle of ragnarock as giants are attacking; so this is perhaps the middle of the war


I know I owe some of you updates and background info ;will try to get em all done tomorrow.


I am thinking to bring you all into the game in this scene where they are going into a strongpoint fortress; so we can hash out all the details tomorrow.

Shadow Lodge

ok. I still have some things to work out, but I think it will be something I can do as we go.


k; got swamped in kid stuff today; will try to get more done soon; hang in there please.


sure; just refresh me

Thorn Silverleaf wrote:

Hey Val, last time you were recruiting for this one I was in but had some stuff come up before completing the character remodel, would like to continue if that's ok.


Will post on sunday


had both sides of my family drop in on me unexpected this weekend; not much time to post much; be back at it soon.


Am BACK! XD

*Giggles as she runs around randomly hugging people*

Shadow Lodge

I've been having a lot of internet problems recently at my base, but I'm trying to keep an eye here.


Argh! Teh internetz god be angry! I jus' get th' Interweb back an' now you be th' one havin' problems! >_<

*Begins ritual of supplication to the Dice Gods and Internet Spirits.*

Okeys, who's got th' rum an' virgins? >_>

Wishin' ye all'a best Master Beckett! *Hugs*

Shadow Lodge

*returns the hug*

But I can not advocate wasting good drink nor virgins. . . :)


Who said anything about wastin'? Like a certain good captain always says

"Waste not...want not."

(^_~)

Shadow Lodge

"ritual of supplication. . ."


Beckett wrote:
"ritual of supplication. . ."

Oh aye...but ye c'n do things more along the way of guide lines, ye ken? (^_~)

Shadow Lodge

Because that always works out well in the end. . . ha ha


(^_^)

It all be comin' down t' who ye c'n trust. Now, dishonest people, ye cn all-a-ways trust 'em t'be dis-honest. Honestly, it be th' honest people ye have t watch. (^_~)

Much cheers t'ye an' yours.

Beckett':
If you want 'real time conversation', just step in here and have a chat. Chat Room


Ok I'll get to updating and revising the character tomorrow.


got my books out; workin on it; honest; anyone got a problem if I just more or less pick your applicable background for location if your rolls and your character ideas dont make much sense? Like; unlikely a Thor worshiper would be from Egypt hehe.


sure


reading back to get peoples background stuff done; I dont think I answered this; I dont have any eberron books so have to say no.

Lavode de'Morcaine wrote:

You full yet?

I believe I still have all my 3.5 books in the closet and could make up something by tomorrow. Didn't usually play rogues, but it would be fun to give something new a whirl.

Are the Eberron dragon marks available? I have the book that details them and could send scans of any pages I use.


Gruingar - for when your virus stuff is over

Spoiler:

one thing; keep in mind that your charisma is 4 points higher when dealing with other dwarves.

Dwarven dieties
Moradin-head of pantheon
Clanggedin Silverbeard - father of battle
Vergadain - wealth and luck
Dumathion - Keeper of Secrets
Abbathor - Great Master of Greed
Berronar - Mother of Safety, Truth, Home

your parents were tradesmen; not wealthy or that successful; but not really poor either. They pretty much walked each with a donkey and a cart trading moderate wares like leather, wool, toys, and some manufactured goods like bags and sacks and wooden boxes, but upon requests would sometimes carry exquisit items of siver, gold; or platinum items for various druid or celtic leaders and the like or take a few prize bulls back to the Dwarven hold. Your parents were never hurting for cash; but tended to have little hidden catches of supplies and wealth very well hidden between the Dwarven Hold to the Celt region to the Gnome area; so anytime your in these areas; you can roll a d10 and remember that many catches in the region; then memory rolls and searches to actually find whatever might be hidden by your family. Generally consider yourself to have a middle class background on the low side.

You have/had an older sister who would tend sheep in the valleys near the dwarven hold; this the wool your parents sold. She also would sell the services of the prize bulls your parents would bring back and then ultimately sell for slaughter and leather collection. You dont

there was some rumor, something whispered about your parents marriage which wasnt spoken of and the general reason your parents spent 80 percent of their time on the road and traveling between non dwarven peoples. You generally traveled with your parents to help and be another set of eyes on the road.

for dwarves; you came from a very big family; you have/had 3 Uncles and 2 Aunts. Neither of your three uncles would talk to your parents; one Aunt, on your mom's side; didnt care and your other Aunt took a vow of silence before you were born in honor of Dumathion and never spoke to anyone.

your father was a complainer; always bitter about something or someone ;but he really liked you. For your Nameday he gave you a silver and gold wrought capped beermuch in the shape of a roofed dwarven tower; every 6 hours you can speak a magic word and it will fill with a very good pint of dark beer. For your Guildentag he gave you a magic sweater that gives you a +30 degree range of comfort above normal comfort level for both hot and cold; 0 degrees to 130 degrees is a normal comfort zone for you while wearing it.

your mom was the trader, schemer, gambler and driving force in the family; always looking for the next great deal. She was fairly cool toward you; civil but not very motherly nor caring. She gave you 100 gold on your name day and in detail let you know how much it was worth. for your Guildentag; she gave you a sturdy pair of boots that give you +3 on balance rolls and additional protection again exhaustion due to walking; she suggested you use them and go somewhere else, see the world.

Your uncles all treated you well, +750 gp of gear of your choice, they where various types of craftemen master level. There were generally friendly and hospitable as far as dwarves go; but not so much to your parents. You always had the feeling that any gift you got from your parents or feast or whatever; they were always trying to outdo or one up your parents and generally rub there face it it from some thing or arguement from long ago. Among the craftsmen they had a tough guy image and you generally got the idea they were veterans of a few wars.

Your aunts truly doted on you; you sometimes felt because of how your mom treated you which probably pushed your mom even further away from you. One of your aunts being a clerical scholar; the other a magistrate.
Your speachless aunt gives you a mithril chain shirt with a magical bonus of +1 for your Nameday and a pouch that can carry 5 times as much as an ordinary pouch and has and additional hidden comparment that is DC 28 to find with search and DC 28 to pick open. Your other other Aunt gave you a string of 5 donkeys for your Nameday and bought you your own apartment in the Hold.

your guildmaster for your chosen profession was very well disposed toward you though he was generally considered impudent; brash and a tough guy by just about everyone. From him pick one skill and get a +3 circumstance bonus. He also gives you a +1 magical weapon of your choice that add +4 DC to those trying to disarm and +4 extra durability.

As far as you know; all of these people are dead or missing; you havent seen any of them in a couple years though it may be likely that your sister or parents fled to safety and and hidden or hold up somewhere; but that might be a pipe dream.

get a +4 knowledge, Geography western celtic villages and roads; and another same bonus North Western Italian region (Geseretti/Dragon Mount area, gnome villages and several Italian villages and on the coast a few Greek ones. this is the route of trade our parents took for decades. These skill will encompass chances of knowing trademens and such along these routes and various families, points of interest and local legends.

Gruingar de'Morcaine wrote:

** spoiler omitted **

** spoiler omitted **

Will finish fleshing out profile over the course of the day as I get free time. I can't find you discussion with the rest of the build rules. Can you post a link?

Shadow Lodge

Valegrim wrote:
got my books out; workin on it; honest; anyone got a problem if I just more or less pick your applicable background for location if your rolls and your character ideas dont make much sense? Like; unlikely a Thor worshiper would be from Egypt hehe.

I've no problem with that. I am having a lot of internet troubles at the moment, but it is said to be fixed soon.

I was looking at playing a character with either amnesia, or possibly a newly "awakened" person, both fully believing they are an immortal being, and possibly the last remnant of either Thor or the Asgardian pantheon. Something along those lines. Machanically, I think the higher stats justify that, in a way, and I plan on having some storm related spells I can switch switch the fluf around a bit with, (if that's okay with you). Still sort of waiting for a little more info as to what sort of game you want.

Dragonmarks:
The Eberron Dragonmarks (without the fluff that wouldn't matter outside Eberron) are fairly simple. They work on a Feat Chain, with 3 catagories. It starts out with #1 (typically) giving a +2 to a skill check and a 1/day Spell-Like ability. They are all along a theme, and you can only have one type of Dragonmark. With each new Feat in the chain, (I believe) (you get a new 1/Day Spell-Like ability, and also increase the previous one by +1/day. I don't see them as overpowered, but rather a way for non-magical classes to have a little power for a certain theme. I'm deployed and can't look them up, but it should be fairly easy to google them.


Beckett; assuming your staying with the Thor line of character.

Spoiler:

ok; both of your parents were Nobles, you can add that as a free feat if you wish. Your father was a clan chief and your mother was the daughter of another powerful clan chief. Your father was a great military commander and a powerful leader; he could raise thousands of troops and a fleet of ships to battle. Your mother ruled a household of 167 servants and 14 valuable slaves and a farm the size of an old south plantation ie hundreds of acres - keep in mind that slaves were generaly nobility of other cultures and whatnot and kept for ransom; nobody would keep a worthless slave; they were kind of like a bank note; but they still work until ransomed. There were all dukes, duchesses and baron this or baroness that. Four of your Kin live on the farm with you; 2 of your fathers brothers, one of your mom's brothers and your fathers sister. Each of them had families and such with 4-7 kids each which made you a bit of a novelty; so you grew up in a big, rich family and were fairly special. The war has devasted most of Scandanavia burning and killing 80% of the population and almost all the farms and homesteads. The war again the massive mob of chaos lead by the Anti Paladin Oberon which consisted of many giants, trolls, ogres; ogrillions, gnolls; goblins; ghouls and demons and wizards has devastated the region; most of those killed were eaten. the Mob has rounded up all the magic items of the area and shipped them back to the port city of Tarantis; the capital of the Four Horsemen who have brought war to 3 continents.

your parents were legally married and you are the officail heir; but what that means with everyone pretty much dead is unclear, though there are freedom fighting bands all over and the Finns have helped hide lots of people (the mob didnt successfully enter Vinnlandia as it is really a cold swamp of shifting bogs; floating island and barbaric Finns that everyone is pretty much afraid of granted that they are allies with the wee folk and earth and sea spirits. One great mob wandered around lost in the Finns area for 10 years; lost 3/4 of its troops and never made it farther than 5 miles in and they came out twisted and so wild they couldn't tell freind from foe, if you werent them; you were enemy; Oberon had that whole mob wiped out ;but with not without heavy casualties as the Twisted Ones fought with manicial, wild abandon. All you really know about the Finns is that they are very musical, magical and hate metal of any type. They have never made war on anyone; but they have never been defeated; often the Norse go to them for Prophesy and sometimes blessing and to make dark magical deals. Finn youth sometimes can be seen on Visions Quests; and the Norse generally leave the gifts of food or blankets or such along the way; but dont interact with them. Keep in mind Magic is nearly forebidden in the Norse region; but clerical magic and bless items are ok; but still held in suspicion.

Some laws to keep in mind.
The norse men do not dance.
a norse man who wears womens clothes is subject to death with no protections.
trials are almost always just that; a physical trial, usually combat; but things like testing for adultry requires throwing axes at your wifes hair braids.
Norse are unnaturaly brave as a culture; add +2 to any rolls about courage.
Undead in Scandanavia are completely different from the rulebook; Scandanavians burn their heroes; but most are buried under the houses of the families; if the family does something their anscestors dont like; the ancestors get up, and I mean the dead, and they move back in and eat all the food and drink all the beer and are a fairly indestructable nuisance until the wrong is righted and nobody in their right mind even tries to fight them as they are after all; your ancestors and they are in the hands of the gods and in the right by the law.

Norse are very good at throwing things; they do it all the time; constant practice in bars; at home everywhere. +2 to throw anything; there is a feat throw anything or something like that; you can take that or just the +2 if you like.

Norse are very supersticous; +3 to Astrology which involves rolling the bones and various signs in the heavons and nature. To you, your astrology rolls are real; and as your dieties make it happen; the results are gamewise real as well.

Your Father and his family thought you were ok; no great love or such ;just moderate; thought you should go out and make it on your own; but you had a good inheritanc before the war came 10 years ago.

Your mom and aunt didnt like you much at all; thought you were to soft; not manly enough, and reading; they didnt respect that at all and thought going into the clergy was a waste of your life with stupid rules and as chiefs generally fight with the goals of the clergy; lot of tension there. Your clerical teachers; they were fairly cool to you as well, probably for the same reason, the tension with the ruling body; and with Norse; tension means fighting and norse clerics are not at all wimps. You often were trapped between loyalties from each side.

You are an only child and besides that; you never had a Nameday ceremony to become and man in the eyes of the Norse people; you can name yourself; takes 3 nobles and 3 clergy (enough to cast the naming spell) and this is a bit of a problem among the survivors; a lot of men are still considered youths. the majority of refugees are camped around dwarven holds; which are all under seige but offer some protection; but all the noble men and a fair amount of women; are off fighting the war and all the rest are just trying to not freeze or starve to death and pox and pestulance are rampade.

The two things you did receive from your childhood; upgrade your hammer to +2 magical bonus to hit and damage; on a natural roll of 17+ it will also do +2d6 electrical damage. the second thing; you Hate giants; hate them; specifically Fire, Frost and Hill; there arent many Mountain or Storm giants in the region and evil cloud giants are just assumed to be big frost giants. The Norse pretty much consider this time; Ragnarok, a few Norse dieties have been killed. This secret the clergy is keeping from what is left of the people. You can decide if your character knows this fact or not. Aegir; god of storms and sea has been killed; as has Bragi; god of poetry, elequence and song, Fenris Wolf is loose on the world, Idun; goddess of Spring and Youth has been killed; hence eternal winter in the Norse region, Loki is with the Giants and with Four Horsemen by proxy. Magni god of strength is dead, modi god of Courage and beserk rage has moved from lesser god to greater god, Sif is dead, goddess of skill and excellence, Uller has moved from lesser god to greater god as hunting and winter are his domains and as goes the people so goes the gods; thus with eternal winter and hunting as the major way of feeding the surviving people he is gaining ascendancy; lastly, Vidar is dead; god of strength and Silence. The priests of Odin say the people have transgressed against the gods and brought this upon humanity as to many were cheaters, dishonest and followers of trickery; Loki's realsm so the people are being punished, but as you have traveled quite a bit you know that the neighboring lands of Melinibonian civilization is pretty much wiped out, but most have joined the mobs of four horsemen as most of them are demon worshipers and followers of Chaos, on the followers of Donblas, the Justice Maker are still hanging on posing any threat to the badguys in that region. The Newtons arent doing much better than your people; most have been wiped out other than thier capital Lankhamar still stands as the Gods of Lankhamar all live there (about 100 demigods that look like mummies and they are all epic tough).

about hte dwarves; several dwarven heroes are fighting with the norse and a lot more with the dwarves. The dwarves in the region are beseiged both from the underdark and from surface dwelling enemies and have been in a constant state of static war of attrition for 15 years; they would have certainly lost in time due to lack of dwarven replacement warriors; but a large tribe of black orcs; black dragons and black ogres and an uncountable number of hyper black kobolds all came to thier aid; they have retaken and entire valley and are fighting the mob. they are very regimented and fight in rank and file; the orcs in squares or rectangls with locked sheilds; the kobolds in great diamonds like a greek phalanx with spears and sheilds. They have wierd powers of shadow so the Norse dont trust them at all; but enemy of my enemy is my friend seems to prevail.

How you got to the adventrue area a continent away; the Three Old Witches; (greater dieties all) said your thread of life would be snipped out of the tapestry if you didnt submit to a quest to restore the Dwarven Hold of Tiraseth Krackenhold and find what is hidden, and keep hidden the Key to the Bane of the Gods; Find the hidden key ( you get a picture in your mind of what it looks like) and return it to a priest of Dumathion. You wake up on Kirin Hill in the Celtic lands and will be found by the Gnome Hero Hava Gooday; gnomes are uncommon in the Norse lands and are reputed to be the dwarves magical cousins as almost all gnomes are wizards or magical and dwarves have very few if any wizards.


In Scandanavia; on the strong have survived; so higher stat rolls make sense. all the magic and monsters magical powers and abilities; anyting could have happend to you; and who knows what the Norns stole from you; maybe gave you amnesia of some type as most people think they have gotten a little carried away snipping the tapestry of life.

in your homeland; a band of 50 people is huge and rare; mosty groups of 10 or 12 are common so that has a huge impact upon a once thriving population as well as the diefic pantheons ability to manifest in the region, Thor probably has several avatars in the region; so with your hammer; no reason you wouldn't think you are one as well; and with you getting sent on a quest by the Norns; that is just like in the stories of Thor and his adventures.

Stormwalker, Avatar of Thor wrote:
Valegrim wrote:
got my books out; workin on it; honest; anyone got a problem if I just more or less pick your applicable background for location if your rolls and your character ideas dont make much sense? Like; unlikely a Thor worshiper would be from Egypt hehe.

I've no problem with that. I am having a lot of internet troubles at the moment, but it is said to be fixed soon.

I was looking at playing a character with either amnesia, or possibly a newly "awakened" person, both fully believing they are an immortal being, and possibly the last remnant of either Thor or the Asgardian pantheon. Something along those lines. Machanically, I think the higher stats justify that, in a way, and I plan on having some storm related spells I can switch switch the fluf around a bit with, (if that's okay with you). Still sort of waiting for a little more info as to what sort of game you want.

** spoiler omitted **


Dragonmarks sound like what I have for the Celts and the Dragon worshipers of the Gesseretti and the Orient; all magical tattoo people; but if you want to take it as a bloodline background feat (as a name) that is fine; you might also check out the Unearth Arcania as you can take a bloodline that does this; they give stat bonuses; spells, resistances and the like. The Trollborn bloodline is common in Scandanavia; though a troll there is much more like a Ogre Magi. Fey bloodlines are pretty common as well as there was until 15 years ago a very powerful Elven kingdom there. 15 years ago; all but one or two elves just got up and left for their western kingdom. they sealed their great cities and nobody can even find them anymore. That is the grey elves and the high elves; the silvan elves are still in the great forests south of scandanavia and north of Tarantis; and they have spread out to train freedom fighting bands and have generally been a thorn in the heal of the Warmobs of the Four Horsemen for 15 years.


ok; is late for me; will try to do some more background writting tomorrow.


My plan is to bring the new players into the game at the fight with the boss of this citadel.


*Nods* Okay, sounds good/wonderful. (^_^)

My problem, fro which I am very sorry, is I can't remember how we wee getting there. (;_;)

Much cheers to you and yours. (^_^)

Dark Archive

Valegrim, is the recruitment finished?

If I am not mistaken, you have catfolk-like race in your game, right?


yes there are catfolk; they are from Egypt. and no recruiting is not closed just yet; not sure how many are still around from the recent recruitment.

nightflier wrote:

Valegrim, is the recruitment finished?

If I am not mistaken, you have catfolk-like race in your game, right?


Attention all you who have your characters rolled up; let me know what you still need; I want to wrap it up so you guys can get your group background story all set and get in this game real soon.

My plan is to have you in the boss battle which if things go as expect; should be very very soon

Dark Archive

I would really love the chance to once again play my old character, called Num-Rah. He was created as Litorian Paladin for Ptolus game. Where can I find your character creation rules? I am very passionate about this character and I am prepared to go to any lengths to play him. :)


4d6 ⇒ (4, 3, 6, 2) = 15
4d6 ⇒ (2, 6, 5, 1) = 14

4d6 ⇒ (1, 2, 2, 6) = 11
4d6 ⇒ (2, 4, 2, 1) = 9

4d6 ⇒ (4, 3, 4, 3) = 14
4d6 ⇒ (5, 3, 6, 5) = 19

4d6 ⇒ (2, 3, 5, 4) = 14
4d6 ⇒ (2, 6, 5, 3) = 16

4d6 ⇒ (5, 5, 3, 3) = 16
4d6 ⇒ (5, 6, 6, 4) = 21

4d6 ⇒ (1, 6, 5, 3) = 15
4d6 ⇒ (3, 1, 5, 1) = 10

OK, so it's: 15, 11, 19, 16, 21, 15

Num-Rah is a 6'8'' tall and 190 lbs heavy Whitemane Litorian. His broad back is straight as a spear and he carries
his heavy backpack and strange-looking great sword as lightly as feathers. Num-Rah's pelt and
mane are whiter than a fresh snow and eyes blue as waters of a mountain lake burn with quiet intensity.
Num-Rah speaks but rarely. When he does, his voice is deep and rich. In a sheet across his back rests a strange
sword, as large as a greatsword, but single-edged and with a handle made from carved bone of some large beast. By
his right arm there's another strange weapon. Similar to short sword in size, this is obviously a weapon made for
both chopping and stabbing, but with an inward-curved blade and wider end section of the blade. To his caravan
companions, Num-Rah seems as exotic and deadly as his weapons. When asked, he said that his people call them
"Direclaw" and "Smallclaw".

Num-Rah was born in the mountains on the edge of the savanna (I'm thinking Kilimanjaro), as a son to the priest-king of the ancient city of Opar. The city holds thousands of catfolk, with pelts of different colors, but the highest of them all are whitemanes, born to defend, to rule and to bring justice. Their strength is tempered by justice and their justice is tempered by mercy - but their wrath is terrible thing to behold. Whitemanes are mostly paladins and sorcerers, since they lack the Constitution of their cousins, but are gifted with great Charisma (Changes to Litorian: +2 Str, +2 Dex, +2 Cha instead of Con; favorite classes Paladin and Sorcerer). One of their sacred duty is to make blades for
the common Litorians, who are mostly hunters and shepherds and elders tend to be shamans. Whitemane bladesmiths
believe that the warrior soul is bound in his blade. All of the male Litorians upon reaching maturity receive
"smallclaw" - kukri-shaped short sword, which signifies their right to take wives and join the warprides - Litorian
equivalent of legions. One of the duties of the Whitemane kings is to make enough smallclaws for all of the male
Litorians, who receive those weapons from the hands of shamans. Whitemanes have a different ceremony of celebrating
adulthood: They make there own smallclaw, and then they go on a spirit quest in the lands of ice to find the spirit
which will live in their chosen blade, given to them by their father, the king of their tribe.

Okay, so this is my tentative proposal. I've envisioned him as a Pathfinder paladin, but I can build him with 3.5 classes.

Now, what are your rules for Litorians/Catfolk?


I be lookin' forw'd t' meetin' ya. (^_^)


ok; we are more or less playing in a world based on literary myth and such from our world; so there is all the lands and areas of the golden are of myth and fantasy more or less. Your Character would be from the Eyptian area bordering on Summaria and Babylonia; your character race exists in all these areas.

if you going to be a paladin; and there are a lot of them in those areas; you need to pick a diety to serve; the dieties in the deserts there promote fanaticism so there are lots of dieties to choose from as opposed to say; the Viking culture which has almost no Paladins.

I would suggest you take RA as your characters diety; they are the greatest of the questing paladins as they are searching everywhere with the help of Isis, to find all the pieces of RA's body after he was dismemebered by Set. Horus and Isis are the dieties that will generally answer your prayers and grant powers; but just remember that the pantheon of polyistic so any of the could as you to do something and you could ask of any of them for help.

If you want to go other than Egyptian; then I will give you another idea or you can come up with one of your own. One you settle on it; I will tell you some legend/background information.

Num-Rah wrote:

4d6

4d6

4d6
4d6

4d6
4d6

4d6
4d6

4d6
4d6

4d6
4d6

OK, so it's: 15, 11, 19, 16, 21, 15

Num-Rah is a 6'8'' tall and 190 lbs heavy Whitemane Litorian. His broad back is straight as a spear and he carries
his heavy backpack and strange-looking great sword as lightly as feathers. Num-Rah's pelt and
mane are whiter than a fresh snow and eyes blue as waters of a mountain lake burn with quiet intensity.
Num-Rah speaks but rarely. When he does, his voice is deep and rich. In a sheet across his back rests a strange
sword, as large as a greatsword, but single-edged and with a handle made from carved bone of some large beast. By
his right arm there's another strange weapon. Similar to short sword in size, this is obviously a weapon made for
both chopping and stabbing, but with an inward-curved blade and wider end section of the blade. To his caravan
companions, Num-Rah seems as exotic and deadly as his weapons. When asked, he said that his people call them
"Direclaw" and "Smallclaw".

Num-Rah was born in the mountains on the edge of the savanna (I'm thinking Kilimanjaro), as a son to the priest-king of the ancient city of Opar. The city holds thousands of catfolk, with pelts of different colors, but the highest of them all are whitemanes, born to defend, to rule and to bring justice. Their strength is tempered by justice and their justice is tempered by mercy - but their wrath is terrible thing to behold. Whitemanes are mostly paladins and sorcerers, since they lack the Constitution of their cousins, but are gifted with great Charisma (Changes to Litorian: +2 Str, +2 Dex, +2 Cha instead of Con; favorite classes Paladin and Sorcerer). One of their sacred duty is to make blades for
the common Litorians, who are mostly hunters and shepherds and elders tend to be shamans. Whitemane bladesmiths
believe that the warrior soul is...


If your character is going to be an abomination; then mainline Egypt is ont for you; the Summerian/Babylonian area just ended a long 15 year total war civil conflict. It was a bloody mess that some Eyptian, Greeco-Roman, Arthurian, Holy Cities and so on were all involved in; lot of abomination were created for the war. This war was a bloody and magical conflict that involved many magic users and summoned monsters like Holyphants, Genies, Efreeti, Salamanders, Marids, Giants, various insect folk, elementals and both demons and devils to mention a few. Many special combatants were sought after for both good and evil.

After the war; the Shah proclaimed that all would be invited to be part of his great society; none would be left out.

One of the Shahs proclaimations if for his questing knights to find out whagt happened to the dwarves? His call for aid during the war from his dwarven allies was not responded to; he has already found out that his primary allied dwarves are all dead and their Great Hold, a massive tomb. He has sent his questing knights to find out if any dwarven holds still exist.

now; you could be clever and tie both of these together; being a questing paladin follow of Ra who went to join the civil war for the side of good and rightousness; only to arrive after the war had ended, thought much work to be done; then go with the Shah's forces he sends to aid the Holy Cities to repel and attack from a horde of monsters; but these forces arrive to late and the Emperor sent forces to break the seige; but there you could be summoned by agents of good to look into the dwarven hold a few weeks travel as they are wondering where the dwarves were in this conflict as well; The Elven Emperor sent forces as well, but they all went back to their forests and elves have been very rare to sight in the last 3 years.

Dark Archive

Okay, I'm going to go with Egyptian-Babylonian connection. I am fairly well versed in various mythologies of Euro-Asia, so this will not be too difficult for me.

I will need a day or two for a background, though.

Now, what about racial abilities for catfolk? Do I use 3.5 Litorians, or Paizo Catfolk? Or something else entirely? Also, do I use PF Paladin, or 3.5?


This is a 3.5 game so those are the books I am using.


Here are the catfolk stats; you can also look at Kemnebi's character in my original pbp

Catfolk (cat-like humanoids) (Ragadolf’s Version)
(RotW p92)
+4 Dex
+2 Cha
-2 Wis
Favored Class: Ranger
• Humanoid (catfolk)
• Medium Size
• 40’ Movement
• Low-Light Vision
• +2 Racial bonus on Listen and Move Silently checks.
• +1 Natural Armor bonus to AC.


Anyone else need anything before you jump in? all still good to go?


Red five, standing by!

(^_^)

Dark Archive

Okay, I'm going to find my books now. :)

51 to 100 of 123 << first < prev | 1 | 2 | 3 | next > last >>
Community / Forums / Online Campaigns / Recruitment / valgrymr's two All Messageboards

Want to post a reply? Sign in.