GM Skull's Songs of Innocence (Inactive)

Game Master Shady_Motives

A world where science and magic were reset after a great sundering millenia ago and now race head to head, a group of young townsfolk must don the mantles of stalwart adventurers to protect their home.


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OK, here's my submission. It should be basically finished, but I may pick at some minor details. let me know if you need anything else, suggestions/concerns/comments, etc.
========================================================================
Background:

Casper hails from a slightly disreputable family of hide merchants known as the Cantours.

Local legend and clan history ascribes their founding to a revered ancestor, one Phineal Cantour, who it is said got his first big break in the pelt business when he purposefully mislead and then abandoned a fellow who had discovered ample new hunting grounds, seizing the find for himself. Their legendary progenitor has proved prescient for the behavior of Phineal's latter-day descendants, who are known for their ruthless business practices.

Casper was named by his mother Arthenia for a small red and white flower whose scientific designation is Casperiosanthus aeliorae, and is also known as the 'ghost blood blossom'. It grows in the nearby fields where Arthenia played as a child, and its striking red and white speckled hue approximates the colors of her son's hair and skin, respectively.

Instructed from a young age in the details of his family's trade, Casper developed a vicious personality that nonetheless preserved his clan's emphasis on loyalty and honor. He always stands by the word, if not the spirit, of his oaths.

Casper was born one half of a set of fraternal twins, but his sister Essania died while a toddler under mysterious circumstances. A mysterious fact -- some have noticed that Casper ceased to cast a shadow after his sister's death.

He has recently been appointed the head of his family's concerns in beaver pelts, forcing out a long time employee named Argus, and thus probably instigating a rivalry that will fester in the coming years.

Unknown to any others, Casper has, in the last few months, begun a discreet assignation with Darien, a groomsman in a local inn where the Cantour Clan conducts many of its business activities.

Casper possesses several mental peculiarities that might be described as psychopathic in contemporary parlance. He has an intense interest in anatomy and the young man's obsession with the vivesection of the animals trapped for the business is more than slightly unnerving to Casper's family and their employees.

A secret, and treasured possession of the Cantours is a mysterious volume known as the Book of Tch'Khan, which was recovered from a ruin astride the Black on one of the family's trapping expeditions. It appears to contain lore from a time before the collapse of civilization, though even the greatest scholars of the clan have only begun to decipher its contents.
========================================================================
Description:

Casper is about 5' 8'', extremely muscular, but lithe, and possesses pale skin and flame-red hair. The latter is cut short and styled in a fairly conservative manner. Mostly, he wears sheer black clothes. Casper possesses striking emerald green eyes, for which reason he has been appended with the nick names 'Snakesight' or 'Pythonglare'.

IMAGE
========================================================================

Casper (Casperiosanthus) Tareodale Cantour (Human Aristocrat 1)
Lawful Evil Medium, humanoid

Init: +11; Senses: Perception + 3
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Defense:

AC: 19 (10 + 5 (Dexterity) + 3 (Studded leather) + 1 (Buckler), Touch: 14, Flat-Footed: 15
HP: 13

Fortitude: +3
Reflex: +6
Will: +5
========================================================================
Offense:

Base Attack: +0
CMB: + 5
CMD: + 10
Speed: 30ft.
Melee: Scizore + 5 (1d10 +5/x2)
Ranged: Crossbow, heavy +5 (1d10 + 5/19-20 x2)
========================================================================
Special Attacks:

Fire Jackal Saliva:

About: This poison burns the flesh near the point of injury as well as sickening the victim.
Details: Type poison (injury); Save Fortitude DC 12 (the save DC is Con-based); Frequency 1/round for 6 rounds; Cure 1 save
Effect: Initial Effect: 1d6 acid damage plus nausea; Secondary Effect: 1d4 Dex
========================================================================
Racial Traits:

Size: Humans are Medium creatures and thus receive no bonuses or penalties due to their size.

Base Speed: Humans have a base speed of 30 feet.

Languages: Humans begin play speaking Common. Humans with high Intelligence scores can choose any languages they want (except secret languages, such as Druidic). See the Linguistics skill page for more information about these languages.

Dual Talent: Some humans are uniquely skilled at maximizing their natural gifts. These humans pick two ability scores and gain a +2 racial bonus in each of those scores. This racial trait replaces the +2 bonus to any one ability score, the bonus feat, and the skilled traits.
========================================================================
Combat Traits:

Deft Dodger: : You gain a +1 trait bonus on Reflex saves.

Reactionary: You gain a +2 trait bonus on initiative checks.
========================================================================
Faith Traits:

Second Chance: Once per day, when you fail a saving throw, you can reroll the saving throw. You must take the second result even if it is worse.
========================================================================
Drawbacks:

Umbral Unmasking: You cast no shadow whatsoever, or the shadow you do have is monstrous. Under normal lighted conditions, this is not hard to observe—but uncommon to notice. Creatures that succeed at a DC 15 Wisdom check notice it plainly (an additional Perception check may be required based on environmental conditions). This telltale sign of wickedness cannot be concealed by misdirection, nondetection, or illusions, except those that also affect shadows (such as invisibility).
========================================================================
Skills:

Appraise (+ 3 (Int)), Bluff (+ 3 (Cha)), Craft (+ 3 (Int)), Diplomacy (+ 3 (Cha)), Disguise (+ 3 (Cha)), Handle Animal (+ 3 (Cha)), Intimidate (+ 3 (Cha)), Knowledge (Local) (+ 3 (Int)), Linguistics (+ 3 (Int)), Perception (+10 (Wis)), Perform (+ 3 (Cha)), Profession (+3 (Wis)), Ride (+5 (Dex)), Sense Motive (+3 (Wis)), Swim (+ 5 (Str)), Survival (+ 3 (Wis)).

Skill Ranks: 7
========================================================================
Feats:

Improved Initiative (Combat): You get a +4 bonus on initiative checks.
========================================================================
Class Features:

Weapon and Armor Proficiency: The aristocrat is proficient in the use of all simple and martial weapons and with all types of armor and shields.
========================================================================
Combat Gear: Studded leather, Buckler, Scizore, Crossbow, heavy, Bolt(s), cross bow (x50), Fire Jackal Saliva.

Other Gear: 60gp


Two questions:
1. It says we get one VMC for free, does that mean we can take a second at the normal cost?
2. Do we take the VMC with our NPC level or when we take our first PC level?


So would a Gunslinger VMC Wizard be okay?


@ElbowtotheFace 1: No. 2: Character level 1.
@BloodPaw Yes


Here's Sebeclocki's alias

If it's significant for party composition, I'm planning a Vivesectionist Alchemist build of some sort that will have both high melee output and be a skill monkey (detect traps, etc.).


Added some more to my background (details in my profile).

This kind of world-building stuff comes really easily to me, and I'll quickly develop all the major personalities in my merchant clan, along with inherited traditions and each individual's personality ticks, but I'm not sure if I'm stepping on your prerogatives as a DM or conflicting with lore you haven't yet revealed to us, so just let me know what exactly you're looking for when you have a chance.


3d6 ⇒ (2, 1, 4) = 7
3d6 ⇒ (1, 6, 3) = 10
3d6 ⇒ (6, 5, 4) = 15
3d6 ⇒ (6, 6, 4) = 16
3d6 ⇒ (6, 3, 1) = 10

Rerolling from 1, 2 and 5
3d6 ⇒ (6, 4, 3) = 13

so
12
13
15
16
and
12. I may work with this.


Ok finally done. Here's Fenris' character Lisa. Everything should be in her profile, let me know if you need anything else. There is a good chance that I'll be taking the Restorer druid archetype when we get class levels. Lisa will be a primarily casting druid with healing, buffing, and battlefield control. She will also be taking druid herbalism as her nature bond and so can provide potions and such to the party.


Here's my submission. Still have a bit of gold to spend, and haven't created an alias yet - I'll do that if I'm accepted.

Corrin

Corinn stands 5'8", with a sturdy build and an easy smile. His typical outfit is well worn traveling clothes, dyed green and tan. His brown hair is kept short, but otherwise largely untamed. He's everyone's friend, but his trusting attitude means he's easily taken advantage of.

Corrin's mother, Caitlin, is a druid, a liason between their hometown and several of the neighboring tribes. She's brought him with her on her journeys for years (ever since she left eight year old Corrin at home for a month, and discovered he'd started tinkering with steam engines. Caitlin has a dim view of industry, to put it mildly.) His father and two sisters run a fishing boat back home.

All the traveling means Corrin has friends scattered across the region. Tevin and Devin, sons of a barbarian chieftain, enjoy Corrin's descriptions of technological marvels. In another clan, three of the elders insist Corrin call them Baba (grandmother). He's the best juvenile archer on the shores of Black, and has the trophies to prove it (as well as three separate rivals who've sworn to best him this coming summer).

Crunch:

Corrin
Level 1 Human Warrior
Str 18
Dex 20 (18+2 racial)
Con 16
Int 17
Wis 18
Cha 17

Initiative +7 (+5 stat, +2 trait)

HP 13 (10+3Con)
Longbow +6, 1d8/x3, 100'
Spiked gauntlet +5, 1d4/x2

BAB +1
Ref +5 (+5 stat +0 base)
Fort +5 (+3 stat +2 base)
Will +4 (+4 stat +0 base)

Human:
Bonus feat
Skilled

VMC: fighter

Traits:
Magical Knack (+2 caster level, capped at HD)
Reactionary (+2 initiative)
Armor expert (reduce ACP by 1)

Drawback: family ties (When a family member makes a request of you, you must fulfill that request or take a –2 penalty on all Wisdom– and Charisma-based ability checks and skill checks until you either do what was requested or succeed at a DC 20 Will saving throw, which you can attempt once per day at the start of each day. You can’t take this drawback if you have no family. If you ever lose your family or lose contact with your family, exchange this drawback for the Doubt drawback.)

Feats:
Class: martial weapons, armor, shields
Human: weapon focus: longbow
House 1: combat reflexes
L1: precise shot

Skills (2+3+1+2bg)
Diplomacy 4 1r+3s
Handle animal 7 1bg+3s+3fc
Heal 5 1r+4s
Knowledge (Engineering) 4 1bg+3s
Knowledge (Nature) 4 1r+3s
Perception +4 1r+3s
Survival 5 1r+4s
Swim 8 1r+4s+3c

Level 1 warrior

Gear:
Studded leather armor (25g, +3 ac, +5 Max Dex, 0 ACP due to trait)
Longbow (75g, 1d8/x3, 100')
Arrows x80 (4g)
Blunt arrows x20 (2g)
Rangers kit (9g)
Spiked gauntlet (5g, 1d4/x2)
Combat trained light horse (110g)


Looking at it i believe I did my stats wrong, as I forgot to add 6 to them. dropping and adding would make my stats
16
16
17
18
15
18 as the set 18 stat. That seems right. So ill keep those rolls, and make that skald.
Torstein Magnuson is apprenticed to the Scarred Bear tribe, in efforts between one of the small villages and the tribes to keep their traditions alive and well. He is studying to become a great fighter, but even better Skald, or what the Scarred bears call a storyteller. He sets out with his mentor, Bruisten, traveling the different villages and visiting the different tribes, all in an effort to keep the information moving and the stories alive. He has had some contact with everyone, enough to know he is a good natured young man, but perhaps a bit too joking when he should be more serious. However, it meant he got along with most everyone, and people around his age would find him at the least bearable, but the elder warriors he trained with worry a bit about his temper when provoked.


Set 1: 15d6 ⇒ (6, 5, 2, 2, 4, 3, 5, 5, 1, 5, 3, 4, 4, 3, 6) = 58 =17, 13, 16, 15, 16, 18
Set 2: 15d6 ⇒ (1, 3, 2, 4, 2, 4, 5, 2, 5, 4, 6, 3, 1, 4, 5) = 51 =15, 14, 16, 16, 15, 18
Set 3: 15d6 ⇒ (2, 6, 5, 4, 1, 4, 3, 5, 4, 4, 6, 4, 2, 1, 5) = 56 =17, 14, 15, 16, 15, 18
Set 4: 15d6 ⇒ (4, 2, 5, 2, 3, 2, 5, 6, 1, 1, 1, 2, 2, 1, 1) = 38 =15, 11, 17, 11, 12, 18
Set 5: 15d6 ⇒ (1, 3, 3, 5, 3, 4, 1, 2, 3, 1, 3, 2, 1, 3, 2) = 37 =12, 15, 12, 13, 13, 18
Reroll set 1: 1d6 ⇒ 1
Reroll set 2: 2d6 ⇒ (6, 4) = 10
Reroll set 3: 2d6 ⇒ (3, 4) = 7
Reroll set 4: 5d6 ⇒ (4, 2, 3, 1, 4) = 14
Reroll set 5: 4d6 ⇒ (3, 3, 4, 4) = 14

I will take Set 1 and amend my character, felt he needed a boost due to the other stats rolled


Torstein Magnuson
Human expert 1
NG Medium humanoid (human)
Init +8; Senses Perception +6
--------------------
Defense
--------------------
AC 17, touch 13, flat-footed 14 (+4 armor, +3 Dex)
hp 11 (1d8+3)
Fort +3, Ref +5, Will +4
--------------------
Offense
--------------------
Speed 30 ft.
Melee dagger +4 (1d4+4/19-20) or
. . spear +4 (1d8+6/×3)
Ranged light crossbow +3 (1d8/19-20)
--------------------
Statistics
--------------------
Str 18, Dex 16, Con 17, Int 16, Wis 15, Cha 20
Base Atk +0; CMB +3; CMD 17
Feats Agile Maneuvers, Improved Initiative, Lightning Reflexes, Weapon Finesse
Traits accelerated drinker, arcane temper, bound by honor
Skills Acrobatics +5, Appraise +1, Bluff +9, Climb +0, Diplomacy +9, Disguise +3, Escape Artist -1, Fly -1, Heal +0, Intimidate +6, Perception +6, Perform (oratory) +9, Perform (percussion instruments) +9, Ride -1, Sense Motive +0, Stealth +5, Survival +6, Swim +6
Languages Common, Dwarven, Elven, Orc
SQ meticulous
Other Gear lamellar (leather) armor[UC], dagger, light crossbow, spear, 161 gp
--------------------
Special Abilities
--------------------
Agile Maneuvers Use DEX instead of STR for CMB
Meticulous -2 on all untrained skill checks

Here is the stats and the techinical for my character. I'm going skald


Hey DM Skull - question about crafting as I build my character. I’ve never built a crafting character before and since you have a homebrew crafting system I wanted to check.

I would like to start with Craft Poppet and eventually take craft construct (and as an Herb Witch he will also have craft potion). What skills/materials will I need to craft poppets and eventually constructs?

I would like to, at least thematically, skin the poppets and constructs as a combination of clockwork and herbology - however the actual requirements for craft poppet is craft:carpentry (and constructs have various requirements like craft:sculpting). Or, do I just use spellcraft for these checks? I’m totally fine with whatever requirements you set! I just want to make sure I build my character appropriately. Thanks!


Will Mounted combat be viable in the campaign, I plan to make a Cavalier either way but just don't want to hamstring my character?


@Magicblast: Crafting Categories:
-->Armor + Weapons (includes blacksmithing)
-->Spellcraft (This is the existing Spellcraft in skills)
-->Alchemy (includes everything of an alchemical nature, magical or otherwise.)
-->Siege (clockwork)
-->Traps
-->Art (paintings, pottery, sculpting, jewelry etc.)
-->Clothing (anything that goes on the body not considered armor)

Elbowtotheface: Not really. This won't be a medieval setting where combat is done a lot on horses, warfare between city-states rely on foot soldiers and steampunk warmachines. Out in the country the most advanced machine we might see is the steam-wagon rich traveling merchants use. The village the players will start in is lucky to have electricity but they don't go to war with other villages. Knights in armor on horseback are only in stories. 99.9% of horses in the region are used on farms or just for travel.


Stats: 3d6 ⇒ (1, 3, 5) = 9 -1+6=14
Stats: 3d6 ⇒ (6, 6, 2) = 14 -2+6=18
Stats: 3d6 ⇒ (5, 6, 4) = 15 -4+6=17
Stats: 3d6 ⇒ (2, 3, 2) = 7 -2+6=11
Stats: 3d6 ⇒ (1, 6, 3) = 10 -1+6=15

Reroll 1st 1: 1d6 ⇒ 2
Reroll 2nd 1: 1d6 ⇒ 1
Reroll the reroll?: 1d6 ⇒ 2
Rerolls change nothing.

Stats are 18,18,17,15,14,11

I'm not gonna bother rolling a new stat block.

Thoughts would be to be a woodsman. Trapper, furrier, and logger. (I'll be looking at ranger long term)

I would assume that starting NPC class would likely be Warrior or Expert.

I saw that the Tribes would be the ones in complete control of the fur and wood trade. If allowed, I wouldn't mind playing a character who eventually finds himself more akin to the Tribes and if possible would be a liaison between a tribe and the town for better relations having lived both lives.

Obviously if this is not allowed, I'm more than happy to adjust to perhaps a simple Hunter, Fisherman who sympathizes with the Tribal lifestyle and their ability to survive.

Thoughts?


This looks interesting. Would you have room for one more submission? I realize it is late, but I did see you push recruiting to the end of January.


@Havocprince: Recruitment is still open.

@Vitaliano da Riva: You can an active member of the tribes, there is a weird relationship between the tribes and the villages. They are more like an extended family then two seperate groups.


15d6 ⇒ (6, 3, 1, 1, 2, 3, 4, 1, 1, 1, 1, 3, 2, 6, 3) = 38
15d6 ⇒ (3, 1, 3, 3, 3, 4, 5, 5, 2, 5, 5, 6, 4, 4, 6) = 59
15d6 ⇒ (3, 6, 3, 1, 3, 3, 3, 5, 2, 2, 3, 5, 3, 1, 4) = 47
15d6 ⇒ (4, 3, 2, 6, 6, 3, 1, 3, 4, 5, 5, 5, 3, 3, 6) = 59
15d6 ⇒ (6, 5, 5, 5, 6, 4, 1, 3, 5, 2, 4, 6, 6, 6, 4) = 68

Rerolls

11d6 ⇒ (6, 1, 1, 6, 1, 2, 4, 2, 6, 5, 4) = 38 3d6 ⇒ (6, 3, 1) = 10 1d6 ⇒ 5

set 1
18, 15, 16, 14, 15
set 2
13, 13, 16, 17, 16
set 3
15, 12, 14, 14, 16
set 4
13, 18, 15, 16, 15
set 5
17, 17, 15, 16, 18

Not quite what I want for what I want to build.

15d6 ⇒ (6, 3, 5, 6, 6, 2, 1, 6, 4, 6, 2, 6, 3, 4, 6) = 66 1d6 ⇒ 2
17, 18, 16, 18, 16 I'll take that.

Ok, building a farmer(Commoner). Planning on going into Monk with anger issues. (VMC Barbarian) If this is ok, I will get a sheet and background built for you.


Hmmmm may have to change a bit...


Hey elbow, didn't see that you were looking to do the half-orc farm boy. I don't want to step on your toes there, so can adjust to drunk fishers son.


Stats: 3d6 ⇒ (2, 6, 2) = 10 14
Stats: 3d6 ⇒ (2, 2, 3) = 7 11
Stats: 3d6 ⇒ (6, 1, 5) = 12 17
Stats: 3d6 ⇒ (1, 6, 6) = 13 18
Stats: 3d6 ⇒ (5, 6, 3) = 14 17


Havoc do whatever you feels gives you the best backstory for the character you want to play.


Michael Wolfe
Human (Shoanti) warrior 1
CN Medium humanoid (human)
Init +5; Senses Perception +4
--------------------
Defense
--------------------
AC 18, touch 15, flat-footed 13 (+3 armor, +5 Dex)
hp 11 (1d10+1)
Fort +2, Ref +5, Will +3
--------------------
Offense
--------------------
Speed 30 ft.
Melee greataxe +5 (1d12+6/×3)
Ranged longbow +6 (1d8/×3)
--------------------
Statistics
--------------------
Str 18, Dex 20, Con 11, Int 15, Wis 17, Cha 14
Base Atk +1; CMB +6; CMD 20
Feats Agile Maneuvers, Combat Expertise, Deadly Aim, Power Attack, Precise Strike[APG], Rapid Shot
Traits highlander (hills or mountains), poverty-stricken
Skills Intimidate +6, Perception +4, Profession (trapper) +7, Profession (woodcutter) +7, Stealth +9 (+11 in hilly or rocky areas), Survival +8, Swim +7; Racial Modifiers highlander (hills or mountains)
Languages Common, Shoanti
Other Gear studded leather, arrows (40), greataxe, longbow, bear trap[APG], bear trap[APG], bear trap[APG], bear trap[APG], bear trap[APG], bedroll, belt pouch, flint and steel, hemp rope (50 ft.), masterwork backpack[APG], pot, spell component pouch, torch (10), trail rations (5), waterskin, 103 gp
--------------------
Special Abilities
--------------------
Agile Maneuvers Use DEX instead of STR for CMB
Combat Expertise +/-1 Bonus to AC in exchange for an equal penalty to attack.
Deadly Aim -1/+2 Trade a penalty to ranged attacks for a bonus to ranged damage.
Power Attack -1/+2 You can subtract from your attack roll to add to your damage.
Precise Strike +1d6 precision damage for melee attacks if you and an ally with this feat flank the same target.
Rapid Shot You get an extra attack with ranged weapons. Each attack is at -2.

I wasn't sure what the starting gold for Warrior is? I assumed then that we were supposed to based on the class we were planning to fall into? If'm wrong, I'll be happy to fix it.

Born of the tribes, Michael Wolfe spent most of his life living off the land and sleeping amongst the stars. The life of a Tribal was hard work, producing hardy children.

He has always enjoyed the woods, making him an excellent apprentice to the woodsmen. He enjoyed the patience and hard work that trapping, hunting, and lumbering demanded. The hard work and sweat only made his food taste better at the end of the day.

Despite his love of the wilderness, he still found the ideas and ideals of Village life to be intriguing. Perhaps it was purely child-like wonder and marveling at experiences and lifestyles not chosen. When he was allowed, he joined the traders when they went to the nearby villages to sell their furs and lumber. Once he was dismissed, he always found his way into the taverns to hear stories, no matter how mundane of the different lifestyles and even dreamed of one day seeing a city.

Michael didn't want to forsake his heritage by any means, but the idea of traveling and experiencing all the magic and technology the world had to offer was enough to turn any young man's head. Still, before he'd ever be able to do anything along the lines of traveling, he must prove himself and contribute to his tribe. Perhaps once he'd made a man of himself and been accepted as a woodsman proper instead of a lowly apprentice then he'd be able to make the money and support he'd need to travel for a few seasons.

Edit: I just saw the bit about a free VMC. I'll have to think on it, I wasn't really prepared for it per say. Probably I'd lean Rogue, maybe Fighter? Depending on how prevalent firearms are gonna be I might lean Gunslinger even? If chosen, I'll definitely begin really contemplating it further.


Fortibus Favet
Roll1: 3d6 ⇒ (2, 3, 3) = 8
Roll1: 3d6 ⇒ (2, 4, 3) = 9
Roll1: 3d6 ⇒ (5, 2, 5) = 12
Roll1: 3d6 ⇒ (6, 2, 4) = 12
Roll1: 3d6 ⇒ (5, 4, 5) = 14
-----------------------
Roll2: 3d6 - 3 + 6 ⇒ (3, 5, 3) - 3 + 6 = 14
Roll2: 3d6 - 4 + 6 ⇒ (4, 6, 5) - 4 + 6 = 17
Roll2: 3d6 - 3 + 6 ⇒ (5, 5, 3) - 3 + 6 = 16
Roll2: 3d6 - 4 + 6 ⇒ (6, 5, 4) - 4 + 6 = 17
Roll2: 3d6 - 3 + 6 ⇒ (3, 6, 6) - 3 + 6 = 18
So 18, 18, 17,17,16,14.
------------------------
Roll3-1: 3d6 ⇒ (3, 4, 1) = 8
Roll3-2: 3d6 ⇒ (2, 3, 2) = 7
Roll3-3: 3d6 ⇒ (3, 4, 3) = 10
Roll3-4: 3d6 ⇒ (2, 2, 6) = 10
Roll3-5: 3d6 ⇒ (4, 5, 2) = 11
--------------------------
Roll4: 3d6 ⇒ (3, 1, 4) = 8
Roll4: 3d6 ⇒ (3, 6, 6) = 15
Roll4: 3d6 ⇒ (1, 1, 6) = 8
Roll4: 3d6 ⇒ (3, 1, 4) = 8
Roll4: 3d6 ⇒ (2, 1, 4) = 7
--------------------------
Roll5-1: 3d6 - 4 + 6 ⇒ (5, 5, 4) - 4 + 6 = 16
Roll5-2: 3d6 - 1 - 2 + 5 + 6 ⇒ (1, 2, 4) - 1 - 2 + 5 + 6 = 15
Roll5-3: 3d6 - 1 - 4 + 6 + 6 ⇒ (1, 6, 4) - 1 - 4 + 6 + 6 = 18
Roll5-4: 3d6 - 5 + 6 ⇒ (6, 5, 6) - 5 + 6 = 18
Roll5-5: 3d6 - 2 + 6 ⇒ (2, 6, 6) - 2 + 6 = 18
We have a winner: 18/18/18/18/15/16
--------------------------
Rerolls
Roll3-1: 1d6 ⇒ 5
Roll3-3: 2d6 ⇒ (5, 4) = 9
Roll3-4: 1d6 ⇒ 5
Roll3-5: 1d6 ⇒ 3
Rerolls
Roll5-2: 1d6 ⇒ 1
Roll5-3: 1d6 ⇒ 6
Rerolls
Roll5-2: 1d6 ⇒ 5


I'm still here and interested. My profile has been done for a while.


May I present Fabian Faustus.
Aspiring wizard or witch.
Son of the local healer, his father noticed early that his son was gifted with the ability to remember everything ever heard. Able to read at the age of four, speaking elfish, dwarven and gnome at the age of seven and able to assist his father even with more difficult operations before he turned ten. His father used all his saved money to send his son to the capital and to enroll him at the academea when he turned twelve.
This was the best time of Fabian. His mind soaked in all information, like a sponge and although the youngest student ever, he surpassed his peers. To compensate for his provincial upbringing, he rarely slept more than three hours each night and used various meditation techniques, herbal teas and calinestics to stay up and bright to keep up with his studies.
Graduating with high honors he returned to his father, just to find out that the old man had had a stroke. Staying for two years in the village, nursing him and doing all for him, Fabian stayed with him till his death, two weeks ago.


Going ahead with the character as a fisherman. All stats are in the profile.

Johnathon does not know much about the parents that brought him into the world, Old Heinrich only ever tells him they were dear friends from his more wild past. Instead, all John knows is Old Heinrich, how to hit someone in a bar fight, and how not to die on the Black, that last being the most important.

Old Heinrich, John's adoptive father of sorts, is a dwarven fisherman who supplies the local miners with meals when they come up for air. John has grown up his whole life mending nets and salting stews right next to the old blow hard, and been mostly content with it all. Every now and then John will take his meager savings to the tavern in Huthran and proceed to drink them away while attempting to impress one girl or another. Invariably this will lead him into conflict with some boyfriend or father, and quite a few thrashings have taught the young man how to hold his own in a fight.

Lately John has been spending time reading a manual found among his parents belongings, an heirloom that he is only newly aware that Heinrich had been holding on to. Strangely it is from the city of Tannis, a city many miles across the sea. It depicts the training regime of the royal guard, men and women well known for their ability to kill intruders with their bare hands as no weapon is allowed within the inner sanctum of the ruling council. He has also found that his father may have been some kind of crafter of potions and salves, though the the particulars are lost on the boy. When asked, Heinrich has made it clear that the boy should leave such things alone and be happy that no one wishes to take him away. John may had assumed that admonishment had been on the level of the bogies stealing his breath if he didn't make his bed every morning but now he was not so sure. Either way, he was not worried, if anyone tried to hurt him or anyone he cared about he would show them one for.

John is the youngest of his friends, and tries to make up for that by taking on risks he normally wouldn't. He is very orderly in the things he does, his life has depended on the rigging and sails being just so in a storm enough times to drill the importance of following rules.

He stands at only five and a half feet, but he makes up for it with the kind of muscle and tan that only years of working out in the open will give you. His clothing is well mended and built for function more than looks, and the boy is most often seen barefoot unless the weather has dropped to freezing.


Couple things:

Do you have the Discord set up and would it be easier to ask you questions there?

What would max good be since there is no listing for NPC?

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I was thinking of a Half-Elf farmer. Knowledge nature/geography. Possibly survival to know his way of the land.


Ok folks Recruitment is closed! Yes there is a discord that I will supply the link to the people who make it into the group. Give me another week to tally up all of the submissions and choose those who will fit with this campaign and you will receive a PM. Thanks everyone!


So I guess I was too late. Oh well have fun folks.


So sorry folks, didn't mean to abandon you. Life got effing crazy for a few weeks now and I haven't had time to post to anything. Hopefully that should change in the next week or so.


These things happen.


Alright folks sorry to have abandoned you. Official word is I don't have the time to run this particular campaign, so sorry to lead you on. Thank you so much for the time you put in. Cheers!


I have too many games going, so I don't mind not playing, but I'd still be curious to know about the campaign fluff -- like what caused the collapse of civilization and such, as well as what you might have imagined the story would have been. Seemed like an intriguing setting.

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