DM Dickie |
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The Year of the Shadows is now in the past and the Time of Troubles appears to be over, yet a dark shadow brings no end of troubles to the Dales. It is a land in desperate need of heroes...
Character creation:
We will use the AD&D 2nd Edition rules. I am still debating whether I will use Roll20 or Google Drive for maps and handouts. I'm looking for four to six total players. Please post any questions!
Useful Information
I will be using material from several modules set in the Dales, especially Daggerdale, but I'm going to mash a few together in a way that allows the characters a chance to bounce around on their own rather than be placed on railroad tracks.
I will leave it up to the players exactly why their characters came to the region and how they became affiliated with one another. We will presume they've decided to form an adventuring party looking to protect the Dales, fight the Zhents, explore ancient history (Dwarven ruins, elven ruins not far!), or whatever else. Natives to the region work well, they may be interested in helping the House Morn returned to power. Maybe they're affiliated with the Harper's and have been tasked with keeping an eye on the Zhents.
Don't expect big cities to play a large role. Wilderness and dungeons will be common. The Zhentarim could be used as a favored enemy if desired, they will pop up a lot. Any other guidance or questions? Ask away!
The Kobold Klan |
... man, I would love a game like this, Haha, But I have no idea how to play AD&D... And what little I've heard- It's as hard to play as getting into dark souls. It hurts so much it comes around to being fun.
I'll keep an eye out- but I'd rather not learn another game system when I already have 3e, 3.5e, 5e Pathfinder, Starfinder, Shadowrun 3, Shadowrun 4, Starwars saga edition, and a few smaller systems memorized...
DM Dickie |
@The Kobold Klan: honestly, since review and relearning things, I see how close 3.0 actually followed it. There are a few inconsistently applied mechanics and skills and feats were both part of the proficiency system rather than individual. It is a far more lethal set of rules, IMO. If you're curious at all, just watch the game. Maybe there will be an opening down the line you feel like jumping in on.
Viondar |
I've played 2nd edition regularly for close to ten years and a few times after that. It'd be worth a visit to my mom's to recover the necessary books :D
However, I've already opted in for two pbp pathfinder campaigns, that finish recruitment on the 16th and 18th of February, respectively. And in the end, I'll have time for only one, I think.
So, my question, mostly, is... When do you close appliance? Because my nearest free days would be 23, 24, 25 February (oh, the joys of adult life). Also, by then, I'll know whether any of my other two got through.
Another question...
Are you the kind of DM who's happier with someone playing an Alaghi shinobi fighter carrying a keg of ale, who's on an eternal quest to slay the spawn of Blipdoolpoolp? Or someone playing a silver elf spellfilcher, following Sehanine, with tons of background, including their mother's nighttime poetry?
DM Dickie |
I don't have a specific cut-off in mind. Because AD&D can be more lethal than it's sucessors and real life can keep players from a table at times, I'm considering a somewhat open door as long as the current party size is less than six.
We were discussing the original declare/resolve nature of combat in my AD&D Dark Sun game and it made me curious how it would play out as a PbP, so I figured I'd try one out.
I should have noted I would expect about a 3-4 post/week frequency, depending on RL and whether it is tactical or RP at any given time. I have quicker turn-around times with pure RP sections since it is usually less markup code and more just dialogue; less rules and maps.
Oh, and I try not to comment on characters unless they're really outside of the setting, which is why my only note is that the elf would raise fewer eyebrows and be less memorable to the humans in the area.
wicked_raygun |
I'm super curious about this since I've always wanted to learn AD&D 2e. I would really love to give this a try.
Set 1
Roll: 2d6 + 6 ⇒ (4, 6) + 6 = 16
Roll: 2d6 + 6 ⇒ (5, 5) + 6 = 16
Roll: 2d6 + 6 ⇒ (6, 2) + 6 = 14
Roll: 2d6 + 6 ⇒ (4, 4) + 6 = 14
Roll: 2d6 + 6 ⇒ (3, 1) + 6 = 10
Roll: 2d6 + 6 ⇒ (6, 1) + 6 = 13
Set 2
Roll: 2d6 + 6 ⇒ (6, 1) + 6 = 13
Roll: 2d6 + 6 ⇒ (6, 4) + 6 = 16
Roll: 2d6 + 6 ⇒ (5, 2) + 6 = 13
Roll: 2d6 + 6 ⇒ (2, 2) + 6 = 10
Roll: 2d6 + 6 ⇒ (3, 4) + 6 = 13
Roll: 2d6 + 6 ⇒ (3, 2) + 6 = 11
Wow. I guess, I'll take Set 1. Holy crap. I think with those scores I can play literally any class I want.
wicked_raygun |
Just as well, wasn't imagining a Paladin anyway. Instead I want to play a cleric. Haven't decided which deity yet. I need to figure which deities were still kicking around during this era. Plus I want someone who is dungeon friendly.
But I need to roll starting wealth (3d6 * 10) for priests.
Starting wealth: 3d6 ⇒ (2, 5, 4) = 11; Total gold = 110 gp
Oh wait, I just remembered that you wanted us to use max starting wealth. So instead I have 180 gp.
Dravana Redshield |
I have forgotten half of the rules of 2e but can't ignore a forgotten real game.
2d6 + 6 ⇒ (6, 1) + 6 = 13
2d6 + 6 ⇒ (2, 6) + 6 = 14
2d6 + 6 ⇒ (2, 4) + 6 = 12
2d6 + 6 ⇒ (5, 1) + 6 = 12
2d6 + 6 ⇒ (4, 3) + 6 = 13
2d6 + 6 ⇒ (2, 6) + 6 = 14
Well, not a paladin. Probably a cleric for Tymora, a fighter or a ranger. I've to check the complete books to see if there is a kit that I want to play.
I don't know the forgotten realms specific kit, races or classes, in what book can I find them?
DM Dickie |
@Mishima - I haven't settled on an exact date yet, but 1360ish is about right for what I am thinking, early in the decade overall. I can figure out a specific date if desired, leaning towards a spring or summer season to start.
@Eileen Luckbringer - the best source for specific kits and classes would be Warriors and Priests of the Realms (or the one for MUs and thieves for other folks).
There is a poorly organized list here: https://forgottenrealms.fandom.com/wiki/Category:Kits
I would avoid the Al Qadim kits unless someone happens to come from there because they're really intended to work with the local cultures of that region. Also, be aware of the inconstancies in kit text across book! A few of the earlier books say required NWPs but they're really bonus. When in doubt, ask me to figure it out and make a call.
And I'm thinking I can start basically shortly after I have four characters approved. You can leave a language or prof slot or two open to coordinate with others and still be considered ready, just have the slot filled by the time we get a few gameplay posts up.
Viondar |
I have forgotten half of the rules of 2e but can't ignore a forgotten real game.
2d6+6
2d6+6
2d6+6
2d6+6
2d6+6
2d6+6Well, not a paladin. Probably a cleric for Tymora, a fighter or a ranger. I've to check the complete books to see if there is a kit that I want to play.
I don't know the forgotten realms specific kit, races or classes, in what book can I find them?
If you want a divine caster:
Faiths and Avatars
And
Demihuman Deities
And
Powers and Pantheons
And a couple of others... I forgot what the blue softcover with the monstergods is called...
Anyway, you'll want to make a choice between cleric, crusader, or specialty priest (or shaman, if you like to be weak)
There are a lot of specialty priest classes. But they do have a quite steep xp table...
If you want a martial character, at least look at Skills and Powers
DM Dickie |
Oh, I found the Specialty Priest of Tymora on someone's Obsidian Portal page. It may or may not be useful to you.
wicked_raygun |
mishima |
Here's my crunch at least. Gotta do an elf for the Dales...
CN elven thief
14.17.13.15.14.14
hp: 6
ac: 5 (leather 8-3 def adj)
reac: +2
sens: infravision 60, secret doors 2/6
move: 120 (ft/yrds)
surprise: penalize enemies -4
Attack: base Thac0:20 (+2 missile adj, elf sword/bow +1)
Two-weapon Fighting
(-2 twf, +2 reac, +1 elf=) +1 broadsword 2d4
(-4 twf, +2 reac, +1 elf=) -1 shortsword 1d6
sv: (-3 dodge-able, 90% sleep/charm resist)
ppd.rsw.pp.bw.sp
13.14.12.16.15
Languages:
Common, Elven, Halfling, Goblin, Hobgoblin, Orc
Proficiencies:
W(2): broadsword, shortsword
NWP(7): appraise(int0), disguise(cha-1), jump(str0), local(cha0), setSnare(dex-1), tightrope(dex0), tumbling(dex0)
Thief Skills:
pp.ol.ft.ms.hd.dn.cw.rl
25.15.25.40.30.30.60.00
Creation Inventory: (120 gp)
item cost weight
broadsword 10 4
shortsword 10 3
leather 5 15
thieve's picks 30 1
backpack 2 2
chalk(5) 0.05 0
crampons 4 2
oil, lamp(3) 0.18 3
tent, small 5 10
wineskin 0.8 1
winter blanket 0.5 3
rations(week) 10 0
77.53(spent) 44(total weight)
Viondar |
Just can't let this rest... At least, I need to roll dice to dream up possibilities.
Ability scores:
2d6 + 6 ⇒ (3, 1) + 6 = 10
2d6 + 6 ⇒ (1, 1) + 6 = 8
2d6 + 6 ⇒ (6, 2) + 6 = 14
2d6 + 6 ⇒ (1, 4) + 6 = 11
2d6 + 6 ⇒ (1, 6) + 6 = 13
2d6 + 6 ⇒ (2, 5) + 6 = 13
2d6 + 6 ⇒ (3, 3) + 6 = 12
2d6 + 6 ⇒ (4, 2) + 6 = 12
2d6 + 6 ⇒ (5, 3) + 6 = 14
2d6 + 6 ⇒ (6, 6) + 6 = 18
2d6 + 6 ⇒ (3, 3) + 6 = 12
2d6 + 6 ⇒ (3, 1) + 6 = 10
Ooohhh... That second row has a really pretty 18 in it, and a 14 to maybe take care of some prerequisite... Hmm... I'll mull over it :D
If I'm too late, no matter. I could enter when there's room.
Jesse Heinig |
I couldn't make something interesting for the Maztica thread, let's see if I have better luck this time.
Set 1
Roll roll: 2d6 + 6 ⇒ (5, 3) + 6 = 14
Roll roll: 2d6 + 6 ⇒ (1, 5) + 6 = 12
Roll roll: 2d6 + 6 ⇒ (6, 4) + 6 = 16
Roll roll: 2d6 + 6 ⇒ (3, 5) + 6 = 14
Roll roll: 2d6 + 6 ⇒ (6, 4) + 6 = 16
Roll roll: 2d6 + 6 ⇒ (5, 1) + 6 = 12
Set 2
Roll roll: 2d6 + 6 ⇒ (6, 4) + 6 = 16
Roll roll: 2d6 + 6 ⇒ (5, 3) + 6 = 14
Roll roll: 2d6 + 6 ⇒ (3, 4) + 6 = 13
Roll roll: 2d6 + 6 ⇒ (2, 3) + 6 = 11
Roll roll: 2d6 + 6 ⇒ (3, 4) + 6 = 13
Roll roll: 2d6 + 6 ⇒ (1, 2) + 6 = 9
Ok, using set 1, I am going to pitch the stupidest character concept you'll see here (and possibly in the running for most terrible character concept in a wide range of AD&D 2nd edition games).
Xenotime
Neutral male crystal dragon psionicist hatchling, age 5 (using Council of Wyrms)
(Dragon-psionicists are required to be nonchaotic, even if the dragon type normally mandates a chaotic alignment)
Strength 7 (12 +1 crystal dragon -6 hatchling)
Dexterity 12
Constitution 16
Intelligence 16
Wisdom 17 (16 +1 crystal dragon)
Charisma 15 (14 +1 crystal dragon)
Weapon Proficiencies: 4
Claw Attack (free): 1d6+2 damage
Bite (1): 2d6+1 damage
Breath Weapon (1): 60' cone, 25' wide, crystal shards 1d4+1, save for half, second save vs. dazzling (-2 to attack rolls)
Dragon Flight (1)
Aerial Combat (1)
Nonweapon Proficiencies: 5, +2 Intelligence bonus
(Dragons only get half the bonus from their Intelligence)
Danger Sense (free from crystal dragon type)
Language, Modern - Gem Dragon (free)
Language, Modern - High Draconic (1)
Language, Modern - Common (1)
Survival (2)
Observation (1)
Swimming (1)
Direction Sense (1)
AC 3, THAC0 19
Hit points (4d6, +8 Con): 26
Saving throws:
13 Paralyzation, Poison, or Death Magic
15 Rod, Staff, or Wand
10 Petrification or Polymorph
16 Breath Weapon
15 Spell
Special abilities:
Charm person at will
Personality:
Xenotime is a curious, garrulous "little" thing - a crystal gem dragon about 4' long with a 6' tail (so, about the size of a pony or lion). He loves meeting new people and chatting with them, but most people are scared of him - dragons, well, having a "reputation." He isn't sure where he came from because somehow he got lost when he was very young. He has a very vague memory of his mother but has not seen her in years, which is a matter of some concern, and he wonders where she went and why she lost him.
When he is not bursting into tears because of remembering his mother, or hiding shyly from armored knights and wizards hunting "the dangerous dragon," he loves to play little games like hide-and-seek or chase-the-cat. He is an agile flyer but his claws are somewhat clumsy. He is smart enough to know that flying high over the treetops - especially over human settlements - is a bad idea.
Advancement:
By the rules, Xenotime will gain his first level of dragon-psionicist after gaining 8,000 xp. This means he'll be busy for a long, long time without leveling up.
DM Dickie |
I, uh...need to look at the last revision of Council of Wyrms...I can't imagine that would work out well for you, but it is an interesting case.
I swear that if I do allow it, and you try to slip, "not the mama," in, I will look to bring some fury your way. And I haven't ever deigned to watch that show, I just remember every damn kid in school repeating the catch phrase for a month straight =P
Yes, psionics are a thing in Forgotten Realms, so they're open. I just have to remember not to mix up Invisible Art and The Way, lol.
Common is only free if it is on your racial list. Otherwise, see the line above about bonus languages/NWPs in character creation guidelines.
Jesse Heinig |
I did say it was the dumbest pitch that you would see.
The character is not really intended to gain levels, due to the timetables that dragons typically require. It'll go from hatchling to level 1 about when the rest of the party is hitting level 4, and level 2 when the rest of the party is around level 6-7. Given the typical speed of online play on the boards, that's several years of realtime.
This is not a bait and switch.
DM Dickie |
I'm more inclined to let the other players vote it up or down, to be honest. You're well aware of the negatives, there are some obvious positives (especially at 1st level). As the GM my biggest overall concern is that most folks are going to run away at the sight of a dragon, even an infant. It would certainly make bluffing your way past Zehnt patrols rather close to impossible.
On the other hand, it makes me think of the potential for adopted parentage for fun in a group. Especially if we end up with an odd couple priest of Helm and priestess of Tymora! You would stay "dungeon sized" a while. Having a character with an instant interest in establishing a secret lair in the area works well with the way I see things going...
Those are my pros and cons. I'm tempted to say how about doing a kith and kin thing so you have a character that can walk freely about Shadowdale or Daggerfalls, but then I feel like I gotta give everyone a dragon, lol.
Dravana Redshield |
While I can take a look at all those books, I think I better go with a more basic character.
So, second set of rolls I forgot the first time
2d6 + 6 ⇒ (4, 6) + 6 = 16
2d6 + 6 ⇒ (6, 4) + 6 = 16
2d6 + 6 ⇒ (3, 1) + 6 = 10
2d6 + 6 ⇒ (4, 2) + 6 = 12
2d6 + 6 ⇒ (6, 4) + 6 = 16
2d6 + 6 ⇒ (4, 3) + 6 = 13
Uhm, these are better.
wicked_raygun |
Here is my finished character sheet.
I don't think I'm missing anything, but let me know. Since my specialty cleric gave me a set of full plate and a shield for free, I have a lot of extra gold.
Viondar |
So... I've been thinking on my scores.
Was thinking on a noble sylvan elf windrider with the bladesong fighting style.
Questions:
- strength 18 + 1... Becomes 19? Or do you want some house rule with exceptional strength figured in there, somewhere?
- would I be allowed to customise the fighter class with Skills and Powers?
- would I be allowed to split ability scores, as detailed in Skills and Powers?
- would I be allowed to devise an advanced martial arts style with the Ninja handbook, that I think would suit a sylvan elf noble family?
And...
Sylvan elves like their woods. They don't really come out unless in dire need. The time of troubles could constitute dire need. Could you give me something that's recently happened, that might inspire a proud young noble to leave the woods in some sort of quest or investigation?
Viondar |
Here is my finished character sheet.
I don't think I'm missing anything, but let me know. Since my specialty cleric gave me a set of full plate and a shield for free, I have a lot of extra gold.
What you're missing is weapon and nonweapon proficiencies ;)
Viondar |
You're welcome. It's not so very different from the later additions.
- Hitpoints
- Armor class
- Saving throws (phb page 134)
- Weapon proficiencies (a priest starts with two slots) You select each weapon individually. Group proficiencies exist, but are optional and cost more slots. Style specialisations exist, too. They're in the Fighter's handbook, the Skills and Powers, and the Combat and Tactics)
- Nonweapon proficiencies (these are your 'skills'). A priest starts with 4. Don't forget your bonus slots from intelligence. Things you don't pick, you're generally unable to properly do. There are only 'untrained checks' at the merciful decision of the DM.
Don't forget to scour sections about your class and your kit (if you have one) for bonus nwp's. In demihuman deities, for example, it says some bonus nwp's for dwarven priests under 'the church'. Not where you'd expect them.
- initiative is different per weapon and per spell, so you can ignore that. It gets rolled every combat round anyway. Oh, and speaking of combat rounds, they last for a minute. You're generally considered to do all kinds of stiff while fighting. The thing you roll for is your one good strike.
- reversible spells can be reversed at the moment of casting, and inflicting wounds is not generally considered evil. Please note, also, that while healing spells belong to the healing sphere, they also belong to the necromancy wizard school (not that wizards can cast them, but for detection and the like). Necromancy includes 'white' necromancy, in 2nd edition.
That's all I can think of, right now...
DM Dickie |
@Viondar - I'll have to do a little research on those questions. I know very well the confusion about the +1 Str (I'm a lifelong bladesinger...my nastiest was an Eberron character named Lazarro who pretty much couldn't ever be hit without a natural 20). We have played it where it jumps to 19, but I remember tripping over sometime recently that suggested it became a +10 or something to the fighter percentile. I'll see if I can find the answer again, maybe it was a nightmare, lol.
The other questions are tougher because my experience with the Options series is limited. They came out toward the end of 2nd Edition and I think my table was doing more World of Darkness at that time than anything else. I'm always good with the easy to integrate stuff like the feats/profs/styles, but have never dived into class customization. Generally, I would want to avoid it only because it would make me feel like I need to rework some bosses, but I'll look stuff over.
Viondar |
The jump to 19 is, of course, what I would want. But I can imagine it to be overpowered. 10%, on the other hand, is extremely underwhelming.
Adding one or two steps after rolling, might be something.
Which brings to question: roll once, or have more tries on the d100?
Class costumization isn't really that interesting if you're just customising fighter. But other classes can change much more. And races, too, can be customised. It does require some research (reading the player's option books)
So, creating an advanced martial arts style is ok? Cool! I'll select style maneuvers that would work well on the higher branches of huge trees (jumping around and throwing people down and stuff...)
Jesse Heinig |
@Viondar - I'll have to do a little research on those questions. I know very well the confusion about the +1 Str (I'm a lifelong bladesinger...my nastiest was an Eberron character named Lazarro who pretty much couldn't ever be hit without a natural 20). We have played it where it jumps to 19, but I remember tripping over sometime recently that suggested it became a +10 or something to the fighter percentile. I'll see if I can find the answer again, maybe it was a nightmare, lol.
The other questions are tougher because my experience with the Options series is limited. They came out toward the end of 2nd Edition and I think my table was doing more World of Darkness at that time than anything else. I'm always good with the easy to integrate stuff like the feats/profs/styles, but have never dived into class customization. Generally, I would want to avoid it only because it would make me feel like I need to rework some bosses, but I'll look stuff over.
Skills & Powers was an interesting idea poorly executed. For instance, if you want to play a kick-ass fighter, the thing to do using S&P is make a cleric, drop the spellcasting, and take a better hit die and fighting abilities. You get all the fighter abilities, you have extra points to buy other special abilities, and you use the cleric xp table for advancement. This is because they gave each class its own allotment of build points, and classes with many features (like the cleric) got more build points to do more customization, but this means you can take your many cleric points and customize it into a fighter, whereas a fighter has few points and can't do much customization at all.
The "+10 to percentile" comes from a line in the DMG about wishes and other ability score improvements coming in tenths of a point when you are raising a stat above 18. This was implemented because of games where players would frequently find and use wishes and manuals/tomes to raise their ability scores to absurdly high levels; rather than address the underlying problem (clash between game styles and cultures at various tables) they just stuck in a rule to make it harder to do this. This does not apply to your ability score bonuses from your character type: Just like a typical high elf gets +1 Dexterity and goes from 18 to 19, a sylvan elf has a maximum Strength score of 19 and a rolled 18 with a +1 goes to a 19. This is a huge jump in ability because it skips the entire progression of percentile strength, but them's the rules. (This is one of the many ways in which early edition AD&D has weird edge-case rules that can cause more problems than they solve.)
mishima |
My group never did the Options books, I think because at that point our DM was more or less doing custom classes of his own style. I feel like if a character was allowed to go through the full process we would all have to, since it pretty drastically changes the rules. For that reason I'd vote against it for what its worth.
Its neat to look at those rules and see how 2.5e connects to 3e so clearly, though. Even pathfinder seems to have borrowed some elements from it.
DM Dickie |
Basically, yeah. Customization's really an all (party) or nothing and as I feared, would mean me having to do significantly more work, lol.
I would say the same about the advanced martial arts, but I'm still reading. Super slowly at work, but still reading. I think if I allow and approve the style, you would have a major training problem in the future. Going home again would obviously force me to create hard drama, lol.
That said, if you still are thinking along the sylvan elf path, at least the OP Str score appears legal. And I could use a contact with the Harper's, I could easily see them leading a contact mission during the Time of Troubles. I may or may not add a secret agenda type thing with the Sylvan leadership.
karlprosek |
Wow. I used to have all the splatbooks for 2e. And the bladesinger kit was my jam. Let's see how I roll.
Set 1
2d6 + 6 ⇒ (1, 5) + 6 = 12
2d6 + 6 ⇒ (6, 1) + 6 = 13
2d6 + 6 ⇒ (4, 2) + 6 = 12
2d6 + 6 ⇒ (2, 3) + 6 = 11
2d6 + 6 ⇒ (2, 1) + 6 = 9
2d6 + 6 ⇒ (6, 5) + 6 = 17
Set 2
2d6 + 6 ⇒ (2, 6) + 6 = 14
2d6 + 6 ⇒ (6, 4) + 6 = 16
2d6 + 6 ⇒ (2, 3) + 6 = 11
2d6 + 6 ⇒ (6, 1) + 6 = 13
2d6 + 6 ⇒ (5, 5) + 6 = 16
2d6 + 6 ⇒ (1, 6) + 6 = 13
Viondar |
I've asked so many questions that I feel a little sorry about it. Hereunder I make my general questions specific, and I think that should help you in the decision to allow or disallow things.
Oh, and I'd love to be a Harper. :) I'll just have to read into them a bit more. Maybe I can find a suitable harper fighter kit, too!
Str 19: +3 att, +7 dam, weight all 485, max pressure 640, open doors 16 (8), bend bards / lift bill gates 50%
Dex 15: -1 AC
Con 11: ss 75%, rs 80%
Int 12: 3 languages & slots
Wis 10
Cha 11: max henchmen 4
If Skills and powers would be allowed:
Stamina 19 / muscle 19
Aim 13 / balance 17: -3 AC
Health 9 / Fitness 13: ss 65, rs 90%
Knowledge 14 / reason 10
Bonus lang/nwp 4
Intuition 10 / willpower 10
Appearance 13 / leadership 9: reacton adjustment +1
Splitting up ability scores would essentially give me:
-2 AC, +1 bonus nwp/language, and +1 reaction adjustment.
I could also increase muscle to 21 to get more to hit and damage, but that would give me weight allowance belonging to str 17 (85lbs) and that'd be a shame.
Wood elf, as described in the complete book of elves. But taller, as befits a sylvanesti of Faerûn.
Infravision 60'
Resistance to sleep and charm: 90%
+1 attack with short and long swords and bows, and +1 damage with composite bows.
Move silently and effectively invisible through woods
Automatically adjust reaction of non-hostile woodland cteatures by two steps.
Will not willingly board ships (that fare the ocean) and goes full BA Baraccus on that matter.
Gets claustrophobic underground
Hates cities, especially non-elven cities.
Is generally unfriendly and unhelpful towards people they barely know (first 5 years or so)
Class: fighter
Followers (at level nine, with base)
Single weapon specialisation
If Skills and Powers would be allowed:
Single weapon specialisation
Increased hit die (d12)
Flowing Canopy style
Soft style
Principal method: body
Weapons: light blades, medium blades, spears, staves, bows.
Special maneuvers:
Block -
Kick -
Lock 1
Movement 2, 4, 5, 6
Push 1, 3
Strike -
Throw 1
Vital area 2, 3, 4
Weapon -
Mental & physical 1, 2, 5, 7
Description: Flowing Canopy is deviced by wood elf warriors to fight effectively within and from the trees. It presumes multiple handholds and an uneven ground, and teaches how to to make graceful, swaying evasions. Advanced practitioners of the style might often evade an attacker by dropping a few branches, only to be suddenly above their assailant in a few daring leaps. The style assumes the practitioner to be armed, and offers very little by means of direct attack, except for pushes, choke holds, and vital strikes, designed for making the enemy fall, getting away quickly, or for stealth attacks. On flat, solid ground, the style works fine, but is clearly lacking in kicks, strikes, and the like, which would complement such a situation. Students of Flowing Canopy traditionally wear tattoos of branches and leaves, where each branch signifies a learned maneuver.
DM Dickie |
Oh, yeah, I never did finish reading the MA stuff, but that's okay looking at the above will make it easier.
We have more than four, so I'm going to open a Discussion thread soon as I can so folks can do some tweaks here and there to characters and backgrounds.
Had a busy week and weekend so a little behind where I wanted to be, but we should be able to begin properly before the end of the week.
DM Dickie |
Open to six is my plan, re-upping should I fall below six active. I haven't even taken stock yet of what I have, I just knew I hit at least four and triggered my starting threshold, lol.
I do still need to heavily review the Sylvan fighter, lol. For sure not doing the split stats. Basically, the more it makes me feel like I end up having to do extra work to match the characters, the less likely I will accept it. I simply don't have the bandwidth in my life to handle the extra load.
fatmanspencer |
wonderful so imma roll for my stats then!
2d6 + 6 ⇒ (5, 4) + 6 = 15
2d6 + 6 ⇒ (5, 3) + 6 = 14
2d6 + 6 ⇒ (4, 6) + 6 = 16
2d6 + 6 ⇒ (1, 5) + 6 = 12
2d6 + 6 ⇒ (3, 3) + 6 = 12
2d6 + 6 ⇒ (3, 3) + 6 = 12
2d6 + 6 ⇒ (1, 5) + 6 = 12
2d6 + 6 ⇒ (1, 5) + 6 = 12
2d6 + 6 ⇒ (5, 6) + 6 = 17
2d6 + 6 ⇒ (1, 5) + 6 = 12
2d6 + 6 ⇒ (2, 4) + 6 = 12
2d6 + 6 ⇒ (3, 4) + 6 = 13
I'll take set 1, and start building the character now