The Tales of Suiviri -- The World of the Halo (Inactive)

Game Master Sebecloki


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I'd recommend opening up the discussion thread for posts. That is the place to posts with questions to the narrator and players, off topic comments and such.


Shasta Lux "Lucky" wrote:
I'd recommend opening up the discussion thread for posts. That is the place to posts with questions to the narrator and players, off topic comments and such.

done


I've talked to Hayato Ken -- they're going to try to post today, but they're definitely still in. It seems we may have lost everyone else. I'll try to repost this an get a couple more players, but we can keep moving with 3 I think, and the adventure is such it's not difficult to have others join later.

Liberty's Edge

OK, lets see what I can get!!

Rolls:

6d6 ⇒ (5, 6, 1, 1, 2, 1) = 16 13
6d6 ⇒ (1, 6, 1, 4, 1, 3) = 16 13
6d6 ⇒ (3, 4, 6, 3, 3, 2) = 21 13
6d6 ⇒ (4, 6, 2, 5, 2, 4) = 23 15
6d6 ⇒ (2, 6, 4, 3, 1, 1) = 17 13
6d6 ⇒ (3, 3, 2, 3, 1, 4) = 16 10

Rolls:

6d6 ⇒ (1, 1, 1, 6, 5, 1) = 15 12
6d6 ⇒ (2, 4, 2, 6, 3, 4) = 21 14
6d6 ⇒ (2, 1, 2, 5, 3, 5) = 18 13
6d6 ⇒ (6, 1, 2, 6, 2, 6) = 23 18
6d6 ⇒ (1, 6, 1, 4, 5, 3) = 20 15
6d6 ⇒ (1, 1, 6, 1, 5, 2) = 16 13

Rolls***:

6d6 ⇒ (4, 1, 6, 1, 6, 4) = 22 16
6d6 ⇒ (3, 2, 5, 6, 2, 4) = 22 15
6d6 ⇒ (2, 4, 5, 6, 4, 2) = 23 15
6d6 ⇒ (5, 6, 5, 6, 5, 2) = 29 17
6d6 ⇒ (2, 5, 4, 5, 5, 6) = 27 16
6d6 ⇒ (6, 1, 5, 3, 5, 5) = 25 16

Rolls:

6d6 ⇒ (2, 4, 3, 3, 2, 3) = 17 10
6d6 ⇒ (1, 5, 1, 1, 1, 1) = 10 07
6d6 ⇒ (4, 4, 3, 6, 6, 4) = 27 16
6d6 ⇒ (2, 5, 5, 3, 2, 4) = 21 14
6d6 ⇒ (5, 3, 3, 3, 4, 6) = 24 15
6d6 ⇒ (1, 5, 2, 2, 6, 6) = 22 17

Rolls:

6d6 ⇒ (4, 5, 1, 2, 5, 1) = 18 14
6d6 ⇒ (3, 4, 5, 6, 4, 1) = 23 15
6d6 ⇒ (4, 3, 5, 5, 6, 1) = 24 16
6d6 ⇒ (2, 1, 2, 4, 5, 2) = 16 11
6d6 ⇒ (3, 6, 4, 5, 6, 1) = 25 17
6d6 ⇒ (3, 3, 1, 3, 2, 5) = 17 11

Rolls:

6d6 ⇒ (5, 5, 5, 5, 2, 5) = 27 15
6d6 ⇒ (2, 2, 3, 1, 5, 3) = 16 11
6d6 ⇒ (3, 3, 2, 4, 5, 5) = 22 14
6d6 ⇒ (1, 6, 4, 4, 2, 4) = 21 14
6d6 ⇒ (4, 4, 4, 2, 5, 6) = 25 15
6d6 ⇒ (2, 2, 2, 3, 4, 4) = 17 11

OK...the one with the *** is the set I will be using!!

Liberty's Edge

Heritage: Dwarf (female)
Culture: Deep Dwarf
Background: Exile
Destiny: Underdog

Class Fighter (5)
Archetype: Brute

Feats
Weapon Specialist
Survivor
Brutal Attack
Hardy Adventurer
Powerful Attacker

Alignment: NG

Grand Lodge

PM if you ever need another player, seems you might be short.

Liberty's Edge

OK..here is the crunch for my submission. Hope it is all ok.

Saphira Lodestone:

NAME: Saphira Lodestone
HERITAGE: Dwarf
Traits
Age: Dwarves age as fast as humans, but most cultures only consider them adults at 50. They have extremely long lives; some dwarves live to be over 400 years old and their average life span
is 350 years.
Size: Dwarves are short and stout. They stand around 4 or 5 feet tall and average 150 pounds of weight. Your size is Medium.
Speed: Your base walking speed is 25 feet. Your Speed is not reduced by wearing heavy armor or
wielding tower shields.
Darkvision: You have superior vision in dark and dim conditions. You can see in dim light within 60 feet of you as if it were bright light, and in darkness as if it were dim light. You can’t discern color in darkness, only shades of gray.
Creator’s Blessing: You were born with the gift of creation. You gain proficiency with one set of artisan’s tools (smith’s tools). During a long rest, you can use these tools for crafting instead of sleeping and still receive the full benefits of the long rest.
Tough: Your hit point maximum increases by 1, and it increases by 1 every time you gain a level.
Dwaft Gifts
Dwarven Toughness: As a bonus action, you gain a number of temporary hit points equal to 1d10 plus your level. These temporary hit points last for 1 minute. You can’t use this trait again until after you finish a long rest. You gain an expertise die on saving throws against poison, and you have resistance against poison damage.

CUKTURE: Deep Dwarf
Deep dwarves make their homes underground, far from most other creatures and from the sun. Their
communities are the most isolated of all dwarven cultures. Some of them refuse trade even with other
dwarves. Those that do trade, however, quickly realize that some goods they grow underground cannot live on the surface, and vice versa. Deep dwarf beer is unique, prized across all other dwarven cultures and many other peoples.
Living so isolated and surrounded by dangerous monsters makes these people extremely cautious and calls for specialized training. While hammers and axes are like tools dwarves use, they are not much use in the cramped environments deep dwarves navigate.
Mountain dwarves are adapted to underground living but the deep dwarves even more so, with the
ability to see clearly in the darkest depths. They are a pessimistic culture, distrustful and often cruel, with a society that emphasizes adversarial relationships even amongst kin. Most deep dwarf adventurers are exiles, cast out for breaking a cynical code of behavior. Characters raised in the deep dwarf culture share a variety of traits in common with one another.
Superior Darkvision: You grew so used to being underground that you can see in the dark farther than other dwarves. The range of your darkvision increases to 120 feet. If you didn’t have darkvision already, you gain darkvision to a range of 60 feet.
Deep Magic: You know the resistance cantrip. Once you reach 3rd level, you can cast jump once per long rest. At 5th level, you can cast enlarge/ reduce once per long rest. You don’t need material components for these spells, but you can’t cast them while you’re in direct sunlight (although sunlight has no effect on them once cast). Intelligence is your spellcasting ability for these spells.
Deep Suspicion: Your lack of trust protects you from some magic. You have advantage on
saving throws against illusions and to resist being charmed or paralyzed.
Underground Combat Training: You are proficient with hand crossbows, short swords, and war picks.
Languages: You can speak, read, write, and sign Common, Dwarvish, and Undercommon.

BACKGROUND: Exile
Your homeland is barred to you, and you wander strange lands. You will never be mistaken for a local, but you find ready acceptance among other adventurers, many of which are as rootless as you are.
Are you a banished noble? A refugee from war or from an undead uprising? A dissident or a criminal
on the run? Or a stranded traveler from an unreachable distant land?
Ability Score Increases: +1 to Wisdom and one other ability score.
Skill Proficiencies: Survival, and either History or Performance.
Languages: Two of your choice.
Suggested Equipment (Cost 7 gold):[/i ]Traveler’s clothes, 10 days rations.
[i]Feature:
[u]Fellow Traveler[/u].
You gain an expertise die on Persuasion checks against others who are away from their land of birth.
Adventures and Advancement: You may occasionally meet others from your native land. Some
may be friends, and some dire enemies; few will be indifferent to you. After a few such encounters,
you may become the leader of a faction of exiles. Your followers include up to three NPCs of Challenge Rating 1/2 or less, such as scouts.
Connection and Memento: The acting or carnival troupe which took you in.

DESTINY: Underdog
Some people strive towards their destiny while others are dragged there. Those fated to be Underdogs
must battle adversity and survive against long odds, gradually growing into the heroes they never sought to become.
Source of Inspiration: Defiance. You draw inspiration from striking out against oppression, defying
long odds, and placing hope in the impossible. You gain inspiration whenever you score a critical hit
against a creature larger than you are, roll a natural 20 on a death saving throw, openly defy a powerful
being, or succeed after taking a risk with long odds. Loudly refuse the orders of a tyrant, follow through with a convoluted or risky plan, succeed at something you were extremely likely to fail.
Inspiration Feature: A Nose for Trouble. Get kicked around long enough and you start to know
when trouble’s brewing. Whenever you or an ally you can see fails an Insight check, you can use your
reaction to spend your inspiration and learn any information that would have been gained by a successful Insight check.
Fulfilling Your Destiny
You fulfill your Underdog’s destiny when you finally overcome the odds. Succeed at a nearly unattainable and grand task, complete a supposedly impossible quest, defeat an insurmountable foe, succeed at a dire endeavor where failure was all but guaranteed.
Fulfillment Feature: Expendable and Invulnerable
While being kicked around and batted from adventure to adventure, somehow you always seem
to scramble out of the rubble. Whenever you would make a saving throw you may spend your inspiration to automatically succeed instead.
Motivation: Survival: Dangers abound and you’re just hoping to see the next sunrise.

CLASS: Fighter
Hit Dice: 1d10 per fighter level
Hit Points at 1st Level: 10 + your Constitution modifier
Hit Points at Higher Levels: 1d10 (or 6) + your Constitution modifier per fighter level after 1st

PROFICIENCIES:
Armor: Light armor, medium armor, heavy armor, shields
Weapons: Simple weapons, martial weapons
Tools: None
Saving Throws: Strength, Constitution
Skills: Choose two from Acrobatics, Animal Handling, Athletics, History, Insight, Intimidation,
Perception, and Survival

MONEY: 140gp

LEVEL PROFICIENCY BONUS FEATURES KNACKS KNOWN MANEUVERS
KNOWN MANEUVER
DEGREE
1 +2 Fighting Style, Combat Maneuvers, Soldiering Knacks 1 3 1st
2 +2 Steely Mien 1 4 1st
3 +2 Maneuver Specialization, Martial Archetype 1 4 1st
4 +2 Ability Score Improvement, Reserves (1) 1 5 2nd
5 +3 Extra Attack 2 6 2nd

FIGHTING STYLE:
Battle Ready: You may activate up to 2 combat stances you know without expending any exertion points using the same bonus action. Once you activate a set of combat stances in this way you can’t use this feature again until you finish a short or long rest.

Soldier’s Knacks:
Nightwatch: You are used to sleeping light and making the most of your rest. When taking a long rest, add your proficiency bonus to the number of hours you can spend in light activity. In addition, one hour of that time can be spent in strenuous activity near the rest site (such as patrolling, fighting, or other adventuring activities) without interrupting your rest.
Campaigner: You have the ability to go for the long haul, carrying heavy equipment across long distances. You double your Strength score when determining your carrying capacity and the weight you can lift, push, or drag. You may also add your proficiency bonus to the number of hours you can march before you risk fatigue from a forced march.

COMBAT MANEUVERS:
Catch Your Breath (2 points) 1st degree Adamant Mountain bonus action
You have a limited well of stamina that you can draw on to protect yourself from harm. You regain hit points equal to 1d6 + your proficiency bonus + your Constitution modifier (minimum 0).
Shrug It Off (2 points) 2nd degree Adamant Mountain reaction
Girding yourself when your body is assaulted by more than clenched fists or sharp steel, you defy weakness and overcome. When an effect causes you to be frightened, poisoned, or stunned, you can use your reaction to prevent it.
Deflect Strike (1 point) 2nd degree Unending Wheel reaction
With a bit of effort as an opponent strikes at you, you can knock the blow away and divert
the attack. When a creature hits you with a weapon attack, you can use your reaction to reduce the attack’s damage by a number of d6 equal to your proficiency bonus. If this maneuver reduces the damage to 0, the attack becomes a miss.
Purge Magic (1 point) 1st degree Tempered Iron reaction
As soon as your senses seize upon the uttering of an incantation or a hand working the gestures of
magic your body reflexively reacts with violence. When a creature you can see within your reach
casts a spell, you can use your reaction to make a melee weapon attack against it.
Striding Swings (1 point) 1st degree Tempered Iron action
With supreme confidence you march forward with your attack, stepping heavily into every strike and driving each blow home. When you activate this maneuver, you take the Attack action and make a weapon attack, as well as any additional attacks granted by Extra Attack. Move up to 15 feet. This movement can be through the space of hostile creatures that are up to one size category larger than you, and the spaces of other creatures do not count as difficult terrain.
Primal Intercept (2 points) 2nd degree Tooth and Claw reaction
The instant you sense an opponent has moved within your guard you immediately attack in response.
When a creature makes a melee weapon attack or attempts to grapple you, you can use your reaction
to make a melee weapon attack against it.

STEELY MIEN: At 2nd level your combat experience becomes obvious on some subtle level, influencing how people perceive you, or perhaps how you see them. Choose one of the following options:
Watchful Eye: You are eternally alert and wary, ready for trouble. You have advantage on Insight checks made to determine hostile intent or predict violence, and your passive Perception increases by 5.

MARTIAL ARCHTYPE: Brute
Brute Strength: At 3rd level, you gain the ability to exert extra force into your swings. Whenever you hit a creature with a melee weapon attack, you can expend exertion points to deal an extra 1d8 bludgeoning damage per exertion point spent. The maximum amount of exertion points you can spend in this way on a single attack is equal to your proficiency bonus.
Brutish Traditions: Also at 3rd level, you gain proficiency in one of the following combat traditions of your choice: Adamant Mountain, Tempered Iron, Tooth and Claw. When you gain this feature you can choose one of the maneuvers you know and replace it with another maneuver of the same degree or lower from your newly chosen combat tradition.

ABILITY SCORE IMPROVEMENT: When you reach 4th level, and again at 8th, 12th, 16th, and 19th level, you can increase one ability score of your choice by 2, or you can increase two ability scores of your choice by 1. As normal, you can’t increase an ability score above 20 using this feature.

RESERVES: At 4th level your stamina increases, allowing you to engage foes longer without tiring. Your exertion pool increases by 1. At 8th, 12th, and 16th level your exertion pool increases by an additional point.

Extra Attack: At 5th level you can attack twice, instead of once, whenever you take the Attack action on your turn. The number of attacks increases to three when you reach 11th level in this class.

Liberty's Edge

Well it looks like this game is ending...too bad, but it did help me get more familiar with the A5E rules.

Best of luck everyone and hope you can find other games to play!!


Daniel Stewart wrote:

Well it looks like this game is ending...too bad, but it did help me get more familiar with the A5E rules.

Best of luck everyone and hope you can find other games to play!!

We're continuing for now, if you want to play, you'll meet the other adventurers in the town.


I made a new recruitment post to see if we can get some new characters in quickly after the current characters go to the town.


okay, gonna try and get my stats out, then I'll post the application
Stats: 6d6 ⇒ (4, 4, 2, 5, 3, 6) = 24
Stats: 6d6 ⇒ (3, 2, 2, 2, 3, 3) = 15
Stats: 6d6 ⇒ (3, 3, 4, 6, 6, 4) = 26
Stats: 6d6 ⇒ (1, 4, 3, 3, 1, 6) = 18
Stats: 6d6 ⇒ (2, 6, 4, 4, 1, 6) = 23
Stats: 6d6 ⇒ (5, 3, 5, 3, 1, 5) = 22


Stats: 6d6 ⇒ (4, 1, 1, 4, 6, 4) = 206d6 ⇒ (4, 6, 1, 3, 4, 6) = 246d6 ⇒ (3, 1, 3, 2, 6, 4) = 196d6 ⇒ (3, 3, 6, 4, 5, 5) = 266d6 ⇒ (4, 1, 2, 5, 4, 2) = 186d6 ⇒ (5, 5, 1, 4, 6, 3) = 24
Stats: 6d6 ⇒ (1, 6, 2, 4, 2, 4) = 196d6 ⇒ (1, 2, 6, 4, 3, 4) = 206d6 ⇒ (1, 3, 6, 1, 4, 3) = 186d6 ⇒ (4, 2, 6, 5, 2, 5) = 246d6 ⇒ (3, 4, 2, 4, 6, 2) = 216d6 ⇒ (6, 2, 5, 4, 3, 6) = 26
Stats: 6d6 ⇒ (6, 6, 2, 1, 6, 1) = 226d6 ⇒ (5, 2, 3, 6, 2, 6) = 246d6 ⇒ (5, 1, 6, 6, 3, 4) = 256d6 ⇒ (5, 6, 1, 3, 5, 5) = 256d6 ⇒ (1, 2, 5, 6, 6, 2) = 226d6 ⇒ (5, 4, 4, 2, 5, 2) = 22
Stats: 6d6 ⇒ (6, 5, 5, 2, 3, 4) = 256d6 ⇒ (3, 3, 2, 4, 5, 1) = 186d6 ⇒ (2, 3, 3, 3, 5, 1) = 176d6 ⇒ (2, 5, 6, 5, 2, 1) = 216d6 ⇒ (1, 2, 5, 4, 6, 5) = 236d6 ⇒ (4, 5, 3, 5, 3, 2) = 22
Stats: 6d6 ⇒ (6, 3, 4, 1, 4, 3) = 216d6 ⇒ (4, 6, 1, 2, 5, 3) = 216d6 ⇒ (5, 4, 1, 6, 6, 6) = 286d6 ⇒ (4, 2, 6, 4, 3, 4) = 236d6 ⇒ (5, 6, 2, 3, 6, 3) = 256d6 ⇒ (4, 5, 6, 4, 6, 1) = 26


I'll take the last one for a 14, 15, 18, 14, 17, and 17

Name: Bajragan Durol
Heritage: Orc
21 years old, medium sized, 30 foot run speed, Darkvision, Heavy Lifter, Mighty attacks, Magic Adept (orcish gift)

Culture: Godbound

Background: Sage

Destiny: Knowledge

Class: Sorcerer
Archetype: Draconist
Extra 5e Archetype: Divine Soul


FEATS:
Rite Master (wizard)
Spellbreaker
Heraldic Training (rapier, Bestowed Understanding, Miraculous Discovery)
Mystical Talent (warlock: Calculate, Mage Hand, Air Wave)
Battlecaster

Rearranging the stats and accounting for background and other bonuses (ASI CHA +2), Baj should have the following:

STR 14, DEX 15, CON 14, INT 18, WIS 18, CHA 20


If this looks good so far, I've got an idea on the actual backstory for this character and it'd be good to get it looked at


TheL0reWriter wrote:
If this looks good so far, I've got an idea on the actual backstory for this character and it'd be good to get it looked at

Do you have it posted somewhere -- you can go ahead and post if you want; please also select an alias picture for yourself.


Hi ^^

I am not that far with the character as of yet, but I wanted to go ahead and roll their stats ;)

6d6 ⇒ (1, 6, 4, 1, 1, 4) = 17
6d6 ⇒ (2, 5, 1, 5, 3, 2) = 18
6d6 ⇒ (4, 4, 4, 3, 5, 1) = 21
6d6 ⇒ (6, 3, 3, 6, 3, 4) = 25
6d6 ⇒ (6, 6, 5, 3, 5, 6) = 31
6d6 ⇒ (3, 6, 2, 5, 5, 2) = 23

I see, guess I have to take away the lower rolls

(Lets see if it changes - if the preview is still on point, my stats would be 14; 13; 13; 16; 18; 16 )


Sebecloki wrote:
TheL0reWriter wrote:
If this looks good so far, I've got an idea on the actual backstory for this character and it'd be good to get it looked at
Do you have it posted somewhere -- you can go ahead and post if you want; please also select an alias picture for yourself.

Alright so Bajragan Durol is an orc whose magical bloodline manifested itself early on with a pronounced spine and scales that spread out across his back. Blessed with magic and posessing a strong body and mind, he stood out amongst the other youths of his community. Some of the elders felt Baj could become a threat to the peaceful lifestyle they'd grown accustomed to and so his uncle brought him to a monastery where he could be trained to control the latent magic from his ancestry. He developed his abilities, learning theology, arcane theory, and how to apply his gifts most effectively.

Eventually, his desire to learn outgrew the curriculum the monks deemed appropriate to teach and he secretly began to seek out books from the library deemed forbidden by the order. His private studies led him on the course that would alter his life's journey irrevocably. He sought out the mysteries of the dragon gods and those who came before. The pantheons that ruled before the dragons, whatever gods might have come before them, and how these pantheons could be destabilized to bring about a new age. Upon getting caught, he published and shared his studies, thinking it important knowledge to share. The monks did not agree. Bajragan was instructed to repent and recant his claims but he refused. As punishment, he was named heretic and exiled from the order.

Though his ties to the monastery were mostly severed, he retained some friends there and has kept in contact with them, doing what he can to continue his inquiries abroad. He aims to understand how the pantheons arose and whether or not the current one could be replaced with benevolent deities, given the right method.


TheL0reWriter wrote:
Sebecloki wrote:
TheL0reWriter wrote:
If this looks good so far, I've got an idea on the actual backstory for this character and it'd be good to get it looked at
Do you have it posted somewhere -- you can go ahead and post if you want; please also select an alias picture for yourself.

Alright so Bajragan Durol is an orc whose magical bloodline manifested itself early on with a pronounced spine and scales that spread out across his back. Blessed with magic and posessing a strong body and mind, he stood out amongst the other youths of his community. Some of the elders felt Baj could become a threat to the peaceful lifestyle they'd grown accustomed to and so his uncle brought him to a monastery where he could be trained to control the latent magic from his ancestry. He developed his abilities, learning theology, arcane theory, and how to apply his gifts most effectively.

Eventually, his desire to learn outgrew the curriculum the monks deemed appropriate to teach and he secretly began to seek out books from the library deemed forbidden by the order. His private studies led him on the course that would alter his life's journey irrevocably. He sought out the mysteries of the dragon gods and those who came before. The pantheons that ruled before the dragons, whatever gods might have come before them, and how these pantheons could be destabilized to bring about a new age. Upon getting caught, he published and shared his studies, thinking it important knowledge to share. The monks did not agree. Bajragan was instructed to repent and recant his claims but he refused. As punishment, he was named heretic and exiled from the order.

Though his ties to the monastery were mostly severed, he retained some friends there and has kept in contact with them, doing what he can to continue his inquiries abroad. He aims to understand how the pantheons arose and whether or not the current one could be replaced with benevolent deities, given the right method.

You can go ahead and post and explain how you got to the town.


Hey this is Vasgorath from Reddit and I'm excited to play


Stats Set 1: 6d6 ⇒ (2, 5, 3, 3, 2, 3) = 186d6 ⇒ (5, 2, 2, 5, 1, 2) = 176d6 ⇒ (6, 4, 1, 1, 4, 3) = 196d6 ⇒ (3, 4, 1, 2, 6, 3) = 196d6 ⇒ (3, 1, 5, 6, 3, 1) = 196d6 ⇒ (6, 5, 5, 6, 3, 2) = 27

Stats Set 2: 6d6 ⇒ (4, 3, 1, 1, 2, 3) = 146d6 ⇒ (6, 4, 1, 2, 4, 4) = 216d6 ⇒ (6, 2, 5, 2, 1, 6) = 226d6 ⇒ (2, 3, 3, 3, 3, 4) = 186d6 ⇒ (2, 3, 5, 3, 6, 2) = 216d6 ⇒ (2, 3, 3, 4, 2, 2) = 16

Stats Set 3: 6d6 ⇒ (6, 2, 1, 6, 6, 1) = 226d6 ⇒ (1, 5, 5, 1, 5, 5) = 226d6 ⇒ (2, 6, 5, 6, 1, 2) = 226d6 ⇒ (5, 5, 4, 3, 3, 3) = 236d6 ⇒ (5, 3, 4, 3, 4, 3) = 226d6 ⇒ (4, 4, 5, 3, 6, 4) = 26


Set 1 - 11, 12, 14, 13, 14, 17

Set 2 - 10, 14, 17, 10, 14, 10

Set 3 - 18, 15, 17, 14, 13, 14

Yeah I think set 3 is a winner


you can do six sets if you want


Eh why not

Stat Set 4: 6d6 ⇒ (5, 1, 2, 2, 2, 2) = 146d6 ⇒ (1, 3, 1, 4, 6, 1) = 166d6 ⇒ (5, 3, 1, 5, 6, 6) = 266d6 ⇒ (3, 1, 6, 1, 5, 6) = 226d6 ⇒ (1, 5, 4, 1, 6, 3) = 206d6 ⇒ (6, 2, 4, 4, 5, 4) = 25

Stat Set 5: 6d6 ⇒ (6, 2, 6, 5, 1, 3) = 236d6 ⇒ (4, 5, 6, 5, 3, 6) = 296d6 ⇒ (2, 2, 1, 3, 3, 2) = 136d6 ⇒ (1, 4, 1, 2, 1, 1) = 106d6 ⇒ (1, 2, 6, 1, 1, 1) = 126d6 ⇒ (5, 5, 5, 1, 4, 5) = 25

Stat Set 6: 6d6 ⇒ (6, 1, 3, 6, 4, 3) = 236d6 ⇒ (4, 5, 5, 3, 4, 5) = 266d6 ⇒ (3, 6, 4, 1, 2, 5) = 216d6 ⇒ (1, 5, 3, 2, 2, 5) = 186d6 ⇒ (4, 3, 6, 1, 2, 5) = 216d6 ⇒ (3, 4, 1, 6, 6, 3) = 23


Sebecloki wrote:
TheL0reWriter wrote:
Sebecloki wrote:
TheL0reWriter wrote:
If this looks good so far, I've got an idea on the actual backstory for this character and it'd be good to get it looked at
Do you have it posted somewhere -- you can go ahead and post if you want; please also select an alias picture for yourself.

Alright so Bajragan Durol is an orc whose magical bloodline manifested itself early on with a pronounced spine and scales that spread out across his back. Blessed with magic and posessing a strong body and mind, he stood out amongst the other youths of his community. Some of the elders felt Baj could become a threat to the peaceful lifestyle they'd grown accustomed to and so his uncle brought him to a monastery where he could be trained to control the latent magic from his ancestry. He developed his abilities, learning theology, arcane theory, and how to apply his gifts most effectively.

Eventually, his desire to learn outgrew the curriculum the monks deemed appropriate to teach and he secretly began to seek out books from the library deemed forbidden by the order. His private studies led him on the course that would alter his life's journey irrevocably. He sought out the mysteries of the dragon gods and those who came before. The pantheons that ruled before the dragons, whatever gods might have come before them, and how these pantheons could be destabilized to bring about a new age. Upon getting caught, he published and shared his studies, thinking it important knowledge to share. The monks did not agree. Bajragan was instructed to repent and recant his claims but he refused. As punishment, he was named heretic and exiled from the order.

Though his ties to the monastery were mostly severed, he retained some friends there and has kept in contact with them, doing what he can to continue his inquiries abroad. He aims to understand how the pantheons arose and whether or not the current one could be replaced with benevolent deities, given the right method.

You...

Any context I should be aware of going in? Also, is there a summary of the town I can read over before I hop into the party? Additionally, I've reconsidered Baj's age and I'd say he's closer to mid 30s than a younger early 20s.


I am almost finished with my character. But I do have my backstory done. He is a topaz dragonborn blade pact alienist warlock.

Talos Drelik is a child of the Drelik Clan. It's a clan of dragonborn psions who worship an obscure dragon God. The clan rules over two small villages. One of them above ground and the other below. When a member of the clan is born they are not accepted into the clan until they do something beneficial for the whole of the clan. Talos and his little brother Revel were the only family members left not part of the clan. Talos didn't really care about being part of the clan but Revel did. So he was going to try and get him into the clan by any means necessary. So when he was meditating he felt this presence of incredible power and when he established a mental connection with it power flowed through him. However, afterwards he started having red crystal growths on his skin but he was too excited by this discovery to worry about it. And when he told Revel about this he recklessly connected with the entity and was consumed by the red crystal. Unable to move, talk, and trapped in a state between life and death Talos moved Revel to the courtyard with a notes about what happened and that he will not return until he finds a cure.


Umbral_Magmus wrote:

I am almost finished with my character. But I do have my backstory done. He is a topaz dragonborn blade pact alienist warlock.

Talos Drelik is a child of the Drelik Clan. It's a clan of dragonborn psions who worship an obscure dragon God. The clan rules over two small villages. One of them above ground and the other below. When a member of the clan is born they are not accepted into the clan until they do something beneficial for the whole of the clan. Talos and his little brother Revel were the only family members left not part of the clan. Talos didn't really care about being part of the clan but Revel did. So he was going to try and get him into the clan by any means necessary. So when he was meditating he felt this presence of incredible power and when he established a mental connection with it power flowed through him. However, afterwards he started having red crystal growths on his skin but he was too excited by this discovery to worry about it. And when he told Revel about this he recklessly connected with the entity and was consumed by the red crystal. Unable to move, talk, and trapped in a state between life and death Talos moved Revel to the courtyard with a notes about what happened and that he will not return until he finds a cure.

looks good, please go ahead and start posting when you're done; we really need to get this moving again if we're going to keep going with this game.


Sebecloki wrote:
Shasta Lux "Lucky" wrote:
I'd recommend opening up the discussion thread for posts. That is the place to posts with questions to the narrator and players, off topic comments and such.
done

Hi, i've got my character done and ready to go. I don't know how to chat though.


edis wrote:
Sebecloki wrote:
Shasta Lux "Lucky" wrote:
I'd recommend opening up the discussion thread for posts. That is the place to posts with questions to the narrator and players, off topic comments and such.
done
Hi, i've got my character done and ready to go. I don't know how to chat though.

By 'chat' do you mean 'post?'.


If you are new to Paizo message boards for play-by-post, once you have a character alias, you should click on the tab at the top of this page that says Gameplay. Post something in that thread. It doesn't have to be roleplaying, just something that registers your alias as a member of the campaign. Some people refer to this as "dotting" into the campaign, because people sometimes would just post a period.

Once the post is showing in the gameplay thread, you can delete the "dotting in" post (as long as you do it within one hour). There is a delete option above the post, between "list" and "edit". That will require you to confirm the delete by clicking the delete button at the bottom left of the page. You should then post in the discussion thread if you have questions of the narrator or other players or just to introduce yourself.

When you want to check the boards, make a shortcut to the page that loads when you click My Account, then My Profile, and then (after the profile page loads), click on Campaigns. That will list all campaigns in which you've posted in the gameplay thread and the number of new posts that have been made since you last checked it in parentheses.

Also useful, if you use the Chrome browser, there is a Paizo extension that highlights the new post indications and allows you to substitute images of your choice for the avatars of your and other players' characters. That extension can be found here.

Your PC alias has a profile page where players traditionally put their character sheet information both so the player can have ready access to it and so the narrator and other players can see it when needed.

Post questions if there are other things you are not sure how to do.


In RP, I posted and I think someone is posting @ me, but unsure because of being new. Is there away we can tell for sure?

I don't want to bust someones scene by accident


Are you still looking for players?


Gnomezrule wrote:
Are you still looking for players?

If we can get this back in motion yes, right now it looks pretty grim -- if you can make a character in 3 days and get started posting, we may be able to push this back into gear, but we're getting close to the point of not being able to pick up the momentum again.


Dhizzi wrote:

In RP, I posted and I think someone is posting @ me, but unsure because of being new. Is there away we can tell for sure?

I don't want to bust someones scene by accident

Shasta is posting at you, seeing you come up the road. It should be clear by context, or people will reply to posts by hitting the reply button on a post they're replying to, which will then make their post automatically quote the last one.


Thats what I thought, but since I was interrupting a scene I wasn't sure. For me its about trying to be polite is all.

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