Grushdeva du kalt misht
Dropping out of character for a moment, I hate the replies that are made to five different people simultaneously, It makes the situation much less natural/realistic because either you stopped to talk to five people at once, or you just spouted a paragraph of schizophrenic conversation without waiting for replies. (personal preference, but there it is.)
GM Farrier wrote:
I drank like a dwarf... it was splendid
Quote: If you had to list a class (yes it can change) what is your starting class and race for your character? Dwarf Paladin Quote: Do you plan on multi-classing? Prestige classes? Probably not, but I'll have a long time to think on it Quote: What're you drinking for New Years? And what's your character drinking? A lot, hopefully. and swamp water
mittean wrote: Alright guys, another couple of questions for your characters. :) Again, spoiler if you want to, and if you've already answered, that's okay, reiterate it. mittean wrote: What does your character lie about? Their weight? That they passed a test for some organization, when the truth is they never took it? That they love their siblings, who are truly awful? Spoiler:
His past is his own and he will not speak the truth of it to anyone he does not trust, and when he does speak about it, he is vague mittean wrote: What is your defining strength? Your ability to forgive? Your hammer? Your intelligence? Your ability to talk your way into and out of everything? Spoiler:
His friendship is his strength, and he will walk to the ends of the earth to help a friend, and once he has made a friend, they are under his protection. It is difficult to lose his friendship, but not impossible. mittean wrote: What is your motto? "You cannot fix what you cannot face," "Work hard, stay humble," "If you want to go fast, go alone, if you want to go far, go together." Spoiler:
Strength is not how much you can lift, or how hard you can hit. Strength is who you can carry and where you can take them. mittean wrote: What is your most treasured posession? Your sisters last letter to you, a pocket portrait of your dead lover, your lucky set of dice. Spoiler: There is a gold and silver ring dangling from the top of his left ear, his ear had been pierced by his wife, and he will not take it out for anyone or anything.
GM Farrier wrote:
I would prefer to play as a dwarf in that case
Mylas Thorne wrote:
"Ye all know that bein a paladin has a bad connotation around the parts fer not lettin people have ther fun by doin all of the evil deeds that be so much fun, but ye know in yer heart that it be the right thing to do. Even Miss Thorne agrees." Tordir raises his goblet in an informal salute.
Since this is new, I'm highly interested in making a cleric. 4d6 - 2 ⇒ (2, 6, 2, 4) - 2 = 12 12
That five... Again
Hrmmmm I'll keep the first set I believe, That Five is a killer, Either I shall have a terribly clumsy Dwarf Cleric.
Str-12 (+1)
Or possibly a very weak and sickly Human rogue so I can participate in the prologue
mittean wrote:
Answers: The dwarf is not native to Breland, though he considers it his home. He thinks that the power balance between elected royalty and linear royalty is strange and that the way of the dwarves of his homeland are ruled are better, but he bows to the just laws of the land, and he accepts that by living in this place, its laws are his as well.
Shady_Motives wrote: Yeah I played a changeling in another game the DM wouldn't let me take the time to develop multiple personas in Sharn. What was even more annoying is that I was playing a changeling beguiler, a class that's all about illusions and tricking people. No surprise that group didn't last very long. it does take a lot of time from the rest of the group for a changeling to develop seven personalities...
Dreaming Warforged wrote:
Changeling characters suffer a lot of times from having many personalities I feel. I think that a better way to play one is with a very distinct personality, which kind of pushes through all of the disguises he/she puts on, and sometimes gets the character into trouble, it is a flaw of sorts, makes roleplaying enjoyable, and makes the changeling feel more real if that makes sense. I love when my character will fail at something because of their personality making them do things that are either really illogical or dangerous, because they just have to.
I don't quite know where the opening town would be, but if it's close to a marshy swamp area, that could be the closest town and I could get into the starting area that way, half-starved and coated in huge amounts of muck. or I could have heard some rumor about the guy I'm searching for or something. Very interested in who all will get in...
Jaster Kite wrote:
Please take neither of these comments as offensive since you asked for feedback from any player. Ami Blanc, is a fairly interesting character, and I like parts of the backstory, such as avoiding the hag mother and being a restless tinker. However I am always suuuuuper cautious any time someone has a changeling as a player character. I have never seen it turn out in an interesting way without it also being either forgotten about or flat out abused. Jesse Spectre. To be frank, is a combat avatar, or batman. Either way, loners are very boring to roleplay with. Sorry that the feedback was so negative, but I prefer to be honest when selecting or discussing other characters to roleplay with
His massive shield shrugs off the heavy, clawed blow. Pushing up against the force Tordir swings his short handled war pick into the giant green creatures' lower body. The squirt of gore splatters against the dwarven crafted metal of his armor and the thick, waxed and shaped hair that is his beard. He grimaces as the long arm of the creature he was fighting snakes a blow past his defenses and rends open his breastplate. Trudging through the hip deep mud and muck of the godforsaken swamp, his ruined armor in desperate need for repair, and his face put in a semi-permanent scowl from the betrayal of his 'friend' The paladin's trust had been betrayed, and his honor demanded he get retribution. War-Paladin: Honorable, Strong, Trustworthy, Seeking out an 'old friend' by the name of Ielsmir Frell, recently abandoned in a swamp for a magical trinket.
I'm making up a Bard, for party support, and interesting spell choice. Not a funny bard, I dislike comic relief bards, I want to play a creepy, sober, dark bard... Darkest Dungeon bard... Makes jokes that are blackest humor to raise spirits, not fart jokes. Does anyone have specifics on the Point Buy stats or levels of the characters so I can finish filling out the character sheet?
This looks very interesting, and I am interested in a heavy Roleplay type campaign. I'm making up a Bard, for party support, and interesting spell choice. Not a funny bard, I dislike comic relief bards, I want to play a creepy, sober, dark bard... Darkest Dungeon bard... Makes jokes that are blackest humor to raise spirits, not fart jokes. Does anyone have specifics on the stats or levels of the characters so I can finish filling out the character sheet?
Possible solution to problem. Make the character without the trait and grab a different one as substitute, Then Make the character /with/ the trait and proceed as normal. The GM when making his decision on the matter could inform you whether it is permissible or not and you already have both the 'yes' and the 'no' options already sorted out.
[EDIT] It appears that the feel and types of spells that I was looking for in this character is found within the Druid class. I want to change Ahlbay into a Druid with the Aquatic Archetype (Still able to fully function on land, but I get the spells and things of that nature that Cleric doesn't provide. Altered Stats: Level 1 Human Druid
HP: 10 BAB: 0, Fort+4, Ref+1, Will+5
Spells Per Day: 1st Level: 1(Class) 1(Bonus) 1(Domain) Skills: 5
Carry weight (70lbs) Medium Load Longspear (1d6)(x3)
Backpack
Ahlbay is the son of a local fisherman, and spent most of his childhood with his father. His mother stayed mostly within the town, running the small shop where she would sell the fishbone jewelry that she would make after a particularly fine specimen was caught. Ahlbay was naturally curious and inquisitive all throughout his childhood, straying deep into the forest and into the surrounding hills with little care, as he was generally inquisitive of every situation. Nearing his fourteenth year he and one of his friends were playing on the banks the river, and not paying attention as the day moved on and the tide rose, before his friend knew what was happening, he was drawn out to the middle of the river. Leaping into the river to rescue his friend his power quickened, Summoning forth a swell of water that lifted them both from the harsh chill of the late winter water. On that day his father told him of the tale that once upon a time his great-great-grandfather had bargained with one of the spirits of the river, gaining an extended life, though no-one knew what he had offered in exchange. Immediately after hearing of this and having close ties to the water already, he was apprenticed to Olmira Treesong, though he doesn't worship in the same manner she does, he too draws his power from nature, though in a different manner. He draws from the waves and the rivers, rather than the land and the forest. Submitting Ahlbay, a Druid of no particular god, with chosen domain of Ocean. (alternative domains of water from the advanced players guide)
Ahlbay Ustler Stats:
Level 1 Human Cleric
Alignment, Neutral Good Two traits. Couragous +2 vs Fear , Devotee of the Green (Knowledge: Nature/Geography+1) HP: 10 BAB: 0, Fort+4, Ref+1, Will+5
Skills:
Carry weight (75lbs) Medium Load Longspear (1d6)(x3)
Backpack
Ahlbay is the son of a local fisherman, and spent most of his childhood with his father. His mother stayed mostly within the town, running the small shop where she would sell the fishbone jewelry that she would make after a particularly fine specimen was caught. Ahlbay was naturally curious and inquisitive all throughout his childhood, straying deep into the forest and into the surrounding hills with little care, as he was generally inquisitive of every situation. Nearing his fourteenth year he and one of his friends were playing on the banks the river, and not paying attention as the day moved on and the tide rose, before his friend knew what was happening, he was drawn out to the middle of the river. Leaping into the river to rescue his friend his power quickened, Summoning forth a swell of water that lifted them both from the harsh chill of the late winter water. On that day his father told him of the tale that once upon a time his great-great-grandfather had bargained with one of the spirits of the river, gaining an extended life, though no-one knew what he had offered in exchange. Immediately after hearing of this and having close ties to the water already, he was apprenticed to Olmira Treesong, though he doesn't worship in the same manner she does, he too draws his power from nature, though in a different manner. He draws from the wave and the sky, rather than the land and the forest. Submitting Ahlbay, a cleric of no particular god, with chosen domains of Ocean and Storm. (alternative domains of water and weather from the advanced players guide)
Grushdeva du kalt misht
A circle of blight takes place at a single point, spreading slowly, plants withering in a matter of minutes as the area spreads to cover a ten foot circle. As the plants at the center warp and change from the healthy green and brown to a withered grey and white they begin to crumble into an ash-like dust. The fragile bits of what was once plant material drift to the dead earth as it begins to crack and to creak. The grasping skeletal fingers that burst forth, as the creature pulls itself from the shallow grave in which it had resided for so long. His hair has wilted into thin grey from its once luxurious black, his skin is pale and drawn, but his eyes are still the haunting, piercing blue you recall. Drawn back to this place of the living and their magic. The tales of life and spirit held within their breasts and minds. Upon his brow sits a black crown, spikes of onyx pointing toward the sky as he hauls his unliving body into the air once more. Coming to his feet in front of this place, his spine is straight and tall as he looks upon the place where he has spent so much of his time, and to which he has been drawn back. The lich's lips are dry and thin, as he speaks in a voice like that of an ancient library. "I have returned"
I am the Death_Keeper. I want to play a neutral cleric, who channels positive energy, and reanimates the dead... Does anyone have issue with a very very logical acolyte whom prays to the gods of life and death, and takes all debts unbelievably seriously? 4d6 ⇒ (2, 2, 5, 5) = 14 5,5,2 1d6 ⇒ 5 5,5,5 =15
Xathrid
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