Clausyre

Edelsmirge's page

Organized Play Member. 377 posts (10,576 including aliases). No reviews. No lists. No wishlists. 30 Organized Play characters. 16 aliases.


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I am for the pf1 and interested


I would like to apply with a 9th level shaman looking at some buff debuff along with some arcane enlightenment for some wizard utility


Well gosh I sure did like those rolls but can do the point buy for sure lol


Sure, it is my desire to go with a knight so where ever you are world wise is the order I would be either in on wish to enter


str: 2d10 + 20 ⇒ (9, 9) + 20 = 38

Tough: 2d10 + 20 ⇒ (3, 9) + 20 = 32

init: 2d10 + 20 ⇒ (7, 2) + 20 = 29

agility: 2d10 + 20 ⇒ (5, 5) + 20 = 30

dex: 2d10 + 20 ⇒ (4, 9) + 20 = 33

int: 2d10 + 20 ⇒ (1, 10) + 20 = 31

will: 2d10 + 20 ⇒ (6, 7) + 20 = 33

fellow: 2d10 + 20 ⇒ (5, 10) + 20 = 35

three random talents: 3d100 ⇒ (91, 89, 75) = 255 super numerate, sixth sense

random talent reroll: 1d100 ⇒ 9 Animal Affinity

Animal care, Charm, cool, evaluate, gossip, haggle, leadership, evaluate, melee (basic), ranged (bow)

Yeah, I might have to spend a bit of XP to get to something in warrior.

Reroll class and career twice:
c/c: 2d100 ⇒ (53, 82) = 135

Looks like we will lose it all and pick a warrior class and career


Race:
race: 1d100 ⇒ 10 human +20 xp

class: 1d100 ⇒ 87 thief +100 xp

ws: 2d10 + 20 ⇒ (8, 7) + 20 = 35
bs: 2d10 + 20 ⇒ (8, 9) + 20 = 37


I am the one who will fight for your honor, I'll be the one that you're dreaming of...

Ok enough of that. I will do the 4e dance again and random the character creation from the start for the bonus XP all the way!


Actually take adopted to get half orc ferocity for a trait and go with this skald build

Feats
--------------------
1 ferocious Action
A racial heritage tengu
2
3 skalds vigor
6 rage power guarded life
7 Natural Spell
A rogue talent combat trick mad magic
9
10 rage power
11 greater skalds vigor

This allows a red tongue and totemic skald build which does it all

Also if you lose a player again GM Spaz let me know I would love to join you here too


For merits and flaws mortal wise I plan to take a few and leave a few open for the embrace to help me slide into damnation sort of thing.


I have done Nosferatu, gangrel and Ventrue my last three so Lasombra is good


Ah I missed that. It's no problem I can step back and just make it that it was military/mob stuff

Pick up a younger sister and a girlfriend

And pick up the guy who burned him and sold him down the river forcing him to work for the wrong guys as a merc


I would be looking at a ghoul who got left behind by the cam when things got ugly because they couldn't extract him. Somebody who spent some time doing the messy hard work on distant shores and then came home and did it here too and got caught so deniable plausibility and got stuck working for a jerk who had a vampire up the chain and basically vanished into the night doing the same dark things for a different gang called the kindred who got him back in to his black box operation to help keep the Masquerade, so they couldn't get him out of risk being exposed. So it's easy to get me because I need kindred blood to keep my edge. I also have a former person in the cam who I don't like much (enemy 2 or 3) and a hankering for vengeance.
I might go a ghoul dot in fort.


Excuse me no animal companion brain mix up. I would use the little pouncing dino with the mauler archetype. I would also keep the main aasimir for Wis and Cha. For reasons I would need to take the human trait for enlarge person to work on me, eh?


My idea is to go battle spirit shaman with hampering hex at first level for debuff and combat reflexes and enlarge person for some combat effectiveness and a beefy combat familiar spirit animal with an idea of improved familiar to get to axe beak goodness.

Most likely going with aasimir and looking for GM blessing to go with a racial type because I need MAD help to get to wandering spirit of lore at 4th level and the feat at 7 retrained at 8 to allow life spirit 10 minutes a day which along with spells should help out with major healing buff and debuff build with young reformer as my trait since I will be having a 14 int for the build and going with know local


Ok here I am and am constructing my vampire


I have had a Malkavian on the mind who uses dominate to move from body to body like the TV show Sliders/Quantum Leap always trying to find his body of which he forgets due to his mental illness and waking up the next night in a new body.

I could also do it with a Lasombra as well and go with him sleeping with true faith in a church and amnesia with the same above idea.

I like either and both are interesting in their own ways.


Room for six? If so let me know. Love the game bunches and been playing and running for years. Been in Storytellers game for five years and doing my own game for a year on the boards here, and looking for a game to play in now since Story went on hold.


Can you explain the free archetype rule a bit to me?


hp: 1d8 ⇒ 5
hp: 1d8 ⇒ 2
hp: 1d8 ⇒ 6
hp: 1d8 ⇒ 5
hp: 1d8 ⇒ 7
hp: 1d8 ⇒ 3


Nevermind I have it, I am going to go with a Drow Ninja from legendary games. I like the whole clan idea. Just makes sense.


Two questions: Have you gotten the Drow application as of yet?

Which class is best to VMC from these to get something to flank with me ie a familiar or companion?


Hey crew is there a particular type of character that you might all be missing?


All right sign me up interested open to what I play depending on group


I will need to purchase WOTW to run it. I have tried to play it several times a d had it fall through. Let me know when we have the players and I will start reading and considering how I would run it with monsters.


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Hey Monkey! I want to finish a AP as well and I don't care which one. I don't care if we insert a second idea into the AP.

I have been gaming since the white books came out pre 1st ed and being a GM in every edition since.

I don't know 3rd party at all.

I am willing to GM and also play but I want players who will finish because it's so rare.

Way if the wicked with monsters would be cool. Either way I will do this!


11th level cleric of Horus with subdomain Animal and subdomain Day(Sun).

build:

Human LN
1. Improved channel (+2 DC)
A. Selective channel
3. Improved init (+4 init)
5. Boon Companion
7. Quick Channel
9. Channelling Variance (rulership)
11. Channelling Variance (rulership)

Traits
1. Sacred Conduit (+1 DC)
2. Reactionary (+2 init)

Str 10 Dex 10 Con 14 Int 10 Wis 16 Cha 18
Lv 4 +1 Wis
Lv 8 +1 Wis

Skills:
1. Perception 11 3 0 14
2. Diplomacy 11 4 3 18

Background:
Profession soldier 11 3 3 17
Ride 11 0 3 14

Appearance: Morgrym is an older man with bleached white blond hair and a well tanned face who has an easy going smile who despite his older age is healthy and good looking.

Background: Morgrym was born in the far deserts of Osiriani with a calling to Horus from birth and a desire to travel. Along with his trusty side kick he picked up along the way he has gone ever following the call for those in need of help and for lands in need of just rule. Morgrym rarely finds himself in arguments and often when he does simply talks his way out of them. When this does not work he calls upon Horus to strike down his enemies with the vision of the Falcon. Morgrym's sense of adventure brought him to join several countries armies where he took up the life of a professional combat healer and gained his devil may care attitude as far as where he goes. This has brought him to seek coin and travel and to enjoy a good coffee or drink as well as the fine companionship of good friends and fine women.

trusty friend:

Morgrym's trusty friend is a large Falcon that grows in the Brazen Peaks and whom Morgrym has had since a youngling.

Vulture, Giant
STARTING STATISTICS

Size Medium; AC +2 natural armor; Speed 10 ft., fly 50 ft. (average); Attack bite (1d8); Ability Scores Str 12, Dex 15, Con 14, Int 2, Wis 15, Cha 7; Special Qualities low-light vision, +4 on saves vs. disease.

7TH-LEVEL ADVANCEMENT

Size Large; AC +2 natural armor; Attack bite (2d6); Ability Scores Str +8, Dex –2, Con +4.


You know what I am going to go for a caster. It's going to be wizard. That is all. Nobody is doing it and plenty of people are going skill slots


Ah right sorry I was looking at the wrong level. Would you go for Sylvan wildblood line for animal companion, and I suppose I could go pretending to be from China


I am thinking of a Japanese ninja vmc sorcerer arcane with a familiar boon companioned using retrained 1st level feat and improved familiar at 3rd for an elemental.

Can this be done?


From level 3 how far is the campaign going to?


What level is this going to so I can plan character?


Awesome sauce! What do we have in the group?


If you have any further drops put me in as an alternate please and thank you


Please bot me for the next week due to a death in the family.


It depends on what everyone else is doing and what group needs are overall but I am definitely looking at House Thuranni and house of shadows with an illusionist sorcerer bluff build if we need arcane back up or a cleric evangelist with a rulership background and doing hard daze channel build human on that one and the splinter house that broke off Thuranni since they have a small amount of non elves.


Hey EltonJ,

I would like to try this out if you still have some room. I will look into a couple ideas real quick and get something to you later today.


Yeahh my biggest problem was timing as this last weekend was my birthday and I went to Vegas so I just got back jet lagged and all today when you started.


If you have attrition and would allow another roll I will step in. Please let me know


I just couldn't get those rolls to work for me but thanks.


str: 2d6 + 6 ⇒ (5, 2) + 6 = 13
Dex: 2d6 + 6 ⇒ (1, 5) + 6 = 12
con: 2d6 + 6 ⇒ (2, 3) + 6 = 11
int: 2d6 + 6 ⇒ (3, 4) + 6 = 13
Wis: 2d6 + 6 ⇒ (2, 3) + 6 = 11
Cha: 2d6 + 6 ⇒ (3, 4) + 6 = 13

Wow that is tough to do something with


background:
Jim was born and grew up on a farm hunting and fishing with his grandpa Kelly and otherwise too busy fixing small engines, doing schoolwork, feeding all manner of farm animals and passing out to get into trouble. Jim moved from the farm to the city at the age of twelve after Grandma died but the farm stayed in the family and the land was rented out to pay the taxes.
When Jim got to the city he took an IQ test in 7th grade and skipped a grade for high IQ. In addition, Jim took college AP classes and then in junior year got into the post secondary options program and skipped another grade and attended college in his senior year of high school. At 19 he graduated college and his grandpa Kelly died so he decided to follow his Grandpa's life as well as his father and join the military.
After a full career as a scout, a trainer, an Amory tech, a sniper,and four years worth of combat Jim came home to spend his life in quiet. His lovely wife who he met at the age of fifteen got tires of h at home so Jim went back to school and became a teacher in college teaching English literature. That teacher no one wants to get... Jim inherited the farm after two of his make cousins failed to pay in it and moved back up there to hunt a d fish on the land he grew up on.
One day while out hunting Jim collapsed in the woods with his hunting rifle, his hunting vest, his side arm, a good pair of Redwing Boots, some cigarettes, a good butane lighter, a compass, his hunting knife, a two quart canteen with water, a hip flask full of really good aged Jack Daniels Black, and a good hunting axe and knife which hung from his belt loop.


Hey GM Wolf sorry for the delay this is Niversal coming from beyond.

stat: 3d6 ⇒ (5, 3, 4) = 12
stat: 3d6 ⇒ (1, 5, 6) = 12
stat: 3d6 ⇒ (2, 3, 5) = 10
stat: 3d6 ⇒ (4, 1, 5) = 10
stat: 3d6 ⇒ (5, 4, 6) = 15
stat: 3d6 ⇒ (1, 4, 1) = 6
stat: 3d6 ⇒ (4, 1, 6) = 11


Still sell the rest of the stuff we need to to buy expendables etc


I am into this for sure. I will start working on something!


Skull and shackles first lost a game on that and never really got to play


My character will be seeking his next pit match to make some coin and a name for himself. He decided to hire on with the coach to help provide protection and pay his way to his next stop so short term goal is to protect the coach and it's inhabitants and arrive to his next match.


we could use a priest for all those healing needs. Also I have 70 xp. it says raising it 0-5 costs 25 xp for a characteristic? Is that per point?


I am going to go with Pitfighter

eye color 2d10 ⇒ (4, 10) = 14 pale blue eyes

hair color 2d10 ⇒ (10, 4) = 14 dark brown hair

height 2d10 ⇒ (4, 8) = 12 5'9"

age 1d10 ⇒ 9 19 yrs old

career Brass 4 8d10 ⇒ (3, 10, 7, 1, 7, 10, 7, 8) = 53

I also missed one more 2d10 stat roll somehow:

2d10 ⇒ (10, 5) = 15


Three random 1: 1d100 ⇒ 81 2: 1d100 ⇒ 84 3: 1d100 ⇒ 25


I actually don't have the 4e book for the careers as the last time I was kicking dice for this game was 2e.

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