Here is my submission. I think I got terminology, char creation rules, and math all correct, but I'd appreciate any feedback, especially if I have included mistakes. Bridger; paragon: Power Level: 5; Power Points Spent: 75/75 STR: 10/20 (+0/+5), DEX: 12 (+1), CON: 16 (+3), INT: 10 (+0), WIS: 14 (+2), CHA: 12 (+1) HP: 40 (capped) DR: 10 Fort: +3, Ref: +3, Will: +2 Skills
Feats
Combat
Powers
Equipment
Totals: Abilities 8 + Skills 11 (44 ranks) + Feats 13 + Powers 35 + Combat 6 + Saves 2 = 75
Currently thinking paragon/flyer of some kind. Not 100% together yet, but that seems to be where I'm headed. Rando, when designing our characters, should we include vehicles and/or headquarters? (or will we part of a team with a HQ?) Also, what are you looking for in submissions? General background and description, full character stats, etc.
GM Jiggy wrote:
So would there be separate churches that focus on different aspects of life, or encourage certain beliefs and aspirations in their followers? For example, a church dedicated to nature, life, and harvest would be popular in the rural areas, while one that reveres wealth, power, and intrigue would be more likely found in large cities? Is that kind of the direction you're thinking?
GM J,
Currently thinking about a questing cleric who goes on adventures as a service to his church (and to gain fame in order to advance in the hierarchy). ----- Character Stuff Rolls: 4d6 ⇒ (1, 4, 2, 3) = 10 = 9
4d6 ⇒ (3, 2, 2, 6) = 13 = 11 4d6 ⇒ (4, 6, 6, 2) = 18 = 16 4d6 ⇒ (3, 3, 6, 3) = 15 = 12 4d6 ⇒ (3, 2, 2, 5) = 12 = 10 4d6 ⇒ (6, 5, 6, 3) = 20 = 17
Zavier Vitoly wrote: Wow, thanks for the offer from two GMs. Hope you don't mind if I ask a few simple questions. Do not mind at all... but if I was your GM, I would mind. >:) Quote: What would you say your GM styles are? When running tabletop games, I usually tell people that what they say and do means as much, if not more, to me than their dice rolls. For example, you may roll a '20' on your Diplomacy check, but I also need to hear something reasonable to go along with it. "I rolled a 20! What does the guard tell me?!" doesn't work in my games. With PbP, I also encourage players to post their intentions as well as their action. For example, a player may post "I want to look in the bird's nest, so I try to climb the tree." That is so much more helpful than the simpler (and far more common) "I climb the tree." I've found it leads to better, more descriptive games, as well as more involvement from players. (Combats tend to run faster too!) Speaking of combat, we'll probably use Combat Zones for most of the fights. I've found Zones to be a good compromise between using grids/minis, and theater of the mind. Quote: How fast do you think you'd want to run the game and what would your posting expectations be for us? I would hope at least one post every 48 hours. That gives people two days to find time to post. I will usually post game updates in the evening EST. I may be able to squeeze in a post or two during work, but only for answering questions, discussion topics, etc. Quote: Based on your experiences do you think it's realistic to be able to finish an AP over PBP? If so, how can the player and GM work together to achieve that objective? Based on my own personal experience, and what I've seen here and on other PbP sites, finishing an AP is almost impossible. Sure, it can be done, but it takes lots of dedication. We would have to work together to keep up the momentum and interest in the game. To that end, if I end up running the game, I plan to go through the AP and remove encounters and events that don't contribute to the main story arc. For example, do the players really need to fight another room of giants who are identical to the ones they just defeated? No special treasure, no plot advancement, no cool tactics or terrain features. Just some mooks hanging out waiting to fight the PCs. No, they're only there to burn resources and give the PCs a few more XP. That's not what PbP games need. Pointless encounters that don't contribute to the story is precisely what PbP games don't need. So that's the kind of encounter grind that I'll be looking to remove. All the big set pieces, major NPCs, cool encounters - those will still be there. But the PCs may only kill 435 giants instead of the AP-recommended 498. ;) Let me know if you have any other questions.
My Dwarf Fighter/Barbarian: Spoiler:
----- Floren Tordeksson Dwarf (Mtn) Fighter/Barbarian, Master Craftsman S: 16 (+3) D: 14 (+2) C: 16 (+3) I: 08 (-1) W: 12 (+1) C: 13 (+1) HP: 13+7=20
Spd: 25'
Racial Abilities: Darkvision, Dwarven Resilience, Dwarven Combat Training, Tool Proficiency (mason's tools), Stonecutting, Dwarven Armor Training
Fighter Abilities: Fighting Style - Great Weapon Fighting, Second Wind Barbarian Abilities: Rage, Unarmored Defense Rage: 2/day Maul melee +5 to hit, damage 2d6+3
Not much is known about Floren's history. He joined the Black Boots at a small town near Zobeck, and has never looked back. Floren disdains armor, choosing instead to enter combat without any armor at all. His arms, chest, and back are scarred from the many battles he's seen. Floren is heavily muscled, and stands close to 4 feet tall. He covers his skin in a dusty powder immediately after his morning training regimen. Powder gets into his black hair and beard, turning them into a streaky gray mess. He then dabs red and yellow paint across his forehead, around his eyes, and down his cheeks, creating an eerie visual for those who are unaccustomed to his face. Floren claims the powder helps heal his skin, while the decoration on his fact is simply war paint. He insists that just because he puts it on every day doesn't mean he's looking for a fight. Dwarves just likes to be prepared.
I may change his name before I create an alias. I'm also good with the mercenary company idea, and I think Black Boots is great name for it. Thanks for the suggestions!
Greetings, a bit late to the party, but hope my submission beats the deadline. Thanks for considering him. Kystylx “Pet” S’llecuin
(Using Abyssal bloodline from UA: That Old Black Magic) Spoiler: Pet was raised in a large city near a green ocean. His given name was Kystylx S’llucuin, and he was third son of a Count. Not a grand lord like the Dukes who lived near the Iron Citadel, but still noble, still privileged. He had dreams of joining one of the magical Academies, or learning the arts of cuirgery in the House of Weaving. None of those would come to pass. His world was shattered when his father, deep in debt to another noble family, sold the seven oldest children to settle the account. After all, Kystylx had thirty-six siblings, his father could afford to spare a few. And it wasn’t like his father planned on allowing any of them to live long enough to succeed him anyway. Kystylx found himself working to exhaustion in the Soul Mines of Greyhaven. Several of the overseers took special delight in tormenting him, calling him “Pet” and forcing him to eat out of a dish on the ground. Kystylx fought back at first, did not listen to their instructions, and refused to eat. But that only resulted in beatings and starvation. The pampered noble broke quickly. Several years passed this way. Pet suffered many injuries, the worst of which caused the loss of three fingers and most of the feeling in his right hand. One day, something strange occurred. The miners were brought out of the deep shafts and told to sit in a large open area. Several men wearing blood red robes stood stoically beside the overseers. After the miners were seated, one of the robed men stepped forward to speak, “Faithful workers of Greyhaven, war has come upon us. Who here will volunteer to do their duty and serve our Lord?” None of the miners stirred – all knew what the invitation meant. Working the mines was hellish, but these priests were talking about a war in Hell itself. Suddenly, with energy he didn’t know he still possessed, Krystylx’s arm shot upward. He swayed slightly, pushing his hand as high as he could. The red robed man noticed and quickly approached. He lowered Krystylx’s hand and kneeled down, “You wish to leave this place? You wish to serve our Lord?” Krystylx nodded slowly, then croaked, “Yes.” The priest smiled, “Excellent.” He stood up and gestured for his brethren to gather Krystylx. Looking around, the priest shouted, “Rejoice, rejoice, for another soul has been saved. All praise Lord Nessus, the High Lord of the Nine!” The training was brutal, and many of his fellow students died during testing. Of the thirty-three who started with him, only six survived training. An auspicious number, according to the High Priest. Six years after leaving the mines, Krystylx found himself standing in the center of a massive ritual chamber surrounded by red-robed priests. He and his peers waited patiently for the sign, then as one, raised their ceremonial knives to their arms, and sanctified their oaths of loyalty and service with their own blood.
All,
My earlier message was somewhat presumptuous as we were forced back to the hospital that very night. Fast forward a bit, and I'm now returning to work after several months of leave. Luckily, we finally got the news we wanted to hear, so life is returning to "normal" for us. At any rate, I wanted to thank everyone for playing, and wish everyone the best in their future gaming. I know I've been a bad DM for the past few months, but I hope that people had some fun in the times prior. I'm going to be taking an extended break from the hobby to spend as much time as possible with family for foreseeable future. Maybe I'll get back in down the road, but for now, I really want to spend some time decompressing and just enjoying time with my wife and son for a bit. :) Finally, I'll be making the game inactive to get it off everyone's lists. Talk to you later,
All,
My earlier message was somewhat presumptuous as we were forced back to the hospital that very night. Fast forward a bit, and I'm now returning to work after several months of leave. Luckily, we finally got the news we wanted to hear, so life is returning to "normal" for us. At any rate, I wanted to thank everyone for playing, and wish everyone the best in their future gaming. I know I've been a bad DM for the past few months, but I hope that people had some fun in the times prior. I'm going to be taking an extended break from the hobby to spend as much time as possible with family for foreseeable future. Maybe I'll get back in down the road, but for now, I really want to spend some time decompressing and just enjoying time with my wife and son for a bit. :) Finally, I'll be making the game inactive to get it off everyone's lists. Talk to you later,
All,
My earlier message was somewhat presumptuous as we were forced back to the hospital that very night. Fast forward a bit, and I'm now returning to work after several months of leave. Luckily, we finally got the news we wanted to hear, so life is returning to "normal" for us. At any rate, I wanted to thank everyone for playing, and wish everyone the best in their future gaming. I know I've been a bad DM for the past few months, but I hope that people had some fun in the times prior. I'm going to be taking an extended break from the hobby to spend as much time as possible with family for foreseeable future. Maybe I'll get back in down the road, but for now, I really want to spend some time decompressing and just enjoying time with my wife and son for a bit. :) Finally, I'll be making the game inactive to get it off everyone's lists. Talk to you later,
So I'm sitting on my couch, typing on my wife's laptop, running financial modeling software on my personal laptop and my work laptop in preparation for a huge meeting this week at work. I've been doing this since I got home from work... where I was running other financial models all day. I have to admit... sometimes, very rarely, for brief moments, I think it would be so much better for my job title to be "Beach Bum" with all of the duties and responsibilities that come along with that. I can tell it's summer because I want to be on a beach, drinking adult beverages, trying to talk myself out of buying a sailboat. :)
I would like to submit Worryn, a CG human rouge (scout archetype) originally from Touvette (another River Kingdom). Below is a short summary of his background. ----- Worryn served as a scout in the Touvette army until he witnessed the truth of General Voran’s tyranny firsthand as a village he discovered was razed to the ground and every inhabitant put to the sword. This deeply affected him, and Worryn finally stopped believing the lies and platitudes he had heard his entire life – the military was not interested in protecting the people of Touvette, they were only interested in holding on and consolidating their power, even if it meant murdering innocent civilians. Even worse, as a soldier, Worryn was part of the very structure that inflicted so much pain and terror upon the populace. On what would be his final mission, Worryn risked his life and killed two soldiers who were preparing to murder a young girl. He hid their bodies, took the girl, then fled north with his mother and sister into the River Kingdoms. Finally settling in Restov, Worryn has had many sleepless nights about the hurt that he caused so many people, but he is slowly coming to terms with the fact that he will never truly forgive himself. But Worryn also knows that his life is not over, and his skills still have value. He is not interested in revenge, or making a name for himself, but for fighting in support of those who find themselves the innocent victims of violence and oppression.
WS: 2d10 + 30 ⇒ (9, 2) + 30 = 41
Reroll: FE: 2d10 + 30 ⇒ (8, 9) + 30 = 47 ----- Marines Errant Apothecary Character Details (draft): Weapon Skill: 41
Ballistic Skill: 45 Strength: 43 Toughness: 38 Agility: 41 Intelligence: 44 Perception: 44 Willpower: 41 Fellowship: 47 Move: 4/8/12/24 Past: 1d5 ⇒ 3 = Crusader
Fate: 1d10 ⇒ 6 = 3 points
Power Armor History: 1d10 ⇒ 7 (shift -1) = Thy strength be legend
My submission is Aerent, an Antipaladin of the infernal duke Furcas, Knight of Laurels. Character details and a brief background are below. Character Details:
Aerent Sephim Male Human (Chelaxian) Antipaladin 1 LE Medium Humanoid (human) Init +3; Senses Perception +3 -------------------- Defense -------------------- AC 13, touch 13, flat-footed 10 (+3 Dex) hp 11 (1d10+1) Fort +3, Ref +3, Will +1 -------------------- Offense -------------------- Speed 30 ft. Special Attacks smite good (1/day) Spell-Like Abilities Detect Good (At will) Antipaladin Spells Prepared (CL 0): -------------------- Statistics -------------------- Str 18, Dex 17, Con 12, Int 8, Wis 9, Cha 18 Base Atk +1; CMB +5; CMD 18 Feats Cosmopolitan (Perception, Diplomacy), Power Attack -1/+2 Traits Child of the Temple (Knowledge [nobility]); Heresy Skills Bluff +8, Diplomacy +8, Knowledge (religion) +4, Perception +3, Sense Motive +3 Languages Common, Elven, Infernal SQ aura of evil Other Gear -------------------- Special Abilities -------------------- Aura of Evil (Ex) The antipaladin has an Aura of Evil with power equal to her class level. Detect Good (At will) (Sp) You can use Detect Good at will (as the spell). Power Attack -1/+2 You can subtract from your attack roll to add to your damage. Smite Good (1/day) (Su) +4 to hit, +1 to damage, +4 deflection bonus to AC when used. Heresy (Trait) +1 bonus on all saving throws against divine spells Aerent Brief Background:
Aerent was born into a dispossessed family that had been driven into exile following the revolution that swept through Andoran. His family were dedicated followers of Asmodeus, but after fleeing into the wild forests, they began to venerate Furcas, infernal duke of duty and herbalism. Through their sacrifices (many of their servants that followed the family into hiding), Furcas blessed them and protected them from the witch hunters who sought them.
Many years passed, and Aerent was born. From birth, he was conditioned to venerate Furcas and his domains. The training was brutal, but Aerent excelled in every test. The infernal priests in the family declared him to be a holy warrior of Laurels, able to stand face-to-face with the enemies of their church and defeat them. Everyone was ecstatic - the family's fortunes had finally turned, and they had finally found a leader who could provide the means by which they could reclaim their rightful place in Andoran! A massive celebration was planned in which Aerent would receive a ritual tattoo of a blood red laurel across his brow. Unfortunately, Furcas knew too well the weakness that had infested the older members of the Sephim line. The family was betrayed and the witch hunters gathered to assault their forest stronghold. The priests tending to Aerent were interrupted before they finished their work, leaving Aerent with only a portion of the laurel tattoo completed. While the witch hunters quickly subdued the priests, they approached Aerent unsure if he was a willing participant or an innocent victim. Taking advantage of their confusion, Aerent quickly grabbed a sword and took the battle to them, screaming praises to Furcas, and decrying Sarenrae as a "Weakling whore diety of sub-human scum". He managed to injure several of his attackers before being overcome by sheer numbers. He awoke to learn that he was being transported to Branderscar Prison on charges of Heresy, along with a host of other crimes. Though distraught at the circumstances, a strange calm came over him and he clearly heard a deep voice, as if from a great distance, "Patience, my son. Patience." Please let me know if you have any questions.
Thanks for offering to DM, posting for interest. Would you accept an anti-paladin with a Lawful Evil alignment? Not sure that's the character I would submit, but I'm considering it if allowed. Also, how often do you expect to be able to post updates, and what kind of schedule do you expect from the players? Stats:
Here is my submission for Argen Bjeonskin. Background:
The man now known as Argen Bjeornskin was once known by another name…
He was born Ivar Hrolfsson, the second child of a renown warrior. Ivar excelled at everything he attempted – mainly learning how to fight. But it was not without effort; Ivar would spend hours of his own time practicing his lessons, always striving for a perfect swing, or faster movement. He defeated many of the other children during his youth, even those who were a few years older. Ivar was confident with the dagger, sword, axe, and bow. As he grew, those of his age began to look to him for guidance and leadership. Ivar fought with his clan, and eventually assumed a position of authority. His successes, mainly against the mighty warriors of the Wolf Kingdom, won him fame and wealth. He won his wife’s hand, and married a noble princess of a rival clan, bringing the two disparate families together. Several years passed and the Gods blessed him with twin sons, a rarity in the Northlands, and yet another sign of his growing legacy. Unfortunately, the greatness and storied success of Ivar’s early years was not to be the full account of his life. While Ivar was away from his home leading his troops in battle, a powerful werewolf and his pack descended upon his home. The werewolf had heard of Ivar’s life and power, and wished to destroy the man and everything he had gained. Sadly, the werewolf and his pack only found Ivar’s wife and sons when they broke into his house. Ivar returned home to find the heads of his wife and sons in the middle of the floor. The mourning period lasted three weeks, and Ivar disappeared the next morning. Though none blamed him for the murders, he was convinced that he was somehow to blame for the death of his family, and Ivar fell into a horrible depression. He refused all visitors and took his leave from the warrior fellowship of his clan. After days of contemplation, Ivar realized that though the Gods granted him certain gifts, he had squandered them, lusting after material wealth, or the adulation of his comrades. Though he had won many victories, none were decisive enough to create peace in the lands – his battles only led to more death and destruction. Ivar had not used his abilities to protect his family or strengthen his clan, and as a result, his life was over. He contemplated suicide for a short time, before deciding that too would be avoiding the Gods’ will. Under the cover of night, Ivar Hrolfsson left his home and never looked back. He paid for passage out of Bjeornheim, and took the name of Argen Bjeornskin. He made his way to a small monastery and joined as an initiate. Years passed since Argen joined the monastic order before the abbot informed him that it was time to venture back out into the world in an effort to gain wisdom outside the walls of the monastery. Despite his reluctance, Argen agreed and ventured south, heading toward the city of Zobeck. Character Details: Argen Bjeornskin
Human Monk (Monk of the Empty Hand) 1 LN Medium Humanoid (human) Init +5; Senses Perception +6 -------------------- Defense -------------------- AC 16, touch 16, flat-footed 12 (+3 Dex, +1 dodge) hp 10 (1d8+1) Fort +3, Ref +5, Will +4 -------------------- Offense -------------------- Speed 30 ft. Melee Unarmed strike +2 (1d6+2/x2) Ranged Shuriken +3 (1d2+2/x2) Special Attacks flurry of blows -1/-1 -------------------- Statistics -------------------- Str 15, Dex 16, Con 12, Int 12, Wis 15, Cha 11 Base Atk +0; CMB +2; CMD 18 Feats Catch Off-Guard, Crane Style, Dodge, Improved Unarmed Strike, Stunning Fist (1/day) (DC 12) Traits Poverty-Stricken, Reactionary Skills Climb +6, Escape Artist +7, Perception +6, Sense Motive +6, Stealth +7, Survival +3, Swim +6 Languages Common, Dwarven SQ stunning fist (stun), unarmed strike (1d6) Other Gear Shuriken (5), sack, bedroll, lantern, oil x5, rations x5, candle x5, flint and steel, waterskin x2, 25 gp -------------------- Special Abilities -------------------- Catch Off-Guard Proficient with improvised melee weapons. Unarmed foe is flat-footed against your improvised weapons. Crane Style Penalty when fighting defensively reduced to -2 and dodge bonus increases by 1. Flurry of Blows -1/-1 (Ex) Make Flurry of Blows attack as a full rd action. Improved Unarmed Strike Unarmed strikes don't cause attacks of opportunity, and can be lethal. Stunning Fist (1/day) (DC 12) You can stun an opponent with an unarmed attack. Stunning Fist (Stun) (Ex) At 1st level, the monk gains Stunning Fist as a bonus feat, even if he does not meet the prerequisites. At 4th level, and every 4 levels thereafter, the monk gains the ability to apply a new condition to the target of his Stunning Fist. This conditio Unarmed Strike (1d6) The Monk does lethal damage with his unarmed strikes.
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