Here is the stats for my fighter. Kurth Dalton
Spoiler: Male Human Fighter (two hander) 1 CN Medium Humanoid Init +2; Senses Perception +0 -------------------- DEFENSE -------------------- AC 17, touch 12, flat-footed 15 (studded leather) HP: 13 (1d10+2+1) Fort +4, Ref +2, Will +0 -------------------- OFFENSE -------------------- Spd: 30 ft. Melee: Switch knife +5 1d4+4 Earth breaker +6 1d10+6 Ranged:
If there is still room i'm interesting in playing. I have a bard character in mind. He is an Indiana Jones-like tomb raider, fleeing from a mummy's curse. background
Spoiler: As a teenager Calib was sent to military academy to study. He quickly started favoring the whip, and with his quick wits he was able to out smart and distract most of his classmates. He discovered that using ridicule he could shake his opponent to the bones, making their strikes weaker, and with a little practice he was even able to shake several opponents at a time. As he started developing his skills he discovered he was able to draw magic out of his words.
Despite his succes at the academy, fighting was never his real interest. What he really wanted to do was to adventure and delve into the secret and forgotten lore of Osirion.
One day when he was browsing the Malhitu Bazaar he found an old allmost crumbled piece of parchament wich he bargained down to a favorable price. Studying the writings he quickly discovered that they were directions to a hidden tomb. Using his last gold he raised an expedition to the tomb. Here they were met by the tombs guardian; an ancient mummy. It was a tough fight but in the end they prevailed and was able to loot the tomb, gaining a massive profit. Several weeks later members of the expedition started to hallucinate and get paranoia. One by one they were driven to suicide by their madness. But death didn't give them any respite. Three days after their deaths they would rise again as zombies and seek out any living member of the expedition. Calib is not affected by the curse yet, and he has devoted his time to find a way to stop it. All his research indicates that the solution is burrowed somewhere in the dessert. Afraid that the curse will get him before he can stop it, he has started to collect luck charms, and spends huge sums to buy them. This is not something he openly admits, but several strange amulets adorn his vest.
GM Chris Mortika wrote: (Might I presume that this is the kind of thing that Nadeq joins in on?) In the future; yes you may. As soon as Nadeq understand the lock mechanism and the nature of the building he starts smiling, and he gets a gleam in his eyes he gets everytime he is presented with an obstacle like this.. or when he realize he might soon get an opportunity to loot some tomb.He takes a step back to survey the whole thing, rubbing his chin.
He follow the monks initiative and start climbing the building as silent as possible. climb 1d20 + 9 ⇒ (9) + 9 = 18
If you still have room i would love to get in on this. So far i haven't played anything than d20 but I just bought myself the Savage Worlds core rules and Deadlands:reloaded and i find the system really intriguing and would like to try it out. The only down side about it is without classes you acutually have to think and not just pick one :D i don't know what i would be playing yet.
I'm sorry to jump in on this. I normally don't post in others games once they are started, but I just saw the in-character thread of this game and noticed that you are not that far along. I've wanted to play in a STAP or marine heavy campaign for a long time now, so figured i would just like to say that if you have room for another, or if one player jump out of this, i'm more than willing to play that spot. If you want to see how my playing style is look at these games
And Nadeq in this Slumbering Tsar game
I'm willing to play any type of character, but for this i will probably swashbuckle it up for the setting and make a background connected to the ocean (some sort of pirate or privateer, depending on the game style). Anyway, I hope you'll consider it and post a reply. And no matter what; good game to all of you.
so sorry about my absence. i'm having a hard time fleshing out my character for this. It's not like i'm not motivated for this game, i am just having a hard time adapting to a non-d&d way of thinking. I've got the stats down, and just need to write a background. Hopefully i will have it done this weekend.
Rasina Songhair wrote:
Wouldn't that still cost the -4 penalty because the target is in melee? @ Chris Deal :)
hp 1d8 + 1d6 + 2 ⇒ (5) + (4) + 2 = 11 Here is Naseem Al-Haqua, seeker of secrets and treasure.
Stats
Spoiler:
Str 14 Dex 15+2 race + 1 school =18 Con 13 Int 14 Wis 10 Cha 10 AC 17, Touch 14, Flat-Footed 13
Attack
Armor
Skills
Feats
Class feats
Traits
Background
Spoiler: Naseem is the child of rich archaeologists who because of their job didn't spend much time at home. His parrents had acquired a house genie who was put in charge of raising and schooling Naseem. The genie taught him of the planes and the arcane arts. He loved learning and absorbed knowledge like few, and already at an early aged he showed great talent in the arcane. His parrents decided to sent him to a magic academi to study. One day at the academy his teacher had brought an old book about local history to class. In this book Naseem read about a war legend called the Genie Lord who had once commanded thousands of genies and waged war on any who opposed him. After class Naseem was captivated with the legend of the Genie Lord, and started to search for information about him. No matter where he looked it all turned into a dead end. Only the book his teacher had contained usefull knowledge about the Genie Lord, and one night he and a friend called Meho sneaked into his teachers office and stole the book. The book contained exactly what they where looking for; a description of the Genie Lords tomb. Together with Meho, Naseem traveled to the place described in the book. They couldn't believe their luck when they found a plain looking unguarded tomb. As they entered the tomb they discovered that the interior was nothing like the outside entrance. The halls where lined with rows of torchholders decorated with precious metals. When they reached the Genie Lords grave they found his sarcofag in a room with several piles of gold and shelves of magic items. Extatic and filled with greed they for the treasure. Meho started filling their bags with gold, while Naseems eyes where caught by a bow in the hand of a statue. An inspection of the weapon showed it to be magical so Naseem took it. But as soon as he lifted the bow he set off a presure plate and a big loud snap could be heard. Seconds after the tomb started to tremble and fall apart around them. They rushed through the torch lined halls in search for the exit, but suddenly Meho tripped in one of the bags. Before Naseem could stop and help him the ceiling broke and fell on him, crushing his body. Devastated Naseem fled for his life. Only his qucik reflexes saved his life that day. The bow he had managed to get, he called Meho's Sting in memory of his friend, and it serves him as a reminder to never let greed overcome him again. After the accident in the tomb he quit school and started study traps and their designs. As with wizardry he was a qucik learner. His training in wizardry proved to be an advantage for him. His fingers, trained in the tricky gesticulations certain spells required, was perfect for manipulating small items and the concentration excercises he had been taught was a much needed tool when dealing with the more dangerous kind of traps. Recently he learned about an excavation team being put together and offered his knowledge and newly gained expertise.
I have created a halfling rogue 3 / Wiz 3 / Shadow dancer 1.
I can post a couple of times every day. I check the boards quite often.
Nadeq Shuzar Qedan
Spoiler:
Str 12-2= 10 Dex 16+2 race + 1 lvl 4 +1 spell school = 20 Con 13 Int 14 Wis 10 Cha 10 + 2 = 12 AC 21, Touch 17, Flat-Footed 15
Armor
Skills
Feats
Class feats
Background
Spoiler:
Nadeq was a petty thief, who robbed the occasionaly thomb or grave. One day he found the tomb of a long dead wizard who had belonged to the cult of Orcus. In this tomb he found two old leather inbound books. Intrigued by it he stuffed them in his back, along with whatever treasures there was in the tomb. He started to read and study the books and qucikly realized that one of them was a spell book and the other the wizards journal wich mentioned some great secret still hidden in the old ruins. He was unable to decipher excactly what was hidden, but he understood that it was something important. Nadeq packed his things at once and set out for the Desolation and a what he thought would be a glorious future. After just a couple of days in the Desolation he had been near to death four times, and he decided to abondon his mission. In the meantime he had passed of night time by studying the spell book and little by little he was able to analyze and identify the spells, and he realized that many of them would be really helpful. He returned from the Desolation and looked up Thangor, an old traveling companion who happened to be a wizard of some power and became his apprentice.
With his understanding of the arcane arts, and his newfound connection with shadows Nadeq has returned to the Desolation to find the secret of the cult of Orcus, and he now finds himself standing amongst the hastily built village called the Camp.
Took some minor liberties and made some assumptions about the background, but they are easily changed to fit the campaign. I have yet to read pbp thread itself.
I might be interrested in this too. I'm hestitating only because i've never played anything but d20 games. But a sci fi games sounds like a lot of fun, and i would like to give it a go. I'm thinking a pilot/mercenary Han Solo type. But what would a character like that be able to do other than the obvious; fly a spaceship (wich sounds a little monotonous). Maybe it's just me who have a hard time thinking outside the D&D class-ability box :) If you could post a little more class wise, so i can get a feeling of how a character will play out, I might be interrested in this game.
I''ve yet to DM a pbp but as a player of a couple I will advise you not to start at 1 lvl. I'm sure a lot will disagree with me, but in my experience it takes a looong time to lvl up, and being stuck at first lvl for several RL months isn't that much fun. Starting at lvl 3-4 will give your players more options. And btw i would like to play. Either a roguish type or a caster (either a wizard or a cleric). probably a multiclass of the two. Quote:
I would love to play in any of these settings. Espacially a marine setting or dessert like setting, so Qadira sounds great.
scranford wrote:
Yeah, sorry. I'm going to have to back out of this one, as i'm pretty swamped on pbp's. Have fun!
i'm going away on vacation tomorrow morning. I will have a computer with me, but the signal is very weak so don't expect any post from me the next week. I just wanted to say that i'm still with you.
Merry christmas everybody. If we go with summoner playtest, i'm still playing kurth. If not i'm posting these very rough characters. Human male Alchemist 7
Spoiler:
CG Medium humanoid Init +2; Senses Perception +11 DEFENSE
OFFENSE
STATISTICS
Formulae
Dwarf male Inquisitor 7
Spoiler: Init +4; Senses Perception + DEFENSE
OFFENSE
STATISTICS
Domain: Destruction (destructive smite (½lvl damage)) Spells known 0 / 6 / Acid splash, Create water, Detect magic, Detect poison, Disrupt undead, Light
I ended up making a witch. Half-orc Witch 9
Spoiler: CG Medium humanoid Init +6; Senses Perception +2 DEFENSE
OFFENSE
STATISTICS
I'm interested in this. I will make an avatar soon. Human summoner 7
Spoiler:
Human male summoner 7 CN Medium humanoid Init +2; Senses Perception +2 DEFENSE
OFFENSE
STATISTICS
Eidolon (quadruped)
Spoiler: Init +1; Senses Perception +7 DEFENSE
OFFENSE
STATISTICS
Here is my entry. A half fiend minotaur barbarian. I just need the background and equipment.
Wich plane will the campaign take place in? this might change his background Defense
Spoiler:
AC 17 (15 in rage), Touch 11, Flat-Footed 15 HP 81 (10+7+7+7+7+7+8+28) Rage (95) Fort +8 (10 rage), Ref +7, Will +6
Attack
Spoiler:
Speed 40 ft Fly 70 ft (average) Initiative +2 Base Attack +7 CMB +14 CMD 25 Melee greataxe +12/+7 (3d6+9/×3), bite +7 (1d8+3), gore +7 (1d6+3)
Space 10 ft.; Reach 10 ft.
Rage: +14/+9 3d6+12 Power attack + rage: +12/+7 3d6+18
Skills
Spoiler:
Acrobatics 1 rank + 3 class + 2 dex = 6 (+4 on jump checks from increased speed) Climb 1 rank + 3 class + 6 str = 10 Intimidate 7 rank + 3 class = 10 Knowledge (nature) 1 rank + 3 class - 1 int = 3 Knowledge (Religion) 6 rank - 1 int = 5 Perception 7 rank + 3 class +1 wis +4 race = 15 Stealth [/ooc] = 7 Survival [ooc]7 rank + 3 class +1 wis +4 race = 15 Feats
Spoiler:
Great Fortitude, Improved Bull Rush, Power Attack, Cleave Extra rage Class feats
Traits
Spell-Like Abilities (CL 6th)
Spoiler:
3/day—darkness, poison; 1/day—desecrate, unholy blight (DC 14) [/spoiler]
About Tim-R-PRO-1Mandatory Special Duty: Hygiene Officer Action Skills Management: Bootlicking 4, Chutzpah 8, Con Games 1, Hygiene 1, Interrogation 8, Intimidation 8, Moxie 4, Oratory 1 Stealth: Concealment 5, Disguise 5, High Alert 5,Security Systems 5, Shadowing 5, Sleight of Hand 5, Sneaking 5, Surveillance 5 Violence: Agility 8, Demolition 16, Energy Weapons 12, Field Weapons 8,Fine Manipulation 8, Hand Weapons 8, Projectile Weapons 1, Thrown Weapons 8, Unarmed Combat 8, Vehicular Combat 8 Knowledge Skills Hardware: Bot Ops & Maintenance 7, Chemical Engineering 7, Electronic Engineering 7, Habitat Engineering 1, Mechanical Engineering 7, Nuclear Engineering 7, Vehicle Ops & Maintenance 11, Weapons & Armor Maintenance 7 Software: Bot Programming 9, C-Bay 9, Data Analysis 13, Data Search 9 Financial Systems 9, Hacking 9, Operating Systems 1, Vehicle Programming 9 Wetware: Biosciences 5, Bioweapons 5, Cloning 5, Medical 5, Outdoor Life 5, Pharmatherapy 5, Psychotherapy 5, Suggestion 5 Spoiler:
Secret Skills: Uncommon: Demolition 16 Unlikely: Partying 2 Unhealthy: Gambling Spoiler:
Mutant Power: Slippery Skin Secret Society: Frankenstein Destroyers (degree: 1)Clone Quirk: Answer questions with questions Equipment: Personal: none Assigned: Laser Pistol Body, 3 Red Laser Barrels,RED Reflec armor, Series 1300 PDC Spoiler:
Treasonous: none Credits: Spoiler:
450 Perversity Points: Spoiler:
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