Actually, I agree with most of the points Darne is making. Establishing allies and propping them up so they will be useful is pretty darn key. Also, if we clean out the forest we could either get land out of it, which is great, or make our nearby allied houses stronger, which is a good outcome anyway. So here's my listing: 1. Ruined King's Inheritance
So this is the crunch I have so far. Would anyone look at to make sure I did it right? stats: Expert-Fighter
Old-56 Status 3 For abilities 270 xp For Specialties 160xp 2 destiny points 1+Physical ability flaw auto-Sickly and Poor Health 1 add flaw for a destiny point-Bound to the Bottle 2 Benefits- Head for Numbers and Bludgeon Warrior 1 Goal: Security
Agility 4 (40)
Spend 30xp to increase Cunning to 4
Saw this and figured I'd put something in. He's a bit of a scout and nature dude. However, he's deadly when he's around goblins. Tasar Leomaris: Tasar Leomaris CR 6
Male Wood Elf Scout 4 Ranger 2 N Medium Humanoid Init +5; Senses Low-Light Vision; Listen +12, Spot +12 Languages Common, Goblim, Sylvan, Elven --------------------- AC 20, touch 14, flat-footed 16 (+4 Dex, +5 Armor, +1 Shield) hp 30 (6d8) Fort +5, Ref +11, Will +2 --------------------- Speed 40ft. Melee weapon Masterwork Handaxe +9 (1d6+3) and Unarmed Strike +8 (1d3+3) Ranged weapon +1 Composite (3) Shortbow +10 (1d6+4) Space 5 ft.; Reach 5 ft. Base Atk +5; Grp +3 Atk Options Skirmish +2d6/+1 AC Combat Gear +1 Mithral Chain Shirt, 200 Arrows, Masterwork Handaxe, +1 Composite (3) Shortbow, Buckler --------------------- Abilities Str 16 Dex 19 Con 10 Int 14 Wis 12 Cha 6 SQ +2 to saves vs Enchantments, Racial Skill Bonus, Subtype - Elf, Trapfinding, Type - Humanoid, Battle Fortitude +1, Uncanny Dodge, Fast Movement +10, Trackless Step, Spiritual Connections (Exchanging Wild Empathy[CC 50], Favored Enemies +4(Humanoid/Gobliniods)/+2(Undead), Skirmish +2d6/+1 AC, Improved Skirmish Feats Point Blank Shot, Expeditious Dodge, Swift Hunter, Track, Improved Skirmish, Precise Shot Skills Climb +11, Disable Device +8, Escape Artist +9, Hide +13, Knowledge(Nature) +11, Knowledge(Dungeonering)+7, Listen +12, Move Silently +13, Open Lock +7, Search +13, Spot +12, Survival +10, Tumble +11 Possessions Combat Gear plus Waterskin, Silk Rope(50), Masterwork Thieves Tools(Bonuses added already), Backpack, Traveler's Outfit(Free), 2 Trail Rations, 2 Potions of Light Wounds (1d8+10, 52 Gold --------------------- +2 to saves vs Enchantments Low-Light Vision See twice as far as a human in low light, distinguishing color and detail. Racial Skill Bonus You gain a bonus to some skills (already counted). Subtype - Elf Subtype for a set of humanoids who share a common origin and language. Trapfinding You can find and disarm traps with a DC over 20. Type - Humanoid Unless otherwise noted humanoids have these features. Skirmish-As long as the character moves 10 feet, it gets an additional 2d6 to damage and a +1 competence bonus to AC. The damage is only applicable if the target is 30ft or less away. Improved Skirmish-Moving at least 20ft per round grants an additional +2d6/+2 to the Skirmish ability. Point Blank Shot-If within 30ft of a target, ranged attacks add +1 to attack and damage rolls. Expeditious Dodge-When moving 40ft, add +2 Dodge bonus to AC until the beginning of your next turn. (RoW 150) Swift Hunter- Your ranger and scout levels stack for the purpose of determining the extra damage and bonus to Armor Class granted when skirmishing. Your ranger and scout levels also stack for the purpose of determining when you select additional favored enemies, as well as the total bonus granted against your favored enemies. In addition, your skirmish extra damage applies against any creature you have selected as a favored enemy, even if it is normally immune to extra damage from critical hits or skirmish attacks Precise Shot-There is no -4 penalty for firing ranged weapons into melee. Track-Able to track various things. (PHB 102) Spiritual Connections-You can use speak with animals and speak with plants, as the spells (caster level equals your ranger level). You can use any combination of these effects up to three times per day. (CC 50) Battle Fortitude +1-Adds a +1 competence bonus to Fort and Init Uncanny Dodge-Retain Dex to AC if flatfooted or struck by someone invisible. Only can be overcome by a rogue of 8th level or more. Trackless Step-Leaves no trail and can't be tracked. Only leaves a trail if the character chooses. Fast Movement-Add +10 to speed Favored Enemy-Adds +4 damage and Bluff, Listen, Sense Motive, Spot and Survival rolls when dealing with Humanoid(Gobliniods). +2 to the same for Undead. Combat Stlye (Ranged)- Treated as if having Rapid Shot.
"There are other kinds of dwarf and elf, but they would be more unusual in Solace and need a bit more explaining. Likewise minotaurs, which live on the far corner of Ansalon from Solace." I understand that the app will have to be good. I'm willing to work on it and if it doesn't get picked that it doesn't get picked. I still want to try though.
Oh gods, Dragonlance! I think I'll make up a Minotaur paladin. She always felt that the honor that was drilled into the race from birth was always lacking something fundemental. There is no honor in vengeance. She learned of an order that claimed to be the pinnacle of knighthood in the human lands and seeks them out.
Hey Cuan, you still in this? Since I'm making a Redemmer Paladin and you are playing a goblin who came into the party during the attack on the goblin fort, why not mesh our stories together? You petitioned to get in and I had the others seriously consider it since you looked liked you honestly wanted to do good. Then we bro down through the rest of the AP
Set 1
Set 2
Set 1
Set 2
I'm gonna go with Set two with a read out of
http://www.myth-weavers.com/sheetview.php?sheetid=991047 Brigit Baganade left the Underdark out of an addiction to the hunt and adrenaline. She traveled all over the world, hunting the greatest of prey. With rumors of the greatest of all creatures rampaging on the surface, Brigit couldn't help but be drawn towards it. Truly this is a head worth mounting.
stat1: 4d6 ⇒ (6, 1, 5, 1) = 13 12
stat2: 4d6 ⇒ (6, 2, 3, 3) = 14 12
stat3: 20 + 1d6 ⇒ 20 + (2) = 22
This looked cool but you knowing about the story of Grendal seals the deal. I'll trust the Dice Gods to help make a character.
backstory: Ceaser was born on the Hive world of Zevran 2, a despotic hellhole where the local nobility oppress the poor until the poor rise up in a wave to take their place. The violent and cyclical nature of the political upheavals makes it a perfect recruiting ground for the Blood Drinkers Chapter as they scour the planet for the cream of the crop of both sides. After all, if some children go missing during a rebellion who is going to notice? As long as the Planetary Governor keeps sending the tithe to the Guard, the sector doesn’t care.
Ceaser formed a gang of street kids called the Tiger Sharks after he ran away from the shack that passed as a home. For years he defended his territory from older kids, scions of the rich looking to make some trouble for the lower class, and the half-hearted attempts of the authorities. By the time he was 13 revolution had swept across the planet and the Tiger Sharks, even though they were not the largest gang, were ready to get the most out of the chaos. For a month the Tiger Sharks were at the forefront of the fighting taking on the nobles and other gangs through ambushes and sheer ferocity. Eventually some of the noble defense forces cornered the Tiger Sharks in an abandoned factory that they had converted into their headquarters. For a week straight the Ceaser lead his gang in fending off the numerically superior and better equipped invaders. He did not sleep as he fired stolen autoguns or swung shock batons when the defense forces got too close. As the week dragged on though more Tiger Sharks were killed until only Ceaser was left. Filled with rage as his friends and comrades piled around him, Ceaser rushed into the enemy ranks for a suicide rush. He slaughtered the twenty men left after the week of battle. As he started to bleed out from his wounds and death began to embrace him, a huge shadow passed over him. A Blood Drinker recruiter had watched the battle with interest and had decided to take the lone survivor for the chapter. When Ceaser awoke, he found himself thrust into the training of an aspirant. He threw himself into his new life and became a Space Marine. He was assigned to the assault marines due to his predisposition to tearing into the enemy. For two decades he and his comrades were assigned to the most dangerous fights that his company were involved in until one afternoon on an agriworld being invaded by Orks. After his squad’s Sergeant was killed, Ceaser took control and forced his men farther into enemy lines. As the hours passed he realized that more and more of his men were lost until one other marine was left. They held against the green tide until the other marine was mortally wounded. Ceaser defended the marine until reinforcements arrived. However, the last marine bled out just before help could arrive. In the aftermath, his company felt that he could be leadership material but needed more experience. For that, they are sending him to serve in the Deathwatch.
I'll throw my hat in for this game. I've played Black Crusade and Dark Heresy before so I have some experience with the 40K systems. I was going to do a Blood Drinkers Assault Marine, so dice don't fail me now!
About Flurber MonkeyName: Flurber Monkey
About Flurber Monkey:
Flurber Monkey was a newly born infant when his mother and father, who were playing with fire, burned down their entire village. Somehow Flurber Moneky survived, and the following day an old man name Rork was walking by. Rork was a monk, and at the sight of this helpless rather tame goblin Rork decided he would take him home and see if he could teach him the ways of being a monk. Rork affectionately called him Monkey, because he was fast and loved to climb on things. One day Monkey spoke his first word. Flurber. Rork named him Flurber Monkey from that day forward. Also that was the only word he spoke for 2 years. Now Flurber Monkey is a grown goblin, who is disciplined and skilled as a monk. Flurber has also taken a vow, to never abuse fire, and to never bite someone. offense:
Speed: 30 Ft Flurry of blows +5 (1d4 + 2)/ +5 [1d4 +2) ( + 1 for size, + 4 for weapon finese + 1 for bullied, - 1 for fob = 5) Stunning Fist +6 (1d4 +2) CMB +1 defense:
AC: 10 + dex 4 + wis 3 + dodge 1 = 19 Flat: 14 Touch: 19 CMD: 15 [spoiler=stats]
feats:
improved unarmed strike stunning fist dodge weapon finese traits:
reactionary + 2 intitiative Bullied + 1 to unarmed strikes skills:
Acro: dex + 4, rank 1, mis + 3 =8 Perception: wis + 3, rank 1, misc + 3 = 7 Stealth: dex + 4, rank + 1, Goblin bonus + 4, class skill + 3 = 12 equipment:
Back pack Bedroll candle rope silk water skin trail ration x 4 days grappling hook light crossbow 20 bolts. tinderwigs |