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![]() I was checking the cost of the Splatter Man's spellbook, and my math shows it with less value than the listed value. Have I been shorting my players with spellbook values? (They haven't sold any yet, but in principle.) Or is the listed value just... not according to the usual cost of a spellbook? Listed value = 1265gp Calculated value:
Total value: 2340gp/2 = 1170gp, or 95gp less than the given amount. It's not a lot, but I'd rather be sure I'm not missing anything. The cantrips weren't listed, but I added them on the assumption that they must be the missing amount... but it still doesn't add up. :( What am I getting wrong? ![]()
![]() Samnell wrote:
Thanks! Helm's faith is a bit less how I envisioned it, and Tyr's more like how I envisioned Helm's, so the story hook works out well after all. :) I'll put down Uthgar as Vargdan's faith. ![]()
![]() Here is Vargdan's submission. I was a little unsure about the format, so I hope this is okay. I have a question about religion that I wrote at the bottom of the profile - if you prefer that I post it here, let me know. ![]()
![]() Tempting! I love the old, pre-TOT Realms, and I've always wanted to try gestalt. dice rolls:
4d6 ⇒ (2, 2, 5, 5) = 14 12 4d6 ⇒ (3, 2, 3, 4) = 12 10 4d6 ⇒ (3, 5, 5, 5) = 18 13 4d6 ⇒ (1, 3, 4, 1) = 9 8 4d6 ⇒ (1, 6, 6, 1) = 14 13 4d6 ⇒ (5, 4, 6, 1) = 16 15 13 pt buy 2nd try:
I shall look around and see what's fun. :D ETA: Basic concept: unchained barbarian/magus (black blade kensai) Vargdan is the son of Ulfdan, son of Ulvdan, who once struck the killing blow against a necromancer, and passed the sword that ended the wicked mage's life down through the generations. All proud warriors of the Tree Ghost Uthgardt, they also have kept a terrible secret: when the necromancer's black blood tainted that blade, it became infused with a terrible awareness. Now, dark secrets of magic are passed down the line of Ulvdan, and they wander the North in search of the undead and their masters, to prove that despite the touch of magic in their blood, they remain dedicated Tree Ghosts. Elaboration (along with possible adjustment, to see if I can fit some more hooks and drama in there) and crunch to come!
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![]() Here's Kynrefael - I tried to keep it short, since you have a lot to go through. Let me know if there's anything you'd like me to change or elaborate on. ![]()
![]() Here's my submission: Liunona Watchriff. I wasn't sure how humble/epic our backstory should be, considering some of the other submissions, but for how you described our start in Mulberry End, I went with humble. I'm happy to change anything you think needs changing. Here's hoping! ![]()
![]() Alright, I'm submitting Barakkas instead of Ravimir (hopefully). I still need to pick one feat and some spells for him, but I was nervous that I'd miss the cutoff, so here's everything else. Barakkas would be a good caster/debuffer and face, and has some good Knowledge skills, with more to come. Good luck everyone! :) ![]()
![]() The Tick in the Barrel wrote:
!!! If that's so, then I'll get right on formatting an entry for the boards! Thanks again, TTitB! ![]()
![]() Joriannika:
female human alchemist (grenadier) 1 CG STR 13
Concept:
Skills:
Traits:
Feats:
Combat:
Melee +1
CMB +1
Saves:
Equipment:
MW backpack
Fingers crossed! I kind of conflated the concept and her background... so it went a few lines long. Sorry about that. It's still just one paragraph, though, and the hook to pull her in is in it. ![]()
![]() Ravimir (human ranger CG) is admittedly no spellcaster (yet), but I like him well enough that I'll throw him in the ring regardless. Like others, he was made for another CC game, but wasn't chosen. I'm certainly open to making any changes you feel necessary (or just suitable). Please let me know if you find his story interesting enough to consider him, and I will work on changing his crunch to suit this game. (Also appreciated: a preference as to whether he be created for ranged/melee combat.) I can provide links to the other games I'm currently in if you'd like to check my posting style. Should a ranger not be to your liking for this game, is it allowed to post multiple characters? Thanks for your consideration! ![]()
![]() OK, here's my bid: Arothvrael. He's a cocky human lorewarden/unchained rogue who can do melee or ranged. I didn't complete his equipment yet, since he might not get picked. If he's chosen, he'll get a backpack and some things to put in it. ![]()
![]() Thread necromancy! I want in on this. All in one game, some version of Night Below using 2e:
1. DMPC party informs us that we're going to take a quest, or else. Are they forcing us? No, other than tying our characters up and gagging them when they protest. But they're really nice DMPCs, we should love them and do as they say. And they can kick our asses, so we'd better do it. That's one kind of character hook, I guess... 2. DM rules that something our characters tried and failed at (bribing a supposedly friendly NPC with pie, which it's been established that this NPC will do anything for said pie - and the NPC is the only one that can help us out of our prison, but currently "doesn't feel like it") - with no rolls - is automatically successful when their DMPC does it, immediately after our failure ("Do you want pie, NPC?" "Pie, yay!" *fetches the key to our cells for the DMPC*). 3. We come upon a canyon full of evil fire giants who plan to destroy us and the outside world. For some reason their canyon is dry, despite being a few yards from a huge underground lake. My character wants to use the Dig spell to dig a furrow that will lead the lake into the canyon, flooding it. No "it can't flood it fast enough." No "that's not a good idea, for these reasons." No "the stone floor is too hard," or anything of that nature. Just, "you can't do that." Apparently the spell can't even be cast. So we all are forced into melee with the fire giants, during which we're captured and (of course) our bacon is saved by the DMPC party. 4. The DM informs us that we're actually NPCs in a game she's playing with some other people, who are the DMPCs. That's why we couldn't be allowed to have any effect on the campaign, NPCs or surroundings. She believes this information should make us proud to have been allowed to play with these characters. Yeah, I had to ragequit after that.
Another DM, this from a solo game that went from pretending to use 2e rules to flat-out freeform (thus not so much rulings as general idiocy):
1. His main favorite move was "you lose control of your character, he does terrible things. Now you're back in control." Used sparingly, this might not have been annoying. As a regular event, it left me wondering why, when he had the ENTIRE REST OF THE WORLD to play, he felt compelled to control my character, too. My "favorite" example of this was when he said that due to being infected somehow with some kind of seed of evil/demonic possession, my character turned into a horrible demon and raped his girlfriend. And enjoyed it. That last detail is pretty much the final straw. 2. His second favorite move was "it was all a dream." Again, used sparingly, it wouldn't have been so frustrating. Used so often that basically half of everything my character did was annulled, though, it was... aggravating. (Note: the event above was not one of those times. Not that it would have been okay if it was.) 3. I actually really liked his NPCs... back when that's what they were. They were living, thinking beings reacting to their world in an interesting way, with interesting personalities. Then they became DMPCs. The difference, to me, is that NPCs are there to make the game interesting for the player. DMPCs are there to show off how cool the DM thinks he is, usually via nerfing, belittling, and/or beating up the PC(s). Towards the end, it seemed like he'd have been happier writing a book about his DMPCs - and, it seemed, casting my PC as a rather unpleasant sidekick. 4. Finally, this DM loooved to make short statements, then make you fish for more information or try to play off the complete lack of information he'd given you (we played online). He would post a short sentence someone had said, without mentioning who. He would have his characters mock plans I made based on what he had told me, because the truth was something else - which my character should have known, but didn't. Because... actually, I have no idea why. I think he was just a prick. This got really old, really fast, but he didn't seem to know what I was talking about when I asked him, politely, to tell me what my character would know about any given situation. From the environment, to which of the NPCs he knew well was talking to him, to basic knowledge about the world that anyone should know, to specific knowledge that only my character COULD know, and absolutely should... either getting more info was like pulling out teeth, or I got smacked down in-game for acting on incomplete information. 5. OK, bonus round: Towards the end, my character couldn't do anything right, despite being (supposedly) high-level. He could just about handle what an 8th level fighter could (he was a gish-type character); everything else either failed, was made irrelevant, or was impossible for whatever reason. I couldn't affect the world or the story at all, which I'd be less annoyed with if it were some railroad module game. But it was a freeform game. Turned me off them, for sure. At least if you're following a ruleset, the DM has to make an effort/explanation to nerf you, rather than waving his hand and doing it by fiat.
Non-directly-game-related rant related to the second story:
I actually really wanted to give this guy a chance to redeem himself, because his early games were a lot of fun, and he was one of my oldest friends (we're talking 1st grade)... but finally he just didn't show up at the agreed time for a meeting. And then the next, and the next... I even wrote him a physical letter asking him what was up, and he never answered. That was 6 years ago. I know he's okay, because he's on social media. He's apparently just more of a jackhole than I thought. I guess he wouldn't have changed, anyway. He was, self-declared, proud that he'd never played in a game. Not one, in any system OR freeform. I'm not sure how ignorance of half the table experience is a virtue, but to him it is, I guess. It sure explains his DM faults (at least, they're faults in my eyes). I'll always wonder how that game's story would have ended, though. It was pretty entertaining, despite everything.
Whew, that got long. Thanks for letting me rant, it's cathartic. Edit: Threw things under spoilers to not eat the whole page. ![]()
![]() That's great, Haladir! I actually have the old print module lying somewhere, but I don't have the time to do a conversion. It brings back memories of the 80s. (The module, not having no time.) That module spawned the longest-running game I ever played in, though it was largely rule-less and based on how much the DM liked his drama. :P I'd love to hear how it goes! ![]()
![]() Is there a particular format for the character sheet that you'd prefer, or is any character sheet with the pertinent information okay? Also, I'm willing to switch with Crea-Asp, if no one else already has. EDIT: I just realized I wasn't being very clear. By "format," I meant the format of a non-HeroLab sheet. I have a rtf file I usually use, is that all right? ![]()
![]() I'm not really familiar with 5e, but I love the old Ravenloft stuff from 2e. I understand Curse of Strahd is like an update of that older stuff. Has anyone out there converted the module to Pathfinder rules? Alternatively, are there good conversion guidelines out there somewhere? I've found some that go the other way, but they aren't official or anything. ![]()
![]() Here are my 3 submissions - 2 melee fighters and a ranged fighter. I'd love to join the Margreve game. Alennil Shandeir, Perunalian weapon master ranged fighter:
Alennil Shandeir female human (Perunalian) fighter (weapon master) 1 CG hgt: 5’8, wgt: 120 lbs eyes: brown hair: dark brown age: 24 Appearance:
Alennil's hair falls in dark curls to her shoulders, and her brown skin suggests that her ancestors hailed from the Southlands. She has a warm smile, but more than a hint of sarcasm when dealing with those she feels are not that bright (such as men). Despite this cultural chauvinism, Alennil isn't as bigoted against men as most of her countrywomen. There is a determined glint in her eyes, warning that she will let nothing stand in the way of her goals. Educated and clever, she is a terror with a bow. She is outfitted for war, and stalks with the grace of a predator. Background: Tragedy!
When her daughter, Shivya, was 8 years old, tragedy struck - a raiding party of slavers from across the border invaded her small town in a surprise nighttime raid, and overwhelmed all the defenders, including Alennil. They kidnapped a number of children, Shivya among them, and disappeared back over the border before the defenders could recover. Furious, and frightened for her daughter's life, Alennil girded herself for war. She caused a scandal by leaving her home in her husband's hands rather than her sisters', and set off to track down and rescue her daughter and the other children, and bring them home. Religion:
Languages:
CLASS: fighter ( weapon master) 1
SENSES Perception +6 DEFENSE
CMD 15 HP: 11 (1d10+1 fc) SAVES
OFFENSE
Melee
Ranged
BAB: +1 CMB: +2 Traits:
Feats:
Skills: +2 fighter +2 Int +1 human +1 fc= 6
Worn equipment:
Carried equipment:
Jhaele Jhalur, Magdar paladin of the Order of the Undying Sun:
Jhaele Jhalur female human (Magdar) paladin (Order of the Undying Sun) 1 LG hgt: 5’6 wgt: 150 lbs eyes: green hair: black age: 24 Appearance:
Jhaele has the typical good looks of the Magdar people, with long black hair and sparkling green eyes. She is quick to smile, but equally quick to stand up against what wrongs she finds. Never preachy, she hopes to inspire others with her example. She doesn't know when to quit, and her determination to see things done right is dogged. She carries the white-and-yellow plumed helmet and blue cloak of the Order of the Undying Sun, though she has no horse. While she is humble enough to walk, she is proud of her calling, and seeks to show those who would slight her Order or Khors of the error of their ways by being everything a paladin is meant to be - kind, gracious, and righteous. However, she also has a tendency to drink a bit too much. Background: Childhood dream come true.
Her family took their barrels of wine to a Kingsmeet for sale, and she quickly made friends among the children of Cronepisht. They would try to reach vantages to view the tournaments, clambering up inside the tribunals to view the knights between the feet of the mighty. One such noble took offense at the children climbing about "above their station," and would have beaten one that he caught, but Jhaele's strength surprised him, and she forced the noble back with nothing but a stick to serve as a staff. She didn't beat the man in return, but shamed him by asking what good hurting those weaker than him could serve. Her actions drew the notice of one of the knights, who had seen the exchange. One thing led to another, and soon he had spoken with her parents, and taken her on as a squire. Jhaele was stunned; it was a dream come true! She said her tearful goodbyes to her family there at the Kingsmeet, and left with the knight to train at Khorsburg. Beyond her innate sense of right and wrong, Jhaele also had a taste for the wine her city had produced. She liked it a bit too much; it was a struggle to keep from overindulging. Though she passed the knight's test, she shamed her mentor with an unfortunate bout of drunkenness. Penitent, she vowed to roam Midgard as a knight-errant, righting wrongs until she had earned a place at her mentor's table, and forgiveness. Still, the wine was so good... Religion:
Languages:
CLASS: paladin 1
SENSES Perception +0 DEFENSE
CMD 16 HP: 11 (1d10+1 fc) SAVES
OFFENSE
Melee
Ranged
BAB: +1 CMB: +4 Traits:
Feats:
Skills: +2 paladin +1 Int +1 human +1 fc= 5
Worn equipment:
Carried equipment:
Baerloth Ammon, gearforged (tauric engine) clockwork warrior fighter: Baerloth Ammon male gearforged (tauric engine) fighter (clockwork warrior) 1 TN hgt: 7’5, wgt: 300 lbs eyes: glowing red skin: polished brass age: ? Appearance:
Background: Amnesia
Possessing nothing but his name and weapons, he evaded their misguided attempts to recapture him and set out to track down his missing memory gears, or at least learn of his past. Hints drew him toward the city of Zobeck, but his natural curiosity and lack of the pressure of time often sidetracked him along the way. Religion:
Languages:
CLASS: fighter (clockwork warrior) 1
SENSES Perception +0, darkvision, low-light vision DEFENSE
CMD 17 HP: 11 (1d10+1 fc) SAVES
OFFENSE
Melee
Ranged
BAB: +1 CMB: +5 Traits:
Feats:
Skills: +2 fighter +2 Int = 4
Worn equipment:
Carried equipment:
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![]() Just posting to make sure you know that Ravimir's profile is finished. Fingers crossed! ![]()
![]() Here's Ravimir so far. I like to let a character develop during a game (so his most interesting deeds are ahead of him, not behind), but this is the rudimentary background for him. I'll have to start crunching tomorrow, but I'm definitely thinking ranger. ![]()
![]() These two links suggest ways to deal with extra party members (and ramp up difficulty):
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![]() Kobold Quarterly had something called "Death Feats," which are feats you qualify for once you've died and been brought back. I thought they were really intriguing. They were in issue #10. There's also a link to some discussion here. Maybe not 100% useful in this case, but... ![]()
![]() Malgrivner the unchained rogue: Fluff:
Malgrivner male human unchained rogue 1 CG hgt: 6’0, wgt: 150 lbs eyes: green hair: black age: 24 Appearance:
Background:
No warrior he, but ever a troublemaker; he counted on his mother's weary pleas and, later, his rugged good looks to get him out of any scrapes, but his lack of good sense eventually got him into trouble with the jarl himself, whose daughter's bed he was caught in - a daughter betrothed to another man, from another clan. Things looked grim for him, but his best friend, Thigrymner, convinced the other youths to go on a raid that very day, and they took Malgrivner with them. Once their looting was done, Thigrymner put a hand on Malgrivner's shoulder, and apologized. "You can't come back. The jarl will kill you. I'm sorry." Then he cold-cocked Malgrivner, leaving him behind in the south countries to save his life. Malgrivner was bitter about his fate, but not at Thigrymner - no, it was the jarl whose fur had been rubbed the wrong way! Unjust that it leave Malgrivner far from all that he knew. Rebelliously, he joined a caravan of Varisians in their travels, and learned to be even more clever than he'd thought he already was - and to love wandering the open road. It was like he'd never breathed free before he'd been evicted from the Thanelands. Every new sight was an epiphany; every new city an adventure.The caravan led him far and wide, eventually to the far southern kingdom of Taldor... 10-minute background:
-Step 2: List at least 2 goals for the character. At least one of these goals should be one that the character has, while another should be one that you, as a player, want to see developed over the course of the game.
-Step 3: List at least 2 secrets about your character. One is a secret the character knows, one is a secret that involves him but that he is not actually aware of yet. This will help me in creating plots that center around your character. I will also be creating a third secret which you as a player will not be aware of, so expect some surprises!
-Step 4: Describe at least 3 people that are tied to the character. Two of them are friendly to the character, one is hostile. <- Unlike other games, this AP makes it difficult to use character-tied NPCs (won't say why not to spoiler anything) so this is optional.
-Step 5: Describe at least 3 mannerisms, or quirks that your character has. They don't have to be elaborate, but they should provide some context and flavor.
Languages:
Crunch:
CLASS: Rogue 1 Str 12
SENSES Perception +4 DEFENSE
CMD 14 HP: 10 (1d8+1 Con +1 fc) SAVES
OFFENSE
Melee
Ranged
SA: 1d6
BAB: +0 CMB: +1
Traits, Feats and Skills:
Racial traits: human Traits:
Feats:
Skills:
Equipment:
Worn equipment: chain shirt shortsword shortsword dagger explorer's outfit belt pouch flint and steel Carried equipment:
Like Frejya, I welcome comments!
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