Vordakai

Sacraz's page

36 posts (110 including aliases). No reviews. No lists. No wishlists. 11 aliases.


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I'd be super interested in this. I've run a few games of EotE for my regular group but have yet to have a chance to play. I've got a droid character I've been wanting to run for a while now.


There's my wizard, Eldon Scheppen. Backstory to come.

Basics:

Name: Eldon Scheppen
Class: Wizard
Race: Rock Gnome
Background: Sage
Height: 4'3"
Mass: 50 lbs
Age: 28
STR: 10
DEX: 14
CON: 11+1
INT: 15+2+2+1
WIS: 12
CHA: 10

Combat:

Hit Dice: 8d6
Hitpoints: 42
AC: 12
Initiative: +2

Skills, Feats and Proficiencies:

Proficiency Bonus: +3

SKills: Investigation, Arcana, History, Insight

Languages: Common, Gnomish, Primordial, Draconic

Proficienceies:
Armour: None
Weapons: Daggers, darts, slings, quarterstaffs, light crossbows
Tools: None
Saving Throws: Intelligence, Wisdom

Feats:
Keen Mind: You always know which way is north. You always know the number of hours left before the next sunrise or sunset. You can accurately recall anything you have seen or heard within the past month.

Class and Race abilities:

Gnome:
Darkvision: You can see in dim light within 60 feet of you as if it were bright light, and in darkness as if it were dim light.
Gnome Cunning: You have advantage on all Intelligence, Wisdom, and Charisma saving throws against magic.
Artificer’s Lore: Whenever you make an Intelligence (History) check related to magic items, alchemical objects, or technological devices, you can add twice your proficiency bonus, instead of any proficiency bonus you normally apply.
Tinker: You have proficiency with artisan’s tools (tinker’s tools). Using those tools, you can spend 1 hour and 10 gp worth of materials to construct a Tiny clockwork device (AC 5, 1 hp). The device ceases to function after 24 hours (unless you spend 1 hour repairing it to keep the device functioning), or when you use your action to dismantle it; at that time, you can reclaim the materials used to create it. You can have up to three such devices active at a time.

Sage
Researcher: When you attempt to learn or recall a piece of lore, if you do not know that information, you often know where and from whom you can obtain it.

Wizard
Arcane Recovery: Once per day when you finish a short rest, you can choose expended spell slots to recover. The spell slots can have a combined level that is equal to or less than half your wizard level (rounded up), and none of the slots can be 6th level or higher.

School of Conjuration
Conjuration Savant: The gold and time you must spend to copy a conjuration spell into your spellbook is halved.
Minor Conjuration: You can use your action to conjure up an inanimate object in your hand or on the ground in an unoccupied space that you can see within 10 feet of you. This object can be no larger than 3 feet on a side and weigh no more than 10 pounds, and its form must be that of a nonmagical object that you have seen. The object is visibly magical, radiating dim light out to 5 feet. The object disappears after 1 hour, when you use this feature again, or if it takes any damage.
Benign Transposition: you can use your action to teleport up to 30 feet to an unoccupied space that you can see. Alternatively, you can choose a space within range that is occupied by a Small or Medium creature. If that creature is willing, you both teleport, swapping places. Once you use this feature, you can’t use it again until you finish a long rest or you cast a conjuration spell of 1st level or higher.

Spellscasting:

Spell save DC: 16
Spell attack modifier: +8

Spellbook
1st: Comprehend Languages, Detect Magic, Find Familiar, Mage Armor, Sleep, Magic Missile, Identify, Unseen Servant
2nd: Suggestion, Invisibility, Knock, Shatter
3rd: Counterspell, Lighning bolt, Fly, Tongues
4th: Conjure Minor Elementals, Polymorph, Dimension door, Locate Creature

Cantrips: Light, Mage Hand, Presdigitation, Mending

Possessions:

Money: 174gp
Equiptment: Dagger, Wand, Scholar's pack, Spellbook, Wand of Lighning bolts
Other:

Personality:

Traits: There is no self-preservation, only opertunity-cost. I will give anything for the knowledge I seek.
There is a time for thought and a time for action. I decide which it is mostly based on mood.
Ideal: Field work is what real research is about, all else is just book-keeping.
Bond: I feel the force causing these disturbances. It is a magic I have never seen before. It is ancient, it is powerful, and it scares me.
Flaw: When faced with immense danger my first thought is one of admiration to they who have bested me, And my second is how to use their tactics as my own later.


Money: 1d10 ⇒ 7x25+500=675


My wizard is nearly done and I'll be submitting him in a couple of hours.


Sounds really fun. Thinking of playing a Goliath cleric or druid, what are they like in Kreshire, and what gods do they worship?


Dotting for interest


Very interested, I have a fair bit of experience playing 13th age and would be love to play a fast paced game. Will post a character concept soon.

Also, are classes from 13 true ways allowed? I have an idea for a necromancer.


Here's my submission, the backstory is as setting neutral as I could make it, but if there are any problems just message me and I'll change it.

Amdoran

LG Medium Humanoid (Human)
Init +0

DEFENCE
AC 20, touch 10, flat-footed 20 (+3 Dex)
HP 68 (6d10)+24
Fort +11 Ref +5 Will +7

OFFENSE
Speed 30 ft.
Melee Longsword +8(1d8+2/19x2)
Melee Masterwork Cold Iron Longsword +9(1d8+2/19x2)

STATISTICS
Base Attk +6 CMB +8 CMD 18

Traits:

Courageous +2 on saves against fear
Ease of Faith +1 to diplomacy checks

Feats:

Alertness +2 on perception and sense motive
Catch Off-guard no penalties for using improvised weapons and unarmed opponents are flat-footed against my improvised weapon attacks
Deceitful +2 bluff and disguise
Persuasive +2 diplomacy and intimidate

Skills:

14 Diplomacy 5 ranks +3 ability +6 misc
10 Handle animal 4 ranks +3 ability +3 misc
8 Heal 6 ranks -1 ability +3 misc
10 Sense motive 6 ranks -1 ability +5 misc

Paladin:

Channel Positive Energy deal 3d6 positive energy damage to undead that fail DC 16 will save or heal 3d6 to living (costs 2 lay on hands uses)
Smite Evil +3 to attack and +6 to damage against Evil creatures. Against evil outsiders damage increases to +12. (2/day)
Aura of Courage Immune to fear, allies within 10 feet gain +4 to saving throws against fear effects.
Celestial Spirit +1 enhancement to weapon for 6 minutes
Detect Evil cast detect evil spell at will
Divine Health immune to disease, including magical and supernatural
Lay on Hands heal 3d6 hot points as standard action by touch (6 per day)

Spells:

Spell save DC 13+spell level
1st Level (2/day)

Gear:

Worn masterwork cold iron longsword
Readied Longsword, heavy steel shield, half-plate,
Backpack
Coin 33gp

Background:

(Amdorans backstory contains some assumptions about the world, these are based on standard fantasy, if any are wrong please correct me.)

Amdoran was born the only child of Heldor Hanselmen, captain of the town guard of a smallish city (you can pick one if you like, I don't know enough about the setting to make a decision). He was only six

when people started disappearing from his town. His father found the cave he believed the creature to hide during the day, and led an expodition into it. No-one returned from that expedition, but the

disappearances stopped. Later expeditions into the cave found it completely empty of any sign of life or the corpses of the guardsmen. Amdoran spent the next eight years with his uncle and aunty, but they

did not have the funds to support him properly. At the age of fourteen Amdoran left his uncle and aunty to pursue training for the town guard, hoping to follow in his fathers footsteps.

When he was sixteen, on only his third task with the guard his group was ambushed by wights in the middle of the night. Amdoran stood for what felt like years in the cold, oppressive darkness of the night,

with only the small bubble of light from his lamp offering him protection from the monstrosities that swirled around him, searching for a weakness in his defence. The oil of the lamp was beginning to run

out, and the wights were edging closer when a bright light appeared to east of Amdoran. At first he thought the light was the rising sun, but soon realised it was far too focused. The wights shied away from

the bright light and Amdoran was forced to drop his lamp to cover his eyes. the light soon dimmed, and Amdoran's eyes adjusted to the it and a man stepped forward. The man reached his hand towards

Amdoran and in that instant when Amdoran grabbed the man's hand all his fears, worries and wounds melted away. The man introduced himself as Kelfed, a paladin and hunter of the vile undead.

For the next five years Amdoran trained with Kelfed in the art of the sword and in that of the divine. One day when Amdoran was out training in the woods he felt the sinister presence of evil from the

direction of Kelfed's house. Amdoran sprinted there as fast as he could, but it was to no avail, as by the time Amdoran arrived the house was empty, with only small signs of struggle. The house was empty

of all holy insignia and relics, except for Kelfed's cold iron sword, lodged into the ground in the middle of the house.

Now Amdoran hunts for who or what it was that took his father and his mentor, as he attempts to continue Kelfed's legacy and protect the worlds peace from threats both natural and unnatural.


Kalerusk:

Name: Kalerusk
Race: Vrusk
Profession: Explorer (self-employed)
Gender: Male

STR / STA 40/40
DEX / RS 30/30
INT / LOG 50/70
PER / LDR 40/67

IM: +3
PS: +2
RW: 15
MW: 20

Racial Abilities: Ambidexterity, Comprehension 15%

Defence Data:

Energy Record:

Skill Data:
Charisma 1 Auto
Persuasion 2 +2
Haggling 2 +2
Making Items/Structures 1 Auto (with materials)
Survival 1 +3
Geology 2 +4
Geophysics 2 +4

Equipment Data: As given by GM

Money:: 100 + 1d100 ⇒ 100 + (19) = 119

this is the basics, backstory will come once I have the time, really busy right now. also, I didn't see any mention of PSAs in the Zebulon guide, are they still a thing?


STR/STA: 1d100 ⇒ 58 50 above average
DEX/RS: 1d100 ⇒ 3 30 feeble
INT/LOG: 1d100 ⇒ 75 55 good
PER/LDR: 1d100 ⇒ 46 45 average

Let's see where this leads


Is this closed now or can I quickly get a character in here? Been looking for a sci-fi game and only just noticed this.


Good luck to all


Nazskab Naffront wrote:
Sacraz wrote:
Nazskab Naffront wrote:
Sacraz wrote:

I have finally finished my character. His name is Dirk Gass and he is a Gnomish Rogue from what was left of Frederick Barbarossa's army by the time it got to the Holy Lands. Tell me what you think.

** spoiler omitted **...

[action=slow clap][/action]
I is confuzzled, not sure if sarcasm?
Nope, no sarcasm, I was applauding the six strength and weapon mastery feat specifically. Try to imagine you dragging a halberd behind you into battle. Wasn't sure how that would work but I was stoked to find out.

I really just did it for the longbow and +1 DEX, I picked the halberd cause the idea of a gnome with 6 strength knowing how to fight with halberds seemed ridiculous.


Nazskab Naffront wrote:
Sacraz wrote:

I have finally finished my character. His name is Dirk Gass and he is a Gnomish Rogue from what was left of Frederick Barbarossa's army by the time it got to the Holy Lands. Tell me what you think.

** spoiler omitted **...

[action=slow clap][/action]

I is confuzzled, not sure if sarcasm?


I have finally finished my character. His name is Dirk Gass and he is a Gnomish Rogue from what was left of Frederick Barbarossa's army by the time it got to the Holy Lands. Tell me what you think.

CRUNCH:

ENERAL

Character Name: :Dirk Gass
Alignment: :Chaotic Neutral
Race: :Gnome (Forest Gnome)
Class: :Rogue
Background: :Criminal (pickpocket)
Gender: :Male
Size: :Small
Languages: :English (almost, but not quite, fluent), German
Vision: :Dim (60ft)

Level:
Experience:
Next level:

Ablility Scores: Str:6 -2
Dex:16 +3
Con:8 -1
Int:14 +2
Wis:13 +1
Cha:14 +2

COMBAT

Speed: :30ft
Initiative: :+2

Hit Points: Total:7
Remaining:
Hit dice: Total:1d8
Remaining:
Armor class: W/ Armour:15
Without Armour:13

Weapon Attacks:

Spell Attacks:

PROFICIENCIES

Proficiency Bonus: :+2
Saving Throws: :Dexterity. Intelligence
Tools: :Thieves’ tools, dice
Weapons: :Simple weapons, hand crossbows, longswords, rapiers, shortswords
Armours: :Light Armour
Skills: :Deception, Investigation, Stealth, Persuasion, Slight of hand, Insight

FEATURES, TRAITS & FEATS

Class Features: :Expertise (Deception, Slight of hand), Sneak attack (1d6), Thieves Cant, Criminal Contact
Racial Traits: :Gnome Cunning, Natural Illusionist, Speak with Small Beasts
Feats: :Weapon Master (longbow, Scimitar, Pike, Halberd)

EQUIPTMENT

Coinage: Copper:
Silver:
Electrum:
Gold:35gp
Platinum:

Equiptment: :Rapier, longbow and quiver of 20 arrows, burglar’s pack, Studded leather armour, two daggers, thieves’ tools, crowbar, set of dark common clothes including a hood,

Treasure: :

Fluff:

PERSONALITY
Traits: :I'm trying to reform myself, so I often steal something, realise I stole it and then try and put it back without being caught. I'm extremely polite to strangers, but the more you know me the cruder I become.

Ideals: :I'm loyal to my friends and those who help me, everyone else can take a trip down the Styx for all I care

Flaws: :Stealing is all I know, it's hard not to steal with so many loose coin-purses around at my eye-level

Bonds: :I was caught stealing in my home-town, and there I am forever known as a thief, I'm trying not to make the same mistake twice, but it's hard.

Back-story: :Dirk Gass grew up in a small poor town in rural Germany. His family was especially poor, and he was nearly always hungry. One day in town an apple fell out of a bag a man had hauled over his shoulder. Dirk picked it up and looked around, no-one seemed to have noticed it, so Dirk did the unthinkable. He ate the apple. Soon he was hungry again, and coincidences like that didn't happen often. But soon Dirk learned how to make them happen and before he knew Dirk was a pickpocket. This continued for Dirk until he was 17, when he was finally caught. Unfortunately for him, the harvest that year had been especially bad, and so became his punishment. Dirk was lashed, and he was lashed unto the edge of death, the action was simply meant to coerce him into not stealing. but it went too far and Dirk is still a weak and frail man because of it.

For the Next few years Dirk was looked down upon by his fellow townspeople, and it became too much for him. When the 3rd crusade was called Dirk saw it as a way out, a second chance at a reputation. The march was hard for Dirk and when Frederick Barbossa (king of Germany at the time) drowned he considered turning back. But there was nothing back there for him except shame and hatred, and so he went on. Eventually he, along with a few others of Fredericks army joined up with Richards forces. Since then Dirk has grown fond of others of the Crusaders, and hopes he can make a new name for himself in this "England" place. He just hopes it isn't too rainy.


Score 1: 3d6 ⇒ (6, 2, 6) = 14
Score 2: 3d6 ⇒ (1, 6, 5) = 12
Score 3: 3d6 ⇒ (5, 3, 6) = 14
Score 4: 3d6 ⇒ (2, 5, 1) = 8
Score 5: 3d6 ⇒ (1, 4, 1) = 6
Score 6: 3d6 ⇒ (6, 3, 4) = 13

I'm going to re-roll here in the actual recruitment thread, rather than take my roles from the interest check if your ok with that .


Does the Prophet already have the blue crystal staff at the start of the game, or do they find it during gameplay? also, because the gods are not currently active in the world, how does clerical magic work? are clerics just spell-less for a while, or could the staff be used like a catalyst for clerical magic, or something?

Also, Ren was intended for the mentor role, although I guess he could work as a leader.


Score 1: 3d6 ⇒ (1, 2, 6) = 9
Score 2: 3d6 ⇒ (3, 1, 6) = 10
Score 3: 3d6 ⇒ (5, 4, 4) = 13
Score 4: 3d6 ⇒ (1, 2, 4) = 7
Score 5: 3d6 ⇒ (5, 4, 4) = 13
Score 6: 3d6 ⇒ (1, 5, 2) = 8


Here is my submission for the mentor role, Renagir Onselmin, he's an ex-mercenary that trains the recruits for Ivor's armies. Mechanically he's a fighter, who's going to go into battlemaster. Tell me what you think, also I think the Inspiring leader feat works perfectly for the leader role.

CRUNCH:

GENERAL

Character Name: :Renagir Onselmin (Ren)
Alignment: :Neutral good
Race: :Human
Class: :Fighter
Background: :Soldier (Officer)
Gender: :Male
Size: :Medium
Languages: :Common, Dwarvish
Vision: :Normal

Level: :1
Experience: :0
Next level: :

Ablility Scores: Str:16 +3
Dex:8 -1
Con:14 +2
Int:12 +1
Wis:14 +2
Cha:10 +0

COMBAT

Speed: :30ft
Initiative: :-1

Hit Points: Total:12
Remaining:
Hit dice: Total:1d10
Remaining:
Armor class: w/ Armour:17
Without Armour:9

Weapon Attacks: Quarterstaff:+5 1d6+2
The Ogrelance:+5 1d8+2

Superiority dice: :1d6
Save DC: :13

Maneuvers: :Feinting attack, Disarming attack

PROFICIENCIES

Proficiency Bonus: :+2
Saving Throws: :Strength, Constitution
Tools: :Dice, vehicles land
Weapons: :All Simple, All Martial
Armours: :All Armour, Shields
Skills: :Insight, Intimidation, Perception, Athletics, Survival

FEATURES, TRAITS & FEATS

Class Features: :Fighting Style (Dueling), Second wind (1d10+1),
Background Feature: :Military Rank
Racial Traits: :Ability score inprovement, Feat, Skill Profeciency
Feats: :Martial adept

EQUIPTMENT

Coinage: Copper:
Silver:
Electrum:
Gold:35
Platinum:

Equiptment worn: :Splint, The Ogrelance (Longsword, previously the blade of one of his close friends from his mercenary days, so named because his friend once rode headlong at an ogre, using the blade like a lance and the blade went straight through the ogres head and so did half his friends arm) Quarterstaff, explorer's pack, An insignia of rank, set of bone dice, common clothes

Treasure: :

Fluff:

PERSONALITY

Traits: :Ren always has some piece of criticism for everything, and more than one tale of how he did it better back in "his day"

Ideals: :It's better to know little and pass it on than to know a lot and have it die with you

Flaws: :"No one EVER, EVER questions my knowledge of battle and tactics, I've spent my life learning all there is on it and I will NOT be questioned by the likes on YOU! now drop and give me fifty," Also yells at people alot, perhaps too much.

Bonds: :Langtree is my home, and i'll do anything to protect it and it's residents, even if I'd never say that out loud

Backstory:
Ren was born and raised in Langtree as the second of five children to the blacksmith Grendir Onselmin and his wive Gelden. His older brother was trained from a young age to take over the forge, and Ren looked elsewhere for work, knowing that the forge could not sustain more than one family. It was an easy switch from blacksmithing to mercenary work, and Ren took naturally to the training he recieved. While other recruits saw fighting as simply a class of blades Ren began to study deeper into the art of war. He began to watch other fighters for weakpoints, imperfections in their technique, and he exploited them. He joined the mercinaries of Ivor of Langtree, and steadily rose the ranks of Ivors army, until he became one of Ivors most trusted soldiers. When Ivor became Baron Ren became one of the leaders of Ivor's mercenary army, and became well known as a reverred tactician. In a major fight that would turn out to be Ren's last he suffered a near mortal wound to his thigh, severing his femoral artery. After that Ren would never fight again, but that was near two decades ago, and Ren has moved on, now he trains the new recruits for Ivor's army.


Dotting for interest


Dotted for interest. Just a question, are we playing new characters in the same roles as the originals or are we choosing whether to play the original characters or new ones? Also thinking of playing the Prophet.


Dotting for interest, will submit a full character tonight.


Shylar, True Neutral god of balance, order and equality. Will expand more tonight.


Sounds really interesting, especially the Dawn of worlds idea. And why even have humans at all, why not have entirely original races? I think it would be far more interesting if the dominant race was something very different, like a race of bipedal, flying, reptilians.


Dotted for interest, thinking of playing an inquisitor with duel pistols. Btw, are there advanced guns and what level should I make my character?


I would also like to know what rules you are using for Tau, are there official rules or are you using a homebrew? I found these homebrew stats online, can i use them or is there a specific set of rules you want us to use? Thanks

Tau Explorer Stats: http://1d4chan.org/wiki/Tau_Dark_Heresy


Stat1: 2d10 ⇒ (10, 10) = 20
Stat1: 2d10 ⇒ (9, 6) = 15
Stat1: 2d10 ⇒ (9, 3) = 12
Stat1: 2d10 ⇒ (2, 5) = 7
Stat1: 2d10 ⇒ (2, 7) = 9
Stat1: 2d10 ⇒ (10, 9) = 19
Stat1: 2d10 ⇒ (10, 3) = 13
Stat1: 2d10 ⇒ (3, 1) = 4
Stat1: 2d10 ⇒ (7, 4) = 11

Let's see what the dice give me


Dotted, will come back and make a submission.


Sounds very interesting, already thinking of character ideas, if this runs you can definitely count on me to submit a character. just a question, do we have to be divine classes, do we just need to revere the God or can we be completely unrelated to them?


Health: 2d6 ⇒ (5, 2) = 7


rerolling the 10
Stat 3: 4d6 ⇒ (1, 4, 1, 3) = 9


Stat 1: 4d6 ⇒ (6, 3, 1, 1) = 11
Stat 2: 4d6 ⇒ (4, 3, 1, 6) = 14
Stat 3: 4d6 ⇒ (4, 4, 1, 1) = 10
Stat 4: 4d6 ⇒ (5, 5, 1, 3) = 14
Stat 5: 4d6 ⇒ (6, 3, 1, 1) = 11
Stat 6: 4d6 ⇒ (2, 4, 6, 3) = 15


Very interested in this, will make a character tonight and post it here. Thinking of playing a Turian sentinel.


Sacraz wrote:

Hi, I have an idea for a street urchin thief who is taken in by a church of [insert religion here] and becomes an Inquisitor. (full backstory will be longer, that's just a summary)

I was Just wondering if there will be firearms in this world, I'm trying to decide between a Pistol and a crossbow.

Thanks

Don't worry about this, I'm submitting Sioron instead.


Name: Sioron
Age: 19
Race: Human
Height: 6'0"
Weight: 160
Alignment: N
Class: Witch/Aristocrat

Personality: If Sioron is nothing else he is ambitious, and selfish. Sioron does not care at all for strangers, and it is very hard to become one he considers a "friend", but once you have earned his trust he will go to any end to keep yours, for he knows that he cannot achieve his goals without allies. At the same time Sioron sees those who betray the trust of there friends as a plague to rid the world of, and it would be very unwise to betray him.

Backstory: A Wizard trainee kicked out of his college due to a family feud. Sioron turned to dealing with mysterious forces to gain the power he desired. Now, along with his familiar Akhtur, he searches for ever more power.

Low Goals: Outdo the Wizards who denied him power, Understand more about the forces he owes his power to, Become a spell caster of note.

Med Goals: Gain renown as a powerful spell caster, pay back his debts or otherwise end the mysterious forces power over him, gain the ability to control politics from the shadows ("advise" a ruler, blackmail people, etc.)

High Goals: Achieve Immortality, create and lead a group of powerful people to keep the world just the way he likes it, Become the single most powerful spell caster alive (or un-alive if immortality requires undeath)


Hi, I have an idea for a street urchin thief who is taken in by a church of [insert religion here] and becomes an Inquisitor. (full backstory will be longer, that's just a summary)

I was Just wondering if there will be firearms in this world, I'm trying to decide between a Pistol and a crossbow.

Thanks