TwelvePointFivePercent wrote:
Initial thoughts: Wiclas is an exile, cast out by his people as a teenager because of violent outbursts (the forerunners of his rage ability). He doesn't make friends easily, but the ones he does have he cherishes. Which is why he's in Elsir Vale - to aid a comrade wronged by the Night Hag. It's a little thin, but maybe it'll spark something for someone else.
TwelvePointFivePercent wrote:
I've never been one to adhere to custom ;) If he survives to 6th level, I s'pose he could take it then. As for the fluff, how much do you need?
This is the calculator that I used. Here's the rough draft of my character:
WICLAS: Human Barbarian 5 (CG Medium Humanoid(Human)) Strength 15 (+2)
HP: 15 + 4d12 + 25
Initiative +2
Skills
Feats
Special Abilities
Gear: +1 Mithral shirt, +1 greatsword, cloak of resistance +1, adamantine battleaxe, spiked gauntlet, throwing axe, dagger, backpack, flint and steel, belt pouch, waterskin, bedroll, whetstone, explorer’s outfit
I have a half-orc barbarian I can refit for this. I'm not going to bother with any archetypes. How are you determining hit-points for levels after first?
Hi there! I just came here by way of this post I've got no problem with core classes only, but are archetypes allowed?
Kelarith wrote:
Don't forget Quillon Sarbrides, human investigator!
1. I'd like to play as Bowen. 2. It's interesting that the son of a herder has access to some fairly heavy weaponry. Clearly his family has a martial background - magic axes don't exactly grow on trees. Maybe his dad was a former adventurer and started a ranch after retiring. Or, maybe Bowen's grandfather was the adventurer and his father disapproved of the lifestyle. Bowen has taken up this mission in defiance of his dad. 3. I'm in the Eastern Standard Timezone - GMT-5, I think?
4d6 ⇒ (6, 4, 3, 5) = 18
So: 15, 9, 14, 12, 12, 11 Doesn't exactly rule anything out. I still like the idea of sly fighter, combined with the criminal or urchin background - pragmatic, jaded, unconcerned with fighting fair.
SodiumTelluride wrote: I like the idea of being a human Great Old One warlock. The Old Gods remember the birth of Tiamat, and want to prevent a reemergence at all costs. "Get out of my mind!" ;) Seriously, that was the same hook I was toying with in regards to the warlock. But the concept of a wily fighter, someone who fights smarter not harder is appealing. Or, I could in the other direction and go with a berserker and throw tactics out the window.
Death_Keeper wrote:
I'm working on an elf two-weapon warrior fighter that I'd like to submit.
Zack Muad'Dweeb wrote: So I'm thinking half-orc barbarian (scarred rager). This is what I've got so far. Background:
Farald Faraldsson was trudging home through a rapidly darkening forest after a long day felling trees when he heard the wail of a child in distress. Following the sounds, he found a young boy cornered by a wolf. Faraldsson leapt to the child’s defense and chased away the beast with his axe. Even in the dim light, the woodcutter could see that the boy was grievously wounded - the wolf had cut deep gashes in his face and savaged his right leg.
Faraldsson gathered up the child and hurried home to the cabin he shared with his wife on the outskirts of Hofn. It was only by the light of the hearth-fire that they discovered that the foundling was half orc, most probably abandoned by a birth mother who could not bear the stigma of such a child. Faraldsson and his wife were were shocked, but decided to tend to the child; it seemed doubly cruel to save the boy only to cast him out again. Besides, with the injuries he had sustained, he might not survive the night. But life’s spark burned hotly in the boy; he lived on despite the wolf’s mauling. Faraldsson and his wife had dearly wanted a child, had prayed for one - perhaps this little half-breed was their answer from the gods. Despite the scandal, they adopted the child and named him Vimir. Appearance: The wolf’s attack did not claim Vimir, but it has marked him for life. His face is criss-crossed with scars which give him a permanent half-scowl and he walks with limp, which inspired the epithet “Break-Leg.” Still, Vimir has grown into a tall, rangy youth and working with his father as a woodcutter and carpenter has given him impressive physical strength. His arms and shoulders are powerfully built from hauling lumber and swinging axes and mauls.
So I'm thinking half-orc barbarian (scarred rager). This is what I've got so far. backstory: Farald Faraldsson was trudging home through a rapidly darkening forest after a long day felling trees when he heard the wail of a child in distress. Following the sounds, he found a young boy cornered by a wolf. Faraldsson leapt to the child’s defense and chased away the beast with his axe. Even in the dim light, the woodcutter could see that the boy was grievously wounded - the wolf had cut deep gashes in his face and savaged his right leg.
Faraldsson gathered up the child and hurried home to the cabin he shared with his wife on the outskirts of Hofn. It was only by the light of the hearth-fire that they discovered that the foundling was half orc, most probably abandoned by a birth mother who could not bear the burden. Faraldsson and his wife were were shocked, but decided to tend to the child; it seemed doubly cruel to save the boy only to cast it out again. Besides, with the injuries he had sustained, he might not survive the night. But life’s spark burned hotly in the boy; he lived on despite the wolf’s mauling. Faraldsson and his wife had dearly wanted a child, had prayed for one - perhaps this little half-breed was their answer from the gods. Despite the scandal their actions would inevitably cause, they adopted the child and named him Vimir
I'm definitely interested, but I'm going on vacation soon and won't be back until the middle of next week. When would the game start up? dice: 2d6 + 6 ⇒ (5, 1) + 6 = 12
What's the deadline for submission and what's your anticipated start date once the character roster's been established? I'm plenty interested, but I'm going on vacation in the near future and won't be back until the middle of next week. I wouldn't want to waste anybody's time or take up a spot if somebody's ready to go while I'm goofing off.
This is really apropos of nothing, but I dropped off the boards - I dunno - over a year ago I reckon. I was not in a great place mentally at the time and lost pretty much all motivation to post (or do a lot of other things for that matter). But I'm much, much better now! And if anybody who was in a game with me, as PC or GM, is reading this, I'm sorry for disappearing like I did. Just wanted to get that off my chest. :)
waynemarkstubbs wrote:
In past games I've played, the GM usually offers the deceased character's owner the option of bringing in a new one. The one time a character of mine died, resurrection was even brought up, but I don't expect that this early in the game.
Okay, so it's a trifle cliche, but he'd sorta be like Caine from Kung Fu, he's walking the earth, helping people and getting into adventures. The twist is that he's winging it the entire time. Everything he claims to know about martial arts he's learned from bogus "secret manuals" he bought off of an unscrupulous peddler. Clearly, his career as a martial arts master is off to a rocky start if he's been captured by goblins.
waynemarkstubbs wrote:
There's the terbutje/macuahuitl from Ultimate Combat, which isn't so much a sword with an obsidian blade, but a club with pieces of obsidian embedded to create a cutting edge. It has the same stats as a longsword. ***
Spoiler: "The dead do not keep counsel with the living."
Asheru had heard that saying many times throughout his life. Whenever he had asked the shaman why the ghosts of deceased tribespeople flocked to him, that was always the answer. From an early age, Asheru has never know true solitude. Ancestral spirits are drawn to him and accompany him wherever he goes, even while he sleeps. His tribe's shaman proclaimed him a "speaker for the dead," a repository of knowledge, a living history of his tribe. The tribe does not bury its dead; instead, bodies are left on elevated biers for the scavengers and elements to dispose. Thus, the speaker for the dead is the tribe's connection to its ancestors. As he has gotten older, Asheru has grown increasingly dismayed with his situation. He wonders where his thoughts end and the ancestors' begin. The weight of a great club, crafted from the leg bone of some huge beast, feels comfortable in his hands, despite having never wielded it before in his life. He feels caught between his duty to his tribe and the spirits who chose him, and his desire to be in full possession of his own life.
Here are the crunchy bits. Spoiler:
Asheru
Male human oracle (ancestor mystery) NG Medium humanoid (human) Init: +2; Senses: --------------------
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Ranged
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Heirloom Weapon: Gain proficiency with greatclub. Class
Oracle's Curse: Malevolent spirits follow you wherever you go, causing minor mishaps and strange occurrences (such as unexpected breezes, small objects moving on their own, and faint noises). Retrieving any stored item from your gear requires a standard action, unless it would normally take longer. Any item you drop lands 10 feet away from you in a random direction. Add mage hand and ghost sound to your list of spells known. At 5th level, add levitate and minor image to your list of spells known. At 10th level, add telekinesis to your list of spells known. At 15th level, add reverse gravity to your list of spells known. Voice of the Grave (Su): You can speak with the dead, as per the spell, for a number of rounds per day equal to your oracle level. These rounds do not need to be consecutive. At 5th level, and every five levels thereafter, the dead creature you question takes a cumulative –2 penalty on its Will save to resist this effect. Spells:
I've got a rough idea of his background forming.
My first concept is a ranger using the skirmisher and wild stalker archetypes. The way the alternate class abilities progress reflects my idea of how the character evolves, gradually becoming a cagey fighter relying on grit and wile. I realize the fluff attached to the wild stalker suggests an anti-social type, but I want to play the character as an outsider - he's a half-elf that doesn't identify with either side of his heritage. He's a little prickly, but not a bad guy.
I'm interested as well. Haven't set up an alias yet, but in broad strokes, the character is a barbarian with the drunken brute and superstitious archetypes. Goes by the name of Boraz Axecatcher Str 16 | Dex 14 | Con 16 | Int 10 | Wis 12 | Cha 8 Traits: Zest for Battle, Iron Liver
"Lissen, I was in the army once. Soon as my beard came in, I got conscripted, same as any lad. Din't last long though; got kicked out. I know, I was shocked too. Th' commander said I was 'undisciplined' and 'insubordinate.' I, uh, took issue with his assessment. Wha happened? Well, the details are fuzzy, but in the end, he said he'd discharge me without recommendation or censure provided I let 'im outta the headlock I had 'im in."
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