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4d6 ⇒ (3, 4, 5, 4) = 16- 3 = 13
4d6 ⇒ (3, 3, 4, 5) = 15- 3 = 12
4d6 ⇒ (1, 5, 4, 2) = 12- 1 = 11
4d6 ⇒ (5, 1, 1, 4) = 11- 1 = 10
4d6 ⇒ (2, 4, 1, 6) = 13- 1 = 12
4d6 ⇒ (4, 1, 5, 3) = 13- 1 = 12

Per GM, reroll this sucka...

4d6 ⇒ (5, 5, 2, 2) = 14- 2 = 12
4d6 ⇒ (4, 3, 5, 5) = 17- 3 = 14
4d6 ⇒ (1, 3, 3, 2) = 9- 1 = 8
4d6 ⇒ (1, 2, 2, 3) = 8- 1 = 7
4d6 ⇒ (3, 6, 4, 2) = 15- 2 = 13
4d6 ⇒ (5, 5, 5, 6) = 21- 5 = 16

That'll do!

Crunch and fluff forthcoming for a drood.


The trick is, be Lexi's friend! It helped me out!

FRANDS GOOD


SO MUCH STUFF. But I'm done!

Tipsy Jayl's Crunch:

Tipsy Jayl
Male Half-elf Illusionist 1
CN medium humanoid
Init +2 Listen +3 Spot +3
DEFENSE
AC 12, touch 12, flat-footed 10
hp 8
Fort 2, Ref 2, Will 2
OFFENSE
Speed 30 ft
Space 5 Reach 5
Spellbook - 0 - All, save Conjuration and Necromancy; 1 - Shield, Burning Hands, Color Spray, Shadow Weapon, Silent Image, Vanish, Ventriloquism

TRAITS
Convincing Liar
Ilizmagorti Native

STATISTICS
STR 12 DEX 14 CON 15 INT 19 WIS 11 CHA 15
Base Atk +0
Feats: Skill Focus (Bluff), Spell Mastery (Detect Magic, Spark, Silent Image, Ventriloquism), Scribe Scroll
Skills Bluff +7, Appraise +8, Knowledge (Arcana) +8, Knowledge (Local) +8, Sense Motive +5, Spellcraft +8
Languages Common, Gnome, Elf, Orc, Goblin

About Tipsy Jayl:

Step 1: Write 5 background and concept elements that you feel are important to your image of the character. These can be a concept overview, a list of important life events, a physical description, a personality profile...whatever you need to get an image in your mind.

1. Jayl is a liar. A terrible, filthy, nearly pathological liar. The truth of his ancestry, his birthplace, all of it... it's all conjured up from a mind determined to produce "layers upon layers". He's not malicious or spiteful in his lies. But a life led without attachment leads him to tell wild tales instead of anything approaching true.

2. Jayl is average. The only part of him that's a little strange is his half-elven nature. He doesn't hide his pointed ears, in fact shaving his hair down close to his head to almost emphasize his parents' leavings. Beyond pointedly exposing his parentage, Jayl has perfectly average brown eyes, perfectly average (for a half-elf) features, and wears perfectly average clothes. Usually.

3. Jayl is a drunk. A few years afo he apprenticed with a brewer, learning the trade. After drinking most of his master's product instead of ACTUALLY applying his learning to the craft, he was booted out. He still cooks up batches of ale, or moonshine, as the mood (and materials) strike him. But for the most part, he dives into booze with a fervent zeal that would impress paladins with his dedication. He is rarely truly sober.

4. Jayl is very smart. Despite this, he doesn't admit to it, or to being a spellcaster. He says he's a sleight of hand artist, a trickster, a failed soldier, a clever monkey... anything to avoid admitting that in his brief morning periods of sobriety, he memorizes spells from a spellbook with an origin only he knows about.

5. Jayl likes people. Overall, despite not wanting to be vulnerable in the face of social situations, Jayl still values camraderie. He doesn't like being alone - who'll listen to his tales? This isn't a CLEAR leaning towards good or evil, but he knows that whatever he does, it'll involve other people. This leads him into being a follower pretty easily - he likes going with the flow, for the most part.

Tipsy Jayl's Goals:

Step 2: List at least two 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.

1. Jayl's primary goal in life is a comfortable life. Riches, fame, servants, all of that... all of these are good things to him! But so could be being a hero. Or being a ruler. Or... really anything that means his golden years involve wine, women, and song. That's the dream.

2. I'd like to see the above goal be expounded upon. Maybe crossed out and replaced with a new one. Jayl's motivation is flexible, but I want something for him to latch onto and ride into fame (or infamy, either way)

Tipsy Jayl's Secrets:

Step 3: List at least two 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.

1. Jayl gave himself the 'Tipsy' moniker. He spread it around, so that people always assume he's an idiot. He usually is, but sometimes he isn't, and that's when he gets people! Well... tricks them into buying rounds, or paying for a bed for the night.

2. His spellbook was stolen from its original owner. And that owner is still alive, and probably grumpy about the theft.

Tipsy Jayl's People:

Step 4: Describe at least three people that are tied to the character. Two of them are friendly to the character, one is hostile. If you like, you can include an enemy of yours here as well, so I have an instant NPC nemesis to throw at you.

1. Mother Chiantix - The 'mother superior' at the temple where Jayl was raised. Perhaps not the best moral compass for a young person, but she tried to raise Jayl well enough, and seems to feel that he's turned out okay.

2. Bratix - She's friendly enough, as it goes. Weird, sure. Dangerous, absolutely. But that's okay!

3. Jerek Entsil - Barkeep of the tavern he'd last spent several nights at. Jerek doesn't like people who skip on the tab. And Jerek had connections...

Tipsy Jayl's Quirks:

Step 5: Describe three memories, mannerisms, or quirks that your character has. They don't have to be elaborate, but they should provide some context and flavor.

1. Jayl drums on things when thinking. It originally was to play into the 'idiot' vibe he cultivates, but as the years wore on, he found it actually focused his mind. So, every time he thinks, he starts thumping on stuff. Too bad he has terrible rhythm.

2. Jayl once got away with pretending to be a member of the city guard to get out of a charge of burglary. He stole some leather armor and a sword, and marched for two miles with the rest of a patrol to slip away. At least, so he says.

3. Jayl normally wears a bunch of fancy rings on all of his fingers, save one iron one - his bonded object.

Tipsy Jayl's Small Items:

His plain, iron ring, his most prized possession - a possession from someone he'd loved. Even if she hadn't, and has no idea the ring was gone.

A flat stone, of no real value - he's turned it into a coin so many times, it might be the drunk actually thinks it is one.


OMG, long day at work. Rolls here, then crunch and fluff forthcoming!

4d6 ⇒ (6, 1, 4, 5) = 16-1 =15
4d6 ⇒ (5, 6, 2, 6) = 19-2 =17
4d6 ⇒ (3, 2, 6, 1) = 12-1 =11
4d6 ⇒ (5, 4, 3, 6) = 18-3 =15
4d6 ⇒ (4, 2, 6, 1) = 13-1 =12
4d6 ⇒ (3, 6, 5, 1) = 15-1 =14


And a drunken wizard!


So... I'm not involved in any other PbPs currently - Lexi sucked me into them only recently. But I'm available for multiple posts a day! All the posts!

First, the crunchy stuff!

Golbar the Wanderer!

Spoiler:

Golbar the Wanderer
Male Human Barbarian 1
NG medium humanoid
Init +1 Listen +5 Spot +5
DEFENSE
AC 15, touch 11, flat-footed 14, CMD 15
hp 19
Fort 5, Ref 1, Will 1

OFFENSE
Speed 40 ft
Space 5 Reach 5

TRAITS
Northern Ancestry
Winter Warrior

STATISTICS
STR 16 DEX 12 CON 16 INT 10 WIS 13 CHA 10
Base Atk +1 CMB +4
Feats: Endurance, Toughness
Skills Climb +7, Intimidate +4, Perception +5, Ride +5, Survival +5
Languages Common, Orc
Gear Greatsword, 2 Javelins

As to the other queries...

1. The adventure starts in the village of Heldren, a small village in Taldor just north of the Border Wood near Qadira. All characters should be residents of Heldren. Were you born there? Are you newly arrived?

Golbar is a child of Taldor's wilds, recently arrived in Heldren seeking information on his father - the tribe that raised him pointed him to Heldren, and the change from the wilds to 'civilization' is intriguing to him. People are nicer, and the food tends to be warmer.

2. If you're playing as a common race, how do you view other, rarer races? If you're playing as an uncommon race, how did you come to live among the common?

Golbar's got a sense of wonder about the wider world. He calls himself 'the Wanderer' because he wants to see all it has to offer. Other than the folks in Heldren, he's probably not overly familiar with the rarer races, but all are interesting to him. The barbarian tribe that raised him not far from here were insular, but he never liked that - now he wants to meet everyone!

3. What will your character contribute to the party in and out of battle?

In battle, Golbar's a brick. Out of battle, he's curious, interested, and good-hearted. He's a lovable lug who'll break people who threaten good folk.

4. What goals/aspirations does your character have? These don't always need to be lofty or noble. He wants to find out his family line. Learn more about where he came from. Learn more in general! He's not particularly bright, but he's exceptionally interested in everything.

Now, for the writing!

- It was the meat that drew Golbar first. The warmth, the fire, the laughter, all that was excellent. But his stomach had been rumbling for hours now as he had walked and the tang of spiced, seared meat had drawn him directly to the tavern. He'd been a few times, knew a few of the familiar faces, but had kept to himself. Not out of fear or a wish to be alone, but he wasn't sure initially how to approach these new folk. The tavern's proprietor was happy to accept his coin and even happier when he'd come back and ask for a another plate of food, big man that he was, but Golbar hadn't had any conversations with any other patrons yet. Tonight, as he stepped through the doorway and closed the heavy wood door behind him, he resolved to. Purchasing the biggest steak that had been cooked, he moved to a table with an empty chair and set down, looking from new face to new face. "Hello," Golbar's voice was a rumble. "I'm Golbar. How is your evening?" -


All the dots. I shall have something forthwith! :D


Dotting for interest! I'm always down for buckling swashs and so on. Concept is forthcoming.