Sceptor Tower of Spellgard - Discussion thread


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Human

OK here you are folks.

Build, question, plot, connive and do all the other stuff you know you want to do.

Will post up basic requirements shortly.


Human

Copied from Gamer Connection so you all know who's planning what.

Pat - leader (cleric)
Rad - defender/leader (fighter/warlord)
hopeless - defender (paladin)
Lazaro - defender (swordmage)
Otto - striker (warlock)
Fabes - ???

Looking at this a roguey type or another striker leaps out as the obvious gap. Or as Pat pointed out a wizard.

I'm not fussed personally, you all play what you feel will be most fun. You're a smart bunch, you'll find ways to deal with things.


Rev Rosey wrote:

Looking at this a roguey type or another striker leaps out as the obvious gap. Or as Pat pointed out a wizard.

I'm not fussed personally, you all play what you feel will be most fun. You're a smart bunch, you'll find ways to deal with things.

Note that Warlocks can train in Thievery.

In my experience with several 4E parties, balance is important, but it's probably easiest to skip the controller. Doubling up on defenders and leaders is never a bad thing.


Male Human - dash of elf Miniature painter/ Heroic

Minions become a pain in the rear without a controller. One fight in our home game made that very clear last night, as the melee bods were swamped with gobbos, and the wizard's best minion clearing powers couldn't be brought to bear because of the set-up.

Dark Archive

Rev Rosey wrote:


Looking at this a roguey type or another striker leaps out as the obvious gap. Or as Pat pointed out a wizard.

Same observation.


I might rather be a wizard, I am having a really hard time deciding, but I guess I better so the last person can make their final choice. Let me read over them one more time, then I'll post a final here, but in the meantime assume warlock for purposes of building the rest of the party. I don't want to hold things up.


Human

The basics for building.

2nd level pcs.

Use the character generation rules laid on on pps 17-18 of the PHB. Which is to say allocate yourselves a basic stat array of 8, 10, 10, 10, 10, 10 and fiddle around with a further 22 points to build what you want. Place the 8 in any stat you want. Or use the suggested arrays laid out on p18 of the PHB. Your call.

You may have the following: 225gp and one magic item of your choice of up to third level. This roughly represents what you might have picked up at first level. That is a little arbitrary and feel free to present a case for anything particularly flavourful that you feel you really can't live without. I don't guarantee I'll let you have it, but you can ask.

In game mechanics

I am happy to trust you not to cheat with your rolls, since the gods of gaming will eviscerate you if you cheat. However, if you want to use Invisible Castle and post rolls, that is also fine and I will very likely do so for GM rolls or PC rolls I make on your behalf.

It's been mentioned that I'm no fan of lagging games. Between combats I can live with it, but if something is stalling because you're not there, the following will apply.

If you vanish (whether intentionally or not) for more than 24 hours, please assume that I will do things with and for your character. I won't force them to immolate themselves and my choices will be conservative rather than flamboyant, but I will try and follow your playing style as closely as possible. So if you rp someone who routinely leaps into the fray without thought, you can assume that that character will do so if I'm controlling it too.

I'm a fan of rp and like to award experience for it. I also take alignment seriously.

In theory, I'd rather keep the game thread itself free of discussions, but I have a bad record in this respect myself. At least spoiler ooc stuff if you can remember to.

Once you've all got your characters up and ready, I'll link the profiles into my own DM profile to have them all in one place. As requested, it would be really helpful if you could fill in all the numbers for powers and such like. Thus if you have something that deals 1d6 radiant damage + CHA bonus, could you put in what that CHA bonus actually is. Likewise with weapons, 3(W) + STR bonus is less useful than 3d10+4.

More to follow about the game itself ...


M Goliath Cleric 14 / Storm Speaker / Druid

Ok, kitted out.


Human

More basics

In addition, as second level characters, I think it is reasonable to assume that you own some basic equipment.

You possess the tools of your trade, which in my view would comprise Adventurer's kits, ritual books, basic implements, weapons, armour and enough reagents for one casting each of the rituals in your books.

Please present me with a list of what you regard as the essential tools of your trade so I can make sure you all start at about the same level.

None of this stuff is enchanted. You want magical, you buy it. This loosens up the budget for you to spend more of it on things you may feel you want.

Details of the adventure itself still to come.


M Goliath Cleric 14 / Storm Speaker / Druid

So much for kitted out!

For me, that list would include:

Chainmail (40gp)
Spiked Gauntlet (5gp)
Ritual Components (30gp)
Adventurer's Kit (15gp)

Totaling 90gp of stuff


Human

Adventure Background

For whatever reasons you choose, you are about to brave the dangers of a fortress of Lost Netheril. Treasures of that ancient empire are said to be hidden within, but the relics of a bygone age pale in comparison to Spellgard’s greatest treasure: Lady Saharel.

Once the ruler of Spellgard, Lady Saharel exists beyond death as a kind of prophetic spirit. On those rare occasions when she appears within the ruins of Spellgard, she answers questions posed by any mortals nearby.

Although no prophecy is supposed to be able to determine the future with complete accuracy, it is said that Lady Saharel’s answers have yet to be proven wrong. As a result, numerous travelers seek the rubble of Spellgard.

The reasons for seeking the guidance of Lady Saharel are as varied as the folk who make the journey to Spellgard. Some seek wealth, some knowledge, some power. While there is no definitive proof, it seems that the Lady is less inclined to answer those who seek only personal gain.

Where all this happens

Sages, cartographers, and explorers once wrote extensively regarding the area long known as the Fallen Lands—a last remnant of Netheril that once lay along the western edge of the desert known as Anauroch. Then the Spellplague came, thrusting this area into great upheaval and leaving much of this territory shrouded in mystery. Although the lands of the Gray Vale beyond the Graypeak Mountains, including the towns of Loudwater and Llorkh, stand as an island of civilization in the vicinity, the Fallen Lands remain a forbidding place.

And so ...

As part of your background, you need to produce a reason for having made this journey. At least some of you need to have a question for Lady Saharel, which need not be made known to the other pcs unless you want it to.

You will be starting at Spellgard, but how you get there will be dictated by the background you provide for me and the question you want answered by the Lady. Previous quests may have prompted questions. Lost relations, ancient history, hopes for the future, decisions you know you will have to make are all fertile territory. It's also completely legitimate to have simply felt this was some kind of pilgrimage for your character and for the question to formulate as the adventure unfolds.

It is entirely legitimate for you to have met before as friends or enemies. You may have made the journey to Spellgard as a group. There are places you could have met along the way. Throw me some ideas and let's see what we can do with this.


M Goliath Cleric 14 / Storm Speaker / Druid

Rev:

Spoiler:
As if you couldn't guess, Cronin is the pilgrim type. He knows he wants to ask a question about the relations between his two faiths, but he has not yet formulated it.


Male Human - dash of elf Miniature painter/ Heroic

I have decided - Half-elf ranger with Sneak of Shadows feat (i.e. multiclassed into rogue) and Scorching Burst for my dilletante power.

My tribute to all those triple classed half-elves from 2E. A sort of Fighter/Mage/Thief if you will.


F Eladrin 1

She has much more reading ahead of her before she is completely 'statted out' per say (I am reading feats now) but here is the concept. I don't know what type of fey-demon or whatever pact she might have, so it is the feywild itself.

I could also use some forgotten realms information, are the 'core' parts going to be online or anything?

Dark Archive

Rosey, I'll post my character later in ten hours. Be advised that I do not have the new FR Player's Guide though I have most of the 3ed/3.5ed books. Hence, I am not aware of the changes wrought by 4ed to the setting. If I do make a mistake in the details please let me know.

Shadow Lodge

Male Human

Background is done...

Spoiler:

run...Run...RUN

That word is what drove him since the night he escaped. Escaped the cage. The unearthly of moans and shrieks. The stench of undeath

Brujo was to the best of his knowledge born and raised as a slave to Thay. One of very few elves brought into this kind of life. As he grew he saw many atrocities, but the worse came In the Year of Blue Fire (1385 DR). What once a living land, became a towering plateau inhabited by the undead. The Spellplague not only warped the land and people of Thay, but brought an end to the civil war and saw Szass Tam become regant of Thay.

Eltabbarr, former capital of Thay, survived the changes to the land, and became one of the few refuges to the living. It’s here that Brujo made his escape. Decades after the Spellplague ran it’s course Brujo was left changed. Occasionally jagged cracks of blue flame would spread from his left hand, up to the left side of face.

During a day of grueling labor the marks appeared. The other slaves, the overseen gasped and cried out. Many of them were frightened of being “infected” and turning into a monster. After the everthing settled, his master had him beaten and placed in one of the many crow cages along the roads; Leaving him there to rot and to eventually be raised by necromatic energies of Thay.

Everything after that is a blur. The next thing ragged Moon Elf knew he was outside one of the many tunnels that lead into the Plateau of Thay. Behind him he could hear the sounds of pursuers. Since then Brujo has been on the run trying to allude members of the Dread Legion, who seek his capture and death. And find answers to why he is the way he is.

The rest should be done soon.


Human
Chryzylyx wrote:

She has much more reading ahead of her before she is completely 'statted out' per say (I am reading feats now) but here is the concept. I don't know what type of fey-demon or whatever pact she might have, so it is the feywild itself.

I could also use some forgotten realms information, are the 'core' parts going to be online or anything?

Just a suggestion, which please feel free to ignore, but as the player of a warlock in our live game, you might want to consider swapping your DEX and CONS scores around. CONS tends to be something warlocks need to keep high, especially if you ever want to take any Star or Infernal Pact powers. DEX is not vital to a warlock. You don't need to name the specific entity you made your pact with, merely the type of pact.

Radavel wrote:
Rosey, I'll post my character later in ten hours. Be advised that I do not have the new FR Player's Guide though I have most of the 3ed/3.5ed books. Hence, I am not aware of the changes wrought by 4ed to the setting. If I do make a mistake in the details please let me know.

I don't have the FR Player's Guide myself yet either, so I'm batting in the dark a bit with changes myself. If in doubt let's keep things a little vague for now and fill in details as they become available.

My connection is very bad this morning, but if you head over to the official site there is some background information on living FR which you may find helpful.

Lazaro (edited as your post went up while I was fighting my connection) - nice background and provides lots of questions for which you will need answers.

Shadow Lodge

Male Human

Rev, will feats from the FRPG be available later (after you get your copy)?


Human

Yes. I'll post them up for everyone as soon as Amazon does their stuff. Don't want to deprive anyone of the goodness. I'm assuming regional benefits show up in the FRPG as well, but if not and you want to use them, I'll copy them over from the WotC site.

EDIT - just realised you may have meant the Pathfinder RPG feats. Those will NOT be available. Just the 4E Forgotten Realms stuff. The perils of acronyms.

Lazaro

Spoiler:

Any idea what your spellscar does or is that something you want to explore as part of the game. If you do, give me some ideas, and I'll add stuff in for you. It just occurred to me that if you don't know, it would be a fun rp thing for you to find out in character. Your call however.

Dark Archive

Lazaro, any help you can extend a fellow Chelaxian would be highly appreciated.

What nations are still existing? Cormyr? Waterdeep? Thay?

What's the game year?

Shadow Lodge

Male Human
Rev Rosey wrote:

Lazaro** spoiler omitted **

Rev

Spoiler:
I agree. I think the best way to handle the spellscar is through rp. That and adds a bit of mystery to what it does.

Sorry finger slipped while typing I meant FRPG


Human
FabesMinis wrote:

I have decided - Half-elf ranger with Sneak of Shadows feat (i.e. multiclassed into rogue) and Scorching Burst for my dilletante power.

My tribute to all those triple classed half-elves from 2E. A sort of Fighter/Mage/Thief if you will.

Very likely I'm being dense here, but "dilletante power"? Pending explanation of this, the character looks like the perfect gap filler for this party.

Shadow Lodge

Male Human
Radavel wrote:

Lazaro, any help you can extend a fellow Chelaxian would be highly appreciated.

What nations are still existing? Cormyr? Waterdeep? Thay?

What's the game year?

1479 DR Year of the Ageless One (current year), one hundred year after the Spellplague.

Well playing a charater from Thay I'll tell you this...Thay is now the Plateau of Thay, and is now a mostly undead nation. It's ruled by
Szass Tam and the Zulkir Council. There are no longer Red Wizards, though a small confederacy exists of magic item dealers calling themselves Red Wizards. They exist outside of Thay though.

If Rev lets us use the Regional benifits I'll let you know about'em.

Cormyr emerged from the Spellplague largly unscathed. But now they are threaten by the Empire of Netheril. The Purple Dragon Knights still exist as a Pargon Path.

From what I can tell Waterdeep hasn't changed much.

One minute and I'll look up some more info.


Human
Lazaro wrote:
Rev Rosey wrote:

Lazaro** spoiler omitted **

Rev ** spoiler omitted **

Lazaro

Spoiler:

Cool. You want to give me some ideas or are you happy for me to improvise you up something?

Radavel

Thay, Waterdeep and Cormyr all still exist.
Date is 1479 DR, about a hundred years post Spellplague. More details follow if Lazaro doesn't get there first :D

Shadow Lodge

Male Human

Rev

Spoiler:
Improv works with me


Human

Lazaro

Spoiler:

Fine by me. I will unleash my imagination on it.

Rad and anyone else interested

Culled from the FR campaign guide.

Cormyr

A strong nation that lies at the western end of the diminished Sea of Fallen Stars. The kingdom is ancient but remains vigorous. Old forests dominate the landscape and national character. Humans predominate in Cormyr, and they are justly proud of their country's long and noble traditions. The dragon, the stag and the unicorn at prominent in Cormyrian folk tales, ballads and heraldry.

Cormyr is protected by two highly skilled and renowned forces. The Purple Dragons are an elite army of battle-tested warriors. The War Wizards include powerful swordmages as well as other accomplished spellcasters that even the Netherese respect.

Current ruler: King Foril He's about 70 and aware that he is coming to the end of his reign. Leaves fighting to others now, but in his youth trained with Purple Dragons and War Wizards. Is not the fighter Azoun IV was, nor a great lawmaker like his father Azoun V, but is a great strategist, stateman and administrator.

The heir is his son, Crown Prince Irvel who seems to be cut from the same bold genetic cloth as his famed ancestors.

Also waiting in the wings is the menacing figure of Erzoured, Foril's nephew who has his eyes firmly on the throne of Cormyr.

Waterdeep info to follow.


Rev Rosey wrote:
Very likely I'm being dense here, but "dilletante power"? Pending explanation of this, the character looks like the perfect gap filler for this party.

Half-elf racial ability -- they get to draw a power from another class, much like the first-tier multiclass feats.

Fabes has found the only way to make a triple-class character!


Human
Pat o' the Ninth Power wrote:


Fabes has found the only way to make a triple-class character!

Why do I find that strangely unsurprising :D


Male Human - dash of elf Miniature painter/ Heroic

"Hello, I am the mayor; welcome to my- SNEAK ATTACK!"


Ok so here's my stats...

Spoiler:

Moon Elf(Eladrin) Swordmage Level 2
Male Medium fey humanoid
Initiative +3 Senses Perception +2;low-light vision
HP 35 (15+20); Bloodied 17
Healing Surges 10/day; Regain 8 hit points
AC 20; Fortitude 13, Reflex 15, Will 12
Speed 6
Action Points 1

+1 frost scimitar (At-Will) * Weapon, High crit
+4 vs. AC; 1d8+5 cold damage
Critical: +1d8 damage
Critical: +1d6 cold damage per plus
Power (At-Will * Cold): Free Action. All damage dealt by
this weapon is cold damage. Another free action returns
the damage to normal.
Power (Daily * Cold): Free Action. Use this power when you
hit with the weapon. The target takes an extra 1d8 cold
damage and is slowed until the end of your next turn.

hand crossbow (At-Will) * Weapon
Range 10; +5 vs. AC; 1d6 damage.

Booming Blade (At-Will) * Arcane, Thunder, Weapon
+6 vs. AC; 2d8+7 cold damage, and if the target is adjacent to you at the start of its turn and moves away, it takes 1d6+3 thunder damage.

Lightning Lure (At-Will) * Arcane, Implement, Lightning
Ranged 3; +5 vs. Fortitude; 1d6+6 lightning damage, and you pull the target to the nearest unoccupied space adjacent to you.
Special If you cannot pull the target to an adjacent square,
this power fails and deals no damage.

Chilling Blow (Encounter) * Arcane, Cold, Weapon
+6 vs. AC; 1d8+7 cold damage, and the target takes 2 points cold damage each time it attacks until the start of your next turn.

Whirling Blade (Daily) * Arcane, Weapon
Ranged 5; +6 vs. AC; 2d8+7 cold damage, and your weapon returns to your hand.
Miss Repeat the attack against a second target within 5
squares of the first. If you miss, repeat the attack against
a third target within 5 squares of the second. If you miss
again, repeat the attack against a fourth target within 5
squares of the third. Your weapon then returns to your
hand.

Dimensional Warp (Encounter; Minor Action) * Arcane,Teleportation
Close burst 3; You and one ally in burst or two allies in burst; Each target teleports into the other’s space.

Swordmage Warding
This field provides a +1 bonus to AC, or a +3 bonus
if you are wielding a blade in one hand and have your
other hand free.

Aegis of Shielding (Minor Action; At-Will) * Arcane
Close burst 2
If your marked target makes an attack that doesn’t
include you as a target, it takes a –2 penalty to attack
rolls. If that attack hits and the marked target is within 10
squares of you, you can use an immediate interrupt to reduce
the damage dealt by that attack to any one creature
by an amount equal to 7.

Swordbond
By spending 1 hour of meditation with a chosen
light or heavy blade, you forge a special bond with
the weapon. As a standard action, you can call your
bonded weapon to your hand from up to 10 squares
away.
You can forge a bond with a different blade using
the same meditation process.
If your bonded weapon is broken or damaged,
you can spend 1 hour of meditation to recreate the
weapon from a fragment.

Second Wind (standard; encounter) * Healing
Spend a healing surge and regains 8 hit points. Gain a +2 bonus to all defenses until the start of its next turn.

Fey Step (Move; Encounter) * Teleportation
Teleport 5 squares.

Feats jack of all trades, weapon focus(heavy blades)
Alignment Unaligned Languages Common, Elven
Skills Arcana +12, Athletics +8, Endurance +8, History +12
Str 14 Dex 15 Wis 8
Con 14 Int 18 Cha 10
Equipment 225gp, +1 frost scimitar, hand crossbow w/40 bolts, leather armor, standard adventurer's kit

Updated background and physical description...

Spoiler:
run...Run...RUN

That word is what drove him since the night he escaped. Escaped the cage. The unearthly of moans and shrieks. The stench of undeath

Brujo was to the best of his knowledge born and raised as a slave to Thay. One of very few elves brought into this kind of life. As he grew he saw many atrocities, but the worse came In the Year of Blue Fire (1385 DR). What once a living land, became a towering plateau inhabited by the undead. The Spellplague not only warped the land and people of Thay, but brought an end to the civil war and saw Szass Tam become regant of Thay.

Eltabbarr, former capital of Thay, survived the changes to the land, and became one of the few refuges to the living. It’s here that Brujo made his escape. Decades after the Spellplague ran it’s course Brujo was left changed. Occasionally jagged cracks of blue flame would spread from his left hand, up to the left side of face.

During a day of grueling labor the marks appeared. The other slaves, the overseen gasped and cried out. Many of them were frightened of being “infected” and turning into a monster. After the everthing settled, his master had him beaten and placed in one of the many crow cages along the roads; Leaving him there to rot and to eventually be raised by necromatic energies of Thay.

Everything after that is a blur. The next thing ragged Moon Elf knew he was outside one of the many tunnels that lead into the Plateau of Thay. Behind him he could hear the sounds of pursuers. Since then Brujo has been on the run trying to allude members of the Dread Legion, who seek his capture and death. And find answers to why he is the way he is.

----------

Brujo stands 5'9" and weighs 142 pounds. He has fairly muscular, but lithe physique. His hair is long and a dull platinum color. His eyes are blue with flecks of gold, but when his "scar" is active they blaze with spellfire.

He's normally depressed, distant and sheltered. In combat he's been known to have suicidal tendencies, and flings himself into a fight. This is especially true if the foe is from Thay.


F Eladrin 1

Quick Q: as I am eladrin (longsword prof.) can I have my free magic item be a longsword version of the following:

Pact Blade Level 3+
Warlocks favor this wickedly sharp blade.
Lvl 3 +1 680 gp

Weapon: Light Blade (usually daggers and sickles)
Enhancement: Attack rolls and damage rolls
Critical: +1d6 damage per plus
Property: This blade functions as a warlock implement,
adding its enhancement bonus to attack rolls and damage
rolls for warlock powers that use implements.
Property: When a creature you have cursed with your
Warlock’s Curse makes a melee attack against you,
deal damage to the creature equal to the pact blade’s
enhancement bonus.
Special: You do not gain your weapon proficiency bonus to
the attack roll when using a pact blade as an implement.

I am almost finished by the way, whew what a lot of work (still less then in 3.x though!) I just need to finish up with the rituals as far as I can tell.

Oh, and also, I too have 3 class abilities, having thievery as a class skill and having the multi-class feat to give me thunderdome or whatever. (It is a wizard at-will that I can use an an encounter power.)

I will update my profile soon.


Chryzylyx wrote:

Quick Q: as I am eladrin (longsword prof.) can I have my free magic item be a longsword version of the following:

Pact Blade Level 3+
Warlocks favor this wickedly sharp blade.
Lvl 3 +1 680 gp

Weapon: Light Blade (usually daggers and sickles)

Not the GM, but I can answer per rules-as-written: No. Longsword is a heavy blade.


Male Human - dash of elf Miniature painter/ Heroic

No, it kind of makes it rather too good if it applies to any weapon.


Human
Pat o' the Ninth Power wrote:
Chryzylyx wrote:

Quick Q: as I am eladrin (longsword prof.) can I have my free magic item be a longsword version of the following:

Pact Blade Level 3+
Warlocks favor this wickedly sharp blade.
Lvl 3 +1 680 gp

Weapon: Light Blade (usually daggers and sickles)

Not the GM, but I can answer per rules-as-written: No. Longsword is a heavy blade.

Afraid not. A longsword doth not a pact blade make, even for eladrin.


F Eladrin 1

No problem! Had to ask though :)

Here is my character, I think it is all complete except for the magic item (still deciding) I am still a little unsure about the rituals, can I know all the level 1 rituals, since I took the feat? Or just the Arcana based ones? And what do I pay for, casting cost? It is confusing!!!

Anywho without further ado:

Spoiler:
Basics:

Strength 8 (-1)
Dexterity 13 (+1)
Constitution 14 (+2)
Intelligence 15 (+2)
Wisdom 11 (+0)
Charisma 17 (+3)

AC 15 (Leather +2, Int +2, lev +1)
Fort 13
Ref 13
Will 13

HP: 21
Bloodied: 10
Healing surges: 8 per day
Amount per surge: 6

Initiative: +3
Move: 6 squares (run 8 squares)
Carrying 42 lb (80 lb max)
Basic Ranged attack: Hand Crossbow Attack +4, damage 1d6
Basic Melee attack: Longsword Attack +2, damage 1d8-1

Special abilities:
Eldritch Fey Pact
Misty Step Pact Boon - Instantly teleport 3 squares if cursed enemy = 0 hp
Prime SHot - +1 to hit if no allies closer to target
Shadow Walk - Move 3 squares in a turn gain concealment
Warlock's curse - Minor Action, extra 1d6 damage (1 per turn)
Longsword Proficiency
Languages Common, Elven

Powers

AT-WILL:
Eldritch Blast - 1d10+3, Range 10, Cha vs Reflex
Eyebite - 1d6+3 Psychic, Range 10, Cha vs WIll (invisible to enemy 1 turn)

ENCOUNTER:
Witchfire - 2d6+3 fire, -4 to hit 1 turn
Fey Step - Move Action teleport up to 5 sq
Thunderwave - 1d6+2 Int vs Fort 3x3 square blast, push all back 0 squares (+1 wand)

DAILY:
Armor of Agathys - 12 temp HP, any adjacent enemy 1d6+2 cold

Utility:
Ethereal Stride - Move action teleport 3 squares, +2 all defenses

Feats:
Ritual Caster -
Arcane Initiate [Multiclass Wizard] - Thunderwave

Rituals:
1 Comprehend Language (Arcana)
1 Magic Mouth (Arcana
1 Make Whole (Arcana)
1 Secret Page (Arcana)
1 Silence (Arcana)
1 Tenser’s Floating Disk (Arcana)
2 Endure Elements (Arcana)

Skills:
Acrobatics +2
Athletics +0
Arcana +10 (trained)
Bluff +4
Diplomacy +4
Dungeoneering +1
Endurance +3
Heal +1
History +3
Insight +1
Intimidate +9 (trained)
Nature +1
Perception +1
Religion +3
Stealth +2
Streetwise +9 (trained)
Thievery +7 (trained)

Equipment:

Backpack 2lb
Bedroll 5lb
Flint and steel
Pouch, belt
Journeybread (10 days) 1lb
Rope, silk (50 ft.) 5lb
Sunrods (2) 2lb
Waterskin 4lb
Candle (10)
Ritual book, components 3lb
Thieves’ tools 1lb

Background and personality:

Height: 5'-5"
Weight: 100 lbs

Chryzylyx is small for Eladrin, but what she lacks in the physical realm, she makes up for in the metaphysical. Energy courses through her veins and her skin flickers constantly with the scintillating ripples of her innate magic. Her large eyes are like the starlit voids of space, and her bluish hair moves constantly in a breeze few feel in the material world.

She is on a journey to explore the world, and her desire is to meld the real and feywild into one seemless place. To this end, she searches endlessly for ways to increase her wild fey powers.


Chryzylyx wrote:

No problem! Had to ask though :)

Here is my character, I think it is all complete except for the magic item (still deciding) I am still a little unsure about the rituals, can I know all the level 1 rituals, since I took the feat? Or just the Arcana based ones? And what do I pay for, casting cost? It is confusing!!!

Otto --

Taking the Ritual Caster feat does not give you knowledge of any rituals. To learn a ritual before play, you need to pay the "Market Price" for that ritual. You can master as many level 1 or 2 rituals as you can afford.

To actually cast the ritual, you need a certain gp value worth of components. The type of components depend on the skill on which the ritual is based. So a ritual that uses Arcana uses "alchemical reagents." You can learn rituals that use skills you aren't trained in, no problem, but the magnitude of effect of many rituals depend on a skill roll, so you're better to specialize, or take rituals that don't use a roll.

Hope that helps.


Human
Chryzylyx wrote:

No problem! Had to ask though :)

Here is my character, I think it is all complete except for the magic item (still deciding) I am still a little unsure about the rituals, can I know all the level 1 rituals, since I took the feat? Or just the Arcana based ones? And what do I pay for, casting cost? It is confusing!!!

Anywho without further ado:

[spoiler]

Otto thanks for fighting your way through the stats so quickly.

A couple of points.

Your healing surge should be 4, not 6.

I suggest that you take three rituals only. Choose the ones you feel will be most useful. Your are not really a specialist ritual caster as yet, although if you want to go down that road you can do so. I think three known rituals for a second level pc sounds about right. You can have enough ingredients, reagents or whathaveyou for those three.

As far as the magic item goes, why not take a pact dagger? It seems appropriate.

Hope all this helps.

Have you given any thought to the important question you wish to put to the prophetic Lady?


F Half-elf Ranger 4 (multiclass - Rogue)

"Right. So... you want to go to Spellgard. You're going to need a guide. Now isn't that lucky?"

Here is the preliminary stages of the gal.


Geleri Fairwind wrote:

Here is the preliminary stages of the gal.

Very, very confusing . . . to Gratitude's GM! O_o


Human

Brujo, Chryzylyx and Cronin all looking good. Geleri on her way.

Rad, hopeless?

Depending on what those two come up with, can you also think about whether any of you know each other already.

Geleri is a guide by trade.
Chryzylyx is a seeker of fey knowledge.
Brujo is permanently on the run.

Problems, suggestions, requests all welcome!

Shadow Lodge

Male Human

Rev

Spoiler:

Having been on the run, and persecuted where ever he goes. I would think it best for Brujo to meet at the others in Spellgard

In my head I picture this haggard looking moon elf wearing tattered clothes and on the brink of exhaustion. Traveling through what used/remains of Anuroch to find a clue/answer to what he is...Maybe even pass out after meeting the group.


Human
Lazaro wrote:
Rev** spoiler omitted **

Lazaro

Spoiler:

Let's see what the others come up with, but that seems entirely workable to me.


M Goliath Cleric 14 / Storm Speaker / Druid
Rev Rosey wrote:

Depending on what those two come up with, can you also think about whether any of you know each other already.

Geleri is a guide by trade.
Chryzylyx is a seeker of fey knowledge.
Brujo is permanently on the run.

Cronin, native Netherese, pilgrim.


Human
Cronin wrote:
Rev Rosey wrote:

Depending on what those two come up with, can you also think about whether any of you know each other already.

Geleri is a guide by trade.
Chryzylyx is a seeker of fey knowledge.
Brujo is permanently on the run.

Cronin, native Netherese, pilgrim.

How odd. I wrote Cronin on the list and he never showed up. The mystery of the boards is exactly that. A mystery.


Male Half Elf Paladin 6th

Okay hope this fits in with what you wanted for this game.

(OOC: How do you set up that spoiler bit?)


Male Half Elf Paladin 6th

Leo has come to Spellgard to ask Lady Saharel what she wants whether its to be freed to pass on, returned to life to finish the life she had or at least her feelings on the matter if she chooses to remain as she is.

He is a Paladin of Kelemvor after all, but he will wait for the others to ask their question since he would sincerely want to pose the question with appropriate politeness.


Human
Leo the half elven Paladin wrote:

Leo has come to Spellgard to ask Lady Saharel what she wants whether its to be freed to pass on, returned to life to finish the life she had or at least her feelings on the matter if she chooses to remain as she is.

He is a Paladin of Kelemvor after all, but he will wait for the others to ask their question since he would sincerely want to pose the question with appropriate politeness.

Good to see you hopeless. At first pass Leo looks just fine, but I'll fine toothcomb (like all the others).

The spoilers and ooc comments work this way -

this is ooc
this is italic
this is bold

Spoiler:
this is a spoiler

If you hit the "reply" button in the top right hand corner, you'll see how that works when you type. They are just BBCode tags and there is a list of them at the bottom of the page when you add a post.


Human

Lazaro asked a while back about regional benefits. I'm happy for you to use them (Leo already has). Voila - for your delectation and delight.

Please add them to your profiles. Spoilered for reasons of space

Spoiler:
Regional benefits
Aglarond
Aglarond is a nation balanced on a knife edge, surviving in spite of the odds. Elves, half-elves, and humans call it home. They dwell along Aglarond’s broad, sweeping coastline and in the boughs of the expansive central forest known as the Yuirwood.

Regional Benefit: You add Elven to your list of languages known, you add Perception to your class skill list, and you gain a +1 bonus to Perception checks.

Akanûl
Akanûl is a land defined by extreme geography, eldritch beasts, and genasi. Anew nation formed in the devastated and warped lands between Chessenta and Chondath, Akanûl has overcome great adversity and is now a name to be respected and feared.

Regional Benefit: You gain resist 2 cold, resist 2 fire, and resist 2 thunder (or your existing resistance to these damage types increases by 2). At 11th level, these values improve to resist 3 (or increase by 3), and at 21st level, they improve to resist 5 (or increase by 5).

Baldur’s Gate
Baldur’s Gate is a city of opportunity and fair laws. By some accounts, it has swelled to become the most populated city in all of Faerûn.

Regional Benefit: You know one additional language of your choice, you add the Streetwise skill to your class skill list, and you gain a +2 bonus to Streetwise checks.

Cormyr
The Forest Kingdom of Cormyr lies at the western end of the Sea of Fallen Stars, nestled between the Storm Horns and the Thunder Peaks and stretching from the Stonelands to the Dragonmere. Dominated by humankind, Cormyr has been ruled by House Obarskyr for over fourteen centuries, with the strong backing of an army of heavily armored knights on Cormyrian destriers and magically potent war mages.

Regional Benefit: You add Insight to your class skill list, you gain a +2 bonus to Insight checks, and you gain a +2 bonus to saving throws against fear effects.

Dalelands
Along the periphery of the elf-ruled forest of Cormanthor lie the Dalelands, a group of loosely allied communities that share common cultures and traditions. Linked by winding trade roads and their alliance against the encroaching powers to the north, west, and south, the Dales are known for their lush forests, fertile farmland, and fierce independence.

Regional Benefit: You can reroll any Nature check, but you must keep the second result, even if it is worse. You also gain a +1 bonus on initiative checks.

Dragon Coast
Mention of the Dragon Coast evokes images of dark alleys and underhanded dealings, of thieves’ guilds and pirate ships. The Dragon Coast summons adventure to it as few other places in Faerûn do. As a result of recent changes, the traditionally safe places of this region have grown a little safer, but the dangerous parts have grown much deadlier.

Regional Benefit: You can reroll any Insight check, but you must keep the second result, even if it is worse. You also gain one additional language of your choice.

East Rift
Huddled on the eastern shelf of the yawning Underchasm, East Rift is a living symbol of gold dwarf ingenuity and stubbornness, having survived when the surface collapsed into the bowels of the Underdark. Protected by enormous towers connected by a high curtain wall, the gold dwarves are ready to defend themselves against the drow or any other horror that rises from the depths.

Regional Benefit: You gain Deep Speech as an additional language, you add Dungeoneering to your class skill list, and you gain a +2 bonus to Dungeoneering checks.

Impiltur
The star of Impiltur has fallen. The retreat of the sea, coupled with widespread corruption, has led this region into decline. The people of this once-great nation huddle in fear as their kingdom unravels around them.

Regional Benefit: Add the higher of your Wisdom score or your Constitution score to your starting hit points (instead of automatically adding your Constitution score). Your number of healing surges is still based on your Constitution score.

Luruar
Luruar is a land of friendship and safety, a defensive league of strong, independent cities. It offers a new start for people with ruined lives, welcoming those of all races and backgrounds, as long as their intentions are noble.

Regional Benefit: You can reroll any History check, but you must keep the second result, even if it is worse. You also gain one additional language of your choice.

Moonshae Isles
Off the western coast of Faerûn lies an archipelago known as the Moonshae Isles. Home to two human cultures, the druidic folk and the seafaring Northlanders, the Moonshae Isles are beset by encroaching threats from the Feywild and Amnian mercenaries bent on conquest.

Regional Benefit: You know Elven as an additional language, and you gain a +2 bonus to saving throws against charm and fear effects.

Tymanther
The interloper nation of Tymanther squats atop the ruins of Unther, dominated by the citadel-city of Djerad Thymar. The dragonborn citizens of this new nation are a proud race of warriors, known for their hatred of dragons and their ilk.

Regional Benefit: You add Athletics to your class skill list, and you gain a +2 bonus to Athletics checks.

Waterdeep
Waterdeep, the City of Splendors, is a center of commerce, where representatives of every race, creed, and nation come to trade, spread rumors, and make their fortunes.

Regional Benefit: You know one additional language of your choice, you add Diplomacy to your class skill list, and you gain a +2 bonus to Diplomacy checks.


Updated with regional benefit.

Can't wait to start the game


Human

Rad and Fabes - how's it going with your characters? No immediate pressure, but it would be nice to get this up and running.

EDIT - Brujo looks good to go. I'm about to start linking profiles into my DM profile. Just for ease of reference.

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