Storyteller-Shadows-Multi-Game-Recruitment II


Recruitment

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I am also kicking around the idea of Vampire Pcs in an Armageddon Echo (second darkness book 3) campaign. Thoughts?


Color me possibly interested. I know *nothing* about Second Darkness, other than the general 'anti-drow' theme, but I think you know how much I love m e some vampires :)


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Monkeygod wrote:
Color me possibly interested. I know *nothing* about Second Darkness, other than the general 'anti-drow' theme, but I think you know how much I love m e some vampires :)

:-)

I have to look into it deeper but if it is all in the Darklands it becomes viable for Vamps.


Hi! Dotting in for the Hell's Rebels thing. Will work on a melee type.


Recruitment Open for Hells Rebels - 2 Slots Available - Female Characters ONLY

Character Creation:

This is a table I took over from a GM that disappeared so I am just following the original creation guidelines.

1. No 3PP!

2. Point Build - 25 points
Races - All core plus Aasimar, Kitsune, Tengu and Tiefling. Alternate racial traits are fine, and the only major restrictions are as follow - Fey Thoughts is banned; Variant Aasimar/Tiefling abilities are barred, but Aasimar/Tiefling physical features are allowed and must be rolled (2 max); the Tiefling Qlippoth-Spawn are also banned for mostly aesthetic reasons.

3. Classes - All but Occult classes (I have no bearing on them).

4. Archetypes are fine.
Starting Wealth and HP - Starting wealth is max for class, as well as HP. Thereafter, HP is rolled.

5. Traits - Start with three, one being from the awesome and free Player's Guide, one from either the Combat, Faith, Magic or Social traits list (none of which may increase starting wealth), and one Racial Trait.

6. Alignments - No Evil.

7. Starting Level - 2nd level.

8. Lastly! - A simple 3 to 5 sentence background outlining your character and what they do in Kintargo.

The characters to be replaced are:

1. A Human Female Oracle (Seeker), and
2. A Half-Elf Paladin (Chosen One).

I will keep Recruitment open until Midnight EST February 14.


RECRUITMENT OPEN FOR DRAGONLANCE - LEGENDS OF THE THIRD DRAGON WAR

Pathfinder rules.
25 Point Buy.
Start at 1st Level.
Allowed Races: (Besides the usual suspects) Bakali, Minotaur (Dragonlance version), Half-Ogres. Draconians do not exist so they are not an option.

I am specifically looking for a TANK build.

Max HP 1st level. Roll or 1/2+1 thereafter.

Max starting gold per base class.

All 3PP material welcome.

Background Skills will be used.

Two Traits

I have not yet decided where to begin play.

Recruitment will be open until Midnight EST February 8th

I am looking for 2 players - This game is really just underway so you will be picking up essentially where everyone else has in the City of Tarsis.

Priority will be given to TANK submissions for one of the two.


RECRUITMENT OPEN FOR CLASSIC GREYHAWK! All Lycanthrope Game 1 Slot Available.

Pathfinder rules.
25 Point Buy.
Start at 1st Level.
All submissions should refer to these Lycan character creation guides:

Lycans Builds

Max HP 1st level.Roll or 1/2+1 thereafter.

Max starting gold per base class.

All 3PP material welcome. I do however want the characters to be balanced via a vis one another.

Two Traits.

Background Skills will be used.

We will be starting near the Gnarley Forest 15 years before the Greyhawk Wars. The Year 568.

Recruitment will be open until February 10th.

SIGNIFICANT preference will be given to anyone who utilizes one of the following names and Lycan types:

1. Sircott - Human Male Werehawk,
2. Raihn - Gnome Female Wererat,
3. Rhun - Race/Gender/Lycan Type Players Choice


Just wanted to move all of the current openings to the top of the new page.

Sovereign Court

I made this character for a recent hell's rebels game for which I did not get chosen. She is a catfolk but I would be willing to change that if necessary. If you are interested I will edit her to your specs.

Edit- her second level would be in warpriest.


Storyteller Shadow wrote:
Jesse Heinig wrote:
@Storyteller Shadow: For your Dragonlance game, what are your rules for half-ogres?
The link I provided on that is vague, ill try to have that up for tomorrow.

Half-Ogre Racial Traits

Half-ogres possess the following racial traits:
· Ability Adjustments: +2 Strength, +2 Constitution, -2 Intelligence.
· Hulking Brute: Half-Ogres are considered as Large creatures when it is to their advantage (e.g. +1 to CMB). They are intimidating due to their size, which grants them a +2 racial bonus on Intimidate skill checks.
· Ogre Blood: Half-Ogres count as Ogres for any effect related to race (including being considered giant types).
· Normal Speed: Half-ogre base land speed is 30 feet.
· Low-Light Vision: Half-ogres can see twice as far as a human in starlight, moonlight, torchlight, and similar conditions of poor illumination. They retain the ability to distinguish color and detail under these conditions.
· Ogre Ferocity: Once per day, when a Half-Ogre is brought below 0 hit points, but not killed, he can fight on for one more round as if disabled. At the end of his next turn, unless brought to above 0 hit points, he immediately falls unconscious and begins dying.
· Thick Hide: +1 natural armor bonus.
· Automatic Languages: Common, Ogre. Bonus Languages: Any. Half-ogres often take their human parent's regional language as a bonus language.
· Favored Class: Barbarian.


I'm interested in Hell's Rebels, I'll draw up a character this evening.

EDIT: Thinking maybe Aasimar, gonna roll for physical features
1d100 ⇒ 44 Halo!
1d100 ⇒ 11 Long fingers..


I had a character in a Darklands game that died recently, I'd be interested in playing in another game with him.


Considering how reliable you are, plus the awesome you bring to a game, I would to love to be able to finally run Veldrin in a game that would actually go somewhere.


Veldrin d'Shraen wrote:
Considering how reliable you are, plus the awesome you bring to a game, I would to love to be able to finally run Veldrin in a game that would actually go somewhere.

If that is the proposed submission for the Second Darkness game it would have to be scaled back a bit as a vampire Temolatr would have to be lain on top of it.


Storyteller Shadow wrote:
I am also kicking around the idea of Vampire Pcs in an Armageddon Echo (second darkness book 3) campaign. Thoughts?

I would be highly interested.


Not a submission, per se, just the character/concept, aka Drow Necromancer. Build can be altered based on creation rules, obviously.


Servant6's submission for Hell's Rebels.

Not completely finished with the character sheet, but I'd say she's 80% done.

Reason to be in Kintargo:

Kadwyn's parent's were loyal worshipers of Asmodeus through much of her young life. In her early teenage years, her family was murdered and she was brutally beaten. She has no proof, but Kadwyn blames the church of Asmodeus and is more than willing to deal them a crippling blow.


Shalanha wrote:

I made this character for a recent hell's rebels game for which I did not get chosen. She is a catfolk but I would be willing to change that if necessary. If you are interested I will edit her to your specs.

Edit- her second level would be in warpriest.

Like what I see and like Warpriest but race does need to be something less conspicuous.


The DL game is pretty fun so far!


DRAGONLANCE RECRUITMENT

I am extending Recruitment to the 10th since I am looking for two players and not one player.


Storyteller Shadow wrote:

DRAGONLANCE RECRUITMENT

I am extending Recruitment to the 10th since I am looking for two players and not one player.

Are Clerics (or other divine classes) viable? Are the gods around? If I remember correctly they are not, but admittedly I could be mistaken.


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In this Era, they very much are. It is before the Cataclysm, even before Huma (he is around, but it is before his rise to glory).

Sovereign Court

Storyteller Shadow wrote:
Like what I see and like Warpriest but race does need to be something less conspicuous.

Cool! I'm pretty sure I can remake her pretty easily as a tengu. I will get her updated and leveled up. Should be ready by tomorrow.


Sooo, Shadow, bout that Darklands vampire game lol


Shalanha wrote:
Storyteller Shadow wrote:
Like what I see and like Warpriest but race does need to be something less conspicuous.
Cool! I'm pretty sure I can remake her pretty easily as a tengu. I will get her updated and leveled up. Should be ready by tomorrow.

That would be interesting !


Monkeygod wrote:
Sooo, Shadow, bout that Darklands vampire game lol

I am certainly feeling it. Won't be till after April 15 that I'll have to to get it ready to roll.


Sorry, forgot to roll HP for lvl 2

HP: 1d8 ⇒ 6


Doting for the hell's rebels , a CN Human Magical Girl

I assume 1st level?


Yokaiboy wrote:

Doting for the hell's rebels , a CN Human Magical Girl

I assume 1st level?

Level 2.


Shalanha wrote:
Storyteller Shadow wrote:
Like what I see and like Warpriest but race does need to be something less conspicuous.
Cool! I'm pretty sure I can remake her pretty easily as a tengu. I will get her updated and leveled up. Should be ready by tomorrow.

Disguise skill should be a focus for the character :-)

Sovereign Court

A couple questions for you while I update her:

1- You said starting max gold, is that all that I get? Nothing for level 2? Not a huge deal, just double checking.

2- The majordomo archetype includes this ability:

Spoiler:
Inspired Manager (Ex)

At 3rd level, a majordomo knows how to make just about any work task more efficient, from cleaning a great hall after a big party to crafting a magic item.

Whenever an ally begins a workday task such as Craft, Profession, magic item creation, spell research, managing a kingdom, using the downtime rules, or other similar tasks, the majordomo can spend one use of inspiration and 1 minute of planning to create a plan for that ally. If the ally chooses to follow the majordomo's plan and attempts the task on the same day, if the task would normally take at least 4 hours, it instead takes 30 minutes less time, and if the task would normally take at least 8 hours, it instead takes 1 hour less time.

If using the kingdom building rules, at 3rd level, the majordomo counts her Intelligence score as 2 higher when determining the bonus she provides in a kingdom leadership role.

Her effective Intelligence score increases by an additional 2 at 6th level and every 3 investigator levels thereafter.

This ability replaces all instances of trap sense.

The other GM ruled that it could be used with the rebellion management portion of this AP. Are you ok with that as well?

level 2 HP: 1d8 ⇒ 2

edit 3- background skills? any other optional systems?

4- I can't find any tengu race traits so I'm looking at a regional trait or maybe borrowing a race trait. I'm assuming Almost Human is too much of a stretch. What do you think here? I'd like to get a boost to Disguise from this trait if I can figure it out.

Sovereign Court

Nuts to that. Tengu is too messy. I will make her a kitsune so she can fit in more easily.

Will finish updating later.


I would like to submit Gaurm for the Dragonlance game. I would like to keep him as a half-giant, but I can remake as a half-ogre if you prefer.

Obviously he will need a little work to comply with your creation guidelines. I will do that tonight and adjust his background and such.


Rhal, the Styx Boatman wrote:
Storyteller Shadow wrote:

DRAGONLANCE RECRUITMENT

I am extending Recruitment to the 10th since I am looking for two players and not one player.

Are Clerics (or other divine classes) viable? Are the gods around? If I remember correctly they are not, but admittedly I could be mistaken.

I am playing an elven cleric of Mishakel.

Sovereign Court

DRAGONLANCE

One mighty beatstick for the Dragonlance game.

Brogg (click on this link for alias with character sheet) is a half-ogre who is a gentle giant, raised under harsh conditions in a human town but eventually socialized (somewhat) and trained in a trade. He has combat skills as a result of a stint as a militiaman, but now he's looking for opportunities to find real friends and a place to call his own.
Mechanically he is a straight-up melee frontliner, though he may surprise people by not being completely dumb.

I also built this character with the assumption that since this is at the time of just before the war of Huma, that there's no clerical healing.


Storyteller Shadow wrote:

Recruitment Open for Hells Rebels - 2 Slots Available - Female Characters ONLY

Character Creation:

This is a table I took over from a GM that disappeared so I am just following the original creation guidelines.

1. No 3PP!

2. Point Build - 25 points
Races - All core plus Aasimar, Kitsune, Tengu and Tiefling. Alternate racial traits are fine, and the only major restrictions are as follow - Fey Thoughts is banned; Variant Aasimar/Tiefling abilities are barred, but Aasimar/Tiefling physical features are allowed and must be rolled (2 max); the Tiefling Qlippoth-Spawn are also banned for mostly aesthetic reasons.

3. Classes - All but Occult classes (I have no bearing on them).

4. Archetypes are fine.
Starting Wealth and HP - Starting wealth is max for class, as well as HP. Thereafter, HP is rolled.

5. Traits - Start with three, one being from the awesome and free Player's Guide, one from either the Combat, Faith, Magic or Social traits list (none of which may increase starting wealth), and one Racial Trait.

6. Alignments - No Evil.

7. Starting Level - 2nd level.

8. Lastly! - A simple 3 to 5 sentence background outlining your character and what they do in Kintargo.

The characters to be replaced are:

1. A Human Female Oracle (Seeker), and
2. A Half-Elf Paladin (Chosen One).

I will keep Recruitment open until Midnight EST February 14.

Query (just to be as clear as possible); When speaking of the barred variant abilities, does that mean variant heritages in their entirety or not allowed, or is this referring merely to the SLA's on the variant table?


Shadow,

Contemplating a Vigilante, would this class be a good fit for Hell's Rebels? It seems like it should be, but unsure.


ElegantlyWasted wrote:
Storyteller Shadow wrote:

Recruitment Open for Hells Rebels - 2 Slots Available - Female Characters ONLY

Character Creation:

This is a table I took over from a GM that disappeared so I am just following the original creation guidelines.

1. No 3PP!

2. Point Build - 25 points
Races - All core plus Aasimar, Kitsune, Tengu and Tiefling. Alternate racial traits are fine, and the only major restrictions are as follow - Fey Thoughts is banned; Variant Aasimar/Tiefling abilities are barred, but Aasimar/Tiefling physical features are allowed and must be rolled (2 max); the Tiefling Qlippoth-Spawn are also banned for mostly aesthetic reasons.

3. Classes - All but Occult classes (I have no bearing on them).

4. Archetypes are fine.
Starting Wealth and HP - Starting wealth is max for class, as well as HP. Thereafter, HP is rolled.

5. Traits - Start with three, one being from the awesome and free Player's Guide, one from either the Combat, Faith, Magic or Social traits list (none of which may increase starting wealth), and one Racial Trait.

6. Alignments - No Evil.

7. Starting Level - 2nd level.

8. Lastly! - A simple 3 to 5 sentence background outlining your character and what they do in Kintargo.

The characters to be replaced are:

1. A Human Female Oracle (Seeker), and
2. A Half-Elf Paladin (Chosen One).

I will keep Recruitment open until Midnight EST February 14.

Query (just to be as clear as possible); When speaking of the barred variant abilities, does that mean variant heritages in their entirety or not allowed, or is this referring merely to the SLA's on the variant table?

Variant heritage in their entirety is what I believe the original intent was. Normally I would not have such restrictions but I want the characters to be built under the same rules as those who are currently in the game.


Kadwyn Jenicca wrote:

Sorry, forgot to roll HP for lvl 2

[dice=HP]1d8

Aasimar ex Asmodean :-)


I totally understand, it wouldn't be fair to the other players otherwise.

I'll get something up shortly! Always wanted to rock a Bard in Hell's Rebels; perhaps a diva-turned-revolutionary.


Kareecha wrote:

A couple questions for you while I update her:

1- You said starting max gold, is that all that I get? Nothing for level 2? Not a huge deal, just double checking.

2- The majordomo archetype includes this ability:
** spoiler omitted **

The other GM ruled that it could be used with the rebellion management portion of this AP. Are you ok with that as well?

[dice=level 2 HP]1d8

edit 3- background skills? any other optional systems?

4- I can't find any tengu race traits so I'm looking at a regional trait or maybe borrowing a race trait. I'm assuming Almost Human is too much of a stretch. What do you think here? I'd like to get a boost to Disguise from this trait if I can figure it out.

1. Yep just first level max. The City is economically depressed at the moment due to the harshness of the Thrune.

2. I am OK with that.

3. No, original Recruitment did not have it so the current characters do not have them.

4. I see the subsequent post, Kitsune is the easiest to be sure.


Gaurm wrote:

I would like to submit Gaurm for the Dragonlance game. I would like to keep him as a half-giant, but I can remake as a half-ogre if you prefer.

Obviously he will need a little work to comply with your creation guidelines. I will do that tonight and adjust his background and such.

Has to be half-ogre as Giants do not exist on Krynn.

Half-Ogre Racial Traits
Half-ogres possess the following racial traits:
· Ability Adjustments: +2 Strength, +2 Constitution, -2 Intelligence.
· Hulking Brute: Half-Ogres are considered as Large creatures when it is to their advantage (e.g. +1 to CMB). They are intimidating due to their size, which grants them a +2 racial bonus on Intimidate skill checks.
· Ogre Blood: Half-Ogres count as Ogres for any effect related to race (including being considered giant types).
· Normal Speed: Half-ogre base land speed is 30 feet.
· Low-Light Vision: Half-ogres can see twice as far as a human in starlight, moonlight, torchlight, and similar conditions of poor illumination. They retain the ability to distinguish color and detail under these conditions.
· Ogre Ferocity: Once per day, when a Half-Ogre is brought below 0 hit points, but not killed, he can fight on for one more round as if disabled. At the end of his next turn, unless brought to above 0 hit points, he immediately falls unconscious and begins dying.
· Thick Hide: +1 natural armor bonus.
· Automatic Languages: Common, Ogre. Bonus Languages: Any. Half-ogres often take their human parent's regional language as a bonus language.
· Favored Class: Barbarian.


Jesse Heinig wrote:

DRAGONLANCE

One mighty beatstick for the Dragonlance game.

Brogg (click on this link for alias with character sheet) is a half-ogre who is a gentle giant, raised under harsh conditions in a human town but eventually socialized (somewhat) and trained in a trade. He has combat skills as a result of a stint as a militiaman, but now he's looking for opportunities to find real friends and a place to call his own.
Mechanically he is a straight-up melee frontliner, though he may surprise people by not being completely dumb.

I also built this character with the assumption that since this is at the time of just before the war of Huma, that there's no clerical healing.

There IS clerical healing. The Gods are quite prevalent and influential during this time. If that effects your build go ahead and adjust for that fact.


Monkeygod wrote:

Shadow,

Contemplating a Vigilante, would this class be a good fit for Hell's Rebels? It seems like it should be, but unsure.

Yes I believe it would be a good fit.


Hit points for level 2; 1d8: 1d8 ⇒ 7


Final question for the moment;
Thinking of an Aasimar with the Scion of Humanity trait. Since that specifically allows for a character to qualify for Human-only feats, would that qualify me for Human traits as well?


My assumption is yes but I prefer to take nothing for granted :D


ElegantlyWasted wrote:
My assumption is yes but I prefer to take nothing for granted :D

You assume correctly. :-)


Unless I'm mistaken, I think variant heritages were fine under the original build rules. They specifically call out not allowing qlippoth-spawn as being banned, which seems redundant if you can't have a heritage to begin with. That was the assumption I was rolling with, anyway.

Sovereign Court

Storyteller Shadow wrote:
There IS clerical healing. The Gods are quite prevalent and influential during this time. If that effects your build go ahead and adjust for that fact.

Nah, doesn't hurt the character any.

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