I would like to get a group together for a weekly play-by-post game taking place in my setting "Three Worlds". I would like 4 or 5 players who will be able to set aside several hours one night a week. I would also like to discuss ahead of time what the players would like to get out of the game. I don't have anything planned at the momment, as I would like to go in a direction the players want, but I do have a few thoughts on general play style.
1) I would like to run a character driven game. There will be combat, but I want the character's goals to drive the game. I would like to be able to let the players decide what they want to do, though I will have events going on around that they can choose to become involved in or not.
2) I would like players who are interested in treating the world as a world, reacting naturally to it, and putting some of their selves into it. My setting is still growing, and I would like players who would like to help it grow.
Other than that, the game will take place in the "Holylands", the region of my setting I've developed the most.
If anyone is interested, please post here. In your post, please note what nights you have available and what sort of scenarios you enjoy. I'll finish up the stats for my setting's new or altered races. The game will be using 4E D&D, currently with no house-rules (aside from my new or altered races). If you want to get started thinking about a character, here are the races allowed:
Dwarf (+2 Con, +2 Wis)
Elf (+2 Int, +2 Wis): In this setting, elves are "spirit folk", a cross between humans and the sidhe (fairy people) of Avalon. The stereotypes of "wood elves" work for them, except that they are more prone to running than fighting.
Halfling (+2 Dex, +2 Cha)
Human (+2 any one)
Ifrit (+2 Str, +2 Cha): A desert or jungle dwelling reptilian race. They breathe fire, can thrive in any reasonable temperature (-40 to 140 F), and are prone to fits of passion and anger. They are deeply religious, participating in large religious celebrations where valuables are sacrificed in fire to the Fire God.
Ogre (+2 Str, +2 Con): My world's "orcs", they are a cross between humans and a race of "devils" (think of Oni) from Sylphenhest. They recieve a mixture of fear and pity from most people, but the devil's dislike of them is not lost on anyone. Though feared, they do not find it too hard to gain others' trust.
Triton (+2 Dex, +2 Int): An amphibious race of ship builders and chemists, they are more technologically advanced than any of the other races. Their touch can heal others and soothe some ailments, they heal quickly, and they are able to swim and breathe underwater. They come from a very communal society where bonds of friendship replace those of family or honor.
Valkyrie (+2 Dex, +2 Wis): An avian race of nomads, they are a mercenary race whose warriors sell their skills in the wars of other culture's. In the winter, they all live together but in the summer many participate in a pilgrimage to the place of their race's birth. They are a matriarchal society where the men live protected and sheltered lives as the property of clutches.
All of the 4E classes from the PHB are allowed, and the Swordmage will be used as well (sorry, no artificers).
Just a bump and a notice that I will be gone all weekend, not to return till Monday morning. Hope some people are interested.
ah, i am. i was gonna post, but uhhh server crash ate it.
I'm good for weekdays. I might be interested in a triton. They seem like friendly guys (and apparently you don't have half-elfs?)
Um... can you provide a link to your setting info? The one in your sig looks pretty empty, but I'm fairly sure you have more information?
I might be able to set aside the time for this. Although you said PbP, it sounds more like you want an irc game, so what's the deal here?
Any night works, but by night, I mean late, like after 10 pm EST. So, let me know.
I'd be rather interested too and my best time slot lines up RoM, though I might be available other times if I stretched.
If it's PbP, I will play, and fully enjoy it. If it's IRC, I don't think I could set aside specific time. Also, will you be using any of the (kick-ass) homebrew druids, do you have your own yet, or no druids allowed? :) (Although, I'm pretty tempted to do a Swordmage too)
Quote from: IshmaylIf it's PbP, I will play, and fully enjoy it. If it's IRC, I don't think I could set aside specific time.
This is true for me as well. Even with you tempting me with a triton race... my schedule is chaotic and I can't commit to any give schedule.
I would certainly be interested in playing. The only problem I could see is that I will be working overnights but depending on time zones that may be a non-issue. I won't be starting work any night until 10PM central.
It doesn't seem like a PbP is what you really want. Why not something like OpenRPG or Gametable or MapTools?
I did mean PbP, and I was just hoping for a night where there would be more activity than usual. Since I want to do something more character driven, participation will be critical.
To answer a few questions:
Brainface: Elves are the "half-elves"; elves are half-sidhe. Elf plus human gets you an Elf. The term "Half-Elf" is used for the child of a human and an elf, but it's just a notation of progeny and often a way of describing an elf who grew up amongst humans.
As for where all my things are, I'll scour the boards and make a list of links, and I'll add them to the second post in this thread.
Ish: I haven't looked over any of the homebrew Druids yet. The classes of my setting are in flux right now; I know that I won't be using any of the core non-martial classes in the end, but for now I'll be using the published classes as they are. I'd like to stick with WotC published classes for now (and I really like the swordmage, so that's just fine).
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Okay, here's my thought on PbP: If I can get a "loose" commitment of one post a day, then PbP will work just fine. We'll discuss how to handle non-combat stuff, as enforcing some kind of posting order could be akward. Does anyone have any ideas?
*Loose as in I won't harp on anyone if they miss a day here and there. If you know you're going to be gone for a while then let me know and we can have your character disappear or just fall into the back lines.
I've got 6 interested parties now, and I can deal with that just fine. Are you all still interested? If you are, let me know what sort of game you would like to play.
I am interested, if you're running it. Are we going to do the semi-live thing you originally suggested or just standard play by post? I can do the latter, I can maybe do the former.
Especially for a play by post game (of either kind) I like an RP-heavy character driven game. Combat takes so long and is difficult to manage on a forum like this so it should not be the primary focus...unless you're really good at running it, as some are.
Definitely interested
Triton something or other coming soon. Probably wizard, or warlord, or... I don't know.
Do you have more information on them somewhere?
Is the group one that already knows each other or are we going to be meeting?
Definitely still interested, and swordmage all the way here. For race, I'm also looking at triton, would it be fine if Poseidon and I are both Triton, or do you want more diversity? Also, what specific kind of background information would be good to read (if any) ?
It would be just fine if you are both Triton. As for the group, I prefer to start at 1st level and allow the characters to get to know each other through the game. If we have a couple of pairs of characters that make sense to already know each other, that's just fine.
I updated my main page (linked in my sig) with a link to a post on Terran races. I looked through the boards and realized that many of my posts are very out of date. Since two of you are interested in the Tritons, I'll get a post on them up some time today.
For all of you interested, what sort of focus would you be interested in? Here's a quick blurb about the region you'll be playing in:
[spoiler=The Holylands]Your campaign will begin in the Holylands, a region including and surrounding the Republic of Hunurst. The region takes up most of the central planes of Krellshah, laying in the center of the continent. Hunurst used to be a great empire that has fallen and since been reborn as the new Republic. The region is quite multi-racial, with humans making up anywhere between 40 and 80 percent of the population; more urban areas are more multi-racial than rural areas.
The nation is a Theocratic Republic. An elected body acts as the Executive and Legislative branch, consisting of senators elected by each of the cities in the union (the towns and villages surrounding a city count their votes with the city). This senate writes and enforces the laws of the land. The Church of the Knights functions as the nation's Judicial branch.[/spoiler]
As for recent goings ons, Hunurst is currently trying to expand; not for the sake of expansion, but to lessen the threat of the southern "barbarians". War between Hunurst and the Elves and Sidhe was recently averted. The Goddesses of Light and Dark have apparently been reborn, but they are still young and haven't been able to fully regather their followers.
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So, let me know what type of focus you all would like for the game.
I wouldn't mind some political intrigue and inner-city type adventures. I know from watching various PbPs over the years that traditional dungeon-crawling hack-n-slash adventures don't seem to work well for this kind of format, which I'm fine with. Does that answer the question?
Quote from: Kapn XeviatWar between Hunurst and the Elves and Sidhe was recently averted.
Is this around the same time (or before) your Outcast short story?
Edit: Also how are you doing stat generation?
As for what kind of game.... I don't know. I'll wait until some of the others speak up then post "me too" on one that looks the most interesting :D
City Adventures could be done, with more of a focus on skills and skill challenges over tactical combats.
This is after my "Birth of an Outcast" short and after my unwritten "Outcast" novel.
For stat generation, use the 22 point buy from the PHB. Note that I will be increasing the stat requirements on paragon feats by 2 and epic feats by 4, but that is because I have modified the way stats are increased (at 4, 8, 14, 18, 24, and 28 you gain +2 to 2 stats, and at 11 and 21 you gain +2 to all stats; this helps keep players on par with monsters; heavy armor will be getting a similar AC boost that I have yet to determine).
Ifrit: looking at a lost-love avenger archetype.
I'm still interested, and one post a day is plenty for me. So much to do...
Quote from: PoseidonAs for what kind of game.... I don't know. I'll wait until some of the others speak up then post "me too" on one that looks the most interesting
QFT
Still interested: a post a day is cool with me, though i guess i might try more if someone's trying to converse with me. (I'm not prone to post between 8-5 E.S.T. though, as playing PbP during work hours might not be kosher.)
I'd originally intended to play a triton star warlock or rogue, going for a gambler/scoundrel archetype. I might change class depending on the class loadout, or change race to "half-elf" if that's going to make someone not want to play a triton anymore. (I don't think it's necessarily bad to have the "team" be largely of one race--a lot of games are predominately human after all--but that's not entirely my call?)
If a lot of people want to be Tritons I'll let them. I'm not going to say what you can or cannot play, and if the classes everyone chooses don't cover all of the roles, I'll shape the challenges to utilize what the players can do.
Here are the current Triton Racial stats:
TRITON
Ability Scores: +2 Dex, +2 Int
Size: Medium
Speed: 6 squares
Vision: Low-light Vision
Languages: Common, Draconic
Skill Bonuses: +2 Bluff, +2 Insight
Racial Power: Water's Embrace, Minor, Touch, Encounter: Touched creature can use a healing surge, and in addition makes a save against one ongoing effect.
Natural Swimmer: Swim Speed, can breathe water.
Regeneration: Your healing surge value is equal to one-quarter of your maximum hit points + your Constitution modifier.
I need to make a new ability and remove the skill bonuses so I can create bonuses for the two cultures. I'll take input.
I am interested in this. I haven't tried 4e yet and I want to give it a try (build up my thoughts on its design). I think a human of some kind would be fine for me. Oh and I enjoy a bit of inner city intrigue (but I do like a mix of wilderness exploration from time to time).
QuoteI need to make a new ability and remove the skill bonuses so I can create bonuses for the two cultures. I'll take input.
I dunno dude. I like the current skill bonuses and ability? I think you may be referring to setting text I'm not currently aware of with the two cultures thing.
Statting up your other custom races (Ifrit, Ogre, Valkyrie, and Elf if they're changed) might also drive interest in them, I don't know.
Also I'm cool with city intrigue. As nomadic I also like exploration as well (wilderness, caverns, abandoned houses, sewer systems, whatever). If there is a lot of roleplay and not much combat I'm probably not gonna bother min-maxing my character and just do whatever seems fun though.
If everyone else were to play Triton, I would do the same. That could be interesting. If we have some kind of variety, though, I may lean towards valkyrie. I'll try to think up a character at work today.
My group has been joking that a male valkyrie could be a very fun an interesting character to roleplay. Here is what I have for the Valkyrie and Ifrit stats:
IFRIT
Ability Scores: +2 Str, +2 Cha
Size: Medium
Speed: 6 squares
Vision: Normal
Languages: Common, Draconic
Skill Bonuses: +2 Intimidate, +2 Religion
Racial Power: Kiss of the Fire Dragon, Minor, Encounter '¦ (as Dragonborn's breath, but set to fire only).
Fire Resistance: 5 + 1/2 level Fire Resistance
Blood Rage: When you're bloodied you gain a +1 bonus on attack rolls
VALKYRIE
Ability Scores: +2 Dex, +2 Wis
Size: Medium
Speed: 6 squares
Vision: Low-Light Vision
Languages: Common, Draconic
Skill Bonuses: +2 Perception, +2 Endurance
Racial Power: Wing Thrust, Move, Encounter: Fly your speed +2. If a charge attack is made after this power in this round, you may continue to fly at +2 speed for movement of the charge.
Winged Fall: Suffers no falling damage, can travel horizontally 20 ft. for every 10 ft. fallen.
Racial Weapon Proficiency: Proficient with all spears and polearms.
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I'll get stats for my take on the Elves up soon, as well as more writing on the Valkyrie and the Ifrits.
Yea I think I am going to do a human rogue, probably a trickster. Is there anything we need to know before we look into statting our characters?
Ah, I see the bit about the males being protected as property. That could be interesting.
Quote from: NomadicIs there anything we need to know before we look into statting our characters?
I'd prefer we finalize your choice on a game type. If I've been understanding you properly, the group seems most interested in city intrigue with a focus on exploration. My thought is that the group could be explorers of a sort, possibly working for the Tritons. Maybe the tritons in the party are part of a diplomatic team attempting to reestablish relations with Hunurst, which would make for a reason why non Tritons would be in the group. Perhaps the Tritons are looking for something in particular, and they chose to search for it publicly and with Hunurst's permission.
How does that sound?
Oh, and it seems we have the following players still showing interest:
Brainface
Nomadic
Ninja D
Rose of Montegue
Ishmayl
Poseidon
Jaerc?
That sounds like it could work out well. I'm leaning more towards a halfling now. Do they still have monkey tails?
YUP Yup, and cockney accents (if you can manage).
You could always have the non-Tritons stumble upon the Tritons at the start of the campaign. That's always fun (note that should you start us off in a tavern I will be obligated to strangle you :P ).
Quote from: Kapn XeviatYUP Yup, and cockney accents (if you can manage).
:huh: ... :?: ... :-| ... :o ... :) ... :D
So then is this still a go? Cause I think I would certainly enjoy it.
One question though, if we know we will be gone sometime in the near future can we prepare in advance (either by having our character's disappear or via DM control of characters)?
Yes, that's just fine. I'll be gone for the next two days. I'll put some thought into getting things ready for Saturday; I'll put up an introductary post before you make characters. Talk amongst yourself about what you'd like to play and get everything figured out; again, don't feel required to have all 4 roles represented, I'll cater to the group's skills.
See you.
I've got a Triton staff wizard pretty much ready. I see you've added the Triton information to the races thread. I just need to read that to come up with a background.
See you Xev, I look forward to seeing the campaign introduction
Yeah, I'm in the same state as Poseidon, but with a triton linguist-who-is-also-a-warlock. Probably explaining it as a triton that wandered around a lot--I guess that would be northern culture? They sound more scoundrel-some too, which is always a plus.
(I guess the world has multiple languages? It sounded like the linguist feat would come in handy in this campaign much more than a hack'n'slash one.)
As do I. I should have my character ready within the next couple of days.
I am going to be playing a human trickster rogue devoted to being a smooth talker and quick thinker. Much more of a conman than a street thief.
I was thinking thinking halfling trickster rogue. Basically a conman. The idea I have in my mind if part Badger (from Firefly) and part annoying monkey. Like Badger as a child. I also have a pretty good idea of how I want the character to develop.
I could see some interesting conflict / rivalry with Nomadic.
It would be helpful to know a bit more about your world. Religions and languages in particular.
Basically my concept was thief from 8-bit theater (but a bit less hostile to my own party). Actually change my race to elf. The "run away, run away" attitude fits what I want even better.
Oh yeah, this could be fun. Put two conmen together and watch the fun. It will give a bit more motivation for how I picture my characer developing, too.
I'm working on my unit paper right now, it's a big deal. As in, SERIOUS BUSINESS.
But I'll be making an Ifrit knight who seeks his lost love, maybe she mysteriously vanished in a recent conflict.
Well I have myself statted out according to the base 4e (sans the different racial attribute bonuses). I figure once the Kapn gets back I can change anything else that needs to be changed and add in the fluff. Have to wait on the fluff till I know more about the local area.
Male Elf Rogue(trickster) 1 at your service.
I got home later than I expected. Fluff should be up tomorrow.
You are going to be looking for an artifact from the Northern Tritons, stolen by the Hunurst Empire over one thousand years ago. The Northern Tritons haven't been able to mount a search due to their splintered factions, but now the Southern Tritons have taken up the search.
Anyone playing a Southern Triton (who will have a sense motive and diplomacy skill bonus) should probably be from the diplomatic group. Anyone from the Northern Tritons should be an emisary, possibly with strong religious ties, as the artifact is a very holy item tied to the Water God. Anyone from Hunurst should probably be in politics in some fashion.
Well conman and politician go well together. I'm game for that.
Update: talked with the esteemed captain and I think I am going to try something here. I am going to play as an elf who was raised into human culture in the local area by a family with government ties. He has long since become enmeshed in the local culture and is slowly becoming quite adept at getting information and help and otherwise nosing his way into things. Due to his human upbringing he is much more aspiring then most elves, taking instead his guidance from humans whose short lifespans force them to take action. This mixing has left him with an urge to experience things at a much accelerated rate (one of the reasons he got entangled in local culture and politics). So for a share of anything found and a promise of protection he would be more than willing to be hired on as help for an interested adventuring party *wink wink*. Anyhow that should give you all a rough background on him (once fluff is up I will post an in-depth one).
I had typed out a more detailed explanation of why my character would not be directly involved in politics but could still easily meet the party but it vanished. So here is the short version : when they are going from place to place in a city, my character is likely to approach them and try to sell them something.
I Need :
1. Languages of your world
2. A little more about how halflings fit into society and how other races see them.
3. Average lifespan of halflings. When they reach adulthood.
4. A little about the city we start in and at least the names of one or two others in the area.
Nothing major, just general details.
Ok, my character will be a Northern Titon. He is on this adventure because of his knowledge of the artifact or interest in the artifact. His staff was carved from a piece of driftwood he found and will not part with it.
More to come later.
Quote from: Ninja D!I Need :
1. Languages of your world
2. A little more about how halflings fit into society and how other races see them.
3. Average lifespan of halflings. When they reach adulthood.
4. A little about the city we start in and at least the names of one or two others in the area.
1) I need help naming the languages, but here are the languages I will have:
*1 Common (a "commoner's" version of the old Hunurst empire's language; anyone can communicate with this but you suffer a -5 penalty to social skill checks when using it; it's good for simple conversations but not complex ones)
*2 Dwarven (one for each culture)
*Fey (spoken by elves, goblins, and all other spirit creatures, including most gods and demons)
*2 Ifrit (one for each culture)
*3 Human (one for each culture; civilized halflings speak these languages)
*Halfling (only wild halflings speak this language)
*Orc
*2 Triton (one for each culture)
*Valkyrie
*Celestial/Fiendish (very uncommon; can't be learned at first level).
*Feral (the language of the anthomorphic animals)
*Draconic
*Ancient (very uncommon, can't be learned at first level; written language only)
You can use a language from one race to speak to someone who knows a different language from the same race, but you suffer a -2 penalty to social skill checks (mostly charisma checks and insight). I hope these penalties will make players want to know more languages but won't hurt playing. All of the civilized races speak common, but the uncivilized races do not.
To make up for there being a few more languages, I will be reinstating characters gaining bonus languages equal to their Intelligence modifier.
2) Halflings were discovered by the Hunurst Empire during their exploration of the world. Their penchant for opportunism lead many of them to leave their home-island to live in the Hunurst Empire, and they quickly spread to all human lands, and can be found in the lands of many other races. In most places they are treated as second class citizens, though they avoid heavy labor for unskilled crafts (their small and dextrous hands makes them quite adept at manipulating tools and smaller objects). In the new Hunurst Republic, their participation in the uprising that lead to the formation of the Republic has garnered them more respect; they now possess a noble household and laws keeping them down have been removed from the books (though prejudice still remains amongst the more conservative).
3) Haflings age faster than humans. They reach adulthood at 12 years and have an average lifespan of 50 years (vs. human's 18 and 65 respectively). Halflings remain spry well into middle age, but quickly degenerate after that (they are not considered "old" till their 40's).
4) You will be starting in the city of Hunurst, the capitol of the Republic that shares the same name. The city is a vast metropolise on the mouth of the Blue River. The city resides on both sides of the river, and serves as a trade center for the empire, dealing with overseas imports and exports. The center of the city is of giant construction, with massive buildings originally built to house beings up to 30 feet tall; many of the floors of these massive buildings have been split into 3 levels, and stairwells have had to be modified to not require climbing gear, but some rooms retain the massive vaulted cealings. An imposing wall separates this area of the city from the others, and this area houses the noble families, as well as the government and religious districts. Outside are the docks and all the other wards of the city, built to human sizes (though there are a few wards built to halfling size, generally near the inland edge of the city).
The capitol is made up of 4 power centers: The Senate, the Church, the Merchant's Guild, and the People's Guild (the people's guild is a front for a thieve's guild, which has recently become something of a political watchdog organization, gaining influence over many in the Senate in the "best interest" of the people). Many in the Senate are growing progressive (it has been 80 years since the Republic was formed) while the Church is quite conservative. Both the Merchant's Guild and the People's Guild wield much influence over the Senate, bending it to their wishes.
I haven't made enough names of nearby cities, other than a few. Lakton lies far up river, where the river flows from a large freshwater lake (fed by the snowfall of the mountains as well as two feeding rivers). Lakton is a smaller city, but is quite wealthy as it manages most of the inland trade of the Republic (as much trade flows along the rivers).
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Sorry that things are coming along slowly. In person D&D keeps pulling me away. Hope that helps people to come up with more ideas for their characters.
Well that answers most of my questions. I think I can write an actual story with what I have now (will run it by you of course for fixes).
I do have a question or two though. Could you explain a bit more about the workings of the senate and the people's guild.
BTW, I am definitely still "in" on this, I injured my back pretty badly last week and have been less than fully available for the past week (even had to take my first ever sick days at work), but I should have plenty of time tomorrow to get back into the discussion. Hope I'm not holding anything up.
That answers my questions nicely. I can work with that to make a fair background. If you happen to have any more on wild halflings, that would be cool. If not, I don't need that right now.
Alright, I believe I've put enough together. I want to ask people if they want to start at 1st or maybe a bit higher. Searching for this artifact is sort of important, so they probably wouldn't send 1st level delegates, even though 1st level characters are stronger than common folk.
I'll leave that up to you. I could go with 1st, 6th, or even 11th with some persuasion. Once I get that from enough of you (read "3" of you), I'll put up the background info.
PS: Sorry to hear about your back Ish.
I don't mind 1st level and probably wouldn't want to start any higher than 6th. Either 1st or 6th is good for me.
I would prefer 6th as it seems like the appropriate level for this type of campaign (experienced enough to handle things but not so experienced to be in a high position which could not be filled by someone else while they were away).
QuoteAlright, I believe I've put enough together. I want to ask people if they want to start at 1st or maybe a bit higher. Searching for this artifact is sort of important, so they probably wouldn't send 1st level delegates, even though 1st level characters are stronger than common folk.
I'm fine with 1st or 6th. I mean, whoever's sending us probably doesn't have Levelmeters (tm) anyway so they may think we're tougher than we really are. Especially if we've got a high bluff bonus. :)
I'm also still interested. I'm just very busy with UnCon and RL this week. I hearken to the argument for 6th level. I'd really like to try out a challenging character a male valkyrie barbarian, if this would be allowable.
Basic idea is that he was mistreated and eventually this was found out by the rest of society and his females were punished. He left and though outwardly taking this very well, he holds an inner reserve of anger over his life. In the city he started as an accidental vigilante but was quickly folded into the official guard.
If this is too sketchy I have a few other ideas to toss out.
Valkyrie Barbarian is just fine Jaerc. Alright folks, we'll be starting level 6. Don't worry about any of my extra things, just make the characters following the PHB. If you're playing an Elf, just switch the stats to Int and Wis and you're good.
Did I put up stats for the Valkyrie and Ifrit yet?
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[Note]Players
Jaerc: Male Valkyrie Barbarian
Brainface: Triton Warlock (?)
[spoiler=Brainface]What pact were you looking at having? Here's some info about each pact in the world and how they're percieved. Fey pact draws its power from the powers of Avalon, while Shadow pact draws its powers from the powers of Sylphenhest. Star pact draws its powers from the sleeping Aberrations which destroyed the ancients. Infernal pact draws its powers from the devils of Hell; curently there are no Warlocks who have figured out how to make pacts with Angels. I'd like to tweek a few things with primary stats, such as I'm considering having Starlocks use Wisdom (going with the whole otherworldly insanity, the need to be wise to "see beyond" and all that).[/spoiler]Nomadic: Human Rogue (Trickster)
Poseidon: Triton Wizard (Staff)
Ninja D!: Halfling Rogue (Trickster)
Ishmayl: (?)
[spoiler=Ishmayl]The group does need a defender or a leader of sorts. I want to see if you could be interested in being heavily tied to the church, as the church would most definately want a representative as a part of this expedition. I don't see if you already said what you wanted to play, so let me know.[/spoiler]
Make your character 6th level. At 4th level you gain +2 to 2 stats instead of the normal +1. No one's wearing heavy armor yet, but it will be getting a bump in power soon when I can figure out how to fit it in without it being too much too soon. You each should have a 7th level item, a 6th level item, a 5th level item, and the 1,000 sp value of a 5th level item (Note: I'm using WoW currency because it makes silver worth more for longer: 100 cp to 1 sp, 100 sp to 1 gp, 100 gp to 1 pp. All gold costs in the book are converted to silver, so that's simple enough). You can use any Wizards source book; if you're using something from the online mags or a 3rd party book, just show me first for confirmation.[/note]
[ic=Narrative]The Hunurst Empire traveled much during the height of their power. Their greed lead to the downfall of the Northern Tritons by filling them with distrust when they made alliances with some but not all. As the Northern Tritons fell into disarray one-thousand years ago, the Hunurst humans stole a priceless relic from the holiest of temples to the Water God. On their return to Hunurst, their ship met with mystical storms and was sank, its cargo lost to the sea, but the infighting amongst the Northern Tritons kept them from having the resources to search for it.
Now, the Southern Tritons have taken up the search. They located the wreckage but could not find the relic. Their Valkyrie allies possess powerful diviners who were able to determine that the relic had made it to the mainland, possibly taken from the ship when they first hit the storm, but they were unable to pinpoint its exact location.
[Brainface] and [Poseidon] are amongst deligates sent to meet with members of the Hunurst Senate, the first diplomatic meeting between these people in one-thousand years. Their meeting is to seek permision to search for their missing artifact, and to foster better relations between the Tritons and the Hunurst Republic.[/ic]
[ooc]Brainface and Poseidon's entrance is easy, but I need to know how everyone else wants to fit in.
Once I have this information, and your characters, we will begin with the first meeting between the Triton deligates and the Senators. I'll try to fit in everyone.[/ooc]
What's the average life expectancy of a Triton?
Weight?
Height?
Relations with other races/nations? I see there is some bad blood between Hunurst and the Tritons, but what is their view on the other races and nations?
Note: I am an elf rogue not a human (I just have human tendencies ;) ).
Anyhow I am going to be the personal aid to one of the senators. I think that if you made the senator sympathetic to their search it would be easy to get me onboard. My character is already someone with a thirst for excitement and experience. His master would be bound to know that and could send him in his stead (as a senator obviously couldn't go himself) to represent the people of Hunurst. I will get down to writing up my background and will lead it right up to that.
I'll try to give you some more detail when I get home from work.
I mentioned in a previous post that I was looking to being a triton swordmage, do you suppose that could be made to work for whatever leadership qualities you need? I'll work on my character tomorrow, let me know if you see much of a way I could make a triton swordmage work in the aspects you need.
All the healing-touch tritons running around should give some staying power as well
The Swordmage is a defender. That with the healing abilities of the Tritons should make things work out nicely.
If we are starting at level six, I have a question. Do you want us to create a level one character and then level them up regularly five times? Or should we follow the rules for starting above first level that are in the DMG?
Posting my stats here so everyone has an idea of them. Hopefully it will help Ninja D! stat himself out while avoiding any clone problems. I have never used 4e before so let me know if I screwed anything up (so that I can fix it).
[spoiler=stats]
TitusMale Elf
Rogue (Trickster) 6
XP: 7500
Age: 68
Height: 5' 7"
Weight: 144 lbs
Strength: 10 (+0)
Dexterity: 16 (+3)
Constitution: 10 (+0)
Intelligence: 13 (+1)
Wisdom: 14 (+2)
Charisma: 19 (+4)
Hitpoints: 47
Bloodied: 23
Healing Surges: 6/day (11 hp)
Speed: 35 ft (7 squares)
Initiative: 7 = 3 (dex) + 4 (improved initiative)
AC: 13 = 10 + 3 (dex)
Fort: +0 = 0 (con)
Ref: +5 = 3 (dex) + 2 (rogue)
Will: +4 = 4 (cha)
Racial Features:- Weapon Proficiency: Longbow, Shortbow
- Low Light Vision
- Fey Origin (treated as fey in regards to effects related to origin)
- Group Awareness (+1 perception bonus to non-elven allies within 5 squares)
- Wild Step (ignore difficult terrain when you shift)
- +2 int
- +2 wis
Class Features:- Armor Proficiency: Cloth, Leather
- Weapon Proficiency: Dagger, Hand Crossbow, Shuriken, Sling, Short Sword
- First Strike (at the start of an encounter you gain combat advantage against and creatures who have not yet acted)
- Rogue Tactics: Artful Dodger (you gain an AC bonus equal to your Charisma modifier against opportunity attacks)
- Rogue Weapon Talent (when you wield a shuriken increase your damage dice by one size; when you wield a dagger, you gain a +1 bonus to attack rolls)
- Sneak Attack: +2d6 (1/round; must have combat advantage; using: light blade, crossbow, or sling)
- +2 reflex
Powers:At-Will:- Deft Strike (standard action/crossbow, light blade, or sling/Dex vs AC): You can move 2 squares before the attack. Deal 1[W] + dex mod as damage to the target.
- Sly Flourish (standard action/crossbow, light blade, or sling/Dex vs AC): Deal 1[W] + dex mod + cha mod as damage to the target.
- Walking Wounded (standard action/crossbow, light blade, or sling/Dex vs Fort): Deal 2[W] + dex mod as damage to the target. It is knocked prone. Until the end of the encounter if the target moves more than half speed in a single action, it falls prone at the end of its action.
Miss: Target takes half and is not knocked prone.
Encounter:- Elven Accuracy (free action/personal): Re-roll an attack roll. Use the second roll even if it is lower.
- Positioning Strike (standard action/light blade/Dex vs Will): Slide the target a number of squares equal to your cha mod. Deal 1[W] + dex mod as damage to the target.
- Trickster's Blade (standard action/ crossbow, light blade, or sling /Dex vs AC): Deal 2[W] + dex mod as damage to the target. Add your Charisma mod to your AC until the start of your next turn.
Daily:- Trick Strike (standard action/crossbow, light blade, or sling/Dex vs AC): Until end of encounter each time you hit the target you slide them one square. Deal 3[W] + dex mod as damage and slide the target one square.
Utility:- Master of Deceit (free action/personal): Re-roll the Bluff check. You decide whether to re-roll before the DM announces the results.
- Slippery Mind (immediate interrupt/personal): Gain a +2 power bonus to your Will defense against an attack that targets your Will.
Feats:- Elven Precision: When you use the Elven Accuracy power you gain a +2 bonus to the new attack roll.
- Improved Initiative: You gain a +4 feat bonus to initiative checks.
- Linguist: Each time you select this feat choose 3 new languages to learn.
- Quick Draw: Draw a weapon or other object and attack with or use it in the same action. You also gain a +2 initiative bonus.
Skills:- Acrobatics: [3] = 3 (dex)
- Athletics:
- Bluff: [9] = 5 (trained) + 4 (cha)
- Dungeoneering: [2] = 2 (wis)
- Insight: [7] = 5 (trained) + 2 (wis)
- Intimidate: [4] = 4 (cha)
- Nature: [3] = 1 (int) + 2 (elf)
- Perception: [9] = 5 (trained) + 2 (wis) + 2 (elf)
- Stealth: [8] = 5 (trained) + 3 (dex)
- Streetwise: [9] = 5 (trained) + 4 (cha)
- Thievery: [8] = 5 (trained) + 3 (dex)
Languages:Base:- Common
- Human (Hunurst)
Intelligence:- Fey
Linguist:- Ancient
- Dwarven (Hill)
- Triton (Northern)
[/spoiler]
I will have my background done soon. To summarize it though, my character is a skilled speaker with plenty of knowledge in all the nuances of diplomacy. However, he had a rough upbringing before he found himself in the diplomatic field. He still retains some skill in areas considered uncivilized by most (thief related skills). The senator he serves makes use of these skills from time to time so they have been kept somewhat sharp. He grew up in a Hunurst orphanage (which is where he got his human mannerisms). After he became of age he wound up as a wanderer, looking for work wherever he could. In the process he learned of his heritage (and learned the fey language from some elves he spent time with). His travels also gained him an understanding of the Northern Triton language and culture (something the senators would find useful in such a representative). When he finally got into diplomacy he was able to take up a few "higher-end" hobbies. One of which ended in the learning of the Ancient language from a most curious scholar.
Good plan, Nomadic. I'm not going strictly the trickster route by the book. Our abilities also look like they will be pretty different.
[spoiler=Nomadic]I'm not sure how you did your stats. I said that the ability score boost at 4th level was being improved to +2 to 2 stats. Going by the standard +1, your stats come out to:
Strength: 10 (2)
Dexterity: 14 (5)
Constitution: 10 (0)
Intelligence: 11 (+2 racial) (1)
Wisdom: 12 (+2 racial) (2)
Charisma: 18 (16)
You spent 26 points, when the pointbuy is 22 points. If you followed my +2 at level 2, you got the following points:
Strength: 10 (2)
Dexterity: 13 (3)
Constitution: 10 (0)
Intelligence: 11 (+2 racial) (1)
Wisdom: 12 (+2 racial) (2)
Charisma: 17 (12)
And that only cost 20 points.
Also, I'm giving bonus languages based on your intelligence bonus, so you won't have to take linguist unless you want even more languages.
I'm not sure how you did the stats. Perhaps you were mistaken about the elf stat bonuses.
I also want to check with you about your choice to go with such a "low" Dex. The game won't be focusing on combat, but there will be some combat.[/spoiler]
Ish, Swordmage is fine, I had forgotten you already had chosen. In fact, the Swordmages ability to "tank" someone they aren't near will actually work well for this party. As a Triton, you'll definately be with Brainface and Poseidon in the beginning.
Since there are no clerics or paladins in the group, I'll make it a story point that your quest is being done without the blessing of the church (since you're looking for the artifact of another god). That will make for some fun story stuff.
This is how I did it. I followed the PHB as best as possible (as well as my previous knowledge of point-buy) so I hope nothing went wrong there. Also I never saw 15 as low dex. It is a good middle of the road and I doubt that I could realistically make it any higher without messing up my character. He's a smooth talker, not a warrior.
Quote from: ElfStrength: 8 (-1)
Dexterity: 10 (+0)
Constitution: 10 (+0)
Intelligence: 12 (+1)
Wisdom: 12 (+1)
Charisma: 10 (+0)
Quote from: +2 to 2 skills at 4thStrength: 10 (+0)
Dexterity: 15 (+2)
Constitution: 10 (+0)
Intelligence: 13 (+1)
Wisdom: 14 (+2) [+2]
Charisma: 19 (+4) [+2]
Update: the kapn has shown me how to better utilize my points. So with a quick shift I am now:
Strength: 10 (+0)
Dexterity: 16 (+3)
Constitution: 10 (+0)
Intelligence: 13 (+1)
Wisdom: 14 (+2)
Charisma: 19 (+4)
Just a heads up, they've updated the compendium.
There are sooo many staffs. *cries* I thought shopping in 3e was hard. :(
The focus for my character will be knowledge. Of the four feats we get at 6th level I'm thinking
Skill Training (Nature)
Skill Focus (Arcana)
Skill Focus (History)
Skill Focus (Religion)
Though fluff wise, he won't be the most knowledgeable of characters, his skill checks will be cantrip spells he casts to find information. He will have some knowledge (the +5 from training) the rest will come from magic(level bonus and Skill focus). His theory "why retain the information when you can pluck it from the air". Same with languages (Comprehend languages is one of his free rituals, since someone already said they would be a linguist I thought it was the best attitude for my character to have and why he hasn't learned many languages.)
While taking all of these my character should still be combat effective. Speaking of which if I decide to take the "Staff of Fiery Might" as the 7th level item can I instead make it "Frost Might" (same thing just with cold spells)? [Edit:] Nevermind I see they added a staff of winter that is meant for cold spells, but it is a 4th level item...
Rituals:
Comprehend Lanuages
Make Whole (If his staff ever broke he would be heartbroken)
Tenser's Floating Disk
Endure Elements
Traveler's Feast
Possibly buying:
Fastidousness (Why does adventuring have to be so dirty.)
Enchant Magic Item (If his staff ever gets stolen or lost he needs to have a temporary replacement)
Delay Affliction (I don't know, possibly)
Are there any others I should consider?
And yes the staff will mean a lot to him. Instead of picking up a new staff or finding one as part of treasure he would prefer to disenchant his and re-enchant it with a new power.
I can't promise to get anything together until post-UnCon, but I'll see what I can do.
As for introduction, perhaps the Valkyries who discovered his abuse and 'freed' him were the ones that chose to send him away, in this case on business for the diviners. It would be as much to get this troubling element out of town as to actually set him up for work. Dunno?
[spoiler=Peldsten]
Peldsten the Clumsy, the Gambler
Male Triton Warlock (Star pact) 6 (Paladin)
XP: 7500
Age: young middle-aged
Height: short
Weight: slight
Strength: 13 (+1)
Dexterity: 10 (+0)
Constitution: 14 (+2)
Intelligence: 16 (+3)
Wisdom: 13 (+1)
Charisma: 18 (+4)
Hitpoints: 51
Bloodied: 25
Healing Surges: 8/day (12 hp)
Speed: 30 ft (6 squares)
Initiative: 0
AC: 19 = 13 + 3 (int) + 3 (leather)
Fort: 17
Ref: 19
Will: 20
Racial Features:
- Low Light Vision
- +2 Bluff, +2 Insight
- Natural Swimmer
- Regeneration
- Water's Embrace
- +2 dex
- +2 int
Class Features:
- Armor Proficiency: Cloth, Leather
- Weapon Proficiency: Simple melee, simple ranged
- Implements: rods, wands
- Fate of the Void: When an enemy under your warlock's curse is reduced to 0 hitpoints or fewer, you gain a +2* bonus to any single d20 roll you make during your next turn.
- Prime Shot (+1 to hit if closest to enemy)
- Shadow Walk (concealment if move at least 3 squares on my turn)
- Warlock's Curse: minor action, +1d6 damage cursed enemy.
- +1 Reflex, +1 Will
Powers:
At-Will:
- Eldritch Blast
- Dire Radiance
Encounter:
- Dreadful Word
- Staggering Smite (Paladin)
- Divine Challenge (Paladin)
- Water's Embrace (Triton)
Daily:
- Curse of the Dark Dream
- Hunger of Hadar
Utility:
- Beguiling Tongue (Encounter)
- Dark One's Own Luck (Daily)
Feats:
- Soldier of the Faith (Religion)
- Linguist
- Improved Fate of the Void
- Encounter Power (Invigorating Smite)
Skills:
Bluff: [13]
History: [11]
Insight: [11]
Streetwise: [12]
Religion: [9]
Languages:
Racial (?)
- Common
- Triton (Southern)
Int-bonus
- Triton (Northern)
- Valkyrie
- Human (Hunurst)
Linguist
- Fey
- Human Language 2
- Orc
Equipment
- Quickcurse Rod +2
- Amulet of Protection +2
- Deathcut Leather Armor +1
- Pact Blade +1 (680 gp)
The S.A.K. (15 gp)
Torch (1 sp)
Holy Symbol (10 gp)
Fine Clothing (30 gp)
Alchemist's Acid (x3) (60 gp)
Clearsense Powder (x2) (40 gp)
Riding Horse (75 gp)
190 gp remained (190 silver pieces?)
[/spoiler]
Peldsten was apprenticed to a paladin of the water god, but showed little aptitude and was eventually expelled for having too great an interest foreign religions and occult legends, but mostly for involving the other junior paladins in too many games of chance. In order to find work, he joined on with a foreign merchant ship and traveled for a while, gaining knowledge of the languages spoken by the diverse crew, as well as the stories and legends they told. After the ship returned to port in South Triton lands again, Peldsten was left behind--he wasn't a particularly good sailor either, about as clumsy as any Triton could manage to be, and had lost more money than he could pay in gambling. Somewhere along the way he had turned his unhealthy fascinations into an actual magical talent, through a deal brokered with some unnamable powers. To him, it's just another wager--a way to tempt fate.
He was recruited for the mission for his uncommon knowledge of foreign culture and language, and given every indication that this was a job he best not fail at.
[spoiler=Paladinhood]: Peldsten still carries his holy symbol, and takes his paladin's oath to defend the righteous somewhat seriously: he will attempt to defend friends in dire situations, he just lacks the discipline to be good at it. As far as religious piety though, he tends to call on whatever god is most likely to aid at the time, and rarely, if ever, on the Giver and the Taker. He can't claim any benefits of belonging to a Paladin organization (whatever the tritons have), who probably think his beliefs are dangerous, naive, or just stupid. He may have a personal friend or two, however. I'm not sure how paladins work with the triton religion, honestly. Or what their god stands for. :)
Note: I saw the note about no-paladin/clerics after I came up with my character concept. Considering he's kind of a heretical ex-paladin, I'm hoping it doesn't matter and the story-point stays. Also, technically a character can't switch classes leaving his old class as a multiclass. I really, really don't care, but if it bothers you Xeviat I can modify the backstory? Honestly I took the class mostly to grab healing, but it seemed to work well with the character after I was done.
[/spoiler]
The idea behind this guy is that he isn't anything like an actual hero, and any skill he has is more thru accident than anything else. I'm trying to base it off an archetype like might be seen in the Dirty Dozen or something along those lines--someone who really isn't that awesome but has to step up. (or, you know, fail miserably)
Also, I had trouble finding skills no one else had, but playing a warlock between rogues on one hand and mages on the other, that's kind of difficult. :/ I could switch out a skill if someone really wants me to. I could also lose Improved Fate of the Void to grab a skill someone thinks is necessary.
ALSO: Nomadic, if you want to have a language(s) unique to yourself, let me know and I'll switch some out.
I see you used my sheet hehe (you forgot to get rid of some of the stuff like the racial features). As to languages I am fine with what you have. The only one I think I hold special to me is ancient. I doubt that will be a problem though as from what I see it isn't exactly a language that many people learn. In fact Titus only learned it because of his insatiable curiosity. I am somewhat interested though as to how someone with such good charisma got the label "the clumsy" :P
Yeah dude, first to post a character sheet in a thread sets the standard.
That's the rule. Anyone copying it will inevitably also forget to change at least one thing (that may apply only to me).
Also, Xeviat: Are there any racial-specific feats for Tritons, Valks, or Ifrits? Some of the core ones are pretty spiffy.
QuoteI am somewhat interested though as to how someone with such good charisma got the label "the clumsy"
He's got the lowest dex possible for a triton. A fast-tongue can make up for some things, but it's hard after falling face-first on the ground. :(
Finally finished the back story. Hope it fits ok.
[spoiler=backstory]
Where he is originally from is anyone's best guess. The name Titus is most certainly Human; however the person it accompanies is not. That he was named by a Human though might explain that. He is a charming and fine looking fellow; one would not know he is pushing 70 (indeed he doesn't look a day over 25). Yet, he has the experience of any Human elder. However, with everything he has learned, Titus retains no knowledge of his parents. As an infant, he was abandoned to one of the many orphanages within Hunurst. When the orphanage fell on hard times the young Elf found himself transferred to another home and his past records have long since vanished.
Life was never easy. For a child without true parents though, it could be very brutal indeed. Titus, like most of the other orphans was drawn into illegal activities. The promise of reward was a great lure to many without hope at a real life. The Elf took up pickpocketing alongside many others, though it was a dangerous game based heavily on luck. While he was decent at it, Titus found he was even better at talking his way through things. After learning a bit from a retired con artist, he decided to give it a try. Success came easily here and Titus quickly became a capable conman. The Elf built up his own small business based on separating fools from their money. It did not last forever, though it kept him fed for many years after he had been kicked out of the orphanage. Eventually though, he was found out. Unfortunately, a prominent senator uncovered his con and sent the city guard after the young thief. No longer welcome in Hunurst, Titus snuck out of the city and hitched a ride on a merchant caravan.
He spent many years traveling from place to place, working wherever he could find a job. More often than not it was with various merchants and salesmen. One of which saw some potential in Titus and gave him several lessons on making the sale. For a while, he was even managing small sales himself. The traveling work become more static when he came across some Elves who were returning home from a long journey. It was from them that he discovered his ancestry and learned the native tongue of his people. Many years he spent helping as he could with the various Elven families in the region. In return, they tutored him in their ways. Bowmanship, swordplay, the ways of nature, all of it Titus soaked up and longed to discover what else was out there. He had been raised by Humans and his desire to discover and experience was something the Elves found odd, and at times alarming. Feeling that his ways would always clash with others of his kind, Titus picked up and once again took to the road. Jobs were less common than they had been, but he managed (and even learned new skills along the way).
The wanderings eventually led him back to Hunurst where he once again tried his hand at tricking people out of their money. It just was not the same though, after so many years finding his way with honest work, it felt wrong somehow to go back to living like a thief. So Titus began looking for work. He eventually found himself as a minor aid to a senator and for a while quietly made his way, happy that he finally had a home of his own. His ability to talk his way out of anything though quickly brought him to the senator's attention. He was brought on as his head aid and representative. It was hard work, but Titus enjoyed it and quickly learned the nuances of politics. He was excitedly discovering how good he had really become at outwitting others. Ever since, he has remained with politics, moving from senator to senator (and becoming quite well known in the process). While at times his position as a major aid has forced him to do some more unscrupulous things, the battle of words that he takes part in almost daily has kept him interested in his job ever since he came back to Hunurst.
[/spoiler]
He's had a rough and varied life that has given him a wide variety of skills. As a person he is generally good. When it comes to diplomacy though he can be fairly vicious and underhanded as he sees it as a battle to be won. His driving force has always been curiosity. Even working in the field he is in he continues to seek out new things to try and learn. It is for that reason he learned the ancient writing styles.
On a side note I updated my character sheet to reflect the finished version (sans equipment which I am currently working on). I also realized I was missing a language so I shifted things around and added in hill dwarf. Here are my stats for those to lazy to look up above :P
[spoiler=Updated Stats]
TitusMale Elf
Rogue (Trickster) 6
XP: 7500
Age: 68
Height: 5' 7"
Weight: 144 lbs
Strength: 10 (+0)
Dexterity: 16 (+3)
Constitution: 10 (+0)
Intelligence: 13 (+1)
Wisdom: 14 (+2)
Charisma: 19 (+4)
Hitpoints: 47
Bloodied: 23
Healing Surges: 6/day (11 hp)
Speed: 35 ft (7 squares)
Initiative: 7 = 3 (dex) + 4 (improved initiative)
AC: 13 = 10 + 3 (dex)
Fort: +0 = 0 (con)
Ref: +5 = 3 (dex) + 2 (rogue)
Will: +4 = 4 (cha)
Racial Features:- Weapon Proficiency: Longbow, Shortbow
- Low Light Vision
- Fey Origin (treated as fey in regards to effects related to origin)
- Group Awareness (+1 perception bonus to non-elven allies within 5 squares)
- Wild Step (ignore difficult terrain when you shift)
- +2 int
- +2 wis
Class Features:- Armor Proficiency: Cloth, Leather
- Weapon Proficiency: Dagger, Hand Crossbow, Shuriken, Sling, Short Sword
- First Strike (at the start of an encounter you gain combat advantage against and creatures who have not yet acted)
- Rogue Tactics: Artful Dodger (you gain an AC bonus equal to your Charisma modifier against opportunity attacks)
- Rogue Weapon Talent (when you wield a shuriken increase your damage dice by one size; when you wield a dagger, you gain a +1 bonus to attack rolls)
- Sneak Attack: +2d6 (1/round; must have combat advantage; using: light blade, crossbow, or sling)
- +2 reflex
Powers:At-Will:- Deft Strike (standard action/crossbow, light blade, or sling/Dex vs AC): You can move 2 squares before the attack. Deal 1[W] + dex mod as damage to the target.
- Sly Flourish (standard action/crossbow, light blade, or sling/Dex vs AC): Deal 1[W] + dex mod + cha mod as damage to the target.
- Walking Wounded (standard action/crossbow, light blade, or sling/Dex vs Fort): Deal 2[W] + dex mod as damage to the target. It is knocked prone. Until the end of the encounter if the target moves more than half speed in a single action, it falls prone at the end of its action.
Miss: Target takes half and is not knocked prone.
Encounter:- Elven Accuracy (free action/personal): Re-roll an attack roll. Use the second roll even if it is lower.
- Positioning Strike (standard action/light blade/Dex vs Will): Slide the target a number of squares equal to your cha mod. Deal 1[W] + dex mod as damage to the target.
- Trickster's Blade (standard action/ crossbow, light blade, or sling /Dex vs AC): Deal 2[W] + dex mod as damage to the target. Add your Charisma mod to your AC until the start of your next turn.
Daily:- Trick Strike (standard action/crossbow, light blade, or sling/Dex vs AC): Until end of encounter each time you hit the target you slide them one square. Deal 3[W] + dex mod as damage and slide the target one square.
Utility:- Master of Deceit (free action/personal): Re-roll the Bluff check. You decide whether to re-roll before the DM announces the results.
- Slippery Mind (immediate interrupt/personal): Gain a +2 power bonus to your Will defense against an attack that targets your Will.
Feats:- Elven Precision: When you use the Elven Accuracy power you gain a +2 bonus to the new attack roll.
- Improved Initiative: You gain a +4 feat bonus to initiative checks.
- Linguist: Each time you select this feat choose 3 new languages to learn.
- Quick Draw: Draw a weapon or other object and attack with or use it in the same action. You also gain a +2 initiative bonus.
Skills:- Acrobatics: [3] = 3 (dex)
- Athletics:
- Bluff: [9] = 5 (trained) + 4 (cha)
- Dungeoneering: [2] = 2 (wis)
- Insight: [7] = 5 (trained) + 2 (wis)
- Intimidate: [4] = 4 (cha)
- Nature: [3] = 1 (int) + 2 (elf)
- Perception: [9] = 5 (trained) + 2 (wis) + 2 (elf)
- Stealth: [8] = 5 (trained) + 3 (dex)
- Streetwise: [9] = 5 (trained) + 4 (cha)
- Thievery: [8] = 5 (trained) + 3 (dex)
Languages:Base:- Common
- Human (Hunurst)
Intelligence:- Fey
Linguist:- Ancient
- Dwarven (Hill)
- Triton (Northern)
[/spoiler]
On equipment though I do have some questions. You said something about converting money to a different scale and starting off with 1000 sp alongside our level 5, 6, and 7 items. I am confused though, do you mean convert all gold costs in the book to silver (including things like the adventuring gear) or just magical items? Also are we being provided with gear or should we add that into the cost?
Here's my character's stats, background coming late, but he's going to be grouchy and mean I think. Possibly a veteran of some war/major battle.
[spoiler=Kurstile]
Kurstile Boxenfeet
Male Triton (Assault) Swordmage
XP: 7500
Age: The equivalent of a 30-year-old human
Height: Tall (for a triton)
Weight: Sturdy Build (for a triton)
Strength: 14 (+2)
Dexterity: 14 (+2)
Constitution: 11 (+0)
Intelligence: 18 (+4)
Wisdom: 13 (+1)
Charisma: 14 (+2)
Hitpoints: 55
Bloodied: 27
Healing Surges: 8/day (12 hp)
Speed: 30 ft (6 squares)
Initiative: 2
AC: 22 (10 + 3(level) + 4(leather armor) +1(Swordmage Warding) + 4(Int bonus))
Fort: 15 (10 + 3(level) +2 (Str))
Ref: 17 (10 + 3(level) + 4(Int))
Will: 17 (10 +3(level) +2(Cha) +2(Class Bonus))
Racial Features:
- Low Light Vision
- +2 Bluff, +2 Insight
- Natural Swimmer
- Regeneration
- Water's Embrace
- +2 dex
- +2 int
Class Features:
- Swordbond
- Swordmage Aegis (Assault)
- Swordmage Warding
Feats:
- Blade Opportunist - +2 bonux to opportunity attacks
- Burning Blizzard - +1 bonus to damage w/ powers using acid or cold
- Student of Sword Magic - Book allows multiple dailies to be switched
- Improved Swordbond - Call weapon as minor action/20 squares
Armor-Related Ability:
-With the Sunleaf Leather armor, I have the ability to deal 1d10 + dex mod in Radiant Damage to anyone hitting me with an opportunity attack.
Skills:
- Arcana (Int)
- Diplomacy (Cha)
- History (Int)
- Insight (Wis)
- Intimidate (Cha)
Special Abilities
At-Will Spells
- Booming Blade - Level 1 (pg 27)
- Sword Burst - Level 1 (pg 27)
Encounter Spells
- Chilling Blow - Level 1 (pg 27)
- Corrosive Ruin - Level 3 (pg 29)
Daily Spells
- Whirling Blade - Level 1 (pg 28)
- Deep Freeze - Level 5 (pg 29)
Utility Spells
- Dimensional Warp - Level 2 (pg 28) (CASTLING!!!)
- Silversteel Veil - Level 6 (pg 29)
Equipment:
- Sunleaf Leather Armor (Level 7) (Ac +4)
- Shadowfell Gloves (Level 6)
- Scythe of Life-Drinking (Level 5)
- Standard Adventurer's Kit
- Fine Clothing in Gray and Purple
- Flask
- Tent
- Riding Horse:
Kripstick, a Roan Stallion
[/spoiler]
The hardest part is choosing the weapons since we're restricted to the certain levels.
All GP costs in the book are SP costs in my world. Including basic equipment.
As for racial specific feats, I haven't created any yet. Please feel free to come up with some and run them past me, just keep to the theme of the race.
The warlock/paladin stuff is just fine. If you need an explanation, you retrained your paladin levels for warlock levels. I haven't come up with a dogma for the Water God; I don't really think most of the animistic gods are really going to be too dogmatic, they just want you to give to them when you're venturing into their domain. Praying and sacrificing for good weather and clear seas, for plentiful fish. People pray to gods to recieve their blessings; they pray to demons (chaotic deities) to avoid their wrath.
I like what I'm seeing so far.
Ish your reflex can use your Int and your will can use your Cha modifiers and fort can use Str.
Tis what I have so far for the crunch. (Name is not true name). Fluff coming soon.
[spoiler=Sumjuan]
Male Triton (Staff) Wizard
XP: 7500
Age:
Height: Average(for a triton)
Weight: Lithe (for a triton)
Str: 10 (+2) [10 +0 pts]
Dex: 14 (+2) [10 +2pts +2 race]
Con: 13 (+0) [10 +3pts]
Int: 20 (+4) [10 +9pts +2 race +2 4th]
Wis: 16 (+1) [10 +5pts +2 4th]
Cha: 11 (+2) [08 +3pts]
Hitpoints: 43
Bloodied: 22
Healing Surges: 7/day (11 hp)
Speed: 30 ft (6 squares)
Initiative: +5
AC. : 19 (10 + 3(level) + 0 (Cloth armor) +1(Staff Implement) + 5(Int bonus))
Fort: 14 (10 + 3(level) + 1(Con))
Ref : 16 (10 + 3(level) + 5(Int))
Will: 18 (10 +3(level) +3(Wis) +2(Class Bonus))
Racial Features:
- Low Light Vision
- +2 Bluff, +2 Insight
- Natural Swimmer
- Regeneration
- Water's Embrace
- +2 dex
- +2 int
Class Features:
-Arcane Implement Mastery (staff)
-Cantrip
-Ritual Casting
-Spellbook
Feats:
-Skill Training (Nature)
-Skill Focus (Arcana)
-Skill Focus (History)
-Skill Focus (Religion)
Skills:
+16 Arcana(Int) (3 level +5 mod +5 train +3 SF)
+11 Dungeoneering(Wis) (3 level +3 mod +5 train)
+16 History(Int) (3 level +5mod +5 train +3 SF)
+11 Nature(Wis) (3 level +3 mod +5 train)
+16 Religion(Int)(3 level +5 mod +5 train +3 SF)
Special Abilities
At-Will Spells
-Ray of Frost
-Scorching Burst
-Prestidigitation
-Ghost Sound
-Mage Hand
-Light
Encounter Spells
-Icy terrain
-Icy Rays
Daily Spells
-Sleep
-Freezing Cloud
-Bigby's Icy Grasp
-Web
Utility Spells
-Jump
-Shield
-Dispel Magic
-Wall of Fog
Spellbook (Rituals)
-Comprehend languages
-Make whole
-Tenser's Floating Disk
-Endure Elements
-Traveler's Feast
Equipment:
-still shopping
[/spoiler]
Well here is my equipment.
[spoiler=equipment]
Armor:-
Deathcut Leather Armor (level 5): Black leather armor decorated with bands of silver and studded steel. The full set contains a stout jerkin and a sturdy pair of pants.AC: +3; Weight: 15 lbs
Power (daily): Immediate reaction. You can use this power when an enemy hits you with a melee attack. Deal 1d10 + charisma modifier as necrotic damage to that enemy.
-
Cloak of Resistance (level 7): A warm cloth cloak lined with fur. It is pinned with a simple silver brooch.Fort/Ref/Will: +2
Power (daily/minor action): Gain resist 5 to all damage until the start of your next turn.
-
Safewing Amulet (level 3): A silver amulet in the shape of upswept falcon wings. There is a ruby set in the center and the chain is made of tiny gold links.Fort/Ref/Will: +1
Property: When falling, reduce the distance by 10 feet when calculating damage. You always land on your feet after a fall.
Weapons:-
Magic Hand Crossbow (level 6): A high quality hand crossbow of yew and steel. The ancient runes for 'negotiator' are carved into the stock.To Hit: +4 = 2 + 2 (proficiency); Damage: 1d6+2; Critical Hit: +2d6; Range: 10ft/20ft; Properties: Load Free; Weight: 2 lbs; [Ammo (Bolts): 60; Weight: 6 lbs]
-
Dagger: A steel dagger without a guard. The grip is wrapped leather and a clear glass orb is set in the pommel.
To Hit: +3 = 1 + 2 (proficiency); Damage: 1d4; Range: 5ft/10ft; Properties: Light-Thrown/Off-Hand; Weight: 1 lb
Items:Backpack x1 (2 lbs):
Well worn but good quality leather pack, bound with metal rings and hooks.Bedroll x1 (5 lbs):
Brand new bedroll, complete with hemp cords for wrapping it up.Belt Pouch x2 (1 lb):
Several leather pouches, one of which contains half of his silver.Fine Clothing x1 (6 lbs/worn):
High quality clothing befitting a senator's aid. Clean and crisp but sturdy enough for traveling.Flint and Steel x1 (0 lbs):
Sturdy but small steel plate marked with scuffmarks from previous use. Accompanied by several fair-sized flints.Lantern x1 (2 lbs):
Small hand lantern with a handle in the shape of a dragon's head and neck.Oil Flask x2 (2 lbs):
Several glass flasks bound in leather and hemp and filled with oil for the lantern.Silk Rope '" 50ft x1 (5 lbs):
A sturdy gray silk rope.Thieves' Tools x1 (1 lbs):
An array of used thieves' tools kept in a small leather wrap.Journeybread x1 (1 lb):
Freshly purchased Journeybread, wrapped up in cloth.Waterskin x1 (4 lbs):
A simple leather waterskin with a long neck strap.Money:GP: 2
SP: 146
[/spoiler]
Which gives me:
[spoiler=stats]
TitusMale Elf
Rogue (Trickster) 6
XP: 7500
Age: 68
Height: 5' 7"
Weight: 144 lbs
Strength: 10 (+0)
Dexterity: 16 (+3)
Constitution: 10 (+0)
Intelligence: 13 (+1)
Wisdom: 14 (+2)
Charisma: 19 (+4)
Hitpoints: 47
Bloodied: 23
Healing Surges: 6/day (11 hp)
Speed: 35 ft (7 squares)
Initiative: 7 = 3 (dex) + 4 (improved initiative)
AC: 19 = 10 + 3 (dex) + 3 (level) + 3 (armor)
Fort: +14 = 10 + 0 (con) + 3 (level) + 1 (items)
Ref: +19 = 10 + 3 (dex) + 2 (rogue) + 3 (level) + 1 (items)
Will: +18 = 10 + 4 (cha) + 3 (level) + 1 (items)
Racial Features:- Weapon Proficiency: Longbow, Shortbow
- Low Light Vision
- Fey Origin (treated as fey in regards to effects related to origin)
- Group Awareness (+1 perception bonus to non-elven allies within 5 squares)
- Wild Step (ignore difficult terrain when you shift)
- +2 int
- +2 wis
Class Features:- Armor Proficiency: Cloth, Leather
- Weapon Proficiency: Dagger, Hand Crossbow, Shuriken, Sling, Short Sword
- First Strike (at the start of an encounter you gain combat advantage against and creatures who have not yet acted)
- Rogue Tactics: Artful Dodger (you gain an AC bonus equal to your Charisma modifier against opportunity attacks)
- Rogue Weapon Talent (when you wield a shuriken increase your damage dice by one size; when you wield a dagger, you gain a +1 bonus to attack rolls)
- Sneak Attack: +2d6 (1/round; must have combat advantage; using: light blade, crossbow, or sling)
- +2 reflex
Powers:At-Will:- Deft Strike (standard action/crossbow, light blade, or sling/Dex vs AC): You can move 2 squares before the attack. Deal 1[W] + dex mod as damage to the target.
- Sly Flourish (standard action/crossbow, light blade, or sling/Dex vs AC): Deal 1[W] + dex mod + cha mod as damage to the target.
- Walking Wounded (standard action/crossbow, light blade, or sling/Dex vs Fort): Deal 2[W] + dex mod as damage to the target. It is knocked prone. Until the end of the encounter if the target moves more than half speed in a single action, it falls prone at the end of its action.
Miss: Target takes half and is not knocked prone.
Encounter:- Elven Accuracy (free action/personal): Re-roll an attack roll. Use the second roll even if it is lower.
- Positioning Strike (standard action/light blade/Dex vs Will): Slide the target a number of squares equal to your cha mod. Deal 1[W] + dex mod as damage to the target.
- Trickster's Blade (standard action/ crossbow, light blade, or sling /Dex vs AC): Deal 2[W] + dex mod as damage to the target. Add your Charisma mod to your AC until the start of your next turn.
Daily:- Trick Strike (standard action/crossbow, light blade, or sling/Dex vs AC): Until end of encounter each time you hit the target you slide them one square. Deal 3[W] + dex mod as damage and slide the target one square.
Utility:- Master of Deceit (free action/personal): Re-roll the Bluff check. You decide whether to re-roll before the DM announces the results.
- Slippery Mind (immediate interrupt/personal): Gain a +2 power bonus to your Will defense against an attack that targets your Will.
Feats:- Elven Precision: When you use the Elven Accuracy power you gain a +2 bonus to the new attack roll.
- Improved Initiative: You gain a +4 feat bonus to initiative checks.
- Linguist: Each time you select this feat choose 3 new languages to learn.
- Quick Draw: Draw a weapon or other object and attack with or use it in the same action. You also gain a +2 initiative bonus.
Skills:- Acrobatics: [3] = 3 (dex)
- Athletics:
- Bluff: [9] = 5 (trained) + 4 (cha)
- Dungeoneering: [2] = 2 (wis)
- Insight: [7] = 5 (trained) + 2 (wis)
- Intimidate: [4] = 4 (cha)
- Nature: [3] = 1 (int) + 2 (elf)
- Perception: [9] = 5 (trained) + 2 (wis) + 2 (elf)
- Stealth: [8] = 5 (trained) + 3 (dex)
- Streetwise: [9] = 5 (trained) + 4 (cha)
- Thievery: [8] = 5 (trained) + 3 (dex)
Languages:Base:- Common
- Human (Hunurst)
Intelligence:- Fey
Linguist:- Ancient
- Dwarven (Hill)
- Triton (Northern)
[/spoiler]
Aren't the cloak and the amulet both neck slot?
I have a question that someone here should be able to answer. If I want a kind of +2 magic armor would it provide an AC bonus of 2 as cloth and 4 as leather? Or would it AC bonus only be 2 either way. Also, do you have to pay for the armor AND the enchantment or just the magic part?
Another one for Xeviat : Since Martial Power comes out soon and we're starting at level six, could we maybe have a couple free retrains once the book comes out?
I've never been a strickler for the "limit" of retraining. As long as it's not an every-session thing, you're cool.
+2 Cloth Armor grants +2 armor to AC; +2 Leather Armor grants +4 armor to AC.
You pay for just the magic part.
Cloak and Amulet are both neck slot (that's why they both grant +X to defenses).
Sounds good.
If both items are the same slot, do both work?
Nope, actually I believe both don't work. Don't quote me on that, I'll have to read up on it again.
Quote from: PoseidonIsh your reflex can use your Int and your will can use your Cha modifiers and fort can use Str.
Ah, I see. Thanks!
Xev, did I choose my equipment correctly? I chose a Level 7, Level 6, and Level 5 magic item, then used 1000 SP to buy standard equipment.
Quote from: Kapn XeviatNope, actually I believe both don't work. Don't quote me on that, I'll have to read up on it again.
Haha I'm quoting you on it. Actually one of them works. The one that works is the first one I put on. But since this is equipment choosing I get to decide which one I put on first. I didn't realize they were both neck slots though. Probably because most cloaks don't go around your neck. I am going to keep them both though because the amulet is the only thing I found that is useful (unless someone wants to give me a list of 3rd party stuff that xev is ok with). I will be keeping it since I don't want to be carrying that much coinage around with me. I will probably wear the amulet for its effects, only using the cloak if we are getting into a situation where a fight could break out. Other than that the cloak is just an addition to my appearance hehe (and an effective way to hide what I look like).
Did you look here (http://ww2.wizards.com/dnd/insider/database.aspx?searchterm=&ff=5&icat=Magic%20Item&il=7&tab=items&stype=4&sstyle=2) yet?
No I did not. Thanks I will take a look.
I just updated the link to be 7th level items, but you can change the filter. I thought you were dropping the amulet not the cloak.
Well thanks for that I was able to choose something better. Here is my updated equipment.
[spoiler=equipment]
Armor:
- Deathcut Leather Armor (level 5): Black leather armor decorated with bands of silver and studded steel. The full set contains a stout jerkin and a sturdy pair of pants.
AC: +3; Weight: 15 lbs
Power (daily): Immediate reaction. You can use this power when an enemy hits you with a melee attack. Deal 1d10 + charisma modifier as necrotic damage to that enemy.
- Safewing Amulet (level 3): A silver amulet in the shape of upswept falcon wings. There is a ruby set in the center and the chain is made of tiny gold links.
Fort/Ref/Will: +1
Property: When falling, reduce the distance by 10 feet when calculating damage. You always land on your feet after a fall.
Weapons:
- Hand Crossbow of Distance (level 6): A high quality hand crossbow of yew and steel. The ancient runes for 'negotiator' are carved into the stock.
To Hit: +4 = 2 (enhancement) + 2 (proficiency); Damage: 1d6+2; Range: 15ft/30ft;
Properties: Load Free, Increase range by 5ft/10ft
Weight: 2 lbs; [Ammo (Bolts): 60; Weight: 6 lbs]
- Parrying Dagger (level 7): A steel dagger with a silver and blue guard. The grip is wrapped in black leather and a clear diamond orb is set in the pommel.
To Hit: +5 = 2 (enhancement) + 3 (proficiency); Damage: 1d4+2; Critical: +2d6; Range: 5ft/10ft;
Properties: Light-Thrown/Off-Hand; Weight: 1 lb
Power (Daily): Immediate Reaction. Use this power when an enemy makes a melee attack against you. Make a melee basic attack against that enemy, with a power bonus on your attack roll equal to this weapon's enhancement bonus; if your result exceeds that of the attack roll against you, the enemy's attack misses. The melee basic attack you make to block your enemy's attack has no other effect and does not deal damage.
Items:
Backpack x1 (2 lbs): Well worn but good quality leather pack, bound with metal rings and hooks.
Bedroll x1 (5 lbs): Brand new bedroll, complete with hemp cords for wrapping it up.
Belt Pouch x2 (1 lb): Several leather pouches, one of which contains half of his silver.
Fine Clothing x1 (6 lbs/worn): High quality clothing befitting a senator's aid. Clean and crisp but sturdy enough for traveling.
Flint and Steel x1 (0 lbs): Sturdy but small steel plate marked with scuffmarks from previous use. Accompanied by several fair-sized flints.
Lantern x1 (2 lbs): Small hand lantern with a handle in the shape of a dragon's head and neck.
Oil Flask x2 (2 lbs): Several glass flasks bound in leather and hemp and filled with oil for the lantern.
Silk Rope '" 50ft x1 (5 lbs): A sturdy gray silk rope.
Thieves' Tools x1 (1 lbs): An array of used thieves' tools kept in a small leather wrap.
Journeybread x1 (1 lb): Freshly purchased Journeybread, wrapped up in cloth.
Waterskin x1 (4 lbs): A simple leather waterskin with a long neck strap.
Money:
GP: 2
SP: 149
[/spoiler]
Nomadic: Your skills don't have the 1/2 level bonus added to them. (I believe you add 1/2 level, I'm away from my books so I can't check).
I think I have my equipment.
[spoiler=equipment]Level 7 Mnemonic Staff + 2
Level 6 Bracers of Mental Might
Level 5 Instant Campsite
Fastidousness 50 sp
Enchant Magic Item 175 sp
Magic Armor + 1 360 sp
x2 Thunderstone(5) 100 sp
Adventurer's Kit 15 sp
Ritual Components 280 sp
--Alchemical Reagents (120sp)
--Mystic Salves()
--Rare Herbs()
--Sanctified Incense(30sp)
--Residuum(130sp)
20sp left over.[/spoiler]
Quote from: PoseidonNomadic: Your skills don't have the 1/2 level bonus added to them. (I believe you add 1/2 level, I'm away from my books so I can't check).
I think I have my equipment.
[spoiler=equipment]Level 7 Mnemonic Staff + 2
Level 6 Bracers of Mental Might
Level 5 Instant Campsite
Fastidousness 50 sp
Enchant Magic Item 175 sp
Magic Armor + 1 360 sp
x2 Thunderstone(5) 100 sp
Adventurer's Kit 15 sp
Ritual Components 280 sp
--Alchemical Reagents (120sp)
--Mystic Salves()
--Rare Herbs()
--Sanctified Incense(30sp)
--Residuum(130sp)
20sp left over.[/spoiler]
Yes they do, just not on the boards. I only have my backup on my computer fully updated and finished. If you all want though I can post it in here since I think everything is in order.
My character is Gallifrey Kord, otherwise known as Galli. That's what he generally calls himself and what most people would know him as.
Galli does not openly or often speak of his past. People that have known him in passing for quite a while will have noticed that he only arrived in the settlement he currently resides in a few years ago. Also, from time to time, he will leave for weeks at a time. When he goes away, he always says it is on business.
Galli is part thief, part conman. He will try to sell anybody anything, even if he stole it from them. He's always looking out for the next big score or chance to make more money. The few that have gotten close to him, however, insist that there is more to him...they just can't put their finger on what that is, exactly.
File: Character Sheet (//../../e107_files/public/1223678826_26_FT55400_galli.pdf)
Galli is 21 years old. This makes him rather young by the standards of many but well into adulthood for a halfling. He grows little facial hair but more often than not has a little stubble of beard on his face, which looks otherwise quite youthful. Standing four feet, two inches tall, he is on the tall side for a member of his race but is just as slender and lacking in muscle as any other halfling you may meet.
Galli's attire is very typical of a street dweller who thinks himself something more. Atop his head the halfling often wears a floppy hat that is light brown in color. When he is not wearing this hat, his hair is almost always slicked back with some kind of greasy substance. His hair is a light shade of brown in color. Around his neck is a loose fitting collar that appears to have been cut from a much finer white shirt and fastened in place with a pin that has a brilliant red ruby at it's center. The shirt that Galli always wears is a color that would indicate it was originally intended to be white but has been soiled over time with much use and infrequent (or nonexistent) washings. Over this shirt he wears a dark brown vest that is made of some strange leathery material that is slick to the touch and leaves a greasy feeling on the fingers of one who touches it. His pants and shoes are also dark brown and made apparently of the same material as the vest.
Usually, Galli keeps his tail wrapped once around his waist, using it as a kind of belt.
Not totally finished with the fluffy bits but this should be enough for now.
Thanks for the character sheet heh. I used it to get myself up to date.
File: Character Sheet (//../../e107_files/public/1223699430_438_FT55908_titus_char_sheet.pdf)
No problem. I had a hard time deciding what sheet to use, since I have a few. That is the only PDF one that you can edit and save that I have ever seen for 4E, though.
I'm not really checking your character sheet fully but your healing surge value should be 12.
How is your armor +3?
Nope it should be 11 (as should yours :P ).
Quote from: 4e phbUnless otherwise noted, when you wind up with a fraction as the result of a calculation, round down even if the fraction is 1/2 or larger.
And thanks for the catch on the armor, that was a typo. It's been updated.
Alright, it looks like everyone is almost done. I'll do a head count tomorrow after class.
Quote from: NomadicNope it should be 11 (as should yours :P ).
Quote from: 4e phbUnless otherwise noted, when you wind up with a fraction as the result of a calculation, round down even if the fraction is 1/2 or larger.
And now we see why we don't do math when we are tired. I re-checked that three times.
Mine would still kind of be 12, though, because of one of my items.
Quote from: Kapn XeviatAlright, it looks like everyone is almost done. I'll do a head count tomorrow after class.
Where oh where is our kapn hiding?
'Come out and play, child, come out and play.'
O KAPN! my Kapn! our fearful session is done;
The group has weather'd every encounter, the loot we sought is won;
The tavern is near, the lyre I hear, the people all exulting,
While follow eyes the mighty souls, their armor bright and shining:
But O health! health! health!
O the amber drops of ale
Where in the wagon my Kapn lies,
Passed out, head upon a pail
O KAPN! my Kapn! rise up and hear the shout;
Rise up'"for of snacks, the group has just run out;
From you the group desires food, their anticipation burning;
For you they call, the swaying mass, their eager faces turning;
Feel Kapn! dear Xeviat!
This thump upon your brow;
It is some drunken dream you stay within,
You're passed out here and now.
My Kapn does not answer, his lips are slack and still;
My Xeviat does not feel my thump, he has no sense nor will;
The group arrived safe and sound, its voyage closed and done;
From fearful fights, the victor knights, come in with object won;
Exult, O people, and ring, O bells!
But I, with mournful sigh,
Grab my stomach and look to him,
My Kapn, drunk where he does lie.
hahaha, i'm here.
Now I'm gone!
Just had a busy day. Did everyone finish their stats?
I did, I did!
I did. I just updated the current character sheet in the thread.
I think my stats are all there, I just haven't updated my bio yet, I'll do that tonight or tomorrow - sorry for the delay, working on too many projects at once.
Indeed my stats and background are complete :D
So I'm waiting for Jaerc?
I believe my stats are done (at least nothing is changing, I just need to fill in the attack bonuses and such.). I'm having a hell of a time writing up the fluff though. I have it outlined, but I just can't write it.
LIVE!
I'm still here. I'm waiting on Jaerc. I think we can start without Jaerc and fit his(?) character in when he returns. Please give me another day to organize all of your character info and then I'll get the IC thread started.
Thanks all for your participation.
Sounds good kapn.
Just checking up to make sure things are still a go.
GOGOGO
Alright people, here's what's going on. First of all, thanks for the patience. Truthfully, I got caught up with WoW. I'm going to be looking over your characters and transfering them to NPC stat-blocks so I have something to reference. Since you all know your characters, I'm going to get the IC thread started as soon as I can get some ideas on a name for the campaign.
OH, and Brainface, Tritons are taller than humans but much slimmer; if they looked like humans (and not scaley humanoids), they would be quite amaciated. Their eyes are solid black (one puple, gives them their low-light vision). Their gills are internal (so they breathe the water, which helps keep their inner pressure high when swimming in deep water). They have no ear-lobes or nose, just nostrils and holes for ears (two nostrils, 3 ear-holes on each side). To humans, they are alien in appearance but not frightening or fearsome.
As for the ex-paladinhood, that won't be a problem. The problem would have been if someone was going to be from the Knights' church; since no one is, I have ideas for antagonists.
WoW is bad. Do not follow the WoW. It is the opposite of your MoM and you like your MoM, don't you?
My mom kicked me out of the house.
That wasn't MoM. That was WoW in disguise. It is a great manipulator.
So yeah, ideas on a name?
George?
How about just calling it the Holylands campaign.
Squishy
Holylands Campaign sounds alright to me.
Now where has the kapn and everyone else run off to? I really do greatly want to play this game. :P
Sorry, I saw the thread asking for backgrounds a couple of days ago and just now logged on to actually do that. I see, however, that no one else has done so in that time. And here I was afraid that I was holding everyone up or that the game had been started without me. Now, instead of posting a more in-depth background I find myself coming back to this thread to ask an unpleasant question : Is this game dead?
I am most certainly still in if there is a game to be played here. Working overnights at a truck stop makes play-by-post ideal for me and this is a world I would like to see brought to life for a game. Some people I would probably really enjoy playing with were to be in this game, on top of that. So, is this going to happen or not?
Well I am still in so if the kapn will have us he has at least two people.
I'm still in.
So there are at least two players right now. I'm not sure why the others wouldn't chime in to at least say they're not interested in playing anymore. Of course, I don't know why they wouldn't want to play anymore, either.
Quote from: Ninja D!So there are at least two players right now. I'm not sure why the others wouldn't chime in to at least say they're not interested in playing anymore. Of course, I don't know why they wouldn't want to play anymore, either.
I haven't been here. That's why I was silent. I've been extremely busy at work and when I get home I turn on the computer just to turn it off two seconds later.
I didn't even know a thread was up, either. I'm still in.
I'm still definitely in, sorry for my delays - my wife and I just had a death in her family and have spent a few days taking care of certain issues involving that. I won't promise an update tonight, but I'll try to get a few things worked out over the next day or so.
Ok, well take care of that ishy.
Sounds like the game is still go, then, just on a time delay. At least that gives me the chance to come up with good stuff to post.
Ok I think we should just get this off the ground. So lets get a head count. Everyone who is still here and available say so.
I suppose I'd still be in.