|
Post by redshirt on Feb 10, 2009 19:57:01 GMT -6
Go ahead and post your characters here. I'll get some player info up when I get it done.
|
|
|
Post by Ixos 2: the Sequel on Feb 11, 2009 10:15:59 GMT -6
Any limitations on class? Not sure how wacky I wanna get, but dread necromancer did enter into my thinking.
If not dread necro, then duskblade (woulda been hexblade, but they suck). If you want us to stick with PHB classes, then I'm not sure what I'll do.
|
|
|
Post by redshirt on Feb 11, 2009 17:26:09 GMT -6
I dont have a preference, play what you want. Just be good-ish if you please.
|
|
|
Post by Gir on Feb 12, 2009 8:31:14 GMT -6
goodish as in alignment or goodish as in kick ass killing machines??
|
|
|
Post by redshirt on Feb 12, 2009 18:18:18 GMT -6
Goodish as in alignment. Being a kick-ass killing machine is purely optional.
|
|
|
Post by Ixos 2: the Sequel on Feb 12, 2009 18:21:44 GMT -6
(My rolls: 15, 14, 13, 12, 16, 9)
Final Scores (modified, doctored and everything): Kanir CG half-orc duskblade 2
Str 20 (+5) Int 15 (+2) Wis 9 (-1) Dex 10 Con 14 (+2) Cha 7 (-2)
AC: 14, (14 flat-footed, 10 touch) HP: 20 Init: - Fort: +4 Will: +1 Ref: +0 BAB: +2, Grapple +7
Attacks: falchion +7 (2d4+7, 18-20/x2) short bow +2 (d6, x3) dagger +7 (d4+5, 19-20/x2)
Skills: +7 Concentration (5 ranks, +2 Con) +7 Spellcraft (5 ranks, +2 Int) +7 Knowledge: Religion (5 ranks, +2 Int) +8 Climb (5 ranks, +5 Str, -2 armor check penalty) -1 Spot (0 ranks, -1 Wis) -1 Listen (0ranks, -1 Wis)
Feats: 1. Power Attack * Combat Casting (class feature)
Languages: Common, orcish, elven, goblin.
Class Features: Arcane Attunement--spell-like abilities dancing lights, detect magic, flare, ghost sound and read magic combined total of 5 times/day. Armored Mage--ability to use light armor and shields with no chance of arcane failure. Combat Casting--bonus feat.
Spells: (4, 4) 0th--acid splash, disrupt undead, ray of frost, touch of fatigue 1st--color spray, shocking grasp, true strike
Gear: chain shirt, falchion, dagger, short bow, quiver w/20 arrows, SSP
Kanir is a large, hulking half-orc. He wears an eye patch over his right eye socket, and his left eye is usually narrowed in anger or frustration. When adventuring, Kanir wears a chain shirt that he keeps in good repair, and carries a lovingly sharpened falchion as his favored weapon. His clothing is always neat and well cared for, but he doesn't particularly care about fashion, and thus he dresses simply. He keeps his black hair short, but wears a full beard. His ugly face, surly demeanor and slightly greenish skin give away his orcish heritage.
Kanir's biggest problem, in his estimation, is that he's smart enough to realize that he isn't a dumb brute. Much of society considers him a monster, or so he believes, and at the very least he is looked on with pity and more than a little fear. Kanir has grown to accept this sort of treatment, and so has as little contact with society as possible, preferring to spend his time in solitude, or, better yet, on the road.
If one were to get to know Kanir, one might be surprised. He enjoys reading and painting still-life portraits; he's nearsighted in his one eye, though, and so must wear a monocle for such work. He also enjoys orchestra music; unfortunately, he cannot often attend a symphony due to his appearance and whatnot. He is loyal to the few he calls friend.
Kanir was raised by the Bloodly Blade tribe of orcs north of Dreadwood. He was chosen at an early age to become a priest of Gruumsh, and his right eye was taken before he can remember. He never knew his parents, and the rest of the tribe never discussed the matter. Kanir wasn't particularly adept in his studies, and the old priest believed that he would probably never become a cleric of Gruumsh.
As a young boy, Kanir was taken along on a raid of a group of elven travellers. He had been taught to hate elves his whole life, but what he witnessed during that raid changed his life forever. His people, whom Kanir knew to be rough and crude at the best of times, seemed to transform into savage animals, consumed with bloodlust and the desire for butchery. Kanir threw down his spear and fled into the forest, wanting nothing more than to escape the massacre.
Cold, hungry and scared, Kanir wandered in the forest for days. He prayed to Gruumsh for help, but the one-eyed god ignored him. Kanir thought it couldn't get any worse, and then he stumbled into a pit trap. When he landed on the cold hard dirt at the bottom of the pit, he heard something snap and felt fire explode in his leg. Unable to stand, he lay at the bottom of the pit waiting for death.
The next morning, Kanir was awakened by dirt showering down on his head. "Wake up, young man," came a voice speaking elvish. "Can you stand?" Kanir turned to look up at the speaker, and saw that it was an elf clad in foresters colors. A sword hilt was visible above the elf's shoulder, and he was preparing to lower a rope. It was then that the elf got a good look at Kanir.
"Oh, dear," muttered the elf. He pulled the rope back up, and pulled out his bow. "I'm terribly sorry, little orc, but you're going to have to die. I'm a good shot, though, so it'll be quick."
"Wait!" shouted Kanir in elvish. "Don't kill me!"
The elf paused. "You speak the elven tongue?" he asked incredulously.
"Yes!" cried Kanir. "Please have mercy on me, master!"
The elf looked down at the pitiful young half orc, and then, to Kanir's horror, turned and walked away! So, it wasn't to be a swift merciful death by arrow, but a long, drawn-out death by starvation.
The elf returned shortly and lowered the rope. Kanir took it and with the elf's help, laboriously pulled himself from the pit. The elf set Kanir's broken leg, and then led him to a small cottage in the forest.
Sundalar, the elf, had intended to keep the boy just long enough for his leg to heal. He didn't know why he'd spared the young orc's life; Sundalar wasn't particularly merciful when it came to orcs. He supposed it was because the boy had spoken the elven tongue, and had spoken it well and fluently. Whatever the reason, he had a young orc to take care of, and didn't intend for him to be around forever.
Kanir healed quickly, and proved to be very helpful around the place. He could do the work of two grown elves, and was twice as strong. Sundalar gave him more and more chores to perform, and neither mentioned the possibility of Kanir leaving to make his own way. A year passed, and Sundalar taught Kanir how to use the falchion, and the bow. The Dreadwood could be a dangerous place, and the boy would need to know how to fight.
It wasn't until later that Sundalar decided that Kanir might have a talent for magic. He began to teach the boy the secrets of the ancient elven tradition of the duskblades. Though he struggled with some of the concepts, Kanir was an apt pupil, and showed promise.
Almost ten years after he had fallen into Sundalar's pit, Kanir decided that it was time for him to make his own way in the world. He had never forgotten the raid on those elven travelers so many years ago, and decided that he would do his part to try and make the world a place where that kind of thing doesn't happen.
Okay, I think that ought to do for now. It's been awhile since I rolled a 3x char, so I hope I got all the numbers right.
|
|
|
Post by redshirt on Feb 12, 2009 18:27:51 GMT -6
Heh, what book is duskblade in again? I dont remember. Glad to see you went all out on an interesting character. Was Ig wanting to play? You and Gir are the only ones i've heard from yet.
|
|
|
Post by Ixos 2: the Sequel on Feb 12, 2009 18:42:40 GMT -6
Duskblade is in the PHB2. It's an elfy class, heh. Ig mentioned that he wanted to play, but he wanted to play a wild mage. So far as I know, that's a PRC in Complete Arcane? (maybe Complete Mage...) Not sure how that's gonna work since we're 2nd lvl. I hope he plays--RP is the thing (seems to be) with this kind of game, so the wild mage mechanics can be "simulated" through RP. My opinion, anyway. Um, you weren't being sarcastic when you said "all out on an interesting character," were you?
|
|
|
Post by redshirt on Feb 12, 2009 18:58:02 GMT -6
Just commenting on your ability to make cool characters out of sub-optimal choices. Your like an anti-optimiser.
Jeff said he's playing. Looks like I wont have to pull any punches.... heh.
|
|
|
Post by redshirt on Feb 12, 2009 20:32:20 GMT -6
Saltmarsh is a small village of about 300 people on the Cyric Sea. A most unremarkable place, it would never be a destination of adventurers if not for its location.
2 days ride east along the coast from Seaton, it sits on the edge of the Dunwater Fens, just south of The Dreadwood. One safe road to the Wilds to the west is the road that goes through Saltmarsh.
Most of the the inhabitants are simple fishermen and farmers. An Inn (The Wicker Goat) caters to travellers heading west.
|
|
|
Post by Gir on Feb 13, 2009 9:20:42 GMT -6
I don't have my paper in front of me and I'm not totally finished making my character yet... but I am: Cora Tealeaf - a halfling Druid - and I might have an animal companion... haven't decided yet... I'm small, 3ft 9inch tall, 32lbs, black hair and eyes, tan skin... I'll post in more detail when I have my character finished... but let's just say Cora is a very curious little Druid... and a little weird
|
|
|
Post by redshirt on Feb 13, 2009 17:38:24 GMT -6
Nice work Ixos. I like what you've done. Even the CG . (its a good thing I trust you to play that alignment). Gir, yours sound cool also. Cant wait to see what you come up with.
|
|
|
Post by Ixos 2: the Sequel on Feb 13, 2009 17:48:59 GMT -6
Nice work Ixos. I like what you've done. Even the CG . (its a good thing I trust you to play that alignment). Just thank the Maker that I didn't go CN with him! (Ah, Moctus, how I miss thee...)
|
|
|
Post by redshirt on Feb 13, 2009 19:21:02 GMT -6
<sniff>............Good times...............<wipes tear>
|
|
|
Post by Gir on Feb 16, 2009 12:49:17 GMT -6
Ok... I have a little more info on Cora Tealeaf... and a question that I couldn't figure out even with the book... Q: what kind of animal can be a companion for a druid? Or... what can't be?
Ok... Info: (character sheet's at home will post stats later) Cora is a halfing Druid who was inadvertantly abandoned when she was a small child (age 2). She doesn't remember much about her parents... obviously they were halflings... but not druids. Here's what she remembers... she was traveling with her parents, she's doesn't remember why or where they were going.. but she was distracted by a pretty butterfly and wandered off when her parents weren't looking. Before she knew it she was totally lost and her parents were nowhere to be seen. She simply sat down under a tree and decided to wait to be found. It was getting dark and she was a little nervouse but not terribly afraid when a lithe young woman dressed in animal furs came walking by with a young wolf nipping at her heals playfully. She stopped when she spotted Cora and was understandably curious and confused. To make a long story short, she took Cora in and raised her as her own. It just so happens she was a Druid and so Cora was brought up in the teachings of the Druids. Cora had always been an eager learner, curious by nature, she was an apt pupil. She excelled in spell casting and quickly learned about the local plants and animals. When she was of age she set off on her own to learn more of the world around her. Cora is curious about everything and everyone. She's kind to all, even her enemies. She loves nature, animals, and she has a special love of reptiles. She loves to travel and explore. She's not easily frightened. When she feels threatened you might notice her suddenly being covered in a thick, greenish, slimy substance. She's honest and loyal to those she calls friends. And... I'm still undecided on the companion thing...
|
|
|
Post by Gir on Feb 16, 2009 18:32:07 GMT -6
Yeah!!! Cora Tealeaf Stats!!
Str 14/ 2 Dex 12/ 1 Con 17/ 3 Int 15/ 2 Wis 18/ 4 Cha 16/ 3
AC 16 HP 22 Init 1 Base Attack 1 Fort save 7 Reflex save 2 Will save 8
Weapons : Quarterstaff and a sling Armor : Hide and a small wooden shield
I get a +2 save against fear Languages= Dridic, common, Sylvan, Halfling, Dwarven, Elven, Goblin, and Orc
Special Abilities/feats Nature Sense, Animal companion, woodland stride, point blank shot
Spells... my Druid class says I can cast any 0-1st level spell.... 0 levels spells = 4xday/ 1st level spells =2xday
um... skills = I don't feel like writing them all down...
Redshirt... if you need more info let me know
|
|
|
Post by Ixos 2: the Sequel on Feb 16, 2009 18:59:55 GMT -6
Ok... I have a little more info on Cora Tealeaf... and a question that I couldn't figure out even with the book... Q: what kind of animal can be a companion for a druid? Or... what can't be? ... ... And... I'm still undecided on the companion thing... I just played a 3x druid so I should be able to answer this question, right? Heh, let's find out. Assuming that we're going by 3e and not 3.5 rules, the druid gets an animal companion based on the animal friendship spell. She begins play under the assumption that she cast the spell some time earlier, and so already has a critter buddy. The spell is on p173 of the 3e PHB (prolly a different page in the 3.5--and the spell is different in 3.5 too, I'm pretty sure). Basically, the spell says that you can turn a normal animal into your buddy. The animal will become your buddy, and will remain loyal to you so long as you're not a jerk to him. He's your best friend, and will take off if you mistreat him (beat him, starve him, cuss him out all the time, make him "search for traps", and so on). You can teach him 3 tricks, blah blah blah... The meat of the spell says that "you can have only a certain number of animals befriended to you." Specifically, "animal friends whose Hit Dice total no more than twice your caster level." So, at 2nd lvl, you can have 1 animal buddy of 4HD, 2 buddies of 2HD each, 4 buddies of 1HD each, or any combo of buddies that total up to 4HD. The "animal" section starts on page 193 of the 3e MM. The first entry is Ape, which has 4d8+8 HP--this is a critter you could have as an animal buddy! The Brown Bear has 6d8+24 HD--too many HD for him to be your buddy. (Oh, HD is Hit Dice, which is sorta like a monster's level--if he has 4d8+8 HD, you roll 4d8 then add 8 to the result to get his total hit points--the MM lists his hit points anyway, so you don't need to worry about that really.) So, that's how the animal companion thing works--I'll let the DM tell you what kind of critter you can have, and how attacking and whatnot works... I think Kanir will get along with Cora alright; both were raised in the woods, and even though Cora will prolly get on his nerves quite a bit, he can appreciate her dedication to the "mystical arts."
|
|
|
Post by Ixos 2: the Sequel on Feb 16, 2009 19:04:38 GMT -6
Spells... my Druid class says I can cast any 0-1st level spell.... 0 levels spells = 4xday/ 1st level spells =2xday Also, make sure you read the last sentence of the Spells section in your class description (p34 in the 3e PHB). There's some pretty important info contained in that sentence... Also, DAMN!! Nice rolls!
|
|
|
Post by redshirt on Feb 16, 2009 19:13:55 GMT -6
Try to keep your animal something from the area please. No apes or cheetah's. A black bear or an eagle, etc.. would be ok. One thing to keep in mind is you are in a fishing village. The odds of boat travel/adventuring are pretty good. Pick your critter accordingly.
|
|
|
Post by Gir on Feb 17, 2009 9:05:09 GMT -6
so... no animals that are concidered magical beasts? hmmm... I'll have to keep looking... I'll have to look at the book tonight... thanks for all the info though ... and I think Cora will like Kanir just fine... as long as he's nice to her...
|
|
|
Post by Gir on Feb 20, 2009 12:01:09 GMT -6
I finally decided... no animal companion for Cora... Mostly cause I'm lazy and don't want to have to keep up with stats for an animal too... ;D
|
|
|
Post by Xombie on Feb 20, 2009 20:34:03 GMT -6
Thoril
STR-11 DEX-15 CON-16 INT-12 WIS-12 CHA-18
AC-12 HP-12
FORT-3 REF- 7 Will- 4
BAB Melee 1 Ranged 3
Weapons- Morning Star/ Light Crossbow
Feats- Blistering Spell/ Flash Frost Spell
Im a human sorcerer.
Spot is 1 Listen is 1 INIT is 2
|
|
|
Post by Ixos 2: the Sequel on Feb 20, 2009 21:08:35 GMT -6
Ill get a backgroung on soon anything else you need? What class and race are you? (I'm not redshirt, but I'd like to know anyway!)
|
|
|
Post by redshirt on Feb 20, 2009 21:21:00 GMT -6
Lolz, pretty sure hes a sorcerer. Forget what race. Can I get everyone to post there spot and listen. Might be handy.
|
|
|
Post by Ixos 2: the Sequel on Feb 22, 2009 1:13:42 GMT -6
Done. (Both -1 in case you're too lazy to check my "sheet.")
|
|
|
Post by redshirt on Mar 1, 2009 13:15:09 GMT -6
Ok, lets go ahead and start with 3. If Ig want in we have some time to work him in. Hope this works.
Adventure.
The thrill of this word fills your soul as you set forth from Seaton. The untamed Wilds beacon to you, drawing you to fame and fortune. Unfortunately the weather soon puts a damper on your thoughts of great deeds. A steady drizzle soon soaks you and your newfound companions to the bone. A chill sets in, a chill your meager fire when you make camp cannot drive away. Sleep eludes you, and the morning brings another mud soaked slog west.
On the third wet day of your trip, as evening sets in you arrive at the village of Saltmarsh. The lights of the small farming community offer much needed warmth, and the Wicker Goat holds the promise of a fine meal and refreshments.
You receive only a glance from the few residents you see, the brave (or the foolhardy) have been traveling through Saltmarsh for many decades. You open the door to the Goat and a blast of warm air envelops you. The smell of roasting meat, cool ale, and tobacco smoke tantalize you.
A portly human wearing an apron greets you as you enter.
“Welcome friends. I'm Hoskin Lashti, owner of the Wicker Goat. Please take a seat and I'll be right with you.” with that he rushes through the busy common room to a door behind the bar.
A table close to the fire is the only empty one in the Inn. As you sit and warm yourself, Hoskin comes up to the table and says “So, what can I get you tonight?”
|
|
|
Post by Ixos 2: the Sequel on Mar 1, 2009 17:18:22 GMT -6
"Meat and ale," responds Kanir with his harsh growl. He watches Hoskin to see if the fat man reacts--they usually do. "Plenty of both."
Kanir looks around the common room--busier than he would like, but not uncomfortably so. He has been in a few common rooms in his short adventuring career, and they are mostly all the same: poorly lit, smokey, usually too warm, too loud and too expensive. The Wicker Goat is tied for most interesting name, though, right up there with the Slug and Donkey out Harlton way. Kanir hopes that this stay won't be nearly as interesting as the Slug and Donkey...
I need to clean my armor, Kanir thinks to himself. Rained today. Left unattended, the sturdy chain shirt will begin to rust and stink. Unpleasant to wear armor in such neglected condition. His falchion could use a good sharpening and oiling, as well. That's not good work for the common room, though. Instead, Kanir looks about the Wicker Goat, trying to get an idea of the character of the residents of Saltmarsh. Also to see if any other adventurers might be in town.
|
|
|
Post by Xombie on Mar 2, 2009 12:06:27 GMT -6
Well met Hoskin, I'll have what hes having...but not as much, minus the ale, and meat, do you have any good wine and cheese? Ill have that....and bread.....
As Im waiting Ill look around the bar looking at all the locals.
|
|
|
Post by Gir on Mar 2, 2009 14:28:02 GMT -6
Cora looks around excited to see new faces and a fire! Nice! She smiles happily and walks right in, almost too absorbed in looking at her surroundings to hear the question of the Mr.Lashti. "oh, right... ummm... let me think..." she tapps her foot lightly on the floor while scratching her wet head a minute. "Oh! Do you have an jams? I'd love some toast and jam... especially if you have grape! If not, then I'll just take some hot tea and cheese." Cora smiles up at Mr. Lashti awaiting his response. Then begins to ponder... "I wonder if there are any goats in here... and are they made of wicker or do they just eat it?"
|
|
|
Post by redshirt on Mar 8, 2009 11:33:13 GMT -6
"Very good, I'll be just a moment.", with that he scurries toward the kitchen. The crowd in the common room appears to mostly be local farmers and fishermen. The only exceptions are an aged human, obviously well on his way to passing out in a corner, and a female halfling. The old man's head droops toward the table, with a jerk he raises his head, nearly falling out of his chair. You overhear a farmer sitting at the table next to you tell his friends, "Looks like Galen saw another ghost." Laughter fills the room as Hoskin returns. "Here is your dinner, can I get you anything else? Rooms perhaps?"
|
|