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[Discontinued]An Ocean of a Problem


Corvus

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Post Underconstruction, but the basics are here so feel free to post

 

From the Orignial post:

This will be a roleplaying game, not a play to win or rule exploit game. I am not going to blow up if you suggest something and I am happy to discuss 'Houserule' variants, for example a barbarian scout with the odd rogue talent instead of the odd rage ability. But if I say no I don't expect to be lamberblasted with links to rulebooks. Additionally I expect rules debates to be kept to a minimum during sessions, as I have more important things to be doing during the session such as running the game.

 

The Details:

The game will be held in IRC, possibly with a voice chat for out of character disussion.

Characters will start at an Effective character level of 5 (HP dice + level adjustment)

Character races require approval if they are not Human, dwarf, elf, half elf, gnome, halfling, or half orc; Races not on this list will most likely have their effective level adjusted for balance. In some cases this will mean that it may not be used due to the restrictions of the party level, Though I would be willing to work to modify another character race to fit the character concept.

 

3rd party pathfinder supplement character options and WotC D&D 3.0/3.5 Character options may only be used with my permission if requested prior to submitting a final character sheet. Any such materials showing up on a final character sheet without preapproval will be denied for use. (I do reserve the right to reject characters using pre approved content when the character is submitted) (I suggest only requesting individual items out of such sources, as I am far more likely to allow their use in that case.)

Non-Core rulebook 1st party Pathfinder content must have a link to the relevant rules featured somewhere in the character sheet, as I do not want to have to scour the reference documents for every single character option.

 

The Setting

Roughly 600 years ago for reasons unknown the level of the oceans began to increase at an alarming rate before finally tapering off after several years. While the large majority of people managed to survive, their nations did not, with many becoming nothing more than a collection of islands. Over the years the inhabitants of the new island nations have come to cope with the new realities of the world, though many still wish to return things to the way things were during the Pre-flood 'Golden' period, however all attempts up to this point have ended in disaster. In order to help promote the efforts to fix the flood, for the past 500 years the nation of Loar has held the Grand Arcana Festival on the Pentannual anniversary of the loss of the Grand College of the Arcane Arts to the Flood in order to bring the brightest minds in magic together to share ideas. In an unprecedented move the current overseer of this magnificent spectacle, Prince Jarlot Brenat of Loar, Has sent word far and wide announcing that the Grand Arcana Festival will be held this year, barely more than 2 years after the previous Festival. Despite being so soon after its last occurance the attendance seems as though it will atleast match, if not beat the records set in decades past, largely due to the mystery behind its timing.

 

Campaign Special Rules

Navigation and Navigational Charts

The Oceans of this world are far from a safe place, and as a result most sane Sailors will not even consider taking you to areas where they do not have Navigational charts to guide them.

You may not travel to areas where you do not have navigational charts to (mostly as I will not be designing the entire world prior to beginning the game, I will have to prepare the game world as we go)

Players may not lose, steal, or destroy navigational charts, There is always another copy laying around somewhere for use. (As the GM I may remove navigational charts for story purposes, but players are restricted from doing so to avoid purposeful strandings of the vessel during arguements.)

Enchantment Scrolls

More details coming upon introduction.

 

The Cast

Grand Mage Arconis- One of the most famous figures to walk the land, he is a Wizard of the highest degree who has, if the stories are true, been involved in almost every major event for the Past 200 years

Argost The Seafarer - An old Elf who has spent the past 200 years living upon the seas getting to know its secrets better than anyone. A fellow Explorer of the Arcane College.

Adam Wand - The eldest brother of the Wand family, who practices the arts of the Fighter. A fellow Explorer of the Arcane College.

Joshua Wand- The middle brother of the Wand Family, a devoted cleric of Torag. A fellow Explorer of the Arcane College.

Timothy Wand- The youngest brother of the Wand Family, a former pickpocket and cat burglar who decided to join his brothers in business as a small mercenary company after a few too many close calls. A fellow Explorer of the Arcane College.

Lizzy Wand - The wife of Timothy Wand, An arcane researcher who additionally works with her husband and his brothers in order to keep them out of trouble and to make money to fund her research.

Zeinith - A fellow Explorer of the Arcane Congress, a foreign noble who has apparently been tasked with doing so by her mother much to her chagrin.

 

The Rumor board

The Ghost Ship - For the Past several months there has been a series of sightings of a vessel with tattered sails, captained by a mysterious figure of an unknown race, crewed by spectral beings Sailing in remote, rarely navigated areas of the Northern Seas. However in the Past several weeks, sightings of the vessel have been increasing dramatically, as it has been crossing major shipping channels heading in what seems like the most direct path to Loar.

Update- Rumors have it that just a day prior to the festival, the ghost ship was seen by fishermen to be approaching the Port of Loar at a rate that would have had it docking before sundown.

MiI4t.jpg

 

More in depth information will come as I finish it, though feel free to ask questions about the game and setting.

 

Scheduling information

Sessions will be held at 1PM Central Time (US) on irc.tip.it in the #ocean channel. To join this channel enter:

/join #ocean

As I have registered the channel you may join the channel prior to me announcing that I will be on IRC for the session.

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US CST is GMT-5, correct?

 

That may be slightly problematic, because that means it would start at 10 AM for me. By all accounts, do not change your plans only for me, because I'm sure there are 5 others who would wish to play, but I'm just throwing it out there.

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I believe CST is GMT-6 rather than -5. PST is (iirc) GMT-8 and CST is two hours ahead of us. Scratch what I said earlier if people are willing to play on the weekends I can join as well.

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Central Standard time is GMT -6, Central Daylight time is GMT -5 (I tend to use the terms interchangeably so in this case I mean Central Daylight time which is indeed GMT -5 up until the switch back to standard time.)

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No one answered my question :(

 

I wanna play...not sure if I'll be able to attend the times though....I've got Iceskating coming up.

Sorry about that, Eastern time is my time +1 hour, when I figure out a specific time of day I will post a link to a world clock listing.

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Do Kobolds still exist in this world? Because I've narrowed it down to two or three different character concepts. 1st a Tengu gypsy/pirate gunslinger (possibly the pistolero or mysterious stranger archtype), second a kobold stormborn sorcerer who is definitely not compensating for anything by chucking lightning bolts around like candy and third a pirate hunting inquisitor/ bounty hunter. Do any gods exist in this setting, and if so what are they?

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Do Kobolds still exist in this world? Because I've narrowed it down to two or three different character concepts. 1st a Tengu gypsy/pirate gunslinger (possibly the pistolero or mysterious stranger archtype), second a kobold stormborn sorcerer who is definitely not compensating for anything by chucking lightning bolts around like candy and third a pirate hunting inquisitor/ bounty hunter. Do any gods exist in this setting, and if so what are they?

Kobolds do exist in the setting (not specifically decided where as I have been focusing on Loar currently as that is where the first few sessions will be.)

 

In terms of Gods, the I guess others are using the Standard Pathfinder Pantheon, which is fine with me as none of the Gods play a vital role in the plot so I can easily just pick any pantheon. (Just a note: my campaign setting is not based on the standard Pathfinder setting, but I am using the list of dieties for simplicity)

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My Character:

[hide]

Character%208.png

[/hide]

(Backstory)

 

The Island of Taldor is one of the largest islands in the Westen Oceans, notable for its distance from other islands, featuring three Nations:

The Republic of New Taldor

The Kingdom of Rhodes

The Kingdom of Hampshire

 

After the flood the surviours flocked to over a dozen towns...a fractured Island at war with itself at all times.

The war raged for near one hundred years, though conquest and diplomacy nine nations remained, of these the Kingdom of Biscay and the Kingdom of Calabar were the largest, and as the next twenty years dragged on alliances shifted so that a Great War was fought between the two nations...both of them were destroyed, and from the ashes the seven remaining nations found themselves on the brink of anhilation, and thus a pact was struck at Fairly Bridge. The Republic of New Taldor would be born of all those who signed, and given a place on the council.

Five nations chose to join, the other two, Rhodes and Hampshire, refused, but also refused to carry on fighting, and so a second deal was struck. It was agreed that New Taldor would not make war for as long as Rhodes and Hampshire could pay tribute.

 

In the early years, four hundred years ago, both nations strugged under the tribute system...Many starved, and the remained turned on each other...But the two Kings took control, marshalled the hatred against New Taldor, and began laying down keels for ships...not to trade, but to steal.

Offically there was no connection, and to begin with New Taldor didn't take notice of the rumours.

Three years later the raids came.

 

As both Kingdoms prospered, New Taldor suffered, until it commissioned the Cosairs, a radical fighting escort groups. The battles were the stuff of legends, with all the resources of the Island devoted to fighting.

But the Republic took the lead after the first few years, and gradually the pirates recieved their deminishing returns, and the wise Council of New Taldor chose to reduce the tribute lest another war was started.

 

Thus an unease peace broke out, punctuated by pirate battles and bandits...a peace which endured for neigh four hundred years, until, recently, one group of bandit-pirates stopped taking cargo, but instead took people, ransoming them back, sometimes a body part at a time. This had, of course, existed before, but these people were organised.

The New Taldorian army tried to rescue them, but more often than not the prisoners were found dead, and the bandits fled. It was time for a change in tactics....

 

[Character back story]

 

Born into the town of New Taldor, Loran spent much of his younger days in the great rivers that surrounded the town, smuggling goods across under the guise of merrily playing. Of course it was not long before the authorities and other smugglers caught on to what his parents were doing and so Loran slowly developed to be increasingly stealthy...a difficult thing to do in the water, so despite his early start in the water he took to land as he approached teenagehood.

With both of his parents dead through the various skirmishes over the years Loran became increasingly isolationist, seeking to distance himself from others whenever possible, and blending into the background when that wasn't possible, a useful trait for a thief, but, as he grew older he became more reflective, unhappy with being a mere thief.

As soon as he was old enough he joined the Merchant Navy, but the job was melancholy, the only faint excitment came from the occassional sighting of pirate ships...though they never got close enough, the Cosairs made sure of that. Thus he put in for transfer, and was eventually granted it.

His life as a Cosair was not without merit, but the adrenaline rush he remembered as a child and thief was never the same...surrounded by so many highly trained fighters, against so many half starved pirates...he was hardly in danger.

It was then, at the end of this long road, he finally, accidently, found himself back on land, inside Recovery Unit New Talador. The explaination was that New Taldor trained many good fighters, but it had been found that they were poorly suited to anything that required stealth or subtly.

 

His time in RUNT, unaffectionately named by the saliors who saw only the weakest, least capable fighters assigned there, was tremendous. The job required small teams, one or two people, to inflitrate and clear enemy strongholds, often doing more damage than a whole army could. The attacks, however, gave the pirates and others a new line of attack. Soon New Taldor was a battleground behind closed doors. Ships sank without warning, supplies were stolen, and crime went up.

 

Loran fought for many years, struggling to keep New Taldor afloat, but for every thirty newcomers RUNT killed, one of their own number would die...and this was a battle of attrition they could not win. Eventually the Governor of New Taldor saw the writing on the wall and ordered the evacuation of the town. For the army, and the people in the streets, it made no sense...There was no army baying at the gates, no famine threatening to destroy them immediately...Yet their Governor called for them to abandon their homes and disperse.

Many refused, and in the ensuing disarray many hundreds were killed...some by general fighting, others by assassins...But for RUNT, many of the Sailors and most of the council, they were only reports, for they had fled on the Grand Fleet, dispersing to the four corners of the Ocean.

 

Loran himself, a skillful Assassin, was paid handsomely for his services and sent on his way three years ago

[Cue Party Coming together events]

Before finally arriving at the Grand Arcarna Festival, informed by an old wizard friend from New Taldor of the significance of this abnormally arranged festival

Well I knew you wouldn't agree. I know how you hate facing facts.

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My Character:

[hide]

Character%208.png

[/hide]

(Backstory)

 

The Island of Taldor is one of the largest islands in the Westen Oceans, notable for its distance from other islands, featuring three Nations:

The Republic of New Taldor

The Kingdom of Rhodes

The Kingdom of Hampshire

 

After the flood the surviours flocked to over a dozen towns...a fractured Island at war with itself at all times.

The war raged for near one hundred years, though conquest and diplomacy nine nations remained, of these the Kingdom of Biscay and the Kingdom of Calabar were the largest, and as the next twenty years dragged on alliances shifted so that a Great War was fought between the two nations...both of them were destroyed, and from the ashes the seven remaining nations found themselves on the brink of anhilation, and thus a pact was struck at Fairly Bridge. The Republic of New Taldor would be born of all those who signed, and given a place on the council.

Five nations chose to join, the other two, Rhodes and Hampshire, refused, but also refused to carry on fighting, and so a second deal was struck. It was agreed that New Taldor would not make war for as long as Rhodes and Hampshire could pay tribute.

 

In the early years, four hundred years ago, both nations strugged under the tribute system...Many starved, and the remained turned on each other...But the two Kings took control, marshalled the hatred against New Taldor, and began laying down keels for ships...not to trade, but to steal.

Offically there was no connection, and to begin with New Taldor didn't take notice of the rumours.

Three years later the raids came.

 

As both Kingdoms prospered, New Taldor suffered, until it commissioned the Cosairs, a radical fighting escort groups. The battles were the stuff of legends, with all the resources of the Island devoted to fighting.

But the Republic took the lead after the first few years, and gradually the pirates recieved their deminishing returns, and the wise Council of New Taldor chose to reduce the tribute lest another war was started.

 

Thus an unease peace broke out, punctuated by pirate battles and bandits...a peace which endured for neigh four hundred years, until, recently, one group of bandit-pirates stopped taking cargo, but instead took people, ransoming them back, sometimes a body part at a time. This had, of course, existed before, but these people were organised.

The New Taldorian army tried to rescue them, but more often than not the prisoners were found dead, and the bandits fled. It was time for a change in tactics....

 

[Character back story]

 

Born into the town of New Taldor, Loran spent much of his younger days in the great rivers that surrounded the town, smuggling goods across under the guise of merrily playing. Of course it was not long before the authorities and other smugglers caught on to what his parents were doing and so Loran slowly developed to be increasingly stealthy...a difficult thing to do in the water, so despite his early start in the water he took to land as he approached teenagehood.

With both of his parents dead through the various skirmishes over the years Loran became increasingly isolationist, seeking to distance himself from others whenever possible, and blending into the background when that wasn't possible, a useful trait for a thief, but, as he grew older he became more reflective, unhappy with being a mere thief.

As soon as he was old enough he joined the Merchant Navy, but the job was melancholy, the only faint excitment came from the occassional sighting of pirate ships...though they never got close enough, the Cosairs made sure of that. Thus he put in for transfer, and was eventually granted it.

His life as a Cosair was not without merit, but the adrenaline rush he remembered as a child and thief was never the same...surrounded by so many highly trained fighters, against so many half starved pirates...he was hardly in danger.

It was then, at the end of this long road, he finally, accidently, found himself back on land, inside Recovery Unit New Talador. The explaination was that New Taldor trained many good fighters, but it had been found that they were poorly suited to anything that required stealth or subtly.

 

His time in RUNT, unaffectionately named by the saliors who saw only the weakest, least capable fighters assigned there, was tremendous. The job required small teams, one or two people, to inflitrate and clear enemy strongholds, often doing more damage than a whole army could. The attacks, however, gave the pirates and others a new line of attack. Soon New Taldor was a battleground behind closed doors. Ships sank without warning, supplies were stolen, and crime went up.

 

Loran fought for many years, struggling to keep New Taldor afloat, but for every thirty newcomers RUNT killed, one of their own number would die...and this was a battle of attrition they could not win. Eventually the Governor of New Taldor saw the writing on the wall and ordered the evacuation of the town. For the army, and the people in the streets, it made no sense...There was no army baying at the gates, no famine threatening to destroy them immediately...Yet their Governor called for them to abandon their homes and disperse.

Many refused, and in the ensuing disarray many hundreds were killed...some by general fighting, others by assassins...But for RUNT, many of the Sailors and most of the council, they were only reports, for they had fled on the Grand Fleet, dispersing to the four corners of the Ocean.

 

Loran himself, a skillful Assassin, was paid handsomely for his services and sent on his way three years ago

[Cue Party Coming together events]

Before finally arriving at the Grand Arcarna Festival, informed by an old wizard friend from New Taldor of the significance of this abnormally arranged festival

 

 

Seems Good enough for me to declare it Canon.

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Would I be allowed to play a warforged character, by the way?

 

Edit: It seems that Monkey Grip is actually already built into the pathfinder rules.

 

Edit2:

Now in forum friendly format! except for the skills, that is.

 

Edit3:

Amended Stats on request.

 

[hide]

Caliber

Warforged Fighter 5 | [Neutral Good] Exp: 15,000

Age -

Looks -

Eyes Cyan eyes

Height/Weight 6"7' tall, 120lbs. (Medium)

Homeland Shivermere

Deity Torag

Campaign An Ocean of a Problem

Representing Jake

 

Hit Points

HP 59

Current HP

 

Strength

16 (+3)

 

Dexterity

16 (+3)

 

Constitution

16 (+3)

 

Intelligence

10 (+0)

 

Wisdom

8 (-1)

 

Charisma

8 (-1)

 

 

Initiative +5 = 3 (Dex) + 2 (Trait)

Action Points (Lifetime) 9

 

Base Speed [ 30 (6 sq.) ]

 

AC [20] = 10 + 6 [Mithral Plating +1] +3 [Dex] + 1 [Dodge feat]

Touch AC [14] Flat-Footed [16]

Armor Check Penalty 0

Base Attack Bonus +5

Basic Melee Attack +9

Basic Ranged Attack +8

 

Weapon: Large Keen Greatsword +1

Attack Bonus: 5(BAB) + 3 (Str) + 1 (Weapon Focus) - 2 (Oversized) = +7

Type: Slashing

Range: 5ft

Damage: 3d6+6 [+1 (magic) + 2 (Wep Spec.) + 3 (str)

Critical: 17-20/x2

Fortitude Save = 4(Base) + 3(Con) + 1(Cloak) = 8

Reflex Save = 1(Base) + 3(Dex) +1 (Cloak) = 5

Will Save = 1(Base) + 1(Cloak) +1 Bravery = 3

 

 

 

 

 

Feats

Dodge

Mobility

Spring Attack

Power Attack

Weapon Focus(Greatsword)

Weapon Specialisation (Greatsword)

 

Traits

Armor Expert

Warrior of Old

 

Warforged

Racial Abilities:

• Living Construct

• Immune to Poison, Sleep, Paralysis, Disease,

Nausea, Fatigue, Exhaustion, Sickening, and

Energy Drain.

• Does not Eat, Sleep, or Breath.

• Does not naturally heal.

• At 0 hp, is Disabled (as usual). From –1 to

–9 hp, is Inert (i.e., Unconscious, but stable)

• Conj(healing) spells only heal ½ hp.

• Can be ‘healed’ by a Craft check that takes 8 hours. The Warforged is repaired the check – 15 hp. It is possible to ‘Take 10’, but not ‘Take 20’. The following Craft skills can be used: armorsmithing, blacksmithing, gemcutting, & sculpting. A Warforged may

repair itself. This check cannot be done untrained.

• Medium size

• 30’ movement

• Light Fortification – 25% chance of Critical Hit or

Sneak Attack bonus damage being negated.

• Natural weapons provide a 1d4 Slam attack

 

Fighter

Weapon Training 1

Armor Training 1

Bravery

3 Bonus Combat Feats

 

Inventory

Large Keen Greatsword +1 - 8100g

Mithral Plating+1 - 1000g

Cloak of Resistance+1 - 1000g

Repair Tool-kit

 

 

Skills

SKILL Total + Ability Mod. + Ranks + Misc.

Acrobatics*

+3 = DEX 3+0+0

Appraise

+0 = INT 0+0+0

Bluff

-1 = CHA -1+0+0

Climb*

+12 = STR 4+5+3

Craft Armoursmithing

+8 = INT 0+5+3

Craft

+0 = INT 0+0+0

Craft

+0 = INT 0+0+0

Diplomacy

-1 = CHA -1+0+0

Disable Device*†

+3 = DEX 3+0+0

Disguise

-1 = CHA -1+0+0

Escape Artist*

+3 = DEX 3+0+0

Fly*

+3 = DEX 3+0+0

Handle Animal†

-1 = CHA -1+0+0

Heal

+0 = WIS 0+0+0

Intimidate

-1 = CHA -1+0+0

K (Arcana)†

+0 = INT 0+0+0

K (Dungeoneering)†

+0 = INT 0+0+0

K (Engineering)†

+0 = INT 0+0+0

K (Geography)†

+0 = INT 0+0+0

K (History)†

+0 = INT 0+0+0

K (Local)†

+0 = INT 0+0+0

K (Nature)†

+0 = INT 0+0+0

K (Nobility)†

+0 = INT 0+0+0

K (Planes)†

+0 = INT 0+0+0

K (Religion)†

+0 = INT 0+0+0

Linguistics†

+0 = INT 0+0+0

Perception

+0 = WIS 0+0+0

Perform

-1 = CHA -1+0+0

Perform

-1 = CHA -1+0+0

Profession†

+0 = WIS 0+0+0

Profession†

+0 = WIS 0+0+0

Ride

+3 = DEX 3+0+0

Sense Motive

+0 = WIS 0+0+0

Sleight of Hand*†

+3 = DEX 3+0+0

Spellcraft†

+0 = INT 0+0+0

Stealth*

+3 = DEX 3+0+0

Survival

+0 = WIS 0+0+0

Swim*

+4 = STR 4+0+0

Use Magic Device†

-1 = CHA -1+0+0

 

There was a brief period in Caliber's existance which was peaceful. It was nice, but at the same time, somehow nauseating.

 

During the times directly after the great flood, most nations were in a state of anarchy and chaos. The nation of Shivermere was one such nation. With most of it's farmlands destroyed by the flood, and trade routes all but cut off for upwards of a decade because of storms and tidal currents caused by the sudden, massive surge of water, the people of the country were starving, while the nobles and aristocracy hoarded supplies in case of further flooding. This gave rise to rebel forces, with many of the noble's own soldiers turning against them. Their ranks were so bare that they resorted to desperate measures. Their arcane researchers spent weeks in grand libraries and laboratories, before presenting their creation. The warforged were designed as a mass production warrior, which could also serve as a laborour in times of peace. The forges the researchers built began to churn out hundereds, even thousands of them in order to fight the rebels, and the battle became a grueling stalemate, with the rebels stretched to the breaking point, and the aristocracy's supplies wearing extremely thin.

 

Caliber was created to serve as a soldier, and, as such, he was involved in war from the moment his eyes opened. At this time, his name was a number and his rank, something below cannon fodder. The living constructs were not given their rights as living beings and citizens until a lot later, and Caliber would not be around to see it. He, along with the hundered other warforged that made up his platoon, were given the most dangerous, nigh suicidal missions, which they followed to the letter without question. It was not always successful, and the roster was constantly changing as units were replaced. Until the forges were shut down. At the time, Caliber was fighting behind enemy lines, seiged on all sides by rebel forces, and quickly losing strength. They had been lured into a trap by the rebel commanders, who had taken a seperate force to assault the main stronghold while the brunt of the royal forces were elsewhere. The capital was taken, and the forges destroyed in the following nights. Stuck in a hopeless fight, awaiting reinforcements which would never arrive, and orders which had not been given, Caliber held fast. The rebels quickly decided that the seige was not worth their efforts and put into action a gambit to destroy the final bastion of the royal forces, “A relic of a bygone era,” as one rebel leader put it. They loaded the foundations of the castle with explosives in secret and in the dead of night, bought the entire thing crashing down. The last thing Caliber saw was the blinding light of the explosion before there was darkness.

 

This was the first peace he had known in his life. For years he slept, stirring only briefly for a few hours at a time, before falling back into the deepest slumber. When the sun hit his eyes for the first time in just over 60 years, he was reminded, however briefly, of that blinding light he had seen in the final stand. He awoke to see a group of warforged and humans carrying shovels and digging equipment. He discovered from them that after the war, the nation had stabilised, as there were so many casualties that the remaining farmland could provide enough for everyone who was left. The rebel commander had created a round table council system to lead the country, and Caliber was shocked to learn that at this round table, sat several warforged. Warforged had been made equal to humans around 2 decades ago, while he had been asleep.

 

Caliber originally settled in a small coastal town and forged armour for a living, which he was excellent at, purely out of necessity. He took so much damage during the war that he had to learn to repair it himself. For a few years, he found very little in his life wanting, but there was a constant whisper in the back of his mind that urged him to battle. He missed the rush of the planning and execution of a perfectly formed strategy. He missed the impenetrable defense of towns and cities, he longed for the elegence which could only be found on the battlefield. One day his longing got the best of him, and he set off to become a mercenary.

 

[iNSERT EVENTS WHICH BRING THE PARTY TOGETHER HERE]

 

And thus, he arrived at the Festival, curious as to what could have bought it around so early.

[/hide]

 

If there are any problems, don't hesitate to point them out, and I will attempt to remedy them posthaste.

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Okay, Ross your character seems good including the backstory.

Resistance, You have way too many feats and Traits. You should only have 2 or 3 feats (First level feat, third level feat, and possibly the Antihero bonus feat for not taking actionpoints) and only 2 Traits, after you get them to reasonable numbers I will look over the rest of your character sheet

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Sorry for my absence, haven't checked the Tavern, I was only using 'My Content' for navigation. :P

 

Character sheet almost finished, I'll read the thread now. ;)

10:53 PM - retech9691: I feel the need
10:53 PM - retech9691: To include many chasms in my story arc
10:53 PM - Resistance: You mean plotholes?

 

Remember, Remember, the 4th of November

RIP Dawngate ;-;

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Argh, getting problem with the ability scores rule.

 

We start with 15 right? And get +2 at level 5?

 

So 17 in total?

It's a REALLY big shaft.

I didn't catch fire, I used the can of hairspray as a flamethrower and pointed it at my arm.

how are you going to ignore my posts when I'm offering to let you live as my vassal in two weeks time?

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[hide]

Urist Calmstone

Male Dwarf Cleric 5 | [Lawful Good]

Description, An adult dwarf of average dwarf height. Long greying braided hair, and facial hair. This covers a large portion of his face. If you look closely into his face, you will see his sparkling blue eyes.

Age 62

Looks ______ hair, ______ eyes

Height/Weight ______ tall, _____lbs. (Medium)

Homeland Former Dwarven capital Dolgrana

Deity Irori

Campaign ____________________

Representing Icuownage

Strength

14 (+2)

Hit Points

HP 41

Current HP

 

Dexterity

10 (+0)

Constitution

12 (+1)

Intelligence

10 (+0)

Wisdom

19 (+4)

Charisma

14 (+2)

 

Initiative +0 = 0 [Dex]

Action Points (Lifetime) 9

Skills

SKILL Total + Ability Mod. + Ranks + Misc.

Acrobatics* +0 = DEX 0+0+0

Appraise +0 = INT 0+0+0

Bluff +2 = CHA 2+0+0

Climb* +2 = STR 2+0+0

Craft +0 = INT 0+0+0

Craft +0 = INT 0+0+0

Craft +0 = INT 0+0+0

Diplomacy +2 = CHA 2+0+0

Disable Device*† +0 = DEX 0+0+0

Disguise +2 = CHA 2+0+0

Escape Artist* +0 = DEX 0+0+0

Fly* +0 = DEX 0+0+0

Handle Animal† +2 = CHA 2+0+0

Heal +12 = WIS 4+5+3

Intimidate +2 = CHA 2+0+0

K (Arcana)† +0 = INT 0+0+0

K (Dungeoneering)† +0 = INT 0+0+0

K (Engineering)† +0 = INT 0+0+0

K (Geography)† +0 = INT 0+0+0

K (History)† +5 = INT 0+2+3

K (Local)† +0 = INT 0+0+0

K (Nature)† +0 = INT 0+0+0

K (Nobility)† +0 = INT 0+0+0

K (Planes)† +0 = INT 0+0+0

K (Religion)† +6 = INT 0+3+3

Linguistics† +0 = INT 0+0+0

Perception +4 = WIS 4+0+0

Perform +2 = CHA 2+0+0

Perform +2 = CHA 2+0+0

Profession† +4 = WIS 4+0+0

Profession† +4 = WIS 4+0+0

Ride +0 = DEX 0+0+0

Sense Motive +4 = WIS 4+0+0

Sleight of Hand*† +0 = DEX 0+0+0

Spellcraft† +0 = INT 0+0+0

Stealth* +0 = DEX 0+0+0

Survival +4 = WIS 4+0+0

Swim* +2 = STR 2+0+0

Use Magic Device† +2 = CHA 2+0+0

 

 

* Armor Check Penalty 0

† Trained Only

 

Equipment

 

 

Notes

 

Base Speed [ 20 (4 sq.) ]

 

AC [10] = 10

Touch AC [10] Flat-Footed [10]

 

Base Attack Bonus +3

Basic Melee Attack +5

Basic Ranged Attack +3

 

Fortitude Save +5 = 4 [base] +1 [Con]

Reflex Save +1 = 1 [base] +0 [Dex]

Will Save +8 = 4 [base] +4 [Wis]

 

CMB +5 = 3 [bAB] +2 [str] +0

CMD +15 = 3 [bAB] +2 [str] +0 [Dex] +0 + 10

Feats

Alignment Channel

Channeled Shield Wall

Extra Channel

 

 

Traits

Resilient

Exalted of the Society

Carrying Capacity

Light Load: 58lbs.

Medium Load: 116lbs.

Heavy Load: 175lbs.

Lift Over Head: 175lbs.

Lift Off Ground: 350lbs.

Push or Drag: 875lbs.

Languages

Common

Dwarven

Cleric Spells Per Day

Level 1 3 + 1 [Wis] + 1 [Domain]

Level 2 2 + 1 [Wis] + 1 [Domain]

Level 3 1 + 1 [Wis] + 1 [Domain]

 

Special Abilities

Dwarf

Slow and Steady: Base speed of 20' is never modified by armor or encumbrance

Darkvision 60 feet

Defensive Training: +4 dodge bonus to AC vs. giants

Greed: +2 Appraise (nonmagical metal/gemstone goods).

Hatred: +1 to hit vs. orcs and goblinoids

Hardy: +2 to saves vs. poison, spells, and spell-like abilities

Stability: +4 CMB vs. bull rush or trip attempts while standing on solid ground

Stonecunning: +2 Perception (stone). Free check within 10 feet of hidden doors or traps in stone.

Weapon Familiarity: battleaxes, heavy picks, warhammers. Any weapon with 'dwarven' in its name is treated as a martial weapon.

Bonus Languages: Giant, Gnome, Goblin, Orc, Terran, Undercommon

 

Cleric

Aura

Domains [Healing, Law]

Orisons

Channel Energy 3d6

 

 

 

Hit Points 41

8 [first lvl] +1 [Con]

+3 [Cleric lvl 2] +1 [Con]

+8 [Cleric lvl 3] +1 [Con]

+5 [Cleric lvl 4] +1 [Con]

+7 [Cleric lvl 5] +1 [Con]

+5 [Favored Class]

 

Experience Points 0

[/hide]

 

Backstory

[Hide]

Urist lived much of his life in the dangerous environment of the former Dwarven capital of Dolgrana. A previously peaceful and prosperous fortress which attracted many migrant dwarfs, the mass flood that struck 600 years ago destroyed a large portion of the capital, located at the base of the mountain Dolgrana. The lower city and catacombs were flooded and sealed off. To survive much of the fort was moved upwards into the mountain, however this only seemingly served as a temporary measure, which the dwarves hoped would be permanent. ~590 years laster, another tragedy struck the repaired and improving capital. The mountain they called home was slowly being eroded away over the 500 year period and the vital residential quaters were flooded. Urist at the time was a cleric of the hand of Irori, the sect he followed believed that self perfection was achieved through how you treat others in this life. And to reach true perfection, a follower would devote all of his life to those in need, and would smite those who dared benefit of the needy. He spent most of the following years aiding in the disaster, learning a large portion of healing knowledge and magic to help the sick and injured. When much of the disaster was cleared, Urist recieved a vision from Irori when he was praying one day. It told him to travel the world to help all those in need. Within days Urist was already long away from home, healing those who needed it and punishing those who caused it.

 

Because of his lawful behaviour, Urist follows a distinct code:

 

1 - Everyone is equal, and may only be judged by their current situation (As in, he'll help anyone if they need it)

2 - There is such a thing as redemption

3 - Not one perseon is exempt from these laws

4 - Violence is only used to punish those who caused damage, or to help a person

5 - The energy I channel shall never be used to hurt a single person, only the undead shall know holy wrath.

[/hide]

 

 

Still need some help with spells

 

Are the spells I am allowed a day the amount of spells I can learn?

 

Also how much money do I get to spend :S?

It's a REALLY big shaft.

I didn't catch fire, I used the can of hairspray as a flamethrower and pointed it at my arm.

how are you going to ignore my posts when I'm offering to let you live as my vassal in two weeks time?

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You get 10,500 gold to spend on equipment this level. Your spells per day are the spells you can cast without any sort of aid (like say a wand), which is determined by your base amount of spells+your bonus spells as determined by your wisdom score. How common are firearms in this world?

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Aaaaaand finished with the character sheet. I think. Had to make a few adjustments.

[hide]Kalan Ylladis

Male Half-Elf Bard 5

[Neutral Good]

Age 23

Brown hair, Green eyes

Height/Weight 6'2" tall, 135lbs. (Medium)

Homeland ???

Deity Sarenrae

Campaign ???

Representing Nexaduro

 

Strength

10 (+0)

Dexterity

21 (+5)

Constitution

10 (+0)

Intelligence

14 (+2)

Wisdom

10 (+0)

Charisma

13 (+1)

 

Initiative +5 = 5 [Dex]

Antihero

 

Acrobatics* +5 = DEX 5+0+0

Appraise +2 = INT 2+0+0

Bluff +9 = CHA 1+5+3

Climb* +5 = STR 0+2+3

Craft +2 = INT 2+0+0

Craft +2 = INT 2+0+0

Craft +2 = INT 2+0+0

Diplomacy +9 = CHA 1+5+3

Disable Device*† +5 = DEX 5+0+0

Disguise +9 = CHA 1+5+3

Escape Artist* +9 = DEX 5+1+3

Fly* +5 = DEX 5+0+0

Handle Animal† +1 = CHA 1+0+0

Heal +0 = WIS 0+0+0

Intimidate +1 = CHA 1+0+0

K (Arcana)† +2 = INT 2+0+0

K (Dungeoneering)† +2 = INT 2+0+0

K (Engineering)† +2 = INT 2+0+0

K (Geography)† +2 = INT 2+0+0

K (History)† +2 = INT 2+0+0

K (Local)† +2 = INT 2+0+0

K (Nature)† +2 = INT 2+0+0

K (Nobility)† +2 = INT 2+0+0

K (Planes)† +2 = INT 2+0+0

K (Religion)† +2 = INT 2+0+0

Linguistics† +6 = INT 2+1+3

Perception +10 = WIS 0+5+3+2 [half-elf]

Perform +9 = CHA 1+5+3

Perform +5 = CHA 1+1+3

Profession† +0 = WIS 0+0+0

Profession† +0 = WIS 0+0+0

Ride +5 = DEX 5+0+0

Sense Motive +8 = WIS 0+5+3

Sleight of Hand*† +5 = DEX 5+0+0

Spellcraft† +2 = INT 2+0+0

Stealth* +5 = DEX 5+0+0

Survival +0 = WIS 0+0+0

Swim* +9 = STR 0+5+0+4 [Water Child]

Use Magic Device† +1 = CHA 1+0+0

 

 

* Armor Check Penalty 0

† Trained Only

 

Equipment

Equipped:

+1 Merciful Scimitar

Light Crossbow (10 Bolts)

Dawnflower Sash

Masterwork Backpack

Parade Armor

 

Backpack:

Masterwork Flute

Signal Whistle

Blanket

Trail Rations * 1

 

Pouch: [510gp, 90sp, 100cp]

38 lbs.

 

Notes

Base Speed [ 30 (6 sq.) ]

 

AC [19] = 10 + 3 [MW Parade Armor] +5 [Dex] + 1 [Dodge feat]

Touch AC [16]

Flat-Footed [13]

 

Base Attack Bonus +3

Basic Melee Attack +8

Basic Ranged Attack +8

 

Weapon:

+1 Merciful Scimitar +9 18-20/x2

Slashing 1d6

 

Fortitude Save +1 = 1 [base] +0 [Con]

Reflex Save +9 = 4 [base] +5 [Dex]

Will Save +4 = 4 [base] +0 [Wis]

 

CMB +8 = 3 [bAB] +5 [Dex] +0

CMD +18 = 3 [bAB] +0 [str] +5 [Dex] +0 + 10

 

Feats

Dodge

Weapon Finesse

Dervish Dance

Mobility

 

Traits

Flame of the Dawnflower

Rich Parents

 

Carrying Capacity

Light Load: 38lbs.

Medium Load: 76lbs.

Heavy Load: 115lbs.

 

Bard Spells Per Day

Level 1 4 + 1 [Cha]

Level 2 2 + 0 [Cha]

Bard Spells Known

Level 0 6

Level 1 4

Level 2 3

 

Special Abilities

Half-Elf

Low-Light Vision

Elf Blood

Elven Immunities

Keen Senses

Water Child

 

Languages:

Common

Elven

Aquan

Sylvan (Was Gnome, sorry for the error Wyvren)

Celestial

Draconic

 

Dervish Dancer

Fleet

Inspire Competence +2

Versatile Dance

Well-versed

Bardic Performance

Battle Dance

Cantrips

Countersong

Distraction

Fascinate

Inspire Courage +2

 

Hit Points 35

8 [first lvl] +0 [Con]

+7 [bard lvl 2] +0 [Con]

+7 [bard lvl 3] +0 [Con]

+7 [bard lvl 4] +0 [Con]

+5 [bard lvl 5] +0 [Con]

+1 [Favored Class][/hide]

 

Spells:

Level 0:

Spark

Prestidigitation

Lullaby

Mending

Flare

Daze

Level 1:

Dazzling Blade

Remove Fear

Silent Image

Sleep

Level 2:

Glitterdust

Cat's Grace

Versatile Weapon

10:53 PM - retech9691: I feel the need
10:53 PM - retech9691: To include many chasms in my story arc
10:53 PM - Resistance: You mean plotholes?

 

Remember, Remember, the 4th of November

RIP Dawngate ;-;

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