Starting Gold: 5000
Attribute: Point Buy 22pts as per PHB
Magic Items are bought from your 5000 Starting,
Basically I will accept almost anything that does not smell to much like cheese and powergaming.
Character Selection Process:
Based on how well you flesh out your character, Background, and Desc are more important then anything you can give.
I am not interested in how high your post count is, or how long you have been playing/ I have seen low post count and new players submit and play better, and I have also seen it the other way
The game is based on fun, I want you to have fun, be creative.
I like fast games, I have DM'ed 2 on here, and I notice that faster games tend to stay alive. I try to post once aday or once every 2 days, weekends can be spotty.
I am pretty relaxed, I hope my players feel the same. Its all about fun.
There will be times that my players should succeed and fail, or fail and succeed, this is not because I am vendicitve or mean, it makes for interesting twists in the game, such as when Pirates overkill a Parrot Construct because they thought it was evil.
For combat initiative is never rolled, either I will initiate combat or I will let the party go first. The reasoning on that is because it slows the game down waiting on rolls. Or others waiting to post.
Describe your combat actions what you did, what your doing, usually if it is something good I will always give a better chance at success.
For example: I slash him with my sword.
you might hit him if your roll is good...
BUT if you had done:
Dropping to one knee Tamerlin pulles his blade, lurching upward he slashes it across the goblins chest, cutting him deep from waist to his right shoulder, leaving a gaping slash from his now bloodied blade.
You would more then likely hit and deal extra damage.
Your money unfortantly will probably not be worth the same there as it is here.
I believe that is it for now. Will modify and update as needed.
Last edited by Patories; 08-05-2009 at 07:30 AM.
Character Name: Dubo Tonashss__________________
Race, Age and Class: Goliath, young, Warden
Dubo is an average Goliath. He isnít amazingly large, nor is he tiny in any way at all. Like all Goliaths he is quite strong, especially compared to many of the other goodly races.
What sets Dubo apart, is his desire to achieve is goals. When joining in on the favorite games of his town, he quickly learns that he had to work to be the best.
Dubo grew up as a healthy young Goliath boy, enjoying all the things normal for his kind. Rough housing and competing with his three older siblings filled most of his childhood.
Soon after Dubo became an adult, his siblings were called off to war. They were never heard from after, and Dubo being the only remaining child, was forced to support his aging parents, so Dubo turned to the profession of being a hired mercenary.
Dubo hoped that with this job, he could support his parents and maybe someday find his missing siblings.
Character: Aoi Yori an 18 year old human female wizard
Description: Although not athletic in nature Aoi still has a slight, trim build. Her dark hair is cropped with the top only maybe an inch in length. Her green almond shaped eyes are usually determined, even calculating but the light of humor can easily be seen in their depths.
Background: Aoi had a hard life when she was growing up. The people of her village feared her and blamed her for the ills that befell them. Why, you may ask? She learned a wizards cantrip just by watching him perform for some change.
The girls parents quickly arranged a marriage for the girl, before her infamy could spread to the other towns so she could at least lead a normal adult life. She grew bored of the things they taught her, cleaning, cooking and other domestic skill that would make her a model wife, and when she was fourteen and a month from her marriage Aoi snuck out of her room and under an assumed name joined the military.
Military life was hard, but rewarding and she became a competent wizard. Aoi had even became the Scarlet Sleeves platoon leader in her four year tour. While contemplating either to reenlist for another four years or go home, and if the marriage was still on the table, start a civilian life and maybe have a child or two Aoi CO approached her and told her of Tamerlins request.
She decided to check it out, and for 5000 gold she could easily believe a tale about a land lost in antiquity. Yeah it could be dangerous, but nothing she hadnít seen in the armyÖright?
Last edited by gnollservitude; 08-05-2009 at 04:58 PM.
Name: Vallata Sulhannen__________________
Appearance: Dressed from head to toe in concealing leather and with all six feet draped in a great cloak, very little has been deduced about Vallata's appearance. Even his gender is unknown, and the Storm Follower is mostly referred to as "him" simply for easy pronoun use. His (or her) most distinctive feature is the great scythe he carries with him, though occasionally gold hair wisps out of the dark hood, and a few witnesses have seen flashes of almost eerie green eyes.
Background: Little is known about Vallata, and yet he has an almost astonishing degree of local celebrity among border towns of Archaeus. No one knows exactly what started the Eladrin's personal crusade, though rumor whispers that the Raven Queen has sent one of her own to wreak havok on the overly proud. One rumor tells the tale of one Gieriger Edelstein, a wealthy dwarf, who sought to extend his life through sorcery and science. While on a trip into frontier Archaeus in seek of a certain herb, he and his party went missing. A search party eventually found the middle-aged dwarf hanging by his heels from a tree, all the blood drained from his body through a large slash across his throat. The other four dwarves in his party were never found at all.
Others, however, believe this was simply a misunderstanding, a rumor or direct framing created by detractors of the local legend. Most sightings of the wandering cleric locate him at the scene of local border skirmishes, performing rites over the dead.
General Personality: Cold as winter, yet as gentle as spring. An Eladrin, Vallata keeps his emotions buried deep, relying on logic to rule his actions. As a follower of the Raven Queen, this naturally means a complete lack of fear of death, which can occasionally make the Storm Follower appear to be reckless and unemotional. On the other hand, as one author in our world wrote:
Character Name: Mikal
Class: Avenger/Multiclass Rogue
Mikal is short for a human and with a slender body. He has auburn hair, green eyes and a pale white skin, which has started to darken due to the years of travel. In his right arm he has a marking of his Goddess Ioun's symbol.
To most, it usually appears that he does not hide away his past, knowledge, or any remark for that matter. In truth, this is often a simple illusion, made to mask his true identity to allow him to get close to his targets.
However, once others have earned his trust, and prove to uphold or, at the very least, not oppose his Goddess dictates, he throws away his facade and shows his sincere and loyal nature.
He, nonetheless, holds his duty and pledge to Ioun above anything else.
He is mostly patient and methodical, but will pursue to complete his mission with all his zeal, even if it requires him to be reckless. Failure is not an option, and whatever is necessary will be done.
At birth, Mikal was given to a Monastery of Ioun by his parents, scholars followers of her faith, so he would be raised in the clerical ways.
There he spent his days learning about the Goddess faith or training in the martial arts. He soon began to display a good proficiency with the sword, an fervent belief in his Goddess teachings and an unusual thirst for knowledge.
Seeing these characteristics, he was offered the possibility to become a paladin of Ioun. The trainings were hard and his physical strength proved insufficient to pursue such path. The masters, however, were certain that Mikal's destiny was to be a blade of Ioun, thus they sent him to a more secluded location where he would learn the ancient teachings of an Avenger.
The choice proved right, and Mikal excelled in his training, but was often uncertain if becoming a secret blade was right way for a follower of Ioun to act.
This doubt, however, did not last long, his ceremony of investiture, marked by the awe inspiring vision of his deity and a burn mark in his right arm of the symbol of his Goddess, made his devotion become unshakable, and he swore that, for her, he will do anything and everything.
He has ever since roamed the land, attacking the enemies of his deity where and when they believe to be most safe under the cover of their secrecy, or searching for long and forgotten knowledge.
Why is your character willing to risk it all for an old crazymans drug induced writtings: As a follower of Ioun, the quest to unveil the secrets that shroud the old man's writtings is nothing less than a divine quest.
The info on stats, items and powers can be seen in the attached .pdf file made with the D&DI character builder (at the very end you can see the cards of every magical item and powers).
On a last note, I made a Character sheet with the dndonlinegames profiler (link) , I granted you editing privileges, let me know if everything is in order.
Name: Garrel Groundseeker
Class: Shaman (Protector)
Garrel is a typical Dwarf, short but sturdy. He has long copper-colored hair that he usually keeps strung back in a pony tail unless he is ritually communing with the spirits, and numerous freckles show on his unusually fair skin. He wears an unassuming brown traveler's cloak over his armor and carries a walking stick.
Garrel was chosen at birth to eventually be a shaman, his birth being marked by an omen of the great lion that is the protector spirit to his clan. Growing up being instructed in the shamanic ways set Garrel apart from his fellow clansmen, but also afforded him great respect. When he was fifteen it was declared that he was ready to prove himself a man, and he was charged with finding a way to remove a goblin tribe that had been encroaching on tribal lands, triggering conflict between the human band and the goblin band.
Garrel set out to do what he could, observing the goblins from afar. Camped at night, he sought the guidance of the spirits of his tribe's ancestors. They instructed him to voyage to a village a day's travel away, where others also wanted to eliminate the goblins. Garrel traveled there and observed that the village cultivated wheat -- and that the goblins' wheat supplies were dwindling. He told the village leaders of this and they approached the problem of the goblins with newfound urgency: within a week several adventurers, lured by promises of gold, went with Garrel and together they slew the goblins.
The goblins dead, Garrel returned to his tribe and carried on with the duties of a full shaman: consulting the spirits and aiding the warriors against the myriad unnatural creatures that crept forth from places unknown and more natural enemies merely competing for territory.
Many years afterward it came time for a ritual that the tribe had undergone for many generations: every twenty years the tribe would send forward a member to wander the planet in search of the tribe's ancestral home, lost to the tribe for hundreds of years. Garrel, distinguished in battle but not yet the elder shaman, was chosen by the clan elders as the new one to be called Groundseeker.
Though he has no way to be sure, "Archaeus" sounds similar to the word often used to describe the tribe's ancestral lands. Garrel is aware that hundreds of years of oral recordkeeping can tend to distort the exact names of things, and hopes he can provide evidence that his clan once called some part of Archaeus home.
CON-16 (13+2 base, +1 at level four)
WIS-21 (18+2 base, +1 at level four)
Trained Skills: Endurance, Insight, Nature, Perception.
Increase WIS and CON always.
At level 5:
Attack: +10 = + 5 (Wisdom) + 2 (Level) + 2 (Enchantment) + 1 (Feat)
AC: 19 = 10 (Base) + 6 (Chainmail) + 2 (Level) + 1 (Enchantment)
Fortitude: 17 = 10 (Base) + 3 (Con) + 2 (Level) + 1 (Class) + 1 (Enchantment)
Reflex: 13 = 10 (Base) + 2 (Level) + 1 (Enchantment)
Will: 19 = 10 (Base) + 5 (Wisdom) + 2 (Level) + 1 (Class) + 1 (Enchantment)
2-Armor Proficiency (Chain Mail)
4-Protector Spirit Adept
3-Spring Renewal Strike
1-Cleansing Wind of the North
5-War Chieftain's Blessing
2-Bonds of the Clan
Character Name: Alira Haw-Tooth__________________
Race, Age and Class: Half-Orc, 20, Barbarian
Description:6' 4" of powerful she-orc. Alira Haw-Tooth is surprisingly calm and unassuming when not on the battlefield. She speaks with a quiet voice and has a patient demeanor. Her black hair hangs loose, with the occasional braid or bangle tied in as the mood strikes her. Her face is gentle, and would perhaps be beautiful if not for her larger size and the heavy tooth-tusks that peek out from her lips. Her armour is a thick toughened hide, well traveled but well kept with numerous bead patterns across the larger swaths of hide. She is practically bristling with blades of all variety. Across her back a double handed sword, and a long pole arm share center stage, but around her waist she has other smaller versions of pain-production to choose from.
Background:Alira was raised by a human mother in a small village with nothing special to it's name. She was the only half orc in the village(unsurprisingly) and so was a bit of an outcast at first. When she was but five years old she spent time helping at the blacksmith's shop, her racial physique overcoming in part her youth. She fetched and carried, stoked a fire, and made herself generally useful. With the Smith's stern eye watching the other children soon left off their harassment and Alira's place in the village became cemented.
Yet as she grew into adolescence Alira felt a yearning wanderlust. With a weapon strapped to her back, a gift from her old Master the smith, she set out into the world. She sought out a tribe of orcs to learn of her father's culture, and found herself as much an outsider there as she had been in the village before. It took a handful of bloody battles, leaving a trail of dead antagonists and suitors alike before she was accepted. Yet still she did not find her peace and so has walked the earth, looking for an answer, a place to feel that sense of home.
Why is your character willing to risk it all for an old crazymans drug induced writings?
Alira will gladly seek out the new and different, her quest to find her 'home' has taken her far and wide.
Alira, level 5
Feral Might: Rageblood Vigor
Background: Occupation - Artisan
FINAL ABILITY SCORES
Str 21, Con 13, Dex 16, Int 8, Wis 10, Cha 10.
STARTING ABILITY SCORES
Str 18, Con 13, Dex 13, Int 8, Wis 10, Cha 10.
AC: 19 Fort: 20 Reflex: 17 Will: 13
HP: 52 Surges: 10 Surge Value: 13
Perception +7, Endurance +9, Athletics +11
Acrobatics +4, Arcana +1, Bluff +2, Diplomacy +2, Dungeoneering +2, Heal +2, History +1, Insight +2, Intimidate +4, Nature +2, Religion +1, Stealth +4, Streetwise +2, Thievery +4
Level 1: Weapon Expertise (Heavy Blade)
Level 2: Weapon Proficiency (Fullblade)
Level 4: Thirst for Battle
Barbarian at-will 1: Howling Strike
Barbarian at-will 1: Pressing Strike
Barbarian encounter 1: Avalanche Strike
Barbarian daily 1: Swift Panther Rage
Barbarian utility 2: Combat Sprint
Barbarian encounter 3: Daring Charge
Barbarian daily 5: Thunder Hawk Rage
Horned Helm (heroic tier), Bloodclaw Fullblade +2, Hide Armor, Adventurer's Kit, Cloak of Resistance +1, Glaive
Last edited by Alira; 09-05-2009 at 08:15 AM.