Title: D&D
The Albino Rat - June 13, 2005 04:47 PM (GMT)
Ok, this is the place to post charicters for the first warhammer palace D&D game. All charicters must be made from 3rd edition rules and must only use the core races and classes. For more details, see the "D&D" thread in the "Other Games" section.
EDIT: sorry, but i posted this thread in the wrong section. Could a mod please more it to the RPG section? Thanks
Aesgareth - June 13, 2005 06:20 PM (GMT)
Would 3.5 edition work? 'Cause I only have the 3.5 books.
Vriishnak the Twisted - June 13, 2005 07:14 PM (GMT)
Nevermind that the 3.5 rules are a lot more balanced than 3.0, particularly the core classes. If you don't have the 3.5 rules, let me know and I can link to the SRD, a completely legal summary of the d20 rules.
How are you intending to generate stats, by the way?
Oh, and it's moved. ;)
The Albino Rat - June 13, 2005 10:29 PM (GMT)
generate stats the 4D6 way, removing the lowest dice. I do not have the 3.5 rules, i normally play just v. 3. So if u could give me the link, then it'll be fine to play 3.5.
Vriishnak the Twisted - June 13, 2005 11:29 PM (GMT)
SRD.I'll enter a character for sure, probably tomorrow at some point. Who's interested in playing at this point, and what classes does everyone want? I'm currently leaning towards a human rogue, but I'm willing to adapt my choice to what everyone else wants.
Launcelot pappillion - June 16, 2005 09:09 AM (GMT)
This cha uses 3.5 rules....
lv 1 Human Monk
NAME: HANDRO (surname is lost in time, as no one around Handro really knows it, and Handro doesn't think it's important to mention.)
str 14 +2
dex 16 +3
con 10 +0
wis 16 +3
cha 8 -1
int 13 +1
hp:8
hitdie:d8
speed:30'
ac:16 (+3dex, +3wis) ACP:-
ini: +3(dex)
base attack bonus: +0
fortitude: +2 (+2base, +0con)
reflex: +5 (+2base, +3dex)
will: +5 (+2base, +3 wis)
melee: +2 (base+0, str+2)
ranged: +3 (base+0, dex+3)
fists: +2, d6+2, x2
skills:
balance: +7(dex+3, ranks +4)
hide: +7(dex+3, ranks +4)
move silently: +7(dex +3, ranks +4)
tumble: +7(dex+3, ranks +4)
15 gp, quarterstaff, orange cloak
feats:
1st: dodge
1st human bonus feat: mobility
monk: flurry of blows, unarmed strike, stunning fist
languages: common,??
and finally, here it comes: the background story of Handro :wub:
At the age of 16 Handro, a farm boy, was picked up by traveling monks, who promised Handro's parents to take care of the teenager and show him a peaceful way of life. Handro was taken to a monastary far out in nowhere. Handro lived an isolated life in the monastary for about five years, every day was the same, and Handro didn't mind, he liked it that way. But then peace broke, and the war against the dark sorcerer began. Handro tried to understand natures reason for turning a blind eye to the war, and after countless prayers his question was answered: good or evil things happens for a reason and nature will not disturb anything that happens. Handro accepted the answer and continued his isolated life, were he for ten more years trained his martial arts skills, and strived to be one with nature. But one day changed Handro's life.
Handro sat amidst the tall grass at the bottom of the hill, his staff cradled loosely in his arms, his thoughts drifting skyward, up where the white clouds scudded across the clear blue skye. Spread out on the hill above him, the sheep placidly grazed. Grasshoppers buzzed in the grass around him. Butterflies fluttered from buttercup to buttercup. Handro sat so still that occasianolly the butterflies landed on him, fooled by the burnt-orange color of his homespun robes.
Handro was lost in thoughts of his own, when suddenly a message arrived to him. It was not a message sent by any mortal, but a message from nature itself, carried with the wind to Handro's ear. Nature called its child to life, waking Handro from centuries of sleep. Handro just nodded once indicating he understood the message, and then he made himself ready for whatever was to come. Before him, in the midst of the grass, a blurry image was conjured. A beautiful woman stood before handro and looked with sorrowful eyes at him. The silence between the two was broken, when a voice whispered into Handro's ear:
-you have been chosen my young diciple, but whatever you have been chosen to do, is not your concern right now. For what you shall do, will be done in hundreds of years from now on So embrace my blessing, so i can put you into a state of nothingness for centuries. And then, when the time is right. i will wake you and kiss life into you again. For you have a deed to be done.
Handro looked at the beauty and he smiled, for he would do what had to be done.
So the image dissapeared, and was replaced by inpenatretable darkness. And for what seemed like days, the darkenss tried to engulf Handro. But then suddenly the hard grib was realesed and Handro could breath clearly again. Handro looked confused around. He stood before an inn with the name "Pub of the Blind Gnome".
Handro did not know what deed he was supposed to do, or why nature had put him here, but he did know that he was thirsty, so he went inside the inn.
quirk: Handro is not particulary well known around here, for he lived after all hundreds of years ago. So he has to get used to all the new things around him. Although he quikly learns new things because of his bonds with his goddes. And he is not terrified by anything strange or unfamiliar.
Vriishnak the Twisted - June 16, 2005 02:25 PM (GMT)
Yeah, that's a good point - it'd be a lot easier to build characters if we had some idea how the plot's going to work. Some idea of setting, the general types of enemies we're likely to be facing, anything unique about region or item availability or really anything else.
Oh, and the first hit die is automatically maxed, Launcelot. You've got 8HP.
Archaon, Lord of End Times - June 18, 2005 03:13 AM (GMT)
Oh joy!
I think I'll play a Paladin and I'll have a character up tommorow maybe.
Or now. I'll edit to finish tomorrow if my Mom shows up before I can finish.
Can't find my PHB. Thank god for OGL.
Human Paladin
Stat Pool: 15, 15, 16, 17, 17, 15
Str 15 Mod: +2
Dex 15 Mod: +2
Con 16 Mod: +3
Int 15 Mod: +2
Wis 17 Mod: +3
Cha 17 Mod: +3
HP: 13
Hit Die: D10
Land Speed: 30 Ft.
AC:16
Initiative Mod: +2
Saves:
Fort: +5
Will: +3
Reflex: +2
Attack Bonuses
Melee: +3
Ranged: +3
Weapon/Armor Proficiencies:
Simple Weapons
Martial Weapons
All Armor
Shields
Class Features:
Aura of Good
Detect Evil
Smite Evil 1/per day
Feats:
1st Level:
Power Attack
Skills: Rank + Mod
Handle Animal: 2+3(Cha)
Ride: 2+2(Dex
Diplomacy: 2+3(Cha)
Sense Motive: 2+3 (Wis)
Equipment: I don't know how much cash a level 1 Paladin has so I'll try and keep my purchases small.
Heavy Mace 1d8 Crit. 20 x2
Composite Longbow 1d8 Crit: 20 x3
20 Arrows
Scale Mail Armor AC Bonus: +4 Max Dex: +3 Armor Check Pen: -4 Slows speed to 20
Light Steel Shield Ac Bonus: +1 Armor Check Pen: -1
Assorted Useless Junk (Food clothes blankets and the like)
Also, Lancelot, Charisma 8 gives you a -1, not a -2
Yay for generic paladin!
EDIT: Ok, I took off the Aasimar, and rerolled because he changed to stat rolling system. ALL ROLLS ARE AUTHENTIC. I know it doesn't seem like it's possible, but I seriously just rolled them. Michael can vouch for me. He's gonna join the forum soon, probably as Clockwork Smiley or something. I just have sweet luck rolling out characters.
Grimgor Ironhide - June 18, 2005 05:07 PM (GMT)
Zankiir Huntinghawk, Level 1 Half-elf Sorcerer
(Immune to sleep, +2 save vs. Enchantmen spells, low-light vision, +1 to Listen, Search, and Spot checks, +2 to diplomacy and gather information checks)
Str: 11 (+0)
Dex: 16 (+3)
Con: 12 (+1)
Int: 11 (+0)
Wis: 8 (-1)
Cha: 17 (+3)
HP: 5
Hit die: d4
Speed: 30 feet
AC: 13 (10 + 3 Dex)
Initiative: +3
Fortitude: +1
Reflex: +3
Will: +1
Base attack bonus: +0
Melee attack bonus: +0
Ranged attack bonus: +3
Weapon/armor proficienies: Simple weapons
Skills
Concentration +2 (Ranks +1, Con +1)
Knowledge Arcana +2 (Ranks +2)
Spellcraft +2 (Ranks +2)
Diplomacy +4 (Ranks +1, Cha +3)
Bluff +4 (Ranks +1, Cha +3)
Feats
Rapid Reload (heavy crossbow)
Languages: Common and Elven
Equipment: Heavy crossbow, 30 bolts, halfspear, adventuring gear
Spells:
Level 0: Daze, light, read magic, ghost sound
Level 1: Mage armor, sleep
EDIT: A little character description added, as well as some changes made to the stats after reading the SRD, apparently I have all 3.5 edition books except for a 3rd edition PHB :wacko:
Zan is chaotic neutral, a wandering free spirited half-elf who is usually a source of inspiration and good hopes. He is tall, thin, and has the narrow, high cheekboned face of an elf as well as pointed ears. He wears his dark hair long to cover those ears, and also has enough human blood to have a neatly trimmed beard. Zan is not the toughest or most intimidating person, but he uses his good looks and charm to persuade people to do things his way. He is a tad absent minded and forgetful. He feels no connection to any sort of tradition, cares neither for humans or elves as a race to associate himself with, as most other crossbreeds do. He mingles amongst all the races, traveling about to find adventure, coin, and excitement. Although he is a half-elf, he can usually use his charismatic personality to calm any sort of aggression or prejudice that a human or elf might feel towards him, although most of the time he passes for a human.
Story:
Zankiir Huntinghawk gave the little boy a pat on the head as they child gazed in awe at the contents of the small leather purse in his hands.
"But mister....don't you need this money?"
Zan winked. "It's not my money. I think you'll put it to better use than previous holder." With a nod a grin, Zan moved on. Grissum wasn't the biggest town, but it was large enough to serve its purpose. The noble he had taken the gold from back in another city would surely be looking for him. This town was just a place to lay low for a few days, knock back a few mugs of grog, and maybe find a little excitement. After that, he would continue on, find a bigger city, maybe find some work. He had enough gold with him now to not worry about any employment for at least a week. That is, if he was careful. Giving the child that purse may not have been the smartest thing to do, but the boy was funny and Zan had just been in the mood.
"Feeling charitable?"
Zan froze, a sudden dread overcoming him. He turned slowly, and sure enough, standing with her hands on her hips in that way that irritated women do, was Nyra. He fought back a groan on the inside while giving her a surprised, warm smile. Nyra was some Lady of a minor house, an elf, someone his elven mother wanted him to marry, as a way of solidifying his connection to the elven race, a way to cast off his half-human side. That was the last thing Zan wanted: to settle down, to embrace the elven culture, to have a wife. The more he thought about it, that was probably the worst thing that could happen to him.
"Nyra, hello, hello! By the gods, what are you doing in a place like this?" The elf raised an eyebrow at him in a dangerous sort of way, but also let a small smile slip out.
"Looking for you, of course!" They looked at each other for a few moments, and then Nyra laughed. Zan managed to let out a sound that he hoped would be taken as laughter. "What are you doing here, Zankiir Huntinghawk?" Zan winced. He hated it when she used his full name like that. He didn't know why, it was just.... it was just one of those things.
"I've got a job," he lied smoothly. "I've been hired to track down a thief that stole some money from this nobleman named Feld. A great man, I couldn't refuse the offer. His assailant is a tricky fellow, I've followed him all the way from Feld's estate in Belgrynd but haven't managed to get the drop on him."
"Zan, what about me? Your duties have kept you away from me almost entirely, ever since our marriage was arranged, and-"
"I know, I know, it's awful," Zan cut in, already losing interest in the game he was playing with her. "But my duty is my first priority. I must be the protector of good before I can protect and be with you." Zan felt like puking. That was one of the grossest things he had ever said, but he knew she would buy it. Nyra had a thing with dramatics. Before she could speak, Zan continued in a rush, pointing towards what looked like an inn or tavern at the end of the street. "Wait, by the gods! That was him! I'm sorry darling, I must catch him! He's too dangerous for you to stay around. Go back to your mother, and mine, tell them that I'll be home within the next tenday, and then we can get married. I promise!" He added that last bit in as a shout over his shoulder; he was already sprinting down the street. He made it to the tavern, the Pub of the Blind Gnome, and ran in, slamming the door behind him.
The patrons of the tavern all gave him suspuscious glances as he burst in. He flashed a smile and said, "Trouble with me wife." They all gave him that fake knowing laugh, and then went back about their business. Zan hated that. He admitted that he could be quite the liar, but it still annoyed him when other people acted in such a phony way. He made his way to the bar.
"A mug of dwarven grog, if you please," he asked the bartender.
He drank his spirits in a quiet, brooding mood. What was he going to do about Nyra? He absolutely abhorred the idea of marriage, and he didn't even like the woman. She was pretty, though, and fairly wealthy. Maybe he could marry her and then find some sort of work that would keep him away from her all the time. But that was the problem.
The lands were unsually quiet, forcing people like Zankiir to lay aside their weapons and find honest work. That didn't settle too well with Zan. He would much rather join a band of warriors and do battle than sit around waiting tables. And his magic was always a lot less frowned upon when he was using it to keep his allies alive. And a job as a soldier would be an excuse to get away from Nyra, too. If only there was some struggle going on.
He needed a way to get gold, too. Although, if he couldn't find any work, he certainly wasn't above stealing, as his actions on the previous city demonstrated. That was his motto: what's the point of gold if not to be spent? He was almost positive that some nobleman's gold, if given a choice, would prefer to be in Zan's purse and get spent than to be hoarded by a fat, corrupt, old man.
So, he was problem was two-fold. He could marry Nyra, and use her money to solve his little gold famine, and then just find some excuses to get away from her. Or he could run away, find some way to go far off and never return, and pray that she never found him. Then again, he could always just kill the girl, but somehow that just didn't seem propper. Besides, it wouldn't be any fun, and that was Zan's biggest concern. Above everything else, he just wanted to have fun. Another one of his motto's: If you're not having fun, you're one step closer to death.
Zankiir ordered another mug of ale, and sat in the tavern, a warm little smirk on his face as he sat and thought and drank. He'd find some way to get by; he always did.
Quirk: Zan is greatly irritated by strange things. He hates stupid people, he hates phonies and liars, it drives him crazy when people use his full name, women who are too pretty annoy him as well, and he gets antsy when he is in one setting for too long.
Launcelot pappillion - June 18, 2005 05:18 PM (GMT)
hmm Archeon sorry if i am wrong, for I am not completely familiar with the 3.5 rules (I know the 3.0 by heart), but which race gives you +2 to Cha/wis?? And there is no drawbacks??? a barbarien gets +2 strenght but losses -2 to both cha/int...
it seems pretty overpowered to me, if you can raise 2 stats with no drawback...!
Am I completely wrong?
Vriishnak the Twisted - June 18, 2005 05:29 PM (GMT)
I'm pretty sure the Aasimar has a +1 Level Adjustment, doesn't it? Regardless, it's not a PHB race in 3.5, so I don't think it's allowed by Albino Rat's rules.

Edited for background: Umbras' parents traveled to Grissum in the original rush on the discovery of the gold mine from one of the smaller, poor towns in the republic. Hoping to make a fortune for his family, his father, Argas, took a job as a guard at the mine, while his mother, Megaera, worked as a seamstress, making clothes for the middle class workers and their families.
Argas was a skilled warrior, and quickly made a name for himself among the guardsmen, being promoted to a captain within a year of joining the guard. His wages increased likewise, and he was able to buy a modest house in the city for his wife, who was now pregnant with Umbras. He continued to work at the mines for the entirety of his son's early years, and was never able to spend much time with him. When he discovered that the boy had none of his own natural talent with the sword, he gave him even less attention, basically leaving him to his own devices.
Umbras' early years were spent perfecting the art of mischief, as he pulled pranks on nearly all the people he met. He had a natural talent for locks, which made it very easy for him to get into places that would have been inaccessible to most of the kids in the town, allowing him to pilfer small objects that, while being nearly worthless, made the other children look at him with awe. Adults, of course, didn't approve and tried to discourage this behaviour, which just gave him motivation to perfect stealth, as well.
As he grew older, the thieves and thugs in the town began to take notice of him, and tried to recruit him into their criminal activities. Having no need for money and no motivation to break the law, Umbras declined their offers, and barely escaped with his life when one of them, a young man barely older than Umbras himself, decided to force him into helping. Returning home bloodied, he tried to hide his condition from his mother with no success - at her insistence, he agreed to train with his father, who had acquired a nearly legendary reputation for his skill with weapons, once more, at least enough to be able to protect himself. While he still struggled with the basics of swordplay, finding the blades heavier and more awkward than he was comfortable wielding, he found that he had some talent with knives and crossbows, and focused his training on these weapons.
Back on the streets, and now confident that he would be able to defend himself, young Umbras began to put his talents to more serious use - defending those who would otherwise be easy targets for thugs like the one who had hurt him. More than once, he broke into a house that he noticed was being watched and took everything of value, only to return it himself when the thieves had come and gone. Other times, he alerted the town's authorities to a crime in progress, and was responsible for the removal of some of the more dangerous men from the town's streets. He never managed to thwart the man who had attacked him, however, despite numerous attempts.
When Umbras was 13, however, the mine collapsed, and his father lost his job. Now middle aged, and with no need for swordsmen in the town, he began to drink. Spending his time at the Blind Gnome, he often spoke of the times gone by, and mentioned more than once how much money he had been making before the mine failed. Umbras continued to stalk the streets occasionally, preventing robberies when he was able, but found that he was much more restrained with his father around, asking questions about his son's whereabouts when he was sober enough to do so.
Then one night, three years later, Umbras' life was changed forever. Returning home from a successful trip through the city, having managed to stop a fairly major robbery at one of the wealthier citizen's houses, he was feeling good about himself, and let himself into his house with a bounce in his step. Even in his jubilant mood, however, he couldn't miss the fact that something was wrong - there were no lights or noises in the house, and his mother normally left a candle burning just inside the door when she knew he wasn't home.
Moving cautiously through the building, Umbras was stalking up the stairs to the second floor - a concession to the cost of property in the town, his father had decided to buy a two storey house rather than pay the cost for a larger ground floor - when he heard a dull thud from his parents' room. Forgetting caution, he rushed the rest of the way up the stairs and threw open the door, just in time to see a shape disappearing through the window, leaping the distance to the ground below. Hurrying to the open frame, he saw a shape shrouded in darkness running away, a sack bouncing against his back that Umbras could only assume was full of their valuables.
Turning to head back down the stairs, intending to pursue the man and regain their possessions, Umbras caught sight of the sprawled figures of his parents on their bed. Moving to find a candle, he lit it and promptly dropped it, his hands losing their ability to grip in his shock and horror. Blood pooled over the pillows from their torn throats, still dripped wetly onto the floor - his parents had still been alive when he entered the house, might still be if he had moved more quickly. Stunned, overcome with grief, it took him a long moment to notice the flames spreading from the candle he had dropped. Blinking stupidly, unable to comprehend what was happening, he failed to act quickly enough to stop the blaze, and barely managed to escape the house. Standing outside, he watched his life consumed before him, helpless to do anything. When his neighbours came to find out what had happened, they saw him there, and the volunteers who came soon after to combat the fire found him unmoved. When the town guard arrived, they managed to draw the story out of him, up until the point where he had discovered his parents' bodies. Unable to continue the story any further, he didn't mention the candle he had dropped, and the listeners assumed it had been set by the thief to cover his tracks.
That was four years ago. Umbras has never told anyone that it was him who set the fire, afraid both that he will be punished if he does and that it will remove whatever interest remains in capturing the man responsible. He has survived by doing odd jobs for the people remaining in the now-decrepit town, who feel sorry enough for this lost son of a man who was a legend that they are willing to give him work where they would turn anyone else away, and he has spent what free time he has had looking to find any hint of who killed his parents.
Two days ago, Umbras saw a small gold statuette of a warrior, one of his father's favourite items and one of the items that had been taken from his house, for sale in one of the town's shops. Asking the shopkeeper about it turned up the name of the man who had sold it him - Perthos - and a description, matching perfectly the man who had attempted to kill Umbras years ago. Gathering together what money he could, Umbras bought the figurine as both a memento and a link to the bandit, who now seems to be within reach...Might be a bit more than you wanted, but hey. Anything else you want, let me know.
Reaper of Nurgle - June 18, 2005 07:57 PM (GMT)
Uhh yeah long time lurker of this board drawn into posting for experience playing a D&D game.
Link to character including badly done quick fluff:
http://www.3eprofiler.net/3ep/view.php?id=26372Oh and if there are any mistakes would anyone point them out to me? thanks.
Archaon, Lord of End Times - June 19, 2005 02:04 AM (GMT)
I was thinking about my character today and was thinking the same thing. I know it has a minor ECL raise, but I can't remember it, so I guess I'll look it up.
And aha, I found it.
+1 ECL, but I also missed the Darkvision, Sunscorch 1/per day, and the Electrical/Acid/Cold Resistance 5.
Launcelot pappillion - June 19, 2005 11:05 AM (GMT)
yeah, I don't want to ruin you character Archaon I just want us to start equal, so could you please change to a "normal" 3.5 race... one you can chose in the 3.5 phb?
EDIT: By the way, our part of a monk, a rougue, a sorcerer, a paladin and a cleric seems pretty good to me :D
and lots of humans too with a half-elf and an (aasiamar) isn't too bad either...
Archaon, Lord of End Times - June 19, 2005 03:18 PM (GMT)
::Mumble Grumble, Fist Shake::
Yeah I can change him. I might just switch it around entirely, since I like my Aasimar palas. I might keep him. I'll post my new character/revised character tonight.
The Albino Rat - June 22, 2005 04:28 PM (GMT)
yea you have to use only the core races. I think we will wait 3 more days for entrys before we start. Ok so here is a back story....
It is a time of unussual peace. it has been hundreds of years since the last full scale war, and since then it's been a little too quite across the map. In the last war, a dark sorcerer conjored a damonic army and wrecked havoc across the land of humans, dwarves, and elves. A group of great, powerfull heros was finnally able to put and end to the dark sorcerer's onslaught. However, there was never any record of the sorcerer dying. For varius reasons described in your bio's, you all are currently at the Pub of the Blind Gnome in the town of Grissum. This small town in mostly inhabbited by humans and has most of the basic stores.
In this world, humans, elfs, and dwarfs live in peace. They are in the same contry, but have different provences; simmilar to the anchient greek city states only they don't fight as much with each other. Gnomes inhabbit a large chain of islands, but have no accual teritory on the mainland of the world. Halflings are discriminated against in the human/ dwarf/ elf lands. They make their home normally south of the human/ dwarf/ elf lands. other barbaric races and creatures sparsly inhabbit the world, as in any other D&D game, but have been unussaullly quite recently...
Btw, in your bio include detail; it gives me more material to work with on sidequests. Also, in my games, i always tell my players to give their charicters a quirk. For example, my half orc barbarian my be encreably frightend by dwarfs. A elf rouge may have hearing problems. Be creative. :thumb:
quick change to the rules: always max out your hp in this game when leveling up.
Reaper of Nurgle - June 22, 2005 08:21 PM (GMT)
Backstory added to my character. I'm not the best storyteller so he doesn't have the best backstory.
Grimgor Ironhide - June 22, 2005 10:12 PM (GMT)
I added my little story as well.
How is this game going to be run? In a chat program, or through the board?
Vriishnak the Twisted - June 22, 2005 10:42 PM (GMT)
Few problems to raise here, before we can really worry about getting started.
1) Reaper of Nurgle is playing a godless Cleric (??) who registers as lawful evil to the party Paladin's spidey senses. Conflict! Paladins can't travel with evil characters, or they lose their paladin powers.
2) We have an insane range of stats between our characters. I've got a +7 total modifier, Grimgor has +6, while Archaon has +15 and Reaper +10. It might not be a big deal if we make it up to 10th or 15th level, but for now we've got a character or two who completely dominate the others in every way. It's probably not gamebreaking, but it might get a little old to see the paladin excelling at everything while I go down in one hit...
3) What are we looking at in terms of the setting? Yes, I understand that there have been Demonic armies, and that all the typical DnD races are there, but what about details? What is the city we're in like? What kind of quality is the inn we're supposed to be starting off from? How do the people who live in this area dress/talk/think about anything of importance? I don't have enough information right now to develop a character who's anything but a giant cliche. Speaking of which - I don't think it's really necessary to ask for an over-the-top quirk from all characters. If they make sense, I'm sure they'll be worked in.
Grimgor Ironhide - June 22, 2005 11:10 PM (GMT)
The alignment says lawful neutral for reaper, but he has an ability or something called aura of lawful evil and he has an unholy symbol, so that's sort of confusing right there. The rest of the party is fairly good aligned, and that paladin conflict....reaper you should probably go neutral since the only evil I see in your character is what the anger and killing? the killing was justified, I think neutral would suit you better anyway and not cause problems. although having each character be mostly good except for one would make a fun game :-) wutevah
about the stats, is it really a big deal? it just means that they'll be on the front lines and you and I will try and avoid getting slashed up. I'd rather have two people with better stats that have everyone with just "meh decent " stats.
and about quirks, if you have a detailed enough character the quirk(s) will already be present, like with my character the quirks sort of came out of how I imagined the character and writing the story. maybe it shouldn't be a necessary thing, since the characters will have them anyway just because its role playing, unless you go totally bland.
Reaper of Nurgle - June 23, 2005 06:38 AM (GMT)
I'll edit out the problem causing bits for the good of the party.
I'd also like to know some more of the world and I have a few questions.
Are gnomes a mainly seafaring race in this world? Do the races behave any differently from typical fantasy stereotypes? and why are halflings discriminated against?Is it just one of those things that have always been? or did it change after the race as a whole commited a terrible act?
The Albino Rat - June 23, 2005 04:44 PM (GMT)
Races are steriotipical (sp). The only exeptions are that elves and dwarves get along. Yes gnomes are primarily saliors :D .
for vriish: The dwarf/elf/human country is a republic. Citys send in repersentitives to the capitol city for important matters. The town you are in is not particularly big. They only have one repersentitive in the republic. This town used to florish years ago because of its valuble goldmine located just outside the walls. 7 years ago, however, the gold mine collapsed, leaving the town with no real importance. The economy started to die. And Grissum is weathered and dilapitated. The homless litter the streets, and most of the buildings are in need of repair. The pub you are in is one of the few busnesses that have not gone out of buisness due to the fall of the towns economy. Although not the best upkept pub, the Pub of the Blind Gnome keeps the ale cold, the fire warm, and the visitors welcome. The owner is a obesse man by the name of Bukker. Judging by his scars and lack of a ring finger on his left hand, you assume has seen many adventures in his life.
I would have no problem posting on this thread for the game, but it would be a little nicer if we could cordenate a time for all the players and myself to get on an aim chatroom at the same time. This obviously won't work if someone does not have aim. To all the players: post if you have aim or not, your sn, and then if you could be on regularly every night at a given time for about an hour or so. My sn is l3abemagnet99 and chika9slim9shady .
Also, i will balance out the stronger charicters though gameplay. Don't worry about that...
Reaper of Nurgle - June 23, 2005 05:04 PM (GMT)
I have aim. Screenname is Nurgles Reaper. I should be available at most times. Set one and i'll tell you if I can manage.
Grimgor Ironhide - June 23, 2005 07:23 PM (GMT)
MrVashoom358 is my screen name. I'm on quite a bit, however I live in the eastern time zone, not sure about where you guys live and what time zone you operate out of. Probably western europe? I think we'll be able to manage a chat room, and I would also prefer that to playing in this thread.
Launcelot pappillion - June 23, 2005 08:21 PM (GMT)
Well I am not that modern, and I do not have AIM! anyone care to help me with that?..
Background history will be added within two days on mine character...
I do not have a problem with meeting at a certain time every night, but we all have out real live to take care of, so many problems could show up, so we should have some agreement about telling the dm that him/her can't show up a specific night..
what do you all think?
Grimgor Ironhide - June 23, 2005 09:10 PM (GMT)
just PM the DM if you can't make it, with as much warning as possible. If you know a day in advance, say so then and we should agree on the next date. If you know 30 minutes in advance, well say so anyway. It's not the end of the world.
(If you want aim, just go to www.aim.com and download it, it's free)
The Albino Rat - June 23, 2005 10:17 PM (GMT)
It all sounds good to me. And so that the different time zones dont get confusing, we can just go by the time showed here on the palace (w/e time zone that is...)
Vriishnak the Twisted - June 23, 2005 10:39 PM (GMT)
I don't have AIM, but I should be able to get it no problem. Setting a day to meet up in advance could be a bit more of a challenge, though, as I don't really have a set schedule, and I often don't know what I'll be doing even the day of. I'm willing to give it a shot though, if you guys think it'll work better than posting on the boards.
Grimgor Ironhide - June 24, 2005 01:49 AM (GMT)
yeah, it would be rather tedious and confusing to do it here I think
this is for my reference later, but the board is 4 hours ahead of my time.
Aesgareth - June 24, 2005 04:48 AM (GMT)
Name: Trayth Harrowthorn
Class: Ranger
Race: Halfling
Alignment: Chaotic Good
Deity: None
Age: 29
Gender: Male
Stats:
STR: 14 +2
DEX: 19 +4
CON: 14 +2
INT: 13 +1
WIS: 15 +2
CHA: 10 +0
Hit Points: 10
Armour Class: 18 (+4 dex, +1 size, +3 studded leather) Touch 14, Flat footed 14
Initiative: +4
Speed: 20 feet
Armour Check Penalty: -1 (-2 when wielding buckler)
Saves:
Fortitude: +5
Reflex: +7
Will: +3
Conditional Save Modifiers:
+2 Morale bonus to saves vs. fear
Base Attack Bonus: +1
Grapple: -1
Attacks:
Handaxe (Slashing +4 melee, 1d4+2 dmg, Crit X3)
Longbow (Piercing +6 Ranged, 100 ft increments, 1d6 dmg Crit X3 +1 to hit/damage when within 30 ft of target)
Dagger (Piercing +4 melee or +7 ranged, 10 ft increments, 1d3+2 dmg, Crit 19-20 X2 +1 to hit/damage when thrown at target within 30 ft)
Racial Traits:
- +2 Dexterity, -2 Strength
- Small Size (+1 to attack rolls, +1 AC, +4 to hide, -4 to grapple, uses small items, carrying capacity 3/4 those of a medium character)
- +2 Racial bonus to Climb, Jump and Move Silently
- +1 to all saving throws
- +2 morale bonus to saves vs. fear
- +1 to hit with thrown weapons/slings
- +2 bonus to listen checks
Skills: (28 starting skill points)
Climb +7, Hide +9, Jump +5, Knowledge (Nature) +4, Knowledge (Geography) +4, Listen +8, Move Silently +7, Spot +6, Survival +6
Feats:
Point Blank Shot (+1 to hit/damage when target is within 30 feet)
Class Features:
-Favoured enemy: Humanoids (Humans) (+2 to bluff, listen, sense motive, spot and survival checks against humans, +2 to weapon damage rolls against humans)
-Track (As the feat, which is too damned long to copy here)
-Wild Empathy (Roll 1D20+Ranger Level+Cha bonus to affect animals as per diplomacy skill)
Equipment: (150 starting gold)
(All are small-sized) Longbow, Handaxe, 60 arrows, Dagger, Studded Leather Armour, Buckler, Backpack, Bedroll, Winter Blanket, Flint and Steel, 3 Day's worth of rations, Sack, Waterskin, Whetstone, 30 gold, 8 silver, 8 copper
Weight Carried: 30.8 lbs
Weight Limits:
Light Load: 43 lbs or less
Medium Load: 44-87 lbs
Heavy Load: 88-131 lbs
Lift over head: 131 lbs
Lift off ground: 262 lbs
Push or Drag: 655 lbs
Languages Known: Common, Halfling, Goblin
Appearance:
Trayth's reputation for banditry is hardly surprising, if one bases their judgement solely on his appearance. His obvious halfling lineage aside, Trayth looks every bit the itinerant woodsman, his brown jerkin, trousers and cloak all being both worn and dirt-stained, carrying the smell of the forest, which has imprinted itself into the fabric from which they are made. His short brown hair is short and scruffy, having evidently been cut with a knife, and usually has a few twigs stuck in it. His eyes are reddish-brown, and seem to cast perpetual suspicious glances at his surroundings; he seems constantly uneasy, and though he rarely speaks, one gets the impression that he feels an intense mistrust for those around him. This changes drastically when he leaves “civilized” society; out in the wilderness, he is in his elements, and seems far less troubled, though tends to become irritated by any reminders as to the presence of companions. He is also notably less guarded amongst his fellow halflings; typically, he has had too many experiences in the prejudice of the taller races to expect anything else.
History:
Though he tends to behave like a crusty veteran, Trayth is still rather young, even by human standards. Born a little under three decades ago in the village of Blackpine, a tiny hamlet of barely over fourty inhabitants, he was brought up surrounded by nature. The villagers survived mainly by hunting, and Trayth was quickly taught many of the skills necessary to survive in such a rural, frontier village. The villagers had little time for leisure; even the young had to work hard in order to insure the survival of their families, and any spare time was spent learning skills that would be of use to them later, such as archery, or tracking. Trayth was naturally gifted at these sorts of skills; his sharp senses and amazing reflexes made him a natural hunter, and he became a hunter long before most of the other youth of his age.
Blackpine, though nominally part of a human kingdom, had no local garrison, and was generally left alone by the kingdom’s government. The halflings counted this as a blessing, for the most part, but it also had its disadvantages; bandits often chose to hide out near Blackpine, and frequently preyed on the halflings in order to steal their meagre belongings, or merely out of amusement. As such, the hunters frequently had to double as a militia, fighting off bandit raids or tracking down interlopers who had murdered their kin. Trayth frequently participated in these defensive forays, and found that he greatly enjoyed “Teaching those too-tall b***ards to stay the hell off our land!” He quickly learned to sniff out bandit encampments, as well as to anticipate how particular bands might react to being attacked. Though he was never put in charge of forays, as this would have been insulting to more experienced hunters, the lead hunters often assigned him to important roles, and placed great value on his advice, which they frequently sought.
It was late in his twenty-ninth year that his life would take an unexpected turn for the worst. As winter approached, a large and well-equipped group of humans launched a vicious raid on Blackpine. Not bandits, these, but a troupe of nobles and their retinues, who had come to the area to hunt game, but had decided to kill the halflings for sport. These men were far more skilled than the usual rag-tag bands of miscreants, and the battle that followed was a difficult one. Trayth personally slew several guards, as well as a cavalier clad in full plate. After a brutal struggle, these invaders were repelled, leaving several dead behind, including the sons of several of the kingdom’s lords. The halfling casualties were also severe; Trayth lost many friends that day, and his home was destroyed. But the worst was yet to come.
To the halflings, the battle had been clearly in self-defense. But to the fathers of the nobles who had been slain, powerful and influential lords one and all, the halflings were guilty of a heinous crime. To them, the specifics of the battle were irrelevant; that such lowborn barbarians had murdered their children was intolerable. They quickly mustered a punitive expedition, sending hundreds of soldiers to burn the village to the ground. The halflings were able to escape, for the most part, hiding in the woods until their attackers were gone, but everything they hadn’t been able to carry was destroyed.
Trayth knew that he was needed by the surviving villagers. But he couldn’t bear to allow this unjustified butchery to go unpunished. Swearing that he would see justice done, he set out into the world with his weapons and his pack. He had no clear goal as to how he would go about deposing powerful nobles, but he knew that money would probably be involved somewhere. So he kept his ears open for signs of any profitable sounding excursions for which his skills were suited. Thus far, however, he has had no such luck; his travels have led him from town to town, village to village, and his funds are beginning to run low. He now rests in the Blind Gnome tavern; his current plan is to depart within the next few days, as soon as he has ascertained that there are no available jobs here.
Archaon, Lord of End Times - June 24, 2005 05:45 AM (GMT)
DeathLikeDream
CAn get on any time.
The Albino Rat - June 24, 2005 02:52 PM (GMT)
Just to make sure that you understand, Aesgareth, you will be discriminated against occaonally and will also be wanted in certain human towns for the slaughter of human lords. I won't make it a large part of the campain, but it will happen from time to time.
Sorry reaper i forgot to awser your halfling question... It is, like you said, one of those things that just has always been. The rest of the races see them as inferior (although they are not). Simmilar to caukasians and africans in the 1700's.
CHARICTER LIST SO FAR
Reaper- human cleric- Barthan- Lawful Neutral SN-nurgles reaper
Aesgareth- Halfling ranger- Trayth Harrowthorn- Chaotic Good SN- unknown^^^
Lancelot- human monk- unnamed- No alignment? SN- Doesn't have one yet***
Archaon- human palidin- unnamed- Lawful Good SN-DeathLikeDream***
Grimgor- Half elf scorcer- Zankiir Huntinghawk- chaotic neutral SN-Mr.Vashoom358
Vriish- Human rogue- Umbras- Chaotic Good SN- doesn't have one yet***
***- you still need a bio
^^^- you dont have a quirk
Aesgareth - June 24, 2005 06:58 PM (GMT)
What? Isn't being constantly suspicious and deeply mistrusting of all non-halflings "quirky" enough for you?
Well then... uhhh, he eats rats. Yeah.
The Albino Rat - June 24, 2005 07:10 PM (GMT)
I didn't know that was your quirk, sorry. I was thinking it would be at the bottom like everyone elses. My mistake, but he can still eat rats if you want.
Aesgareth - June 24, 2005 11:46 PM (GMT)
Only on occasion :lol:
So this is to be done throug AIM, eh? I'll have to go download that, then...
The Albino Rat - June 25, 2005 02:12 AM (GMT)
Ok, i was thinking, to avoid confusion in the chat room, we could all make sn's with are charicters names or class/race and i could be just"DM". This way, we can know who is talking and avoid stuff like "reaper, are you a palidain or cleric i forget?". example of a name: Bob the human cleric. Or if its to long, just human cleric. What do you guys think? This could really work for those of you yet to download aim also.
BTW, i just got back from my in-life dnd session, and two of my freind are going to be joining the palace. One is a big necron/ imperial guard player and the other plays dwarfs, dark elves, necrons, and eldar. They both play d&d (obviously) and are going to join the game.
AlthereonRanger - June 25, 2005 02:53 AM (GMT)
Strength: 10 +0
Dexterity: 15 +3
Constitution: 13 +2
Intel: 12 +1
Wisdom: 11 +0
Carisma: 8 -1 or 2 i cant remember
Alignment for Althereon is chaotic good.
My name is Althereon The Ranger.
Half Elf
My father was an elven king. One day the king and his archers saved a woman from bandits. The women was my mother. THe king and the woman married and gave birth to 3 sons. I was the youngest of the 3. As i matured i looked up to my brothers who were great warriors with my father. One day i was practising at the archery range and the alarm to the tocity was raised. I ran home, but my father and brothers were gone. Little did i know that i would never see my father and brotheres again. A bandit raid destroyed the town and my family was killed defending the walls. I fled the city before they could find me. I was fifteen and alone. In the forest i found other surviors. All together there were a hundredor so survivors. Me and another noble survivor pulled the group together. We made huts in the forest and a village was formed. When i reached 26 i knew i had to leave the village. I knew something i needed to do was go out to the world. So i packed up and left.Some of the rangers of the village tried to follow but i wouldnt let them. Almost as sson as i left the forest i was jumped by bandits. I killed them quickly but i was injured. A travelling man helped me and healed me. I asked his name but he refused.He passed on. Then i realised why i had to leave. I knew i had to kill every bandit and not let them do to anyone else whay they did to me. I am now 29 and i still kill every bandit i see.
Quirk: My Ranger is extremely afraid of the ocean or any deep lake but can swim.
Appearance::::::::
My ranger wears a greenish greyish cloak with the same color armour. He has a thin helmet that points up at the top. Short blonde hair and vibrant green eyes. My ranger has a long scar going from the top right of his face to the bottom left. He recieved the the scar from a giant troll who jumped him when Althereon wondered to close to his cave.He also has a curved knife tied to his dark brown boots.
Lord of the Dwarves - June 25, 2005 06:31 AM (GMT)
Hey my Sn is Parteylikeits99 on AIM. Here is my Character
Name: Tanis
Class: Rogue
Race: Elven
Aligment: Chaotic Neutral
Strength- 13
Dexterity- 20
Constation-16
Intelligence-10
Wisdom-11
Charisma-13
Hit Points 9
Hit Die- d6
AC-17( armor bonus:2 dex mod: 5)
Armor penality: -1
Initive Mod-9 (5 des+4 improved initive feat)
Fortitude:3
Reflex: 7
Will: 0
Melee: 1
Ranged 6 5dex 1 misc (point blank shot)
Weapons Short sword and light cross bow
Total Skill Points 32
4 in each
Bluff
Disguise
Escape Artist
Move Silently
Open Lock
Pick Pocket
Search
Sense Motive
Feats/special abillities
Improved Initive
Point Blank Shot
Sneak attack 1d6
Gear: Leather Armor
Short Sword
Light crossbow
dagger
thieves tools
3 pints of oil
hooded lantern
gold 12
Languages Common Elven
Bio
Tanthalas once had a very good life in a house full of riches and luxeries beyond imagineing. One night while tanthalas was hunting with his father, his father was assaniated, later tanthalas found out he owed a very large debt that was never paid off. Tanthalas returned to the house and found his mother dead in her bed also, he vowed he would find the killer one day and return the favor. He found an x-convict and was trained by him in the ways of theivery and assasination. Tanthalas started going under the name Tanis and always went flowers to the victems famalies after they were found dead. Black flowers. Tanis has a bitter heart now but isent nessecerally evil, just dead inside. Now he finds him self in an bar in a shabby town with a group of people.
Quirk: Tanis is afraid of large open spaces where he cant hide.
Last question..were starting off at level one right?
Reaper of Nurgle - June 25, 2005 08:27 AM (GMT)
I think 8 members means the parties got to the point of clumsiness. The chances are not all of us will be here every week and we have two rogues and two rangers which I can only see stepping on each others toes. I don't know how to sort it but I percieve it as a bit of a problem.
Launcelot pappillion - June 25, 2005 09:21 AM (GMT)
I agree with Reaper, and right now i do not seem to have the time it would be expected of me to join this game, so if the party has grown too big, I would be the first to quit.
Any ideas to solve the problem?
btw I begin to write my biografi now, and will be over with it within two hours...