I'd like to voice my interest in playing a rogue, if you are still looking for party members. Let me know if there is still room or you are still accepting character submissions, and I'll throw one together...
__________________ -Rhun
"I believe that imagination is stronger than knowledge - myth is more potent than history - dreams are more powerful than facts - hope always triumphs over experience - laughter is the cure for grief - love is stronger than death." -Robert Fulghum
It looks like I have enough interest to get this started. So here is an update on the player characters.
Legildur - human monk
Strahd_Von_Zarovich - half-orc fighter
Bohemian Ear-Spork - human dread necromancer
Oni - druid
Zarust - dwarf fighter/cleric of kord
Vertexx69 - bard
*Thanee - sorcerer
*Rhun - rogue
*alternate
Post your characters to the rogue's gallery when they are complete. I will give the first six players until Monday to finish their characters. Otherwise, spots will open up to the alternates. Alternates, feel free to create a character anyway in case someone drops out and we need someone to fill in.
Zarust, the option to begin as a multiclassed character is absolutely still there. I encourage you to take it. As I said, there likely won't be time to learn a second class during the campaign. Since the party looks to include two other characters capable of healing already (a bard and a druid), I should think you won't hurt the party too much by multiclassing.
Zarust, the option to begin as a multiclassed character is absolutely still there. I encourage you to take it. As I said, there likely won't be time to learn a second class during the campaign. Since the party looks to include two other characters capable of healing already (a bard and a druid), I should think you won't hurt the party too much by multiclassing.
On the risk of sounding really dumb, as I am at work and don't have my books, could I get a quick down and dirty on how the dual classing works as apprentice?
I can wait until I get off, but just wanted to ask so I will know ahead of time.
Also what is your feeling on the Feats from Races of Stone? While Goran might be a little more "wild" than the average dwarf, I would like to give him a feat, or two, from the book to give him a real dwarven feel.
Sorry for so many questions, but thanks for the chance to play in the game!
Edit: I found the ruleset and will update his sheet accordingly tonight. The Internet is truly a bored worker's friend.
Last edited by Zarust; 2nd October 2008 at 07:57 PM..
Not sure if you know or when you plan on starting the game, but Strahd is away with no internet access until after October 16th, I believe...
__________________ -Rhun
"I believe that imagination is stronger than knowledge - myth is more potent than history - dreams are more powerful than facts - hope always triumphs over experience - laughter is the cure for grief - love is stronger than death." -Robert Fulghum
I was wondering if you've got a little primer for the setting since you said you wanted local heroes, or at least anything it would be helpful to know. Also is there anything in particular that should be included in the backgrounds i.e. a certain motivation or hook, do we know each other that sort of thing. You know just the kind of general and sundry information that might be helpful putting a character together.
__________________ Oni
"Each man, one way.
Each horse, one stance.
Each church, one buddha.
Each master to his own technique."
Also what is your feeling on the Feats from Races of Stone? While Goran might be a little more "wild" than the average dwarf, I would like to give him a feat, or two, from the book to give him a real dwarven feel.
Those rules options won't be available until later. You will need to get special training, usually by joining an organization or receiving a favor from an NPC. Which feat(s) did you have in mind?
Quote:
Originally Posted by Rhun
Hey Airwalkrr,
Not sure if you know or when you plan on starting the game, but Strahd is away with no internet access until after October 16th, I believe...
Well, I was thinking about next week... or whenever everyone had completed their characters. I'll go ahead and extend the deadline until Strahd gets back, just to give him a fair shake.
Oni, I will post a short description of the setting when I get home from work. Whether or not your characters know each other is up to you. If you grew up in Cauldron, you could be childhood friends (note this only works for races with similar lifespans). There are ways to bring you together as a group even if you don't know each other.
Since I'm giving everyone a little more time to come up with their characters, I am going to wait on posting info on Cauldron so I can have time to put together a player's guide. This will include a map of Cauldron, as well as the traits. These will be for reference only, however; I will still be rolling them up randomly. I'm not sure how long this will take, but probably no more than a few days.
__________________ Its so hard to have a good time, even smiling makes my face ache. - Dr. Frank N. Fuhrter, Rocky Horror Picture Show
____________________
MyGames
Living Eberron Rohna lvl 4 OOC RGIC
Scotley's ToH - Ballista lvl 9 IC
HellrazorIII's Death of the Dragons - Grabhar Goldenwing lvl 5 (Gestalt) RGIC
Dr. Simons B5 Outrageous Fortunne - Croft Callo lvl 2 ICOOC
Dragonwriter's Music Inspired Insanity - Platinus lvl 3 OOCRGIC
Sorry, no grey elves. With virtually no exceptions, high elves are the only elves in Greyhawk who interact with other races on a regular basis. Most other elves, particularly grey elves, are insular and xenophobic in the extreme.
Since it sounds like Redgorge is the most likely place for Goran to come from, I will go with it for my home location before heading to Cauldron. Will you still be handling the roll for the traits?
Also since Goran is going to be older, at least as far as human standards go, if you could recommend a tavern that he worked before, as well as frequently visits after, becoming a cleric, that might allow some of the others to have met him prior to the adventure taking place.
Edit: Also the feat(s) that I had in mind were the Earth Sense and Earth Adept feats. I would take the Earth Sense one first, replacing Combat Casting if approved and tie it into his backstory as another reason his family is disappointed in his current lifestyle choice as they see him as being given a gift by the Dwarven gods, yet he still choices to embrace Kord and his doctrines. If you would prefer to work it into the plot, I could see the miners that remain at Redgorge being good teachers, as it would be something they would be able to use when searching for people in cave-ins/tunnel collapses.
Earth Adept [General
You are in tune with the ground at your feet, making you more dangerous in the shifting conditions of combat.
Prerequisites: Con 13, Wis 13, Earth Sense.
Benefit: You gain a +1 bonus on weapon damage rolls if both you and your foe are touching the ground.
Earth Sense [General
You are in tune with the earth beneath you.
Prerequisites: Con 13, Wis 13.
Benefit: As long as you are touching the ground, you can take a move action to sense the number of creatures within 20 feet that are also touching the ground and the direction to each one. You cannot pinpoint the location of any creature with this feat.
Last edited by Zarust; 3rd October 2008 at 04:37 PM..
Since it seems you have put some thought into working the feats into your background and the region, I will approve them, although of course you would only get Earth Sense at 1st level.
There is a local dive known as the Tipped Tankard that your characters are probably all familiar with (unless any of you are nobility, in which case, you may not stoop to that level). The company is crass, the food is terrible, and the ale is watered down, but it's the best place for gossip in town, and there's nothing Cauldronites love more than a juicy piece.
And yes, I'll still be rolling up the random traits if your character is local. I'll let everyone know which trait they receive just before the start of the campaign.
I'm going to avoid taking anything unusual in the way of Feats -- "Tomb Tainted Soul" is a bit of a cliche at this point, and while it would fit Simon somewhat, I think that it would better suit his character as something that happens to him as he advances as a DN...much to his shock and horror when he discovers that normal healing magics are now potentially lethal to him.
At this point, Spell Focus: Necromancy and (if permissible) Empower Turning from Complete Divine. If not, probably the ever-useful Improved Initiative.
Background and history are currently posted in the Rogue's Gallery thread; the character proper is on his way.
Thanks for letting the feats into play. They should be about as far as I stray from the core books for now, as I think everything else he needs will be available in the PHB.
Now to get cracking on the story of Goran Nalthic, will roll his clan name from the Races of Stone in a few.
Edit: Ironically enough I randomly rolled the last name and it translates to Honored Champion. Just the thing to springboard a bio about a dwarf who fell far the "tree".
Last edited by Zarust; 3rd October 2008 at 07:39 PM..
You're unlikely to garner much of a benefit from Empower Turning in this campaign. I would recommend Improved Initiative, although you may gain access to Empower Turning at a later point if you still desire.
The background is excellent, Zarust; definitely enough to deserve a bonus magical item. I will determine what it is when I get home from work. You might want to make one minor adjustment however. The church of Boccob has no presence in the region so it is impossible for your character to have ever gained any guidance from them. The church of Wee Jas would be a perfect substitute.
As much as I would love the free item Airwalkrr, it is Bohemian who has already set the bar high with his background. I will keep my fingers crossed that mine can fall into the same category though.
Stats are up, except for equipment. I made some guesses on armor and weaponry; these might change once I start spending. Which is actually a minor problem -- the DN doesn't have any starting gold listed. Treat him as a cleric? Unlike a wizard, he gets armor and a martial weapon proficiency.
And, assuming that you were indeed talkin' to me there, Wee Jas has been swapped in for Boccob.