An E6 oriental/western game (replacement needed) - last call for bento


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DrZombie said:
It's from swashbuckling adventures, the d20 seventh sea corebook.

Actually, there's a feat for that in Tome of Battle, but it's much more restrictive. It requires you to know a Shadow Hand maneuver and only works with Shadow Hand favored weapons.

Also, character sheet!

[sblock=Charsheet]
Kimura Ryo
Male Human Swordsage 2
Height: 5' 6''
Weight: 122lbs
Hair: Black, greying in places
Eyes: Brown
Skin: Flushed
Age: 31
XP: 1000

Str: 14 (+2) [6 points]
Dex: 16 (+3) [10 points]
Con: 14 (+2) [6 points]
Int: 8 (-1) [0 points]
Wis: 15 (+2) [8 points]
Cha: 10 (+0) [2 points]

Racial Abilities: 1 bonus feat at first level, +4 skill points at first level, +1 skill point/level past first

Class Abilities: Quick to Act +1, Discipline Focus (Weapon Focus): Diamond Mind, AC Bonus, Martial Maneuvers

Hit Dice: 2d8 + 4
HP: 17/17
AC: 19 (+4 armor, +3 Dex, +2 Wisdom)
Init: +4 (+3 Dex, +1 class)
Speed: 30ft

Saves:
Fortitude +2 [+0 base, +2 Con]
Reflex +6 [+3 base, +3 Dex]
Will +5 [+3 base, +2 Wis]

BAB/Grapple: +1/+3
Melee Atk: Katana +4 [1d10+2, 19-20/x2]


Skills :
Concentration +9 [5 ranks, +2 Con, +2 item]
Jump +7 [5 ranks, +2 Str]
Listen +7 [5 ranks, +2 Wis]
Martial Lore +4 [5 ranks, -1 Int]
Sense Motive +8 [5 ranks, +3 Dex]
Tumble +10 [5 ranks, +3 Dex, +2 Synergy]

Feats:
Improved Unarmed Strike (Bonus Feat)
Unnerving Calm (Human Bonus Feat)
Exotic Weapon Proficiency: Bastard Sword

Maneuvers (* indicates readied): Wind Stride, *Sapphire Nightmare Blade, *Counter Charge, *Mighty Throw, *Clinging Shadow Strike, Stone Bones, Wolf Fang Strike

Stances: Island of Blades, Stance of Clarity

Languages: Common

Equipment:
Masterwork Katana (335gp)
Wazishiki (10gp)
Chain Shirt (100gp)
Talisman of Concentration +2 (400gp)
Traveler's Clothes

Money: 165gp

Code of Honor:
Defend those beholden to me.
Repay all debts of coin and honor.
Never draw my blade in anger.
Hold no ideal above the lives of the innocent.

[/sblock]
 
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[sblock=mfrench]Name: Kenji Sato aka Phantom Walker
Race: Korobokuru; Gender: M; Height: 5'7"; Age: 19
Class: Beguiler ; Level:2 ; Weight: 141
XP: ; Alignment: Chaotic Neutral

Social Class: Thief
Home Town: Oriental Lands

Str: 8 (-1) [0points]
Dex: 14 (+2) [6points]
Con: 16 (+3) [10points]
Int: 16 (+3) [10points]
Wis: 10 (0) [2points]
Cha: 12 (+1) [4points]

AC: XX (10+2 dex+3 armor

HP: 16 HP (10 +6 con)

Initiative: +2

Speed: 30ft

Saving Throws:
Fortitude:
Reflex:
Will:

Attack:BAB +1

Skills: (6+3)x(4+1) Ranks 5/2


Feats:
Unarmed Strike

Class Features:



Equipment:
Masterwork Studded Leather Armor (10lbs),


Gold: 1,075

Carrying Capacity:
L.L= 26 lbs
M.L.= 27-53 lbs
H.L=54-80 lbs

Weight Carried: lbs[/sblock]
 

Amazing Triangle said:
Korobokuru . . . I will post a character sheet after I get the details of what you are thinking for the beguiler.
Apologies for putting this off for so long, I wasn't trying to ignore you. I would prefer that you keep the poison resistance and lose the darkvision. I just have this thing against darkvision, it's thrown around way too much IMHO. You would still have low-light vision. Trading K:nature for K:local is appropriate.
For background: [sblock=Amazing]The Korobokuru village of sits near the base of a waterfall on the eastern border of the Thunder Plateau. Though the town is permanent, the Kor, in general, are a race of nomads, so many townspeople stay for a few seasons at most. Many take their herds out to the plateau, or bring their flocks of sheep south into the mountains. After a few months of sedentary life, they pick up something else and move on. Traders regularly take skins, milk, cheese, etc. to the town of Hiruma Watch on the lake to the north, but the dignified people there don't treat the Kor with much respect. They often say that it is hard to distinguish between the goatherds and the goats, what with the traditional goatees and the iron stomachs (see, the poison resistance fits!).

Your beguiler, a little smarter and more refined than your average Kor, is more pleased with town life than the rough life of the trail. This, combined with the mistrust that his arcane gifts gave his people, brought him to Hiruma Watch, where he met with the scorn the Kor usually receive. As you said he could almost pass for human, I'd say that he is tall for his people, and probably keeps his distinctive facial hair in check, so that he can pass for a short human (maybe 5'1" or 2"). I'd also imagine that he is skilled at changing his accent and speech pattern.

Anyway, as he began to use his deceptions to take locals for all they were worth, he learned a harsh reality. The head of Hiruma House hates bandits and thieves. He is quite bloodthirsty when it comes down to it. Some local scallywags that you associated with were caught stealing from merchants in town to discuss terms for the local Shackling Festival that is a few months away. The poor sods were worried about losing their hands, until with relief they were sentenced to a full day of grave-digging. After they worked from sunup to sundown, they had to toss dead bandits into the graves they had made. Of course, there were still three graves left . . . which they were promptly deposited in themselves. As the heat has recently been turned up on you, you thought it might be a good time to head for a bigger town, and so are on the road to Katsuki Ford, the seat of power in the valley . . .[/sblock]
Whew, that was a lot! Take the parts you like, and leave out the rest.
 
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Attention Everybody!

I know that I've been flying by the seat of my pants with this so far, and there are lots of things I've yet to address. So I'm going to try to get some things codified here once and for all. If you've asked something that I've not answered, you might bring it back up again after this.

About scheduling: I am moving on Saturday, and then going out of town for Thanksgiving on Wednesday, so next week will be a slow week for me. I will try to get things set up so that you guys can have pairs of characters meet to start to get acclimated. The campaign will start in earnest at the start of December, when I originally planned. At that point I'd expect an average contribution of ~1 post/day. I won't be counting or anything, and you can certainly post in bursts, but with 7 PCs, I don't want you to get left in the dust or anything. For private correspondance, I check the account rage_of_achilleus*at*yahoo*dot*com fairly regularly.
[sblock=Threads]This is obviously the recruiting thread. I'd like to continue using this to hash out character ideas and rules questions until things are more set in stone.

Here is the OOC thread. Once a character is stamped with my approval, go ahead and post him there, and then the OOC discussion, questions, and commentary can be posted there. The first post there will have all the appropriate links.

Here is the Travellers' Prologue, where NMF and DrZ have a head start on us all! If you want to get your character involved at an appropriate spot, kindly request to do so here in 'recruitment' first. Also, would you guys mind if I started other character stories from other locations mixed in there, or would you prefer that I make new prologues?

The IC thread isn't up yet, but will be at the appropriate time. Links for it will be posted in OOC.[/sblock][sblock=Character building] As most of you know, you'll be starting with 2nd level characters for an E6 world. Stats are created on from a 32-point buy, using the guidelines from the DMG.
[sblock=Races and languages]
There is a Common trade tongue, which everyone starts with. The following are potential racial Bonus languages.

Eastern (former) Empire
Human (oriental) -- Ancient Imperial (mostly written)
Spirit Folk (from OA) -- Celestial

The 'Native Races'
Human (arabic) -- western tongue, Al-kabra
Shifter (from Eberron CS) -- Sylvan
Changeling (from Eberron CS) -- Abyssal
Korobokuru (stats for dwarf, only small, no darkvision, and Fav. Class = Barb.) -- Dwarven
Goliath (from Races of Stone) -- Giant[/sblock][sblock=Classes and Feats]We've been drawing material from lots of different sources in this regard. Beyond the Core books, here's what I'll include wholecloth for feats, with a few exceptions: Complete Arcane/Divine/Adventurer/Warrior; Oriental Adventures; Book of Nine Swords; PHB II. Anything outside that you should run by me, and you might have to give me an overview.

I'm going to start with everyone receiving Improved Unarmed Strike. If you don't want it for your character, I will work something out with you.

For classes, PrCs, and exotic equipment, run things by me. I want to find the best crunch to meet the character idea that you want to play. I'm all about making the rules work for you and not vice versa.[/sblock][sblock=Alignment and Honor: Important!]First of all, just include alignment for the purpose of quickly explaining your character's tendancies, plus it is so ingrained in people that they do it anyway. Just know that there are no Detect spells, etc. for alignment.

The taint rules will basically be used as written. I'm considering making either Changelings or Warlocks immune to taint, I'd welcome any input.

I'm not completely happy with the Honor rules as posted, but I think that Personal Codes have a huge part to play in a campaign with this flavor. So, I'm doing this:
Each character must have an explicit code in his char sheet. It can be simple (as per the Don't Tread on Me code in the link below) or complex (as per the Bushido, Omerta, or Thieves' codes), but you will be held to it per the Honor score/effects table here. I will try to arbitrate the points based on your sticking to your character's code, and I'd like player input on this. If you notice another player RPing his code really well, please note it in the OOC thread, or drop me an e-mail if you prefer anonymity.

I will try to help you build your personal codes as well.[/sblock][sblock=Death and Resolve]Conviction
Player Characters have a pool of Conviction (or Chi, or Focus, or whatever we should call it), which function sort of like Action Points. All PCs get 6 Conviction. Conviction is replenished as HP: you recover you level in Conviction whenever the party has a night of complete rest.

Conviction can be used in the following ways:
Cost Result
1 Add 1d6 to any D20 roll*
1 Roll any other (non-D20) roll, taking the highest*
2 Take an extra move-equivalent action @
3 Take an extra standard action @
* Declare before any roll
@ On your turn only

The Death Flag
The death flag is designed for campaigns where characters can't come back from the dead (like E6!). This lets those campaigns get rid of random lethality without eliminating death altogether as a possibility. This is done with a change in the "social contract" between players and GM. Whereas in standard D&D the player is at the mercy of the DM and the rules, with the death flag the player decides when the stakes of a conflict are life and death.

As an Immediate action, a player character can choose to raise his Death Flag and gain 6 Conviction instantly (even if this brings their total Conviction pool above 6).

When the death flag is raised, the normal rules for death apply. If the death flag has not been raised, then the character, if killed, is treated as reducing the player character to 1 hit point above death. The Death Flag can be lowered by spending 6 Conviction as an Immediate Action.[/sblock][sblock=Dice Rolling / Timing Out]I will offer players two options on dice: roll at invisiblecastle.com or let me roll for you. If you roll an attack, roll damage at the same time just in case to cut down on posts. If you want to spend Conviction, make this clear before you (or I) roll.

If a player goes MIA (especially in combat), I will ask for you in the OOC thread, but eventually I will just make you delay or 'NPC' you until you are located. I understand (as I'm sure that you all do) that RL sometimes gets in the way of online games, and we'll just try and make this work out reasonably for everyone involved.

This is my first PbP, so I will entertain any suggestion that more seasoned veterans have when it comes to administrative issues like this.[/sblock]Please pick a color for when your character speaks out loud, and post it below. This makes quoting much easier in game.

One of the coolest parts about the Kung Fu genre is the fighting styles: "My Spinning Back-Kick Weasel-Fu will destroy you Sleeping Monkey Hates the Sun defense". Feel free to make up your characters signature style and moves. (please make them slightly more serious than these examples).
 
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Lorthanoth said:
Old Master Chen . . .
Would you allow chopsticks as a simple weapon that did 1d3 damage?
Sure, I'm all about the chop sticks. Do you want Imp. Un. Strike? It's fine if you do, but I think it would be hilarious to have a familiar instead, who's been with you through the multiple level gains/drops, with him getting smarter/dumber all the while!
 


Ancient History said:
mfrench,

I've got a small history for Yao Hsin, but this is my first pbp game. How do I submit it with hidden text? Thanks.

(sblock) The hidden text goes here (/sblock)
Only instead of (), use []. It took me a while to learn that.

I'm looking forward to getting your character involved in the campaign's history! I'll try to expand whatever you send, and we'll just work from there.
 

The Cast, almost done

Yao Hsin -- changeling warlock 2, played by Ancient History
Old Master Chen -- human wu jen 2, played by Lorthanoth
Sen -- human ninja 2, played by OnlytheStrong
Li -- shifter monk 2, played by DrZombie
Kimura Ryo -- human swordsage 2, played by Nac Mac Feegle
Otaru Shenga -- spirit folk shugenja 2, played by Bento
Kenji Sato -- korobokuru beguiler 2, played by Amazing Triangle

Claim your color so that I can post it here!

This is working out to be a lot of fun. Your character ideas are very rich. I'm really excited to get this thing rolling in December.
 
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