BrOp's Age of Worms Adventure Path (OOC)

Bront

The man with the probe
Ok, so far, we have a Warlock, a Wizard, an Artifacer (stats Pending), a Ranger (archer), and a Rogue.

We have another Rogue and a Cleric also proposed.

We need one more fighter type, preferably a frontliner. Especialy because we're missing any sort of frontliner at the moment.

BTW, since we're starting at first, I think it might be a good idea to post your vision of where you want to go. In case you plan on multi-classing at some point. Might help give a clearer vision.

Edit: I'll likely finagle a point into KN: Local. Probably tonight.
 

log in or register to remove this ad

Erekose13

Explorer
I trying to tie a human psychic warrior in with the group and I am having trouble working on a background. Here are a couple of ideas and my thoughts.

Kerwyn Renegal:

Idea: an ex-Cyran who fought during the last war. lost everything an followed the rest of his ex-pats to Breland. with the tragedies of the war he is trying to get away from his memories and take up life in a small farming community. he hasnt been able to make a go of it because of post war trauma and falls in with the young adventurers as a grizzled depressing ex-soldier who is somewhat suicidal.
Thoughts: really depressing to play.

Idea: recently returned from a monastery in Adar where he trained with Kalashtar psychic warriors. Young, yet wise beyond his age, he has returned to his place of birth following prophetic visions of ...
Thoughts: more interesting character, but the idea hasnt really coalesced yet.

Idea: House Orien dragonmarked scion of the family, born in Diamond Lake to a distant and unknown branch of the house. Joins his friends on quests, yet has had little contact with the house. Perhaps encounters in the future will lead him to his extended family and his destiny.
Thoughts: ties directly to setting, just thought of this one :)

Any help is appreciated, as I would like to make this character more than just a fun line of stats to play, which he currently is in my head.
 

Erekose13 said:
I trying to tie a human psychic warrior in with the group and I am having trouble working on a background. Here are a couple of ideas and my thoughts.

Kerwyn Renegal:

Idea: an ex-Cyran who fought during the last war. lost everything an followed the rest of his ex-pats to Breland. with the tragedies of the war he is trying to get away from his memories and take up life in a small farming community. he hasnt been able to make a go of it because of post war trauma and falls in with the young adventurers as a grizzled depressing ex-soldier who is somewhat suicidal.
Thoughts: really depressing to play.

Idea: recently returned from a monastery in Adar where he trained with Kalashtar psychic warriors. Young, yet wise beyond his age, he has returned to his place of birth following prophetic visions of ...
Thoughts: more interesting character, but the idea hasnt really coalesced yet.

Idea: House Orien dragonmarked scion of the family, born in Diamond Lake to a distant and unknown branch of the house. Joins his friends on quests, yet has had little contact with the house. Perhaps encounters in the future will lead him to his extended family and his destiny.
Thoughts: ties directly to setting, just thought of this one :)

Any help is appreciated, as I would like to make this character more than just a fun line of stats to play, which he currently is in my head.
Well, you should play whomever you will have more fun developing as a character, but I like the House Orien concept :)
 

Someone

Adventurer
Hmmm... seems that warlocks have knowledge: the planes as class skill, but not knowledge: local. For them, it´s easier to know what´s going on in Shavarat than in the towm´s square. I´ll see what I can do.
 

Erekose13

Explorer
Kerwin Renegal; human psychic warrior 1; HD 1d8+1, hp 9; Init +2; Speed 30'; AC 16 (+4 armor, +2 dex), flat-footed 14, touch 12; Bab +0, Grapple +3; Atk +3 melee (2d4+4, spiked chain) or +2 ranged (1d6, shortbow); Reach 10'; SA psionics; AL LG; Fort +3, Ref +2, Will +2; Str 16, Dex 14, Con 12, Int 12, Wis 14, Cha 10.

Skills and Feats: Concentration +5 (4), Knowledge (psionics) +2 (1), Search +3 (2), Ride +3 (1), Climb +3 (2), Swim +1 (2), Jump +3 (2), Knowledge (local) +2 (1cc); Stand Still, Exotic Proficiency (spiked chain), Least Dragonmark (Mark of Passage, dimensional leap 1/day).

Powers: 1pp
1st: Metaphysical Weapon.

Equipment: Spiked Chain, Chain Shirt, Short Bow, 20 arrows, backpack, map case, flint and steel, silk rope, 5 torches, waterskin, 5 rations, traveler's outfit, 2 belt pouches, 24gp, 4sp, 5cp.

Description: tba

Personality: tba

History: tba

House Orien it is :)
 
Last edited:

lotuseater

First Post
well, thanks to the encouragement, here's my dwarf. one note. i've never played in eberron before, so i only know the basics. i hope that won't be a problem. assuming i am part of the group, i will head out and get the eberron campaign setting as soon as we get started. but to start, my original concept is based on being a cleric of kord. what's the eberron equivilant?

in any case, i think i've created a background that will fit in nicely with some of the other characters. of course my concept is begging for someone to step up and play a gnome.


Mulch Longbeard
Male Dwarf
Cleric
Domain: Luck Strength
Chaotic Good
Age: 43
4'4, 178
Brown Eyes, Black Hair


STR 15 +2
DEX 10 0
CON 16 +3
INT 10 0
WIS 16 +3
CHA 10 +0

HP 11
AC 14 T 10 FF 14

Speed 20'

Languages: Dwarf, Gnome, Common

Feats:
Martial Weapon Proficiency (Greatsword)


Skills (Ability/Ranks/Other)
Craft-Alchemy +2 (0/2/0)
Disable Device +1 (0/1/0)
Speak Language (gnome) +1 (0/1/0)
Use Magical Device +1 (0/1/0))


Saves: (Base/Ability/Other)
FORT +5 (+2/+3/0)
REF 0 (+0/0/0)
WILL +5 (+2/+3/0)

BASE ATTACK BONUS +0

Greatsword +2/ 2d6+3/ 19-20/x2
Dart(Thrown) +0/ 1d4+2/ 20/x2

Scale Mail
Great Sword
Artisan's Outfit
Torches (10)
Backpack
Waterskin
Pouch
Bedroll
Alchemist's Fire (2 flasks)
Thunderstone
Darts (5)
Spell Component Pouch

Total Weight Carried: 68 lbs
Gold: 17.3

Domain abilities:
Luck: You have good fortune, useable once per day. When you use this ability, you may reroll any one roll that you have just made. You must abide by the new roll.

Strength: You can perform a feat of strength once per day, adding +1 to your Strength score for one round as a free action.

Spells prepared:
Guidance
Resistance
Virtue

Obscuring Mist
Shield of Faith
Enlarge Person


Turns Attempts per day: 3


Mulch has been banished from his clan, because even at an early age, he could never conform to the strict laws of his brethren. His chaotic ways brought him into constant conflict with those around him. He strongly believes that goodness and mercy must always outweight any consideration for the law. He considers himself a champion of the weak and unfortunate, and is always ready to do battle for the less fortunate. --(He found his religious calling early in life, and was immediately drawn to Kord as his diety.)--

After being exiled while still a youth, he travelled the countryside until finding a home among a group of gnomes living in Diamond Lake, whose temperment better fit his own believes. He spent several years among them, and was trained in Alchemy. He adopted many gnome customs, learned their language, and was even given his name by them, having been stripped of his birth name. Although among the gnomes he is known as Longbeard, his facial hair is actually quite thin for his race. People who meet him always comment that for a dwarf, he is actually quite personable. His short presence is a formidible one, though in truth he is quite gentle unless roused to a fight.

Mulch can be quite mischievous, despite having reached young adulthood. Many people comment that he often is more of a gnome than most gnomes. He even shares their thirst for all things mechanical and chemical. In fact, the only thing that can keep his short attention span are mechanical gadgets and the like. Otherwise, he is always goofing off, playing practical jokes and making fun with his friends. He is especially popular with the young people of Diamond Lake, as he's always setting off fireworks and willing to play games.
 

Knight Otu

First Post
Well, Kord does not exist in Eberron. A deity that fits the idea would be Dol Dorn, who has the Chaos, Good, Strength and War domains, favored weapon longsword. Another idea would be following the whole Sovereign Host pantheon (granting access to most domains), of which Dol Dorn is a part of.
 


Knight Otu

First Post
A quick question: Did the Last War ever touch Diamond Lake in "our" time? IIRC Sharn wasn't really openly touched except by an attack by sea, and Diamond Lake is somewhat close. Of course, that's no guaranty.
 

Candide

First Post
I was thinking of multiclassing Pak with Psion(egoist). He has an interest in psionics, and the idea of changing the body goes rather well with my concept too. Other than that, I'm not sure. I'd to see how the group does for a few adventures before setting anything into stone.
 

Knight Otu

First Post
What I have so far. I guess there'll be changes to improve the character.

Meldain, Chaotic Neutral Human
Medium Humanoid (Human), Rogue 1

Age:
17 years
Height: 6'2''
Weight: 152 lb

Speed: 35 ft.
HD: 1d6+1 (Rogue)
HP: 7 hp

Str: 11 [3] (+0)
Dex: 17 [13] (+3)
Con: 12 [4] (+1)
Int: 15 [8] (+2)
Wis: 8 [0] (-1)
Cha: 12 [4] (+1)

Base Attack: +0 (+0 Rogue)
Grapple: +0 (+0 BAB, +0 Str)

AC: 14/15 (+3 Dex, +1 armor/+1 dodge)
Initiative: +3 (+3 Dex)
Fort +1 [+0 Rogue, +1 Con]
Ref +5 [+2 Rogue, +3 Dex]
Will -1 [+0 Rogue, -1 Wis]
Action Points: 5
Patron Deity: Would be Olladra, if he cared enough to learn more about the gods.

Attacks
Club +0 melee; 1d6 bludgeoning; x2
Club +3 ranged; 1d6 bludgeoning; x2
Dagger +0 melee; 1d4 piercing or slashing; 19-20/x2; Range Increment 10 ft.
Dagger +3 ranged; 1d4 piercing or slashing; 19-20/x2; Range Increment 10 ft.

Skills: 44 [Rogue]

Balance +5 [2 Rogue, +3 Dex]
Bluff +5 [4 Rogue, +1 Cha]
Climb +4 [4 Rogue, +0 Str]
Disguise +2 [1 Rogue, +1 Cha]
Escape Artist +4 [1 Rogue, +3 Dex]
Gather Information +2 [1 Rogue, +1 Cha]
Hide +7 [4 Rogue, +3 Dex]
Jump +4 [4 Rogue, +0 Str]
Knowledge (local) +4 [2 Rogue, +2 Int]
Listen +1 [2 Rogue, -1 Wis]
Move Silently +7 [4 Rogue, +3 Dex]
Open Lock +5 [2 Rogue, +3 Dex]
Search +6 [4 Rogue, +2 Int]
Sense Motive +1 [2 Rogue, -1 Wis]
Sleight of Hand +5 [2 Rogue, +3 Dex]
Spot +1 [2 Rogue, -1 Wis]
Swim +1 [1 Rogue, +0 Str]
Tumble +5 [1 Rogue, +3 Dex]
Use Rope +5 [1 Rogue, +3 Dex]

Feats: Dash, Dodge

Special Abilities: Sneak Attack +1d6, Trapfinding

Equipment: Backpack (2 gp, 2 lb), bedroll (1 sp, 5 lb), 6 daggers (12 gp, 6 lb.), club (0 gp, 3 lb), padded armor (5 gp, 10 lb.), peasant's outfit (-, -), waterskin (1 gp, 4 lb), trail rations x2 (1 gp, 2 lb), common lamp (1 sp, 1 lb), 1 pint of oil (1 sp, 1 lb),
Load: 34 lb.
Carrying Capacity: 38/76/115 lb.
178 gp 8 sp in coins.

Languages known: Common, Dwarven, Elven

Description: A tall and thin young man, Meldain, has long black hair and blue eyes. While he usually wears the common local clothing, he also obtained a padded armor he sometimes wears when he anticipates more trouble than usual. His eyes twinkle with hunger for action.

Background: Meldain has a reputation as a local troublemaker – a reputation that is well deserved. He is overconfident, and likes to play tricks on people, sometimes showing up where he shouldn't. As a result, Meldain has learned to rely on his speed and swiftness when he is being chased once again.
He considers himself a charming guy, and believes he could win anyone over after playing a trick on them. He is also quite certain the girls in town love him, despite plenty of evidence against it.
Meldain, being the only child in his family, and losing his father to the Last War at a young age, formed closer bonds to his friends than to his mother, especially to the changeling Pak and the dwarf Mulch.
As his thrillseeking has sometimes led him outside of Diamond Lake, Meldain has learned the value of being armed, but he sees no value in getting any of the more martial weapons, such as crossbows, and keeps to daggers and a club.

 

D20Dazza

Explorer
I was planning on some Knowledge (local or Breland) that I pick up from my subscription to the Sharn Inquisitive, at least that was the reason for the subscription. Maye it should be a diffeent rag with more of a focus on the whole of Breland rather than just Sharn??

Cheers

Daz
 

Captain Tagon

First Post
Code:
Kellian, Neutral Good Shifter
Medium Humanoid (Shapechanger), Barbarian1

Age: 17 years
Height: 5'9”
Weight:  194lb

Speed: 40ft.
HD: 1d12+2 (Rogue)
HP: 14 hp

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

Base Attack: +1
Grapple: +3 (+1 BAB, +2 Str)

AC: 16  (+3 Dex, +3 armor –1 Armor Check Penalty)
Initiative: +3 (+3 Dex)
Fort +4 [+2 Barbarian, +2 Con]
Ref +3 [+0 Barbarian, +3 Dex]
Will +1 [+0 Barbarian, +1 Wis]
Action Points: 5
Patron Deity: Sovereign Host (Balinor) 

Attacks
Great Axe +3 1d12+3 x3 Slashing
Warhammer +3 1d8+2 x3 Bludgeoning 
Shortbow +4 1d6 x3 60 ft range

Skills: 20 [Barbarian]

Balance  +5 (+3 Dex +2 Racial Bonus)
Climb  +6 (2 Ranks +2 Str +2 Racial Bonus)
Intimidate +4 (4 Ranks +0 Cha)
Jump +6 (2 Ranks +2 Str +2 Racial Bonus)
Knowledge (local) +2 (1 Rank that cost two points, +1 Int)
Listen  +3 (2 Ranks +1 Wis)
Read/Write Languages (2 points to be literate)
Survival +5 (4 Ranks +1 Wis)
Swim +4 (2 Ranks +2 Str)

 
Feats: Healing Factor, Simple and Martial Weapons Proficiency, Light and Medium Armor Proficiency, Shields Proficiency (except tower shields)

Special Abilities: Shifting (Wildhunt), Low-Light Vision, +2 to Balance, Climb, and Jump checks, Fast Movement, Rage 1/day

Equipment: Greataxe (12 lb), Short Bow (2 lb), 20 Arrows (3 lb), Warhammer (5 lb), Studded Leather Armor (20 lb), Backpack (2 lb) Bedroll (5 lb), Flint and Steel, 4 Day’s Rations (2 lb), 50 ft silk rope (5 lb), Waterskin (4 lb), Soap (2 lb)
Load: 62 lb. (Bedroll, Flint and Steel, Rations, Rope, and Soap all in backpack for easy dropping)

Carrying Capacity: 58/116/175 lb.
 54gp 9 sp

Languages known: Common, Sylvan (Spent two points to gain literacy)

Description: Short and powerfully built Kellion has the look out of someone’s dreams. Or nightmares. While he is somewhat handsome, even by human standards, his bestial and fierce nature exudes enough that people tend to star clear. Unlike most Shifters however, Kellion does make some effort to keep himself clean and well groomed. He has flashing green eyes and deep reddish fur covering most of his body.

Background: Kellion, Kell to friends, is the older child of one of the few Shifter families living in Diamond Lake. He was fairly close with the other members of his generation in the town especially Pak and Zan. Kellion was smart enough to at least somewhat follow the conversations the two and he had about magic even if his intelligence in no way matched his Changeling friends’. Still, Kellion was the one who was strong enough to stand up to anyone who felt like picking on the two siblings. When Zan went away Kellion was sad but instead focused on his combat skills, traveling around with his father and some family friends to do some hunting. They had a few brief run-ins with goblinoids but Kellion is still relatively inexperienced in combat. He returned to Diamond Lake shortly before his friend did. Back home for this short time Kell been seeking odd jobs, offering himself as a guide/bodyguard to anyone in the area that needs to travel.


Planned Growth:
[sblock]Split between Barb/Ranger for a while. Not sure the exact split yet but probably leaning towards Ranger. Eventually grabbing the Weretouched Master PrC with the Bear alternate form[/sblock]
 
Last edited:

Erekose13

Explorer
Looks like atleast 9 rough character ideas. I am not too clear on which way I want to go, so I think I will bow out now before Branding Opportunity is forced to leave one of these great characters out. Everyone enjoy the game!
 

Bront

The man with the probe
So we have 2 Rogues (one leaning towards Egoist as a second class), a Warlock, a Wizard, an Artifacer (Stats Pending), A Ranger (Archer), A Cleric, and A Barb. We're sort of lacking a tank (thought the Cleric should be good, it's a dwarf). If you're willing to take 9, the Psi Warrior would give us another frontliner.

BTW, technicaly the favored weapon of the Sovern Host or Dol Dorn is the longsword, but I know I've been in other games were that's been a bit more flexable depending on the culture. You can probably get away with the Dwarven War Axe since it's a cultural weapon.
 

Candide

First Post
Knight Otu, yes I think it would be great if Meldain and Pak got into a great many mischevious happenings. But we both know the girls in town love Pak. Or who Pak is at the time. :p

It also seems we have quite the interesting group too.
 

Bront

The man with the probe
FYI Candide, Str penalties carry over to damage with bows. You might want to either up your strength by 2 or use a light crossbow.
 



Candide

First Post
FAH! A pox on bows! Changed damage to 1d6-1. Crossbows are heavier, and more costly. I'm close to Medium load, and I can't have that happening. And Pak would try to cut corners as a lot. He likes having a fair amount of coin on him. He lives by the proverb "Why sleep on the ground when their is an inn near by? Why eat rations when their is a restaurant near".

EDIT: sorry for the double post
 

Level Up: Advanced 5th Edition Starter Box

An Advertisement

Advertisement4

Top