Call to the Four Lands - OCC

coolness! Maybe I need to work up a couple more 4E characters and jump in myself! DMing 4E is great, but I want to PLAY too! And you're just not getting my Gorlin Harlox the Dwarf Cleric into your 4E action fast enough! :p

Hey, it's not my fault you took powers from a source that wasn't approved until two days ago. I even set-up your PC as you originally had it. Now I've got to go back in and re-do it...thanks ;)

Besides I just sent you an e-mail and you'll be playing your cleric within the week.
 

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Hey, it's not my fault you took powers from a source that wasn't approved until two days ago. I even set-up your PC as you originally had it. Now I've got to go back in and re-do it...thanks ;)

Besides I just sent you an e-mail and you'll be playing your cleric within the week.


Look at you go, Ryan! I think you should DM two or three more games around here.
 

I currently DM 5.... not sure my fragile little mind can handle any more. I've got 2 LEW, 1 LEB, the Pathfinder one and RHOD. I find that the RHoD takes the most time, probably more than the 3 4e ones combined (at least during combat with spellcasters).

Covaithe already told me I'm not allowed to run any more games. He was worried about me. I told him I was an addict...I have a problem...I'm a PbP-addict
 

Starting September 20, 2009

The Marshall's

This game is set in the borderlands. The party has been recruited by the "Lord of the North" Duke Northwarden to answer the constant criminal activity in the Unclaimed lands. To this effect he has called for 150 stalwart adventures to form in 30 squads of five to travel thru the unclaimed lands.dispensing justice, mapping, and restablishing contact with the rumored villages to be found there.

The party will start at 7th level and will be confined to 5 players....players will have a standard 32 point buy for abilities. Gold will be limited to 3000 gold pieces and each member may have three magic items with a total gold piece value not to exceed 20k. PC's will be selected based upon their appeal to me.
this is a 3.5 game...please keep it simple no very obscure classes etc...

JA


Definitely interested. Initial thoughts are for a druid, they seem like they'd be excellent in this type of setting.
 

I'd try actual marshal if allowed? It's from miniatures handbook (I know, not one of favorite sources)...details following. I'd try spellthief, but I'm afraid it'd be too limited in scope (esp if we have dedicated rogue in the party)
 


As I noted in the other thead, was thinking scout or scout/ranger, maybe scout/fighter.

Ryan, you may want to ask JA for any catches playing druids. I believe they are generally considered similar to wizards in his campaign setting, at least in the Valley of the Light. They may be better accepted in the north.
 



PC for "The Marshalls" campaign

Still in process, but mostly done.

[sblock=Cole McKenna, Scout 5/Range 2]
Cole McKenna
Neutral Human Scout 5/Ranger 2
XPs:
[sblock=Experience Tracker]

[/sblock]

Age: 25
Gender: Male
Height: 6'
Weight: 12 stone
Eyes: Blue
Hair: Auburn, often washed with lime
Skin: Fair

STR: 14 [+2] (6 points)
DEX: 17 [+3] (10 points, +1 level advancement)
CON: 14 [+2] (6 points)
INT: 14 [+2] (6 points)
WIS: 10 [+0] (2 points)
CHA: 10 [+0] (2 points)

HP:
Armor Class: 19 (10 base + 3 dex + 1 dodge feat + 4 armor + 1 shield)
Damage Reduction: 1 (sturdy armor)
Initiative: +5 (+3 dex, +2 equipment)
BAB: +5
Attacks:
- Ranged: +8
--- Longbow
- Melee: +7
--- Longsword


Speed: 40’

FORT: +6 (4 base + 2 con)
REFL: +10 (7 base + 3 dex)
WILL: +1 (1 base + 0 wis)

Abilities:
- Human Bonus Feat
- Human Bonus Skill Points
- Skirmish (+2d6, +1 AC)
- Trapfinding
- Battle Fortitude +1
- Uncanny Dodge
- Fast Movement +10'
- Trackless Step
- Bonus Feat
- Evasion
- Favored Enemy: Humanoid (Goblinoid)
- Track
- Wild Empathy
- Combat Style: Archery (Rapid Shot)


Feats:
1st Level
- Dodge
- Point Blank Shot (Human Bonus)

3rd Level
- Precise Shot
5th Level
- Weapon Focus: Composite Longbow
6th Level
- PENDING[/size]

Skills:
Balance +10 (5 ranks, +3 dex, +2 "synergy")
Climb +11 (7 ranks, +2 str, +2 equipment)
Escape Artist +5 (2 ranks, +3 dex)
Hide +15 (10 ranks, +3 dex, +2 equipment)
Jump +10 (6 ranks, +2 str, +2 "synergy")
Knowledge: dungeoneering +3 (1 ranks, +2 int)
Knowledge: geography +7 (5 ranks, +2 int)
Knowledge: nature +7 (5 ranks, +2 int)
Listen +10 (10 ranks, +0 wis)
Move Silently +15 (10 ranks, +3 dex, +2 equipment)
Ride +5 (2 ranks, +3 dex)
Search +10 (8 ranks, +2 int)
Sense Motive +2 (2 ranks, +0 wis)
Spot +10 (10 ranks, +0 wis)
Survival +12 (10 ranks, +0 wis, +2 "synergy")
Swim +7 (5 ranks, +2 str)
Tumble +10 (5 ranks, +3 dex, +2 "synergy")
Use Rope +4 (1 rank, +3 dex)


Languages:
- Common/Trade Tongue
- Northern Gaulic
- Northern Illum
- Goblin (1 skill point)


Equipment:
Armor & Shield
- Chainshirt (masterwork: mastercraft x2, thick, balanced, 900gp)
- Buckler (excellent: mastercraft, balanced, 160gp)

Melee weapons
- Longsword
- Handaxe

Ranged weapons
- Composite Longbow
-

Mundane equipment
- Explorers Outfit
- Boots (excellent, +1 move silently, +1 to hide, 150gp)
- Cloak (excellent, +1 move silently, +1 to hide, 150gp)
- Backpack (2gp, 2lb)
--- Bedroll (1sp, 5lb)
--- Waterskin (1gp, 4lb)
--- Trail rations, 3 days (15sp, 3lb)
--- 2 Sacks (2sp, 1lb)
--- 3 Torches (3cp, 3lb)
--- Climbing Kit
- Beltpouch (1gp, 1/2lb)
--- Flint & steel (1gp, 0lb)

Weight Carried:
Remaining money:

Description
Cole is a trim, athletic man in his mid-twenties. He keeps his hair short, as it is easier to manage in the field, sometimes washing it with lime to make himself look more fierce. He is tatooed with woad; both this and his hair are tradional trappings of his clan.

Cole dresses simply, in durable, loose clothes that allow him plenty of freedom to move. He dresses in natural colors, to better blend with the woodlands that he is accustomed to hunting in. He wears little armor; a finely crafted chain shirt, and a steel buckler. He carries his longbow everywhere, and keeps a longsword and handaxe belted to his waist.


[sblock=Credit]Credit to Wenm at DeviantArt[/sblock]

Personality & Background
Cole is a man that has seen much in his lifetime. Orignally a hunter from the far northern
village of Skeoch, Cole returned home one cold autumn evening to find his village burning and his kinsmen being slaughtered...the work of goblin warg riders from the Northlands. Knowing that he must do something, the youth showed incredible courage, and attacked the enemy, launching arrow after arrow from the cover of the woods. Soon enough, though, the goblins closed in on him, and Cole certainly would have met his end that day, had not a company of Brotherhood warriors appeared.

The Brotherhood slew many of the goblins, throwing their ranks into disarray, and forcing them to flee north. The company's captain, noting several of the goblins had been slain by Cole's arrows, offered the young archer a place in the company, and the chance for retribution. The company hunted down and destroyed the goblins, with Cole helping as best he might. After that, and with no home to return to, Cole made his new home among the warriors of the Brotherhood. From them he learned the lay of the land, combat, and other skills. He proved himself invaluable to them as a scout, able to spy upon enemy movements, and spot an ambush.[/sblock]
 
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