Joshua Dyal said:
Abilities:
Strength: 16 (+3)
Dexterity: 12 (+1)
Constitution: 16 (+3)
Intelligence: 8 (-1)
Wisdom: 14 (+2)
Charisma: 8 (-1)
10 + 3 (dex) + 3 (CDB) = 16 ORJoshua Dyal said:Armor Class: 18 = 10 + 1 (dex) + 4 (chain shirt) + 3 (Class Defense Bonus)
5 + level/2 rounded down (at level 1, this means 5)Joshua Dyal said:Action Points: ? How many do we start with?
or Reflex: +5 = +3 (dex) +2 baseJosha Dyal said:Saves:
Reflex: +3 = +1 (dex) +2 base
Skills (plus point for language) are appropriate.Joshua Dyal said:Skills (only ranked ones noted):
This looks great, just work 'eezer to either of the hooks provided. It will be easy to work with and expand on the past of as needed. I'm looking forward to getting started!Joshua Dyal said:'eezer Goode served for a short while with the Breland military in the Scout Corps in the last days of the war. His feral nature and unfriendly demeanor served him fine in the war, but after it ended, he was quick to find himself booted out with little more than a "thank you for your service."
Not knowing what else to do with his life, he wandered to Sharn (or wherever we're starting) and ended up falling in with a somewhat rough crowd of disaffected young former soldiers, where he sampled a fair amount of dreamlily and other questionable substances. As the financial state of his current habits started hitting home to him, he was able to drag himself out to look for whatever work he could find, which usually (given his personality and skills) ended up being security, tracking, and other more "adventurous" tasks. Seeing that he could keep relatively steady work of this kind going, he settled into a slightly more responsible routine. Which means, of course, that he works hung-over instead of drunk or high.
'eezer is a large and embittered shifter; bulky and hairy. Imagine Sabertooth from the first X-men movie (or better yet, some of the drawings of the guy from the Uncanny X-Men -- I've got one attached), but not so pale-skinned or blond; 'eezer is darkly tanned and has fairly dark brown hair, with yellow wolf-like eyes. Naturally, he doesn't wear cheesy yellow spandex; 'eezer wears thick dark brown wool trousers -- very baggy but gathered and tied in puttees that cover his lower legs. Soft yet tough buckskin boots cover his feet, and his chain shirt covers a buckskin shirt as well. Over all, he has a dark green cloak; an inheritance from the Brelish Scout Corps, and it has a thin white embroidered strip along the edge noting his old company and troop.
I don't have any specific plans for character development; certainly there aren't any prestige classes I have in mind. I'll probably go with ranger and barbarian levels alternating for the foreseeable future.
Captain Tagon said:Another quick idea I had was that Kaestral met Aalin on the way to Sharn and befriended her. Possibly he thought she wasn't ready to be out in the world on her own and has decided to "shepherd" her or some such, all the while still trying to play the convincing rogue to everyone else.
Actually not -- both of those 8s were 10s before modification by racial ability score modifiers.adamantineangel said:8 (0) + 8 (0) + 12 (4) + 14 (6) + 16 (10) + 16 (10) = 30, two more points to spend!
Sounds like a lot of work for you, either way. I don't mind a split group though I'm not sure what you mean by it...do you mean two separate adventures? Or would you plan on bringing us together later?adamantineangel said:What would everyone think of a split group at this point?
Not meIs there anyone that's become uninterested at this point? (Not that I'm pushing that)
There is a tine missing in my fine toothed comb. Okay, then, almost done!Joshua Dyal said:Actually not -- both of those 8s were 10s before modification by racial ability score modifiers.
I basically mean two different threads, in a consistent world. But the more I think about it, that means more difficulty for when the groups get together (e.g. when one group is in place A may be a week after when group B arrives, and I wouldn't have resolved that yet @_@)eabha said:Sounds like a lot of work for you, either way. I don't mind a split group though I'm not sure what you mean by it...do you mean two separate adventures? Or would you plan on bringing us together later?
I find a total of 48 lbs (8 of which should be ignored as the weight of your 'outfit' doesn't count against your encumbrance). How much is the weight of your coin? Does it total 3 pounds or less? If so, then this is a light load.nonamazing said:Velious ir'Mendyrian
Gear: (total value = 350 gp / total weight = 56 lb. [medium load])
The livewood is approved for flavor and the possible ability for me to bring in an NPC. As for oaths, you could (eventually) swear to protect innocent minds from ravage, to shun fame, to direct glory to the undying host, to bring elves to your religion at all costs, etc.nonamazing said:3 Aerenal minted platinum coins
13 Brelish gold pieces
60 Brelish silver pieces
Note: The livewood items don't do anything special--they're more for flavor--but they are kind of expensive. The only questionable thing would be his mask--a very minor magic item. I was hoping I might use the Right of Counsel feat as an explanation of his higher than normal resources. If not, however, I can always get rid of the magical property of the mask.
The oaths are an optional thing I decided to add to make the character a more interesting. If anyone has any ideas for more oaths or vows that Veilous could take, please let me know. I was thinking that at level two he might take an oath to never accept a reward for any good deeds he does.
Looks great, no problems.Eluvan said:Malthian Lockwood
Just don't forget that the weight that counts toward your encumbrance doesn't include the clothes.eabha said:Aalin Ranohrel
Gear (total value: 88gp / total weight: 24.5lb.):
Travelling clothes (1gp, 5lb.)
Seems like we have three characters where disease is a starting point. I'll need to create this wasting disease and include it in my story.eabha said:Though he was clearly advancing in age, Maril had always seemed healthy and strong. So it was a shock to Aalin when, after a minor accident in the shop, her master fell ill. Local healing and Maril’s own skill with magic were not enough to overcome the infection, which continued to spread. Maril eventually died.