Keeping the blade [OOC]

stonegod said:
The game is for 12th level, not 19th, last I checked. "Special" agent indeed. ;)

I believe it is in Sharn: City of Towers, not Five Nations.
Just detailing out the entire build. I have a habit of building a character with all twenty levels in mind. Bad habit I guess. At start of the game the character will be 10 / 2.

Ah - Yes City of Towers is the correct splat book. My oversight.

-Blood
 

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Ok, I've had a bit of thought about the Alienist I've proposed above, more specifically about her race. It works as a standard race (human, halfling etc, almost any PHB race would do).

But being a bit more creative, I like the idea that she's grown up fostered in the city , and she feels an almost empathic connection for the pseudonatural since her kind are naturally from another realm/plane etc herself.

Now I simply don't know enough about extra-planar races etc to know what's suitable and playable. My first thoughts are Tiefling (is this in the MM?), but if anyone's got bright ideas to fit with the concept, I'm open to suggestion.
 

The 'core' Planetouched races are Tiefling and Aasimar. Genasi are also widely used enough to probably be considered 'sort of core' by most. I think thematically, a tiefling makes more sense though. An aasimar, associated with celestials, normally wouldn't look past the Upper Planes for buddies...and if he Fell, he'd be frolicking with demons and such.

A tiefling though...he may wish to avoid the Lower Planes, yet not feel "qualified" to call on celestials. Thus, being drawn to creatures that are BEYOND morality, who can't -understand- good or evil, let alone begin to judge someone...that makes sense.
 

A socially skilled bard could get into the castle in order to entertain the king and his court. She might be 'in place' and ready to spring into surprise action on some cue....or she herself might be figuring out a way to get the party 'tank' (if any) past the guards and castle fortifications.

My concept is a 12th level bard, choosing the feats that will most improve the bardic special abilities and skills (rather than an archer bard). This might be a better 5th character though, rather than 1 of the 4.
 


If there's still room I'd like to throw my hat into this, playing some combination of Urban ranger, fighter, and ex-assassin trying to make up for a checkered past with military service. Formerly evil and now neutral, I'm hoping to give him a full turn-around to good by the time you start the post-war portion.

What sort of homebrew setting will be played in, high or low magic? And Kysor is dominated by what kind of government? How about theif/assassin guilds in the Kysor?

And as far as mechanics go, are you allowing feats from players handbook two? How about the Urban Ranger or Thug Fighter variants?

Ideally, I'd like to try out a TN Human Urban Ranger 5/Thug Fighter 5/Assassin 2

Thug can be found on page 51 of Unearthed Arcana, and the Urban Ranger on page 55 of the same book.
 

Thanks Shayuri. Having looked at the brief Tiefling entry on wikipedia as well, they sound like they fit the concept at least.

Lonesoldier, what do you think? I quite appreciate that a Tiefling Alienist might be too... well alien, for the setting, and would happily adjust it, or submit another character if it is, but I do like the idea for this one though. Would it be suitable?
 


Okay, I have my character idea ready:

Sarava

Human Hexblade 12 [Archer]

[SBLOCK]"Luck is important, both good and bad, good for me, bad for you. Ever been in a major fight and your opponent trips at a poor moment and you manage to get the kill? Luck. Bad for him, good for you. Luck can change anything and everything, but you have to be aware of it and ready to change depending on your luck."
-Sarava

Sarava was born to a family that one wouldn't consider great, the child of a cheap prostitute and a gambler. His mother died when he was young due to a disease, but his father continued to live on. Luck, he was told early by his father, that's the only reason he lived. His father was what most would consider a poor gambler. He didn't understand people nor could he read them. Half the time he didn't even look at his cards when he played, but he still managed to live comfortably with his son. Sarava was told that he could never truly understood luck and should never attempt to. Live with it and let it flow. Take the opportunities luck provides.

Sarava, however, was not of the same temperament as his father and though he agreed on his father's points of luck, he tended to dislike playing cards and drinking. Instead, he combined his luck and his sly tongue to sell valuables, mainly jewelry and gems, to attractive ladies, a habit he was fond of.

Everything was good and his life fine until he was drafted into the army because of the war. He didn't understand how this could have taken him from his pleasant life, why his luck had turned on him. It took all his might to not focus on it and dwell on the reasons behind his draft and the war. Instead, he accepted his position and went to battle. His luck did not fail him and though he fought in many difficult battles, he survived when so many of his comrades had not.

When he met Calanthe in the middle of a desperate battle and they both managed to escape alive, he believed that his luck had steered him to be what was considered the love of his life. They were assigned the same group and made each other happy. Sarava was asked to join a special type of military group, one that performed more specific missions as opposed to being part of a general army. Although he hated to be apart from Calanthe, he felt he could not turn this down. He helped complete several such missions and visited Calanthe whenever he had freetime. He felt their love grow despite their periods of separation.

He had just been assigned an important mission when he learned that Calanthe was with child...

And thus current time begins.
[/SBLOCK]
 

wmasters: It's an interesting character concept, I have nothing against it. Though I imagine some people will be a little worried by your presence/methods.

sukael: Since Craft Reserve points to do not carry over you will only start with the appropriate number. It is assumed that any previous items created were consumed. You may create some items before beginning the game though.

stonegod and Bloodweaver1: I have both "Heroes of Battle" and "Sharn: The City of Towers" and will add those to the list of approved sources. I rarely use them so I forgot.

Bloodweaver1: You may take Favoured in House (since it fits into your background) and the Noncombatant flaw.

Shoel Sweeny: The magic level is standard, but society is shaped around the fact that magic is available. Some examples are a store where the guard has True Seeing or banks that use special "Ring Gates" to transfer money. I'll have more about the setting up in a little bit, but Kysor is a monarchy (Tansar is a meritocracy) and there is a continent-wide assassin's guild with chapters in major cities. Nothing from PHB2 is allowed since I don't have it. The class variants from UA are okay.

----

So, here's what's going to happen. I have my graduation ceremony/banquet/dance/party on the 25th and 26th. I'll be slightly busy. On the 27th I'm going up to Edmonton for a cultural presentation, I'll have my laptop but I doubt the hotel will have a (w)LAN I can hook up to. I'll be back on the 28th for sure. If you have any more questions, now is the time to ask.

The deadline for your concepts is the 29th. On that Monday I will choose the four players and they will have some time to figure out their character's crunch.
 

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