Let's start a game

Sollir Furryfoot said:
Well I'm still here if there's two slots open...If you think thats ok i'll post a character by the end of today or tomorrow. (Depending how soon I see the reply ;))

Great :) Like I said, we're missing a cleric and a rogue-type, but don't feel you have to play one of these classes if you don't want to.
 

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Zhure said:
I'd also like to custom the backstory for the adventure, so any hooks would be good, too.

The Alderman duchy is just a small part of the Bismarian Empire. It's a small mountainous region on the northern edge of the Empire. It's a fairly rustic area, with news traveling slowly and new technology even slower. The region's economy is based mainly on agriculture and mining, with a great deal of the Empire's metals coming from this area.

Alderman is currently ruled over by Duke Gregor Anvar, one of only a few to have studied both the magical and psionic arts. Due to his influence, the area has become something of a haven for the often persecuted Kureshim. The area has most of the common races, although few orcs and gnomes live within this area. Goblins are also a rare sight, and tend to be feared by the locals, due to the proximity of the boarder with Velasta, a goblin kingdom to the north-west.


Is this enough info Zhure, or do you need more? I'm assuming that you'll all be from the Alderman region, but if you want to have come from outside that area you'll need some more info.
 


Sollir Furryfoot said:
I think i'll take the cleric position, most likely human, I might post questions on some feats later to see if I can use them. (from defenders of the faith)

Sounds good to me. I don't have DotF, but I'm a little more familiar with it than most of the other class books. I think I should be fine with the feats from it, but I will need to see them to make sure.
 

Character sheet

Well, here's my character's sheet. He is Jason master, a Monk-Wizard from a small farming community (close to this one, I suppose, or perhaps he's simply from it). He was trained as a monk and taught how to use a bow, but had always been more fascinated by psionics and magic, and decided to study as a wizard. Though his master was killed during an attack on his town by goblins, he later left for a year to study at a wizard's university.

I've attached his character sheet, and I'll have his spell sheet later (probably tomorrow). Please tell me if there's anything wrong with it, or anything that you'd like to change.

Thank you! :D
 

Attachments



Even though I'm a psionics rookie, I'm still in!

I find it hard to believe we will have a hard time finding people to play in PCat's adventure. Maybe a thread in general discussion is in order?
 

If you need anyone else, I've been itching to play a rogue for awhile... if there's an opening, Jarval, count me in (although it will seem a little odd - me in your game, you in mine, but I think that we can handle it :)).

If the position is open, then I'll either be playing a halfling rogue or a gnome rogue/illusionist, if those are acceptable possibilities.

What say you, Jarval?
 

Here's just my character stats, I have an interesting (at least in my opinion) history for him which will come later along with the description (I don't have much time left). I need the Glory domain and the Heighten Turning feat to be approved however.

Aiden, male human Clr2 of Pelor: CR 2; ECL 2; Medium-size Humanoid (human); HD 2d8+2; hp 13; Init +0; Spd 20 ft; AC 19 (+7 half-plate, +2 large metal shield); Melee heavy mace +2 (1d8+1); SA spells, turn undead; AL NG; SV Fort +4, Ref +0, Will +5; Str 12, Dex 10, Con 12, Int 12, Wis 15, Cha 16.
Skills and Feats: Concentration +6, Diplomacy +4, Heal +5, Knowledge (arcana) +2, Knowledge (religion) +6, Listen +4 (cc), Spellcraft +3; Extra Turning, Heighten Turning.
SA–Turn Undead (Su): 10/day, Aiden can attempt to turn undead creatures. His turning check is 1d20+5. Each attempt, he turns 3d6+5 total HD. Undead with 1 or fewer HD are destroyed instead.
Cleric Spells Prepared (4/3):
0-Detect Magic (3), Light
1-Bless (2), Magic Weapon
Domain Spells: (Sun and Glory)
1-Endure Elements (Fire)
Equipment: Heavy Mace, Half-Plate, Large Metal Shield, Holy Symbol (Gold), 4 flasks of Holy Water, 3 Sunrods, Pouchbelt, 130 gold.

Glory Domain:
Deities: Heironeous, Pelor
Granted Power: Turn undead with a +2 bonus on the turning check and +1d6 on the turning damage roll.
Glory Domain Spells
1. Disrupt Undead
2. Bless Weapon
3. Searing Light
4. Holy Smite
5. Holy Sword
6. Bolt of Glory* Ray deals positive energy damage, more against undead and evil outsiders.
7. Sunbeam
8. Crown of Glory* Gain +4 Cha and enthralls subjects
9. Gate

Heighten Turning:
Prerequisites: Cha 13+, Extra Turning
Benefit: When you turn or rebuke undead, you may choose a number no higher than your cleric level. Add that number to your turning check, while subtracting it from your turning damage roll.

Edit-I guess 'of Pelor' after the cleric levels would be important :)
 
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GnomeWorks said:
If you need anyone else, I've been itching to play a rogue for awhile... if there's an opening, Jarval, count me in...
If the position is open, then I'll either be playing a halfling rogue or a gnome rogue/illusionist, if those are acceptable possibilities.

What say you, Jarval?

I can't speak for Jarval, but AFAIK there is at least one opening left...
 

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