Night's Plutonian Shore [Midnight] - OOC

Excellent. I think we are going to have a very interesting group.

As you are thinking about character backgrounds, the big question to answer is, "How or why did you end up stuck in a slave caravan?" A paragraph or two that included some other background info (Where did they grow up? Family?) would also be nice.
 

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Starman said:
Branding Opportunity, Walking Dad, Tailspinner, how are you all doing?
I'm statting mine out as we speak. I'm a little unsure as to how the economic system with the VPs work. I understand that certain things cost more than others, but are you supposed to use the normal prices in the PHB for weapons, armor and equipment with a 1=1 conversion of GP to VP?
 

So assuming it would make since and would be the kind of thing I could pick up after getting the book I'm actualy looking at an Erenlander Channeler(spiritual) Pureblood. Let me know if that or the bio below doesnt make in game since or is just asking for the character to have his soul eaten. :)

Also I had no clue what an Erenlander name should be so I left it name to be determined for now. Same with the city hes from.

Appearance: [sblock]<ntd> is a medium man with a very thin frame. His hair is a dark shade of red and he stands always with one hip cocked leaning slightly to one side or another. His face is criss crossed by scars and half his left ear is missing, the reaming piece barring the jagged edges of a large bite mark. Wedged between his permanent grin is an almost as permanent pipe from which a green smoke usually billows. Quick to laugh but also quick to anger <ntd> can often times be his own worst enemy. Having learned the hard way that sometimes fighting back is best done when you can stack the deck in your favor he will reluctantly let a fight go if he thinks he doesn't stand a chance. But if your on his bad side, and he finds you in an ally he will not hesitate to do what he thinks needs doing. When asked about his family <ntd> will either not answerer or state that their dead, in truth he still ha,d last he spoke with them, a mother, father, 3 younger brothers, 1 older and 1 younger sister.[/sblock]

Bio: [sblock]<ntd> grew up on the outskirts of <ctd>. One of 6 the son of a medicine women and a baker life was hard but it had its brief moments of contentment. Even now <ntd> looks back on the mornings smelling fresh bread or the afternoons spent picking herbs in the woods with some nostalgia. Childhood doesn't last long though, at the age of 6 he can remember his eldest sister, who was 14 at the time, crying as she was lead off to serve at the local manor. At the age of 8 news reached the family of the death of his eldest brother in some conflict in some city they had never heard of. In the end though even with all the hardship his life wasn't all that much different then anyone else's.

All this made it that much more bizarre when a simple beating of a stranger who had wandered into town and crossed paths with the wrong magistrate provoked him the way it did. All of a sudden he found him self wailing on the mans attackers, screaming words he didn't understand, possessed by a rage far beyond anything he had ever felt, and at the same time a surge of joy he didn't know existed. In the end it was the joy and its smile that doomed him. If he had just relented they probably would have let him go with just the missing piece of his left ear. But even when the dogs were bitting pieces out of him the smile wouldn't leave his face. And so he was sentenced. His family couldn't even visit for fear of pulling some of his guilt onto him selves. And now... what ever future he lies ahead, no matter how brief, he faces feeling fully alive after a lifetime of being dead.[/sblock]
 

Branding Opportunity said:
I'm statting mine out as we speak. I'm a little unsure as to how the economic system with the VPs work. I understand that certain things cost more than others, but are you supposed to use the normal prices in the PHB for weapons, armor and equipment with a 1=1 conversion of GP to VP?

Yes. At char creation you can use a 1-1 conversion. The thing to keep in mind, though, is that only basic adventuring gear is available - weapons, armor, clothing, some kits and small tools, etc. Anything like warhorses or sunrods are not available.

wandering_8i said:
So assuming it would make since and would be the kind of thing I could pick up after getting the book I'm actualy looking at an Erenlander Channeler(spiritual) Pureblood. Let me know if that or the bio below doesnt make in game since or is just asking for the character to have his soul eaten.

Also I had no clue what an Erenlander name should be so I left it name to be determined for now. Same with the city hes from.

That works for your character race, class, and path.

I wouldn't worry too much about getting the right name. Pick something that sounds vaguely Arabian or Northern European (or a blend of the two) and you have something decent. Once you have the book, you can find all sorts of examples in it.
 

Here is a rough of how Taellis might have gotten himself into this mess.

[sblock=Recent History]The raid has been going well. This was his first out of the Veradeen and never in his life had he been so far south. Taellis had run with the war band all the way down the burning lines striking skirmishes here and there joining with other bands of elves wherever they crossed in a frenzy of orc blood. After one such ambush Taellis followed a lone Orc that had escaped the initial slaughter. They could not let this one join up with another band and form a war party.

Quick they scoured the land in search of prints & found them, Taellis leading the persuit. But quickly things got out of hand. The trek lasted several days with the Orc running nearly the whole way. He then fell in with a raiding party heading north. The Snow Elves did not stand a chance. Sheagh, Taellis’ friend and commander ordered him to leave and gather others. Taellis knew that they were already dead, and he was being sent off to avenge them. He took to this solemn duty with remorse. He too should have died upon that battle field. And well he almost did.

A stray arrow brought him to the ground. Nearly dead he managed to draw the arrow from him and shove a wad of cloth into the wound. But he lacked the strength to get back up. Or so he thought. After all of his friends had been beheaded he was roused and put into a forced march. This particular band of Orcs were meeting up with a caravan to sell their prisoners to. A Snow Elf could fetch a fine price, and as he could move under his own power he was stripped bound and nearly dragged for days, marching along with other men like cattle slowly gaining his strength back from the wound, not allowed to rest but bound in leathers uncomfortably at night.

His possessions were given as well to the caravan driver, all except his bow, that the Orc Leader kept for himself, quickly breaking it during his first attempted use with the precision instrument.[/sblock]
 

Gunter Ginblossom

Here's my first draft of Gunter Ginblossom
[sblock]
Gunter Ginblossom
Male Gnome, 1st-Level Rogue
Small Humanoid (Gnome)

Hit Dice:
1d6 + Con score (18 hp)
Initiative: +2
Speed: 20 ft. (4 squares)
Armor Class: 15 (+2 Dex, +2 armor, +1 Size), touch 13, flat-footed 13
Base Attack/CMB: +0/+0
Attack: Spear +1 1d6+1/x3 or short bow +2 1d4/x3
Full Attack: Spear +1 1d6+1/x3 or short bow +2 1d4/x3
Space/Reach: 5 ft./5 ft.
Special Attacks: Charm Person 1/day, sneak attack +1d6
Special Qualities: Gnome traits, trapfinding
Saves: Fort +3, Ref +4, Will -1 (+2 vs spells/spell-like effects)
Abilities: Str 12, Dex 14, Con 12, Int 14, Wis 8, Cha 20
Skills: Appraise +6(2) [+10 when trading], Bluff +9(4) [+11 vs Shadow, +13 when trading, +15 when both], Climb +3(2), Diplomacy +9(4) [+11 vs Shadow, +13 when trading, +15 when both], Disable Device +4(2), Disguise +7(2), Escape Artist +4(2), Forgery +4(2) [+8 when trading], Gather Information +7(2) [+11 when trading], Hide +8(2) (+10 vs Shadow), Knowledge (Shadow) +4(2), Listen -1(0), Move Silently +4(2), Open Lock +6(4), Profession (Boater) +3(2) [+7 when trading], Search +2(0), Sense Motive +3(4) [+5 vs Shadow], Slight of Hand +4(2), Spot -1[0], Swim +3(0), Tumble +6(4), Use Rope +4(0)
Feats: Inconspicuous

Gunter is an unassuming gnome of middling height and weight with dark-brown skin and long, black hair.

Gunter speaks the Trader's Tongue, Orcish, Erenlander, Black Tongue(1), Colonial(1), Halfling(1), High Elven(1), Norther(2), Old Dwarven(1).

Equipment: Leather armor, spear, short bow, quiver with 20 arrows, stained traveling clothes, thieves' tools.
[/sblock]
 
Last edited:

Updated character:

[sblock]
Name: Sangrin
Race: Elfling
Class: Channeler (Hermetic)
Path: Seer
Alignment: CN, HP: 14, AC: 5 (6 vs creatures smaller than medium)
Spellcasting Energy Points: 5
Speed: 30 feet
Low-Light Vision
Attacks: -1 Melee (1d4-1 w/ atharak), +4 ranged (1d3 w/sling)
Reflex: +5, Fort: +0, Will: +4
Languages: Halfling (1), High Elven (1), Jungle Mouth
Bonus Languages: Colonial, Orcish, Trader's Tongue, Erenlander

Strength: 8 (-1)
Intelligence: 18 (+4)
Wisdom: 12 (+1)
Dexterity: 18 (+4)
Constitution: 8 (-1)
Charisma: 10

Weapons: Atharak, Sling, Stones: 20

Equipment: Backpack, Bedroll, Lorebook, Waterskin, Trail Rations: 7, Hooded Lantern, Oil Flasks: 2, Small Steel Mirror, Component Pouch, 2 vials of ink, 17vp

Skills: Knowledge (arcana, 4 skill points): +8, Knowledge (spirits, 4 skill points): +8, Climb +6, Heal (4 points, +2 race) +7, Hide (+2 race) +6, Listen (+2 race) +3, Search (+2 race, 4 ranks) +10, Spot (+2 race) +6, Spellcraft (4 skill points) +8, Concentration (4 ranks): +3, Decipher Script (4 ranks) +8, Knowledge (military tactics, 4 ranks) +8, Knowledge (history, 4 ranks) +8

Feats: Magecraft, Art of Magic, Innate Magic, Spellcasting (Necromancy)

Spells:

Seer: Alarm 1/day (mental alarm only)

Innate Magic: Dancing Lights, Create Water, Read Magic, Know Direction

Channeler:
Level 0 (7/day)- Detect Magic, Guidance, Light
Level 1- Sleep, Ray of Enfeeblement (Spellcasting feat)

History: Sangrin has been on the move ever since he can remember. His sister, Celeste, and he were orphans constantly travelling away from the areas of strife although Sangrin has no memory of where they are from originally. Celeste protected him, and taught him how to read and write in High Elven.

It was while they were staying at a halfling settlement known for having sympathies with the resistance that the Shadow's forces struck with the intent of razing the rebellious village. Sangrin was a young boy when a dark robed man entered their hut and began setting fire to the place, willing flames to shoot from his hands. Celeste protected Sangrin, as always, and in a wild stroke of luck succeeded in killing the man though she was slain herself and Sagrin was badly burned along his left arm, side, and leg ensuring he would not be a physical lad. Before he fled the burning hut, Sagrin did grab the man's pack, and inside found a charred book of spells that the young man somehow found himself to innately understand.

Sangrin found that after some practice he could channel and also taught himself other things from the remains of the dead man's lorebook. Dark knowledge that he fears, yet he sees in this knowledge a way to survive the time of Shadow.

And that is not the only way he survives. Often he believes he hears Celeste's voice in his mind, advising him on what to do and where to go. Yet this Celeste seems slightly different than his sister. The voice is still commanding and often protective, though also possesses a stinging wit and cruel sense of humor he never knew his sister possessed.

It was his sister's voice that told him to walk the trail that the slavers found him on, teasing him for being a coward when he answered that he thought it was a bad idea to travel in the open. And why did she do so? She seemed to be able to predict the future and keep him safe, but now he found himself trapped in the caravan and without his gear. Surrounded by strangers, he takes little comfort in isolating himself, for as he cowers in the corner he can hear the mocking giggle of his sister in the back of his mind. "Poor doubting Sangrin. Don't be so scared. There is a reason you are here. This is where everything starts for you."
[/sblock]
 

Branding Opportunity said:
Here's my first draft of Gunter Ginblossom
Skills: Appraise +6(2) [+10 when trading], Balance +6(0), Bluff +9(4) [+11 vs Shadow, +13 when trading, +15 when both], Climb +3(2), Diplomacy +9(4) [+11 vs Shadow, +13 when trading, +15 when both], Disable Device +4(2), Disguise +7(2), Escape Artist +4(2), Forgery +4(2) [+8 when trading], Gather Information +7(2) [+11 when trading], Hide +8(2) (+10 vs Shadow), Knowledge (Shadow) +4(2), Listen -1(0), Move Silently +4(2), Open Lock +6(4), Profession (Boater) +3(2) [+7 when trading], Search +2(0), Sense Motive +3(4) [+5 vs Shadow], Slight of Hand +4(2), Spot -1[0], Swim +3(0), Tumble +6(4), Use Rope +4(0)

Gunter speaks the Trader's Tongue, Orcish, Erenlander, Black Tongue(1), Colonial(1), Halfling(1), High Elven(1), Norther(2), Old Dwarven(1).

A couple of questions here...You list 0 ranks in Balance, but a total bonus of +6. Where are you getting that?

You also do not list any ranks in Speak Language, so unless I am miscounting something, you seem to have too many points in languages. You get Trader's Tongue, one language at basic competency, and one language at pidgin level for being a gnome. Then your Int bonus gives you an additional 4 points to spend on languages. If we take Norther and Halfling as your gnome bonus languages, then you have spent 9 ranks (10, but you got pidgin Erenlander for free). Also, High Elven does not have a pidgin rank.

Other than that it looks good.
 

Deuce Traveler said:
Updated character:

Alignment: CN, HP: 14, AC: 5 (6 vs creatures smaller than medium)

I'm not using alignment unless you are one of the Trapped from an aligned plane, so you don't need to worry about that. You can certainly play him as CN, though.

For your AC, I'm assuming that is supposed to be 15/16 correct?
 


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