Off To War... Recriutment/Discussion

well sad news guys. I dont think im really going to be having the time to play anymore :(

thanks again for letting me game with all you. i had lots of fun but circumstances have changed. I started interning at my church which can be very time consuming... i working on transferring schools plus summer missions and on top of all that i got a girlfriend :) so my time is EXTREMELY limited and something has to give.... (dont feel left out i wont be renewing my xbox live or WoW subscriptions either.)

So as far as onesimus goes hes all urs... feel free to npc him or kill him off or whatever. I vote an epic death that saves everyone in the party :cool: but thats just me.

once again thanks for letting me play with yall and sorry i have to leave yall mid swing.

grace and peace,
Paul
 

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But..but..but.. who will Claude have to shake his fist nagrily at the young people with... :p

You made the right choice man. Good on ya for having so much to do this becomes a chore.

Best of luck with the GF and life in general

FM
 

Sphyh, good choice! Good luck to you :)

HM: I know the Longbow ranges IRL, not sure about DnD. Let's just have Lora be wrong this once :D Plus we can't leave Vance (Lora would really have everyone retreat back to Harkon, there's no gain in fighting here and risking our lives). So if we can't leave him and he's not going until he clears the guys in the grass, Lora charges on to aid him.
 

Good Luck to you Paul, and thanks for playing. Sorry but no dramatic death :p my whole design reason around Off to War was so people could pop in and out. So Onesimus may get lost in the crowd as he soilders up and if after the summer you find the time we will be here.

@FM the design also leaves room for more youngins to join and a few vets to help ya shake fists.

@ML maybe in those quick two seconds she was thinking of a longbows best range the one that gives no penalty to attack rolls and wanted to move away to make it harder for the group to get hit. Oh and with Lora wounded Vance will not be chasing down no elves. ;)

HM
 

@DW good post because after the BaHM I do wish for the group to go into the elven lands, but I don't know to much about them.

I'm thinking that there is two factions those who believe in human contact (that is why you and your family were there opening relations) and the xenophobes who believe in staying away from the world. Elves are kind of a community goverment with a little of their forebrothers (the Treylor) council style but no emperor. This elves are your typical wild elves living inconjuction with the land.

A lot I need to do but It is all part of the fun, the question is how much does your character remember from the little time he spent there I'm thinking you must have been really young, do to Tira's age and all.

HM
 

See, that's one of the issues I mentioned in our PMs when we were talking about Tira being older than Jareth. It somewhat damages his own backstory, as what I had written was that he and his family lived in the elven lands (where he was secretly taught by Tharivol) for some time before his father was reassigned to Treylor. I don't really mind the change, but it does cause a few issues.
 

The Deskjob

Hello all,

This is Deskjob. I hope to be able to rejoin your adventure soon as a new character. I will take me awhile to catch up in my reading. You guys are amazing! Thanks.

(EDIT: I have read as far back as March 1st. I will stop here. Thanks.)
(EDIT: Skimmed IC, SpidersPath, and ManorBattle. I will stop here. Thanks.)

(EDIT: Character Concept: My life has changed alot since I dropped. As have my taste in characters. Lol. I hope to keep the role of Shield Warrior the same. A young man with Elvish influences who is a Leather-worker. He joins the fight for family honor. I would submit this class for consideration. I hope to drop the spells though. It should come as no surprise that I have become somewhat disenchanted with the Fighter class. Haha. Thanks Holyman.)

-Deskjob
 
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See, that's one of the issues I mentioned in our PMs when we were talking about Tira being older than Jareth. It somewhat damages his own backstory, as what I had written was that he and his family lived in the elven lands (where he was secretly taught by Tharivol) for some time before his father was reassigned to Treylor. I don't really mind the change, but it does cause a few issues.

Figured out a little (in D&D anything is possible) and it helps with the mystery I want to run in the next part of our game. Don't want to give to much away but we will make Tira 21 (2 yrs older) when you father first started tenative relations. And not to give to much away it was a 14 yr old Tira that was used to prove that humans shouldn't be allowed in the Elven lands when he was assigned a more permant postion. I will have it mentioned IC Tira would know the zeal of the xenophobes from her experiences with them.

HM
 

WB Deskjob,

I have been giving the class the look over and it seems that it leans more Paladin than it does Fighter. Everything but the Special part is the same and at the special it just trades speciial abilities for different special abilities.

Of course a couple questions:

*Starting Gold 135gp?? not 5d4 or 2d6 or something similar.
*Might - the flavor says that these characters are masters of defense, so why the change are all White Guard big guys. I would think since you have it listed that they are Strength/Intelligence based they would have Combat Expertise
*Shield Bash - again masters of defense and this is an offensive ability
*Courage - 4th lvl seems a little low to have so much bravo that you fear nothing and I think Taunt would be something that a White Guard would be doing almost from the start (but if it were me I would switch the level of thise two)
* Smite - gives the option for vs. good means there are Black Guard?? sell-swords maybe? bodyguards? But again an offensive ability and says all your attacks does this include spells?
*Mage Craft - gives the character 8 feats so long as he has spent 8 skill points in things like Craft:Alchemy, Craft:Weaponsmithing, or Craft:Jewler I believe that ability needs a lot more explaining.
*Guard Stance not a bad ability just has potential to be broken what if someone uses a reach weapon do they now have a 15' reach, it makes no mention of needing a shield so you could wield a two handed weapon and get the benefits of a shield by being in the stance. You get free ready action (movement only) and Combat Reflexes (no maximum), +2 to AC, an addditional 5' reach added to attacks, can't be flanked or sneak attacked by low lvl Rogues all for a -4 to hit and speed reduced to 5' (and it doesn't provoke AoO) I still think it a neat ability just needs balance.
*Cover finally a defensive ability but, makes no mention of where the ally needs to be. I would say in an adjacent square, and the White Guard should be weilding a shield.
* Bastion- Add to above "and better DR than a Barbarian" for -4 to hit and speed reduced to 5'
* Resist - defensive but why do you get it? Do you practice deflecting spells or get a divine boon, it says they cast spells as a Divine caster but nothing else mentions religion.
*Hope - That seems like a divine granted ability but it to is offensive.

Spells say divine but are based on INT instead of WIS, only thing I see here is having Identify on your spell list.

Also chosing own class skills, (while I like that concept and would do it myself) not a standard in D&D except for commoner.

Ok after all that I still like the class but I think the Fluff is wrong, A White Guard (or change the name) is an idividual who has a guardian angel watching over them. These individuals always have a cause or goal and it is usually promoted by the being giving them the abilities (what is needed) to survive. They learn to watch everyone guage, their abilities and find a weakness to exploit, once they obtain greater knowledge they get better and better at defending/combating the many different types of encounters that plague a hero. They are aided in this by divine grace who wish to see them succeed in whatever venture as it in the long run furthers their own ends.

If I were to make a guy heavy on defense (the master of defense) he would have to always have a shield and would base abilities around that. Combat Expertise and save bonuses.

Ok work to do :) for now Deskjob we will playtest your class but be forwarned I will make his life miserable to compensate for his abilities. :p

HM
 

Deskjob

@HolyMan

[sblock=Response]Excellent. The Shield-Wall will hold. Muahahaha! XD

I will be dropping his spells. They are not necessary outside of the "Same Game Test" developed for playtesting new classes. They will be removed.

The fluff can of course change to whatever you would like. That is the ideal of D&D. Excellent idea.

Response:

* Starting Gold: This was a compromise between myself and two authors. This is only a suggestion, not a rule.
* Might: Makes Dex a dump stat. Lost upon multiclassing. Plays to your strengths. Halt+Combat Reflexes is now dumped. Ranged attack is dumped. Light Armor becomes available for play. Max Dexterity Penalties still apply.

...(Sidenote: Your 4th level spells require an Intelligence score of 14 to wield. Combat Expertise requires an Intelligence score of 13 to wield. This is assumed upon creation. However, I firmly believe that Class Features should exist outside of the world of "Just give em' a Feat". Good Eye HolyMan...)

* Shield Bash: Encourages Shield use at early levels. Increases DPS in melee. Its a Job skill.
* Courage: Paladins gain this bonus at 3rd level. This class gains it for the same reasons at 4th level. Its a Job skill.
* Smite: Increases DPS in melee vs Aligned enemies. Spells do not grant this bonus. DPS = aggro = attention = doing your job. Hehe.

...(Sidenote: Yes there are Black Guards too. However, creating an entirely new class based only of such a small change to this Class Feature seemed crazy. Good eye HolyMan...)

* Mage Craft: This will be dropped. Originally found in "Frank&K's Tomb Fighter Class".
* Guard Stance: Reach weapons past level 10 are mandatory for all Melee Fighters. Beyond this level, a 10 foot range is not an advantage, it's just keeping up with the Monsters. And because Dwarven Defender Stances suck...
* Cover: At 11th level no range is necessary. You are the front-line, your wizard is the back-line. Buff the back-line. Adjacent just buffs your front-line armored-friends and keeps him from flanking. Lose/lose.
* Bastion: Barbarian & Dwarf Defender gets permanent +3 at 13th. You get conditional +3 at 12th. Same idea you just have more Armor than he does.
* Resist: For spells which offer no saves. Example: Irresistible Dance and Enervation. Without resistance, you are out of combat for 4-10 rounds minimum. Your party will die long before that...
* Hope: Conditional buff at level 14+. The range is controversial. This was intended for your Melee buddies only.

Feedback:

Nice evalution HolyMan. That makes you the millionth. Haha. I will loosen it for easier play. Thanks.

* Drop spells.
* Drop Mage Craft.
* Smite damage reduced to +2 every 5 levels vs. alignment.
* Guard Stance offers only one Readied Action against movement. Not several.
* Reduce Bastion to +2 DR.
* Reduce Hope range to 30'.[/sblock]

(EDIT: I will be posting up a Character here soon with these changes in mind. Thanks guys.)

[sblock=Marko, Custom Lv.1]
Code:
[B]Name:[/B] Marko
[B]Class:[/B] White Guard 1
[B]Race:[/B] Human
[B]Size:[/B] M
[B]Gender:[/B] M
[B]Alignment:[/B] NG
[B]Deity:[/B] none

[B]Str:[/B] 16 +3 (10p.)     [B]Level:[/B] 1        [B]XP:[/B] 0
[B]Dex:[/B] 10 +0 (02p.)     [B]BAB:[/B] +1         [B]HP:[/B] 13 (1d10+3)
[B]Con:[/B] 16 +3 (10p.)     [B]Grapple:[/B] +4     [B]Dmg Red:[/B] 0/0
[B]Int:[/B] 13 +1 (05p.)     [B]Speed:[/B] 30      [B]Spell Res:[/B] 0
[B]Wis:[/B] 14 +2 (06p.)     [B]Init:[/B] +0        [B]Spell Save:[/B] n/a
[B]Cha:[/B] 10 +0 (02p.)     [B]ACP:[/B] -4         [B]Spell Fail:[/B] n/a

                   [B]Base  Armor Shld   Str   DB   Nat  Misc  Total[/B]
[B]Armor:[/B]              10    +4    +2    +3    +0    +0    +0    19
[B]Touch:[/B] 13              [B]Flatfooted:[/B] 16

                         [B]Base   Mod  Misc  Total[/B]
[B]Fort:[/B]                      2    +3          +5
[B]Ref:[/B]                       0    +0          +0
[B]Will:[/B]                      0    +2          +2

[B]Weapon                  Attack   Damage     Critical[/B]
Longsword                 +4     1d8+3      19/x2
Shield Bash               -7     1d4+3      20/x2

[B]Languages:[/B] Common, Elven.

[B]Feats:[/B]
Improved Shield Bash
Combat Expertise
Animal Affinity

[B]Class Features:[/B]
Might:  Trade Dex mod for Str mod to AC.  Armor Penalties apply.

[B]Skill Points:[/B] 24       [B]Max Ranks:[/B] 4/2
[B]Skills                   Ranks  Mod  Misc  Total[/B]
Ride                       4    +0    +2    +6
Handle                     4    +0    +2    +6
Craft (leatherwork)        4    +1          +5
Spot                       4    +2          +6
Swim                       4    +3    -8    -1
Sense Motive               4    +1    0     +5

[B]Equipment:               Cost  Weight[/B]
Chainshirt              100gp   25lb
Shield (hv,stl)          20gp   15lb
Longsword                15gp    4lb
Backpack                  2gp    2lb
Bedroll                   1sp    5lb
Waterskin                 1gp    4lb
x2 Beltpouch              2gp    1lb
Travelers clothes


[B]Total Weight:[/B]57lb      [B]Money:[/B] 9gp 9sp 0cp (Craft Check Included)

                           [B]Lgt   Med   Hvy  Lift  Push[/B]
[B]Max Weight:[/B]               76   153   230   230   460

[B]Age:[/B] 21
[B]Height:[/B] 5'10"
[B]Weight:[/B] 160lb
[B]Eyes:[/B] green
[B]Hair:[/B] black
[B]Skin:[/B] white

Background: Marko. His occupation before the war was as a leather-worker. Commonly making boots, vests, and cloaks for local farmers. He has received schooling because his father held a minor office in local politics and his widowed aunt was a teacher. He has receiving education in reading, writing, mathematics, horsemanship, fencing, and shoemaking. Due to the early death of his father his family invites him to enlist and gain political office through military service. He has also had the oppurtunity to learn the Elven dialect from his late father.

Marko was once married. It was an arranged marriage to a girl named Lilith from his fathers village. Marko was 18 and Lilith was 16 at the time of their marriage. Not uncommon for his clan. Sadly, she died of illness during their first year of marriage. Marko has no children and feels he has lost the love of his life. He still has trouble sleeping.

Marko joined the Irregulars to seek station as an Officer. Hoping to retire from service into political office, as did his father. He also hopes to rid himself of his grief and his troubled past.[/sblock]
 
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