[OOC] Of Sound Mind

Hey, Jarval! I didn't really know where else to post this, so I decided to post it here. First off, here's my character:

Corbin Dino - Male Human Rogue 1 Wizard 5; CR 6; Medium-size humanoid; HD 1d6+5d4+1; HP 26; Init +3 (+3 Dex); Spd 30ft; AC 15 (touch 115, flat-footed 10, Mage Armor 19, Expertise 20, both 24); Atk +1 Melee (1d6 x3 10ft +1 throwing war fan) or +3 Ranged; SA Sneak Attack +1d6, Scribe Scroll, Trapfinding, Summon Familiar (Raven); SQ Bonus feat at 1st level, +4 skill points at first level, +1 skill point at all levels; AL LN; SV Fort +2, Ref +6, Will +5; Str 10 Dex 17 Con 12 Int 16 Wis 12 Cha 13.

Skills: Bluff +5, Concentration +10, Craft (Instrument) +8, Diplomacy +5, Disable Device +7, Gather Information +5, Hide +7, Knowledge (The Planes) +12, Move Silently +7, Open Lock +7, Perform (Strings) +5, Sleight of Hand +7, Spellcraft +12, Tumble +7.

Feats: Alertness, Combat Expertise, Scribe Scroll, Exotic Weapon Proficicency (War Fan), Still Spell.

Languages: Common, Abyssal, Draconic.

Spells Per Day: 0/0/0/0/1/1/1/1/2/2/2/3/3; known 0th- ALL, 1st- True Strike, Mage Armor, Feather Fall, Charm Person, Comprehend Languages, Burning Hands, Magic Missile, 2nd- Rope Trick, Invisibility, Blindness/Deafness, Spider Climb, 3rd- Tongues, Summon Monster III; prepared 0th- Light, Read Magic, Detect Magic, Prestidigitation, 1st- Mage Armor, True Strike, Magic Missile, Charm Person, 2nd- Invisibility, Rope Trick, Spider Climb, 3rd- Tongues, Summon Monster III.

Posessions: Bracers of Armor +2, Brooch of Shielding, +1 throwing war fan, spellbook, satchel.

XP: 15,000.

Background: I'm not entirely familiar with your world, obviously, but Corbin could have easily grown up in Bizmar. Growing up the son of an esteemed instrument crafter, Corbin's appreciation and talent in the arts of stringed instrument making are natrual. After his father's death, however, Corbin, technically a legal adult, lost much of a sense of direction. Aside from his trade, the younger Dino had very little to go on, so, unfortunately, he turned to crime. As part of a gang in which an individual persona was required, Corbin adopted the guise of a strange, otherworldly sort, wearing closely-cut black suit-clothes, and fighting with a black, silk fan serrated with metal on the edges.

During his several years of gang membership, Corbin's number of contacts was not limited, and once of these contacts happened to be a rather disquieting wizard. Becoming fascinated with the power this man seemed able to wield with little thought, and following some sagely advice from the strange recluse, Corbin decided to leave Bizmar and his life of crime behind. So did Corbin Dino become a travelling minstrel, selling his skill at strings -- both playing and creating, across the land. In secret, Corbin follows a personal quest for arcane power -- his path, like his psuedo-mentor, is that of a "path beyond." Basically, the study of demons and other chaotic creatures, eventually coming across the Far Realm to the source of ultimate chaos and, to the scholar, ultimate power.

Mechanics: Basically, I'm shooting for the Alienist PrC. I built Mr. Dino here to be right on the cusp of actually being able to take a level in the Alienst PrC, once he reaches 7th level. Though, if that's not an option, I still like the build for Corbin and will easily find another route.

Super Special Magic Item: I'd be into a robe or similar item that gives a decent boost to AC. I'd also dig any sort of device that allows one extradimensional/planar access. Enchantments for Corbin's war fan are also always, always welcome. :D

Uh, hi everyone! :heh:
 

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dave_o said:
Hey, Jarval! I didn't really know where else to post this, so I decided to post it here. First off, here's my character:
Hi Dave
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Character looks good, although I've not looked at the numbers all that closely yet.


dave_o said:
Mechanics: Basically, I'm shooting for the Alienist PrC. I built Mr. Dino here to be right on the cusp of actually being able to take a level in the Alienst PrC, once he reaches 7th level. Though, if that's not an option, I still like the build for Corbin and will easily find another route.
Alienist will be fine :) I've always had a fondness for them, only magnified by a certain Story Hour... ;)


dave_o said:
Uh, hi everyone! :heh:
Ah, yeah, everybody, I've recruited Dave into the game. Zerth should be joining us soon as well, leaving me with just one other player to find. There are a couple of people who might be interested, so we should be up to our full number soon :)
 

Jarval, the more I think about it, the more I wanna change Corbin's background. Is it possible for there to be a culture in your world that has fans as a sort of weapon/sign of maturity? Something nice and exotic? His background, at the moments, seems very strained and forced.

Let's, like, collaborate. :D
 

Just stopped by to say hello, glad to be joining this game :)

I'm about to read through the necessary stuff in this thread, but right now I'm thinking about making a monk/paladin combo of some sort. How would that fit the current party's needs?

Aasimar for race as that seems to be allowed in this game, if I'm not mistaken. I don't have the Planar Handbook (yet). Are there any changes made to Aasimars?
 
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I noticed, there was a need of a divine caster, so I changed my plans. My character is going to be a human Barbarian 2 / Cleric of Kord 4. I'll post the numbers probably tomorrow.

Any suggestions for the party tie-in, Jarval, or should I just write some background on my own?
 

Zerth said:
I noticed, there was a need of a divine caster, so I changed my plans. My character is going to be a human Barbarian 2 / Cleric of Kord 4. I'll post the numbers probably tomorrow.
Sounds like an interesting mix :) To be honest, it's a relief to have a cleric with the party, as things can get tough with no healer.


Zerth said:
Any suggestions for the party tie-in, Jarval, or should I just write some background on my own?
Write your own background, then once the other players have posted their characters we can work on how the group fits together as a whole.
 

Here's my character for approval. I changed my mind one more time, and will be working towards the Sacred Fist PrC from the Complete Divine. In fact, next level will be a PrC level. I picked up a wand of CLW to cover the party's basic healing needs to go with the limited casting abilities he has thus far.

I hope the item chosen by the DM will boost his wisdom.

-----------------------

Samson Artemis
Male Human Monk 2 / Barbarian 2 / Cleric 2
Alignment:
Neutral Good
Height: 6' 3''
Weight: 220 lbs.
Hair: Blonde
Eyes: Blue
Age: 26
Deity: Kord

Str: 17 (+3) [10 points, +1 level], rage 21 (+5)
Dex: 14 (+2) [6 points]
Con: 14 (+2) [6 points], rage 18 (+4)
Int: 8 (-1) [0 points]
Wis: 16 (+3) [10 points]
Cha: 8 (-1) [0 points]

Class and Racial Abilities:
Bonus Feat at first level, one extra skill point per level, flurry of blows, unarmed strike, evasion, rage 1/day, fast movement, uncanny dodge, turn undead 2/day, aura of good, strength and luck domains, spontaneous casting (cure spells).

Hit Dice: 8+1d8+2d12+2d8+12
HP: 46, rage 58
AC: 16 (+2 Dex, +3 Wis, +1 natural), Touch 15, Flat-footed 16. (Rage -2)
Init: +2 (+2 Dex)
Speed: 40ft

Saves:
Fortitude +10 [+8 base, +2 Con], rage +12
Reflex +7 [+3 base, +2 Dex, +2 Lightning Reflexes]
Will +8 [+5 base, +3 Wis], rage +10

BAB: +4
Melee Atk: +9 [+7/+7 flurry] (1d6+4 /x2 /B, unarmed strike), rage +11 [+9/+9] (1d6+6)
Grapple: +11, rage +13
Ranged Atk: -

Skills:
Balance +4 [0 ranks, +2 Dex, +2 synergy (Tumble)]
Climb +8 [5 ranks, +3 Str]
Concentration +7 [5 ranks, +2 Con], +4 when casting defensively
Jump +10 [5 ranks, +3 Str, +2 synergy (Tumble)]
Knowledge (religion) +8 [9 ranks, -1 Int]
Survival +6 [3 ranks, +3 Wis]
Tumble +9 [5 ranks, +2 Dex, +2 synergy (Jump)]

Feats:
Improved Grapple (1st level)
Lightning Reflexes (human bonus 1st level)
Improved Unarmed Strike (monk bonus 1st level)
Stunning Fist (2/day, DC 14) (monk bonus 1st level)
Combat Reflexes (monk bonus 2nd level)
Weapon Focus (unarmed strike) (3rd level)
Combat Casting (6th level)

Languages: Common

Cleric Spells Prepared
Save DC +3
0th (4) - detect magic, light, read magic, resistance.
1st (3+1) - bless, divine favor, protection from evil, enlarge person*.
*domain spell

Equipment:

Wearing or carrying
Explorer's outfit
Amulet of Mighty Fists +1 (6,000gp)
Bearskin Vest of Natural Armor +1 (2,000gp)

Masterwork Potion belt (60gp)
-Potion of mage armor (4 flasks) (200gp)
-Oil of bless weapon (2 flasks) (200gp)
-Alchemist's fire (3 flasks) (60gp)

Belt pouch (1gp)
-Waterskin (1gp)
-Silver holy symbol (25gp)
-wand of cure light wounds (50 charges left) (750gp)

Backpack (2gp)
-Bedroll (5sp)
-Everburning torch (110gp)
-Sunrods (5) (10gp)

Money
570gp, 5sp

Appearance: Samson is a tall, strong man with blonde hair and a short, thick beard of matching color. His eyes are sky-blue. He wears a bearskin vest and khaki trousers. On his feet are worn leather sandals. He carries no weapons.

Background: Samson was raised in a isolated monastery in the Duchy of Anvar. His father was a miner, who died in an accident at work, which are much too common in that line of business. His mother got seriously ill shortly after that, and so the boy was given to the monks.

The life at the monastery was simple and disciplined, but it was clear from the beginning, that Samson wouldn't spend his entire life inside the safety of it's walls. He was physically strong, so the sometimes rigorous training and work wasn't too much to bear, but mentally he wasn't the right type. He was much too eager and rash to walk very far on the path of a monk.

One day the monastery was visited by a group of adventurers, who seeked shelter having been wounded in a battle. They told many unbelievable and exciting stories, that captivated Samson. When the adventurers were rested and about to leave, Samson asked if he could join with them and leave the monastery. He was given permission with his master just smiling and saying he knew this day would come. Samson traveled with the group for several years and their journeys took them from one place to another in the mountainous Duchy. The group's leader was a wild man and a warrior, who taught Samson how to unleash his fury, which had been supressed at the monastery, and use it to his advantage in battle.

This new approach combined with the teachings at the monastery made him both strong and skilled at unarmed combat. He had always liked all kinds of physical competitions and once he was able to win a notable wrestling contest held in Bizmar. The local clerics of Kord were impressed by Samson's efforts and offered him a place in the church of Kord. They told him there was a organization within the church, which was almost made for someone with his stature, but first he would need to be shown the way of Kord. To be a Sacred Fist was also to dedicate one's life in service of Kord to battle all the evil, that threatened the Empire here and far away. Samson seized the opportunity and bid farewell to his longtime companions, who left the city in pursuit of yet another adventure.

Currently Samson is staying at the Temple of Kord in Bizmar, trying to complete his initial training as a Sacred Fist.
 
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dave_o said:
Jarval, the more I think about it, the more I wanna change Corbin's background. Is it possible for there to be a culture in your world that has fans as a sort of weapon/sign of maturity? Something nice and exotic? His background, at the moments, seems very strained and forced.

Let's, like, collaborate. :D
Dave, I thought I'd already answered your question, but obviously not... Sorry about that :( As you've probably noticed, the setting is very much a work in progress, so I'm sure we can fit something in. I'm got pretty firm ideas as to what Bizmar and Velesturia are like, and neither of them really fit the weapons = maturity bill. Goetan, on the other hand, would work very well for that. It's got a fairly martial culture, and my general perception of the Goetanese is a rather ritual-based society. Like I say, the setting is a work in progress, so I can be fairly flexible when it comes to adding in ideas. As you say, let's collaborate :)

Zerth, nice character, very much like his background :)

Sir Osis, Gnomeworks, Other Guy: Any thoughts on updating your characters yet? Sorry I've not yet posted more background information, but I've had a crazily busy week.
 

Jarval said:
Dave, I thought I'd already answered your question, but obviously not... Sorry about that :( As you've probably noticed, the setting is very much a work in progress, so I'm sure we can fit something in. I'm got pretty firm ideas as to what Bizmar and Velesturia are like, and neither of them really fit the weapons = maturity bill. Goetan, on the other hand, would work very well for that. It's got a fairly martial culture, and my general perception of the Goetanese is a rather ritual-based society. Like I say, the setting is a work in progress, so I can be fairly flexible when it comes to adding in ideas. As you say, let's collaborate :)

Zerth, nice character, very much like his background :)

Sir Osis, Gnomeworks, Other Guy: Any thoughts on updating your characters yet? Sorry I've not yet posted more background information, but I've had a crazily busy week.

Yeah, Goetan seems fine. I'M STOKED. :D
 

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