Paths of Legend: Lord Noran's War (OOC Thread)

Yttermayn said:
Slinky Mustelid. Wow. I am soooo going to call someone that. Reading the improved familiar text, it sounds like I could have a blink dog as a familiar. Would that have GM approval?

Yes, that would require DM approval and no, you can't have one. ;)

Main reason, other than possible balance issues, is that blink dogs are native to the halfling lands and don't stray out of that area much. I would allow you to have a shocker lizard, a stirge, or any of the "normal" familiars with the celestial or fiendish template slapped on them (assuming your character's alignment is compatible). A small elemental might also be a possibility, however, due to setting concerns, I'd be more inclined to allow that for an Emiran sorcerer than any other race or culture. I'd also allow a Corollax from MM2.
 

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crazypixie said:
Yes, that would require DM approval and no, you can't have one. ;)

Main reason, other than possible balance issues, is that blink dogs are native to the halfling lands and don't stray out of that area much. I would allow you to have a shocker lizard, a stirge, or any of the "normal" familiars with the celestial or fiendish template slapped on them (assuming your character's alignment is compatible). A small elemental might also be a possibility, however, due to setting concerns, I'd be more inclined to allow that for an Emiran sorcerer than any other race or culture. I'd also allow a Corollax from MM2.

Darn. I've got everything else finished up statwise. In the process of doing so, I have been picturing this guy as a roaming, slightly loony, almost native american looking and acting guy. I like the shocker lizard from a stats perspective, but it dosn't fit well with my vision of this character, so I won't do it. A furry companion fits better, but I don't want it to be more of a liability than an aid by being easily gacked. Can't really find anything else in the monster manuals that would be of appropriate power level and fits with my vision of Mendicat. I may just decide to forgo a familiar alltogether. Don't suppose there's anything I can trade that class feature for?
 

Still recruiting I see. I would like to contribute a character concept. I was thinking about a half-elf monk. He would be a "spiritual zen teacher" and advisor to some Lord. Only speaks with overtly obscure koans. If you are unfamiliar with the term it means those "weird" zen-wisdoms, ie: "Two hands clap and there is a sound; what is the sound of one hand?" or "An old tree grows on a cold rock in winter, nowhere is there any warmth." etc. (And I mean the more obscure ones like the latter) I think it might fit well in this kind of game to be one who speaks cryptically and no-one really gets what his point is. So if this sounds cool with you, I'll get on to make more detailed concept.

EDIT: Hmm. Now that I managed to read through the Gleemax-thread I think he could be the one whose ideology was the base where later Djihon-monasteries were build.
 
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Yttermayn said:
Darn. I've got everything else finished up statwise. In the process of doing so, I have been picturing this guy as a roaming, slightly loony, almost native american looking and acting guy. I like the shocker lizard from a stats perspective, but it dosn't fit well with my vision of this character, so I won't do it. A furry companion fits better, but I don't want it to be more of a liability than an aid by being easily gacked. Can't really find anything else in the monster manuals that would be of appropriate power level and fits with my vision of Mendicat. I may just decide to forgo a familiar alltogether. Don't suppose there's anything I can trade that class feature for?

I'm afraid not, although Imp, Quasit and Pseudodragon become available at 7th level.
 

Blackrat said:
Still recruiting I see. I would like to contribute a character concept. I was thinking about a half-elf monk. He would be a "spiritual zen teacher" and advisor to some Lord. Only speaks with overtly obscure koans. If you are unfamiliar with the term it means those "weird" zen-wisdoms, ie: "Two hands clap and there is a sound; what is the sound of one hand?" or "An old tree grows on a cold rock in winter, nowhere is there any warmth." etc. (And I mean the more obscure ones like the latter) I think it might fit well in this kind of game to be one who speaks cryptically and no-one really gets what his point is. So if this sounds cool with you, I'll get on to make more detailed concept.

EDIT: Hmm. Now that I managed to read through the Gleemax-thread I think he could be the one whose ideology was the base where later Djihon-monasteries were build.

Monks, as a class and concept, didn't come about until around 1100 or so when Djihon slaves in Thay began to secretly train themselves in unarmed combat. At this point in the history (650), Thay hasn't even beguan to deal in slaves yet...that comes about shortly after the Thay-Emiran War.

I tend to prefer to keep crypticisms to myself as DM...it's fun to confound the players with them on occassion, but a confounded DM is bad.
 



Tuesdays are going to be my official Lord Noran's War days.

Below is the list of approved characters thus far. I will also edit this list into the initial post.

shadowmask: Where did you put you're 4th level ability score boost? Knowing that will help me double check your point buy expenditures. If you could spell out where/how you spent your skill points and your gold that would be immensely helpful. Pending those adjustments, Nyrazha is approved.

Lynx_The_one: Looks good, including the attack bonuses. Approved.

Ethandrew: I'd also like to know where you're 4th level ability score boost went. Your BAB should be 3. By my calculations, you've overspent your skill points by 4 (assassins get 4 skill points + Int mod + human bonus, not the 8 that rogues get). I'll need to know if you're going to spend that last 1400 on weapons and/or poisons. I also need a nationality. Pending those adjustments...and a name and a bit of background, nameless assassin is approved.

All: Recruiting closes on September 1st. That's only four days from now so I may extend the deadline a bit so we can get more than three characters in. I will be starting the IC thread with the characters who are approved on the 1st. I'll get later characters into the IC once they are approved.
 
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crazypixie said:
Ethandrew: I'd also like to know where you're 4th level ability score boost went. Your BAB should be 3. By my calculations, you've overspent your skill points by 4 (assassins get 4 skill points + Int mod + human bonus, not the 8 that rogues get). I'll need to know if you're going to spend that last 1400 on weapons and/or poisons. I also need a nationality. Pending those adjustments...and a name and a bit of background, nameless assassin is approved.

I believe I had the ability boost on the Dex. You're right with the Skill Points, I overspent assuming the 8 skill points. 5th Level Rogue has 3 BAB, 1st Level Assassin has 0 BAB, I was going off the 4 BAB a 6th level rogue has, that's my fault too. I intend to spend it on weapons and other things, maybe some poison. I will have everything finalized before the 1st.
 

I'm not real great at making extensive backgrounds, but hear goes.
Ok, I'm assuming that since he is a wild elf of the Silverbrook line, that he probably hails from a specific region of POL geography. Unfortunately, I don't remember where that is in relation to everywhere else in the world, if the wild elf lands info has been added to the setting forum. As far as the familiar dilema goes, I think I came up with a solution. Read on.
Character name: Ahote Silverbrook
Ahote wanders alone, relying first on his ability to intimidate, then on his spells when threatened. As a last resort, he may use his weapons; he is a considerable archer. Usually, though, Ahote dosn't have to resort to such drastic measures. If you can get past his erratic behavior, he's actually quite likeable. He has left behind his homelands and traveled a great deal. Some might say he left because his personality quirks made him an outcast among his people. Others might say he left to avoid responsibility to the rest of his tribe. When asked the question, though, Ahote would most likely say he left "Because he felt like it."
Some of his quirks include an aversion to scaley or slimy skinned creatures. Feathered creatures are tolerated. Creatures with fur or hair are good in his book - good for companionship, OR for eating. He dosn't care for smooth surfaced gems (pearls, opals, onyx, etc.) much and will avoid wearing them or using magic items made with them if at all possible. He likes the number three, and likes to do things in threes, or multiples of threes.
Adventures: Ahote's adventures have shaped him in several ways. He once encountered a small band of orcs who were part of a raid on a traveling merchant. Thinking him easy prey, they attacked. After a few of them were knocked down and charred, a wicked grin was all he needed to send the others running in fear. On the corpses he found a rapier. Curious, he tried swinging it, stabbing with it, and generally getting a feel for the thing. He found that the lighter blade was much better suited to him than the heavy longsword his wild brethren seemed to prefer. He has since practiced with it, letting his elven grace guide his training in the use of it and abandoning the longsword alltogether.
Another time, while traveling through a swampy area, he encountered some small blue lizards. His keen arcane instincts told him that these creatures were special. He sat down and patiently waited for three days, enduring the muck and the bugs. Finally one of the lizards approached him. It came close enough to reach out and touch, and it was not making the warning clicking noises that the others always seemed to make around him. The two beings stared at each other for long moments, each taking the measure of the other. Finally, Ahote spoke. "You are ugly." he told it. He held out a piece of meat to the creature, and that was the beginning of a new friendship. The lizard ultimately became his familiar, though he still thinks it is hideous and has it wearing a ridiculous lizard suit made of rabbit furs to make it more appealing to his eyes.
In his travels, he has often wandered alone. There are times though, that he will join a group of other adventurers and work toward a common goal, especially if the adventure promises the opportunity to experience new things.
 
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