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Recruiting to playtest Steel Dragon's World of Orea RPG: D&D 1 & 2e base +
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<blockquote data-quote="steeldragons" data-source="post: 6150445" data-attributes="member: 92511"><p>Sounds good to me. Welcome aboard Lawaxy. Happy to have you...even sporadically. Mage or Illusioinist or Cleric of your choice..any would work...</p><p></p><p>Though the idea of a cleric-urchin doesn't exactly jive...or, rather, isn't something I would have considered. I suppose you could/would have been in some temple for training and left for some reason? Been thrown out for some anti-tenet behaviors or assertions? But you still sense your connection to [deity of choice] and your prayers still seem to be answered. So...who knows what's going on...</p><p></p><p>Maybe you're in the cemetery [to hopefully get rescued] by some cultists who had infiltrated your temple...or, this being Threeways, might have just scooped you up off the street for one of the temples of the evil gods to be found there...figuring no one would miss this "first year" neophyte who was constantly getting into trouble, anyway. </p><p></p><p>BUT, if you rather a Wizard Class, there is the Mage, the regular "generalist" option, or World of Orea RPG offers a separate Illusionist specialist class, more 1e than 3e, separate spell list and the whole bit [I plan to do further mage specialties in later sets, but the beginner set would have Mage and Illusionist to start].</p><p></p><p>You can roll up abilities on Invisible Castle, 4d6 take the highest 3 for each ability and arrange as desired. If you prefer, I can roll them up for you.</p><p></p><p>Also, [MENTION=63746]Binder Fred[/MENTION], do make a note that with your Dexterity, you should/will receive a 10% XP bonus.</p><p></p><p>I really like the "stony ashes" option. Both are good/cool ideas. But I think the burnt out inn in a run down part of town works well. The gnoll...let me think about it...firstly, because there are no "gnolls" on Orea, but a race called the Grorn, also simply called "Beastmen", that are very similar but more wolf/jackal/desert-dwellers, still highly evil, savage, demon-worshippers, pack-hunters...but without the "crazy laughing hyena men" thing of gnolls that always kinda...bugged me. Still, your backstory is really easily applied to a grorn...would have been captured and brought back to Threeways as a curiosity/exotic creature...totally works/plausible...Threeways' diversity is likely that, while it is difficult to miss a 7 foot tall beastman, he wouldn't necessarily attract undue attention, as there are/could be bugbears, lizardmen, and others all on the same street...</p><p></p><p>Yeah. Let me think about it. But I'm leaning to "sure, why not?" haha.</p></blockquote><p></p>
[QUOTE="steeldragons, post: 6150445, member: 92511"] Sounds good to me. Welcome aboard Lawaxy. Happy to have you...even sporadically. Mage or Illusioinist or Cleric of your choice..any would work... Though the idea of a cleric-urchin doesn't exactly jive...or, rather, isn't something I would have considered. I suppose you could/would have been in some temple for training and left for some reason? Been thrown out for some anti-tenet behaviors or assertions? But you still sense your connection to [deity of choice] and your prayers still seem to be answered. So...who knows what's going on... Maybe you're in the cemetery [to hopefully get rescued] by some cultists who had infiltrated your temple...or, this being Threeways, might have just scooped you up off the street for one of the temples of the evil gods to be found there...figuring no one would miss this "first year" neophyte who was constantly getting into trouble, anyway. BUT, if you rather a Wizard Class, there is the Mage, the regular "generalist" option, or World of Orea RPG offers a separate Illusionist specialist class, more 1e than 3e, separate spell list and the whole bit [I plan to do further mage specialties in later sets, but the beginner set would have Mage and Illusionist to start]. You can roll up abilities on Invisible Castle, 4d6 take the highest 3 for each ability and arrange as desired. If you prefer, I can roll them up for you. Also, [MENTION=63746]Binder Fred[/MENTION], do make a note that with your Dexterity, you should/will receive a 10% XP bonus. I really like the "stony ashes" option. Both are good/cool ideas. But I think the burnt out inn in a run down part of town works well. The gnoll...let me think about it...firstly, because there are no "gnolls" on Orea, but a race called the Grorn, also simply called "Beastmen", that are very similar but more wolf/jackal/desert-dwellers, still highly evil, savage, demon-worshippers, pack-hunters...but without the "crazy laughing hyena men" thing of gnolls that always kinda...bugged me. Still, your backstory is really easily applied to a grorn...would have been captured and brought back to Threeways as a curiosity/exotic creature...totally works/plausible...Threeways' diversity is likely that, while it is difficult to miss a 7 foot tall beastman, he wouldn't necessarily attract undue attention, as there are/could be bugbears, lizardmen, and others all on the same street... Yeah. Let me think about it. But I'm leaning to "sure, why not?" haha. [/QUOTE]
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