[Recruitment] The Heroes of Fannen-Dar

I'd like to join as well.

I'm thinking Warforged Fighter. Warforged because I've got some amusing ideas for the character after having finally gotten around to reading a couple of the more recent Discworld novels, and Fighter mostly because I want to see if Battlerager Vigor is anywhere near as broken as people keep claiming it is so that we can make necessary alterations for my weekend tabletop game. :D
 

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Okay, if everyone who has posted here is definitely going to play, then recruitment is closed for the Heroes of Fannen-Dar. Here are our players:

Shayuri: Human wizard (controller)
Walking Dad: Dwarf warlock (striker)
The Digger: Dwarf paladin or fighter (defender)
EvolutionKB: (Unknown race) bard (leader)
Bihlbo: Halfling rogue (striker)
Pyrex: Warforged fighter (defender)

If these are everybody's characters, then post them here when you create them! Digger, since Pyrex is being a fighter, I suggest being a paladin (for variety's sake), but it's up to you. Two fighters could be quite useful! The campaign was created for 5 players, so I'll just up the XP in every encounter and it will even out. Rooms may have to be made bigger as well...

As for backgrounds, I will now post different ideas for backgrounds here (based on your proposed race and class).

Shayuri: Humans, of course, come from all over. Wizards (in this world) tend to be of more noble blood (since they have access to more tomes of arcane knowledge to study from). There are a few rich families in Fannen-Dar, but a much larger city lies to the north of the small town, and it is called Rayshin.

Walking Dad: Morgran, as you said, worked in mines, so the best place for that is of course the city Gortul, to the east of Fannen-Dar, built into the sides of a cliff by dwarves, still ruled by the dwarven royalty, and also home to several underdark dwellers. And of course, there are several tunnels, some going extremely deep into the mountains.

Digger: As I said for Walking Dad, lots of dwarves come from Gortul, but many also reside in Fannen-Dar. You can too come from Rayshin, but not only are dwarves there scarce, so are fighters. Paladins, though, abound in Rayshin, from the many religious temples there.

EvolutionKB: Bards come from many places, but depending on your race, you may choose a different origin. Fannen-Dar is of course home to many bards, mostly elves, half-elves, eladrin, dragonborn, dwarves, and humans, but other races as well. Eladrin come from the shining city of Regalia, hidden in the Cloak Woods but known to many. Rayshin is home to all sorts of races, and many bards earn a living in its streets. Gortul isn't a very popular place for music and poetry, but it does exist there. A small town to the west of Fannen-Dar, Hillside, is home to many nature-loving races, and a lot of bards. Even beyond Hillside is Seaside, which is of course next to the sea. Halflings and ocean-loving races come from there. It's up to you what your race is.

Bihlbo: Halflings, being naturally nomadic, can come from very many different places, including Fannen-Dar, Hillside, Seaside, Rayshin, and the far-off marsh-town of Rarsh, which is inhabited almost exclusively by halflings. Rogues, of course, come from all these places, mostly as street urchins, but sometimes as tricky nobility (though Hillside, Seaside, and especially Rarsh are not places with much nobility).

Pyrex: Fighters tend to come from more rural areas, but warforged are built in cities with access to the required rituals for making them, and then trained as fighters to be in the army. Rayshin and Regailia are possible examples, but the military Gortul is also a possibility. The likelyhood of a warforged coming from Fannen-Dar is small, it's next to none in Hillside and Seaside, and definitely not from Rarsh.

To all of you, you can ask as many questions as you want. If you have not lived in Fannen-Dar for your life, you need a reason for being there now, whatever that reason may be (as long as it is not leaving your town because it was destroyed, because the nearby towns and cities have not been destroyed). If you want, you can come from a far away land, but you need a reason for traveling that far. The reason I want details of your character background is that when you return to a city or town where you once came from, you can know things about it and gain an advantage at, for example, finding shops that sell items cheap, or have contacts in those cities. I may take the liberty to adding to your background as the story progresses (you may meet an NPC who knows you and who you know).

Okay, I can't wait to see these characters! The game will be in the Play the Game forum, and won't start until after the Player's Handbook 2 has come out (unless everybody objects), so check there March 18!
 



Here's my character. I tend to play walking fish pretty often, so I'm going against that with this character. He's a local, and fairly in-line with stereotypes.

Boldo Bindlestiff
[sblock=stats]Player: Bihlbo
Halfling Rogue XP 0 Level 1
Initiative +4 Senses Normal Vision
Passive Insight 11; Passive Perception 16
HP 25; Bloodied 12; Surge Value 6; Surges Per-Day 7
AC 16 (21 vs. OA); Fortitude 14; Reflex 13; Will 13 (+5 vs. fear)
Speed 6
Alignment Unaligned
Languages Common, Goblin

Str 10 Dex 18 Wis 13
Con 13 Int 8 Cha 17

Basic Attack:
Hand Crossbow: +6 vs AC, 1d6+1, range 10/20
Dagger: +3 vs AC, 1d4+1, range 5/10

Racial Abilities
Bold: +5 vs. fear.
Nimble Reaction: +2 AC vs. OA.
Second Chance: (encounter) attacker re-rolls a hit.

Class Features
First Strike: you have CA vs. those who haven't acted in the first round.
Artful Dodger: Cha bonus to AC vs. OA.
Sneak Attack: +2d6 when you have CA.

At-Will Powers
Deft Strike: Dex vs. AC; 1[W]+Dex; you can move 2 before the attack.
Sly Flourish: Dex vs. AC; 1[W]+Dex+Cha


Encounter Powers
R - Second Chance: Immediate Interrupt; When attacker hits you force enemy to re-roll and use second result.
1 - Unbalancing Shot: Dex vs. AC; 2[W]+Dex and target slowed until end of your next turn.


Daily Powers
1 - Easy Target: Dex vs. AC; 2[W]+Dex and target slowed and grants CA to you (save ends both). Miss: 1/2 damage and target grants VA to you till the end of your next turn.

Utility Powers

Feats
1 Weapon Focus (crossbows)

Skills
Acrobatics* +11
Arcana -1
Athletics +0
Bluff* +8
Diplomacy +5
Dungeoneering +1
Endurance +1
Heal +1
History -1
Insight +1
Intimidate +3
Nature +1
Perception* +6
Religion -1
Stealth* +9
Streetwise* +8
Thievery* +11


Equipment
Leather armor, hand crossbow and ammo, dagger.[/sblock]
[sblock=background]
Boldo Bindlestiff grew up the child of a nomadic merchant from Rayshin. The travel introduced a great deal of danger in their lives and on one trip Boldo's father was killed. The remainder of the family moved to Fannen-Dar to live with Boldo's uncle Buckwilling, a far more entrenched man. Boldo began to work for Buckwilling in the Bindlestiff family enterprises of the area, which increasingly involved smuggling, larceny, and second-floor operations. Most of this work has been legitimate, as a result of being hired to perform necessary but clandestine tasks for the magistrates. This is however a result of a relationship formed after getting caught moving against the Bindlestiffs' primary rival, the Deicktasker family. Much of Boldo's operations for his family have been efforts to undermine the Deicktasker trade strength in the region, but has is so far yet to be caught doing anything underhanded enough to get more than some disapproving frowns. He would welcome a greater calling than this however, especially if it brought him back into the nomadic life he loved so much as a child.

Boldo's primary motivation is coin and commerce. He hopes his plunder will build a powerful trading operation, securing him status enough to become an honorable husband and father. He is fairly distrusting of others, skeptical, and thoughtful. But he hides it well and seems to others to be very charming, enthusiastic, and easy going. This flexible and impulsive nature are fed by his eagerness to take a chance, brave danger, and embrace risk with the hope of a large payoff.[/sblock]
 
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Sorry Camelot I think you understood - myfault with punctuation. The paladin I was suggesting was human it was fighter and wizard that were to be dwarven.

Anyway after messing with the options I thought the human paladin might be best since we had no other healing

I'll finish her sheet tomorrow as its getting late now. She is basically a fairly standard Cha-based paladin.
 

Yee! Ideas forming.

What do you think about my character having an exotic background...perhaps a visitor from a far off land? If your game world is generally western european in "flavor," she could perhaps be more eastern/asian or something.

I do like the notion of being upper class...a bit full of it, perhaps... Hee.
 

Yes! Actually, that's a really good idea...the area of my world that this campaign takes place in is on the western border of a huge continent. Across the ocean is another continent, somewhat closeby, but you've given me the idea to have it inhabited by races that resemble Asians, as those in and around Fannen-Dar resemple Europeans. Perhaps another continent will be home to Africans...anyways, yes, you can come from a wealthy family from across the seas, but you still start with 100 gp and must have a good reason for coming to the poor town of Fannen-Dar (perhaps you are searching for a famous wizard to learn from, or maybe heard of a valuable and useful item in the area, or the catch-all desire for adventure and exploring new places).
 

Anyway after messing with the options I thought the human paladin might be best since we had no other healing

I'll finish her sheet tomorrow as its getting late now. She is basically a fairly standard Cha-based paladin.

Okay, that works too! For your background, like I said, Gortul is the main dwarven place, but Rayshin is good too, especially for paladins.
 

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