The Bold Adventures of Poins! OOC-Discussion (Recruiting Again! 4 Slots Available!)

Nephtys said:
I think I might join, but there's a lot of information to process spread out over a lot of posts. What do I need to know to create a character? (Where are the party now? Level? Allowed classes? Ability scores?)

The parties, depending on what one you wish to join, are in a ruined Azerai fortress fighting a horde of zombies, and a camp/town named 'New Holyhall'.

The second group, the 'On the Town' group are perhaps ideal for joining--though there is a now NPC Druid named Devon who's up for grabs in the 'In the Woods group'.

The allowed races are, at the moment--Human, Half-Elf, Half-Goblin, Nibelungen Hobyea, Nibelungen Cobyea, Termani Elf, Ogre (who use the Half-Orc stat block), Changeling (from Eberron, though they aren't doppelganger descendents here), and Wood Goblin.

The allowed classes are all the PHB ones, plus a pair of homebrew--the janissary, which are a liberal adaptation of--a certain class from a certain book that can be found on page 3 of the Tur An Tiel thread--and the Zealot, an adaptation of the Sohei, who get Cleave or Mobility at 2nd level, and then, depending on their choice, Great Cleave or Spring Attack at 8th. (Also, their ki frenzy is called divine zeal, and their favored weapon is generally that of the diety they serve.)

Level is 1st, with the 32 point selection version of creation. Also, if you choose the On the Town bunch, you might want to make a combat character--it's presently a priest, a rogue, a bard, and a sorcerer.

And if you give me a vague concept of what you want, I'll help fill in the details so you can make your background.
 
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Rhialto said:
Also, if you choose the On the Town bunch, you might want to make a combat character--it's presently a priest, a rogue, a bard, and a sorcerer.

Interestingly enough, the non-combat group is the one in the army. ;) We found a nifty greatsword. I think it's Masterwork, but since none of us can use it, we never did verify that. So if you like playing combat classes, there's that still floating around in the On the Town game, since we haven't found a place to sell it yet.

jason
 

Ok, so I'll join the On-the-Towners. How does a Janissary Kuldeshian Human sound?
When I read the Kuldeshian entry I most of all wanted to play a mongol type character; mounted archers without peer, brilliant tacticians, fearless and ruthless but philosophically tolerant and open minded... But then I thought again and remembered that in a 1st level game I won't be able to afford both a good horse and a composite longbow. Besides, a character who depends on tactical mobility for his combat effectiveness is useless at protecting his fellow party members. Not to mention what happens when they go dungeon-crawling.
So, I'm dismounting the Kuldeshian for now and sending him to Janisarry school. ;)

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How many gps do characters get at 1st level anyway?
 

I think the other Janissary was built using Fighter gold. Check RillanPA's posts.

Also, Rhialto, FYI: Hurricane Wilma's projected to land sometime early Monday. Should hit south of me, but we'll probably be getting some nasty weather either way. If Liev and Weel get suddenly silent, feel free to NPC them. Hopefully, I'll keep power and internet, but thought I'd forewarn and all that, just in case.

jason
 

Nephtys said:
Ok, so I'll join the On-the-Towners. How does a Janissary Kuldeshian Human sound?
When I read the Kuldeshian entry I most of all wanted to play a mongol type character; mounted archers without peer, brilliant tacticians, fearless and ruthless but philosophically tolerant and open minded... But then I thought again and remembered that in a 1st level game I won't be able to afford both a good horse and a composite longbow. Besides, a character who depends on tactical mobility for his combat effectiveness is useless at protecting his fellow party members. Not to mention what happens when they go dungeon-crawling.
So, I'm dismounting the Kuldeshian for now and sending him to Janisarry school. ;)

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How many gps do characters get at 1st level anyway?

Yep, Fighter GP.

Now, about the Jannissaries...

[sblock]As luck would have it, Guy hired a bunch of Janissaries and Monks from the Society of the Slaying Hand. (The Society has two branches--the Janissaries are the Slaying Sword, the Monks are the Slaying Fist.) They are staying at their own little section of the camp. I think I can send the 'townies' through it. ;) [/sblock]
 

Human (Kuldeshian) Jannissary 1

Str: 16/+3 (10p)
Dex: 14/+2 (6p)
Con: 14/+2 (6p)
Int: 10/+0 (2p)
Wis: 14/+2 (6p)
Cha: 10/+0 (2p)

Init: +2
Move: 40 ft
Height: 6'2
Weight: 140lb
Bab/grapple: +1/+4
Attack: +5, 1d12+6x2 (Greatsword)

Feats:
Evasion
Weapon Focus (greatsword)
Power Attack
Cleave

Class Skills: sp: 16
Hide (Dex)...............5 (3+2)
Intimidate (Cha).......3 (3+0)
Listen (Wis).............5 (3+2)
Move Silently (Dex)...5 (3+2)
Spot (Wis)...............6 (4+2)

Class Features
All of the following are class features of the Janissary.

Weapon and Armor Proficiency: A Janissary is proficient with the Greatsword (their weapon of choice), the quarterstaff, the dagger, the punching dagger, the club, the sling, the dart and the shruiken.
A Janissary is not proficient in wearing armor or shields, but is highly trained in dodging blows, developing a "sixth sense" that lets them avoid even unanticipated attacks. A Janissary adds her Wisdom bonus (if any) to AC, in addition to her normal Dexterity modifier, and her AC improves as she gains levels. The Wisdom and AC bonuses represent a preternatural awareness of danger, and a Janissary does not lose either, even in situation where she loses her Dexterity modifier due to being unprepared, ambushed, stunned, and so on. (Janissaries do lose these AC bonuses when immobilized.)
A Janissary's abilities require freedom of movement. When wearing armor, a Janissary loses her AC bonus for Wisdom, AC bonus for class and level, special abilities, virtual feats, and enhanced movement. In addition, wearing armor heavier than leather imposes penalties on Balance, Climb, Escape Artist, Hide, Jump, Move Silently, Pick Pocket, and Tumble. Also Swim checks suffer a -1 penalty for every 5 pounds of armor and equipment carried.

Fast Movement: A Janissary adds +10 feet to their movement when she is unarmored, and reasonably unencumbered.

Evasion: If exposed to any effect that normally allows a character to attempt a Reflex saving throw for half damage, the Janissary takes no damage with a successful saving throw. A Janissary can only evade when wearing no armor and being reasonably unencumbered. It is an extraordinary ability.

Weapon Focus: As a result of her training, a Janissary recieves a bonus virtual feat of Weapon Focus in the Greatsword. This is recieved only when the Janissary is unarmored, and reasonably unencumbered. At 7th level, this becomes equivalent to Greater Weapon Focus.

Equipment:
gp ?
 

Rhialto said:
Yep, Fighter GP.

Now, about the Jannissaries...

[sblock]As luck would have it, Guy hired a bunch of Janissaries and Monks from the Society of the Slaying Hand. (The Society has two branches--the Janissaries are the Slaying Sword, the Monks are the Slaying Fist.) They are staying at their own little section of the camp. I think I can send the 'townies' through it. ;) [/sblock]

And how much is that? The SRD doesn't say.
 


I was thinking about submitting a character for this, before I do can you left me know what the party makeup is for both teams, also which teams are you recruiting for?

I tried to look for this info myself, but I couln't find the rogues galleys and I was a bit daughted at reading both IC threads, so any help would be appreciated.
 

The Rogue's Gallery.

And I'm recruiting for both teams.

The Townie Team Makeup--Weel, Cleric of Thraunos. Alan Hale, Rogue. Caradoc Nuttall, Bard. Graeval, Nibelung Sorcerer. An as yet unnamed Khuldeshian Janissary.

The Woods Team Makeup--Devon Farmer, Druid (Presently NPC). Heamor, Nibelung Fighter, and Wolfrider. Liev, Sorcerer. Marcus, Janissary (Order of the Axe). Norani, Elven Cleric of Surya.
 

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