The Reconquista OOC


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Branding Opportunity said:
Ferrix,
It's not often you find gamers who quote Krishnamurti, very cool.

:) I'm a bit of an odd gamer.

I'm thinking of playing a rogue-type, basically a semi-decent crimelord character, who runs a large network of rogues, informants, etc.
 

I've never played in greyhawk, would it be an issue if I wasnt' totally familiar with the background? And how would a tattooed monk sound?
 

Okay, I've been futzing around with Etools a little for a N Human Wizard. What about Leadership? Are we allowed to have cohorts and such, or would all that just get in the way or what?
 

Not knowing where to put this:

A very young elf emerged within during the wars and became a trusted spy than deputy of warlords. This elf was very quick and seemed to be super nimble. Yet compared to the solidiers around him, he looked as fragile as a tooth pick. His name changed to George so that others could pronounce it.


He learned his craft well and would always be the second fiddle. Never taking command as he had not the ambition to be a true leader, he would always be loyal to whom he followed. Initially being a spy, he would learn to enter any "locked" domain. Chests otr doors where inconsiquential. No one had privacy with George on the prowl. He also never seemed to need sleep so enemies could not seem to catch him unaware. However, to his enemy he was totally ruthless. He killed with no quarter given and had zero mercy for the fallen. Wounded where never taken. Using invisabilty and his boots of speed he would effieciently kill all those who opposed his leader. Some thought of him as an assasian but he was not. He was not one easily fooled and lo be the poor underling who did try.

His forest home was dystroyed in the wars and he now claims to be a citzen of the Sheldomar Valley.

Name George Anarion
Rogue 11
Elf
Lawful Neutral

str 10
dex 20 (+2 racial +2 level)
con 10 (-2 racial)
int 16
wis 12
cha 10


Fort 6
Reflex 15
Will 7
BAB +8/+3
AC 21 (10 + 3 leather +3ring +5 dex)


Ranged +13/+11 Bow 1d8 (under 30’ +6d6+1)
Melee +14/+12 Rapier 7d6 15-20/x2


Feat: Nimble Fingers, Weapon Finesse (Rapier), Improved Critical (Rapier), Improved Initiative, Point Blank Shot


Skills Ranks Mod Synergy Total
Balance 12 5 2 19
Bluff 13 0 0 13
Diplomacy 14 0 4 17
Disable Device 14 3 4 21
Hide 5 5 0 19
Jump 5 1 2 8
Listen 14 12 17
Move Silently 14 5 0 19
Open Lock 145 4 23
Search 143 2 19
Sense Motive 14 10 15
Spot 14 12 17
Tumble 752 14


Possessions:
Handy haversack: Thieves’ Tools, Masterwork; silk rope 50’; waterskin; bedroll, caltrops, fish hook; flint&steel; grappling hook; mirror; spade; 3 days of rations, vial of anti venom.,


Leather Armor +1,
Ring of Protection +3
Ring of Sustenance
Hand of Glory
Ring of Invisibility
Boots of Speed
Rapier MW
Longbow, composite
Efficient Quiver
60 arrows

Languages: Common, Elven, Orc, Sylvan
Class: Sneak attack +6d6, trapfinding, Evasion, Trap Sense, Improved Uncanny Dodge, Feat
 
Last edited:

Ferrix said:
:) I'm a bit of an odd gamer.

I'm thinking of playing a rogue-type, basically a semi-decent crimelord character, who runs a large network of rogues, informants, etc.

I was thinking rogue, but not as a head guy. Mine is more the trusted LT.
 

Well, it frees me up from needing bluff, if y'all are roguing it up. You know, with the amount of war/battlefield stuff, a Scout might be cool, or even scout levels, or something, for all the roguish types?
 

INTRODUCTORY SESSION:

Before we start the first adventure, I’d like to try something a little different. Since we’re starting at a fairly advanced stage, there is probably a lot of shared history between the PCs. Well, actually, I’m saying that there is a lot of shared history, period.

In order to create this backstory, I am planning on posting 8 or 9 short adventure synopses, those adventures which brought the PCs (as a group) from 1st to their current level. After each synopsis, players can make short comments as to what they learned from that adventure, outstanding monsters or traps overcome, magic items they acquired/made, friends lost or found, mortal enemies made, new classes begun, etc; everything that normally happens during the course of an adventure. These descriptions don’t have to be long, a short paragraph will suffice. In addition, players can add more normal life events which occurred between adventures, such as marriages, births, deaths, training with a wise, old man, travel, enlightening experiences, etc.

I think this is an excellent idea. I have my rogue open ended.

However, I can also see the party not necessarily togeter for all 11 levels, but passing by. Injuries will way lay one for a bit or the inherent mobility of someone with a PC mind set during a long war. I think it would be similar to comrades for a time, than seperated by other individuals and fighting & meeting on the battlefield as allies commanding different troops, than becoming comrades again. They know of each other and may even write, but they are more like ships on the ocean.
 

Seeten said:
Well, it frees me up from needing bluff, if y'all are roguing it up. You know, with the amount of war/battlefield stuff, a Scout might be cool, or even scout levels, or something, for all the roguish types?

I thought you where thinking of a Paladin?

As for Scout, I do not have that info, only the srd. Therefore I needed to build a simple character.
 

Wow. This sounds very cool. Greyhawk games don't crop up too much around here. Sounds like I'm a little late on the game, and I just started another game where it took me like a wee to draw up a 10th level PC. I'd love to join and play a mystic theurge. Maybe I could be an alt.
 

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