| Original Fantasy Before the final chapter, there is a beginning, a start, an adjustment period. For fantasy, this is it. |

10-31-2006, 01:17 PM
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Okay, so few last bits:
Nubz: i finished up the skills, if you don't like them fix them, if not lets get started. also, you need to pick out which oth level bard spells you know. you know 4
Corlaan: i have a possible character made up, you can look it over let me know about what types of feats you want ( i gave you some ideas). then pick out your spells you have prepared from you mundane spell book and the unbound tome. I'm going to start without you, but you'll cath up Pretty darn quick. I'll see to it!
ALL: the campaign will begin tomorrow or the next day, its hard to say i'll be keeping pretty strange hours, made even stranger from the time diffference here in europe...(go to colledge they said...see the world they said...)
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Chaos is the friend of those who make no enemies, and form no alliances
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10-31-2006, 01:41 PM
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...dont burn down the house they said...
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Who's bright idea was it to stave off natural selection by putting warning labels onto household items?
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10-31-2006, 09:25 PM
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Join Date: Apr 2004
Location: Langley, British Columbia, Canada
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dancing lights, ghost sound, lullaby, prestidigitation.
and a "No" to the handle animal. Simply knowing if it wants to eat me is all I ask for.
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11-01-2006, 06:41 PM
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lastly, Nubz, i need your racial abilites, unless they're just half-0rd/half elf ones.....
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Chaos is the friend of those who make no enemies, and form no alliances
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11-02-2006, 04:28 PM
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the only difference is as i said... the special breed of orks are + to dex instead of + to str.
otherwise, yes, the half-elf rules apply. I dont think half-orks get any special abilities beyond the ability to gain the feat: scent.
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11-03-2006, 08:46 AM
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Join Date: Feb 2004
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close, they get dark-vision, but if you want scent i can give you a form of that.
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Chaos is the friend of those who make no enemies, and form no alliances
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11-18-2006, 01:18 PM
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looked it over, sounds great.
Even I surprise myself by how much I like playing crazy characters.
As for choices:
Spell power against Spell Resistance Feats is what I want.
Whenever you are ready I'm ready to start.
Last edited by Corlaan; 11-18-2006 at 01:47 PM.
Reason: adding more info
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11-20-2006, 10:30 AM
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Corlaan: okay, you can join in any time i just need you to tell me which spells you have prepared. Not sure if you're familiar with wizards, but each slot is one use of the the spell, if you want more uses, you fill up more slots with that spell. you can change your spells any time you have a spare hour or two, you regain you used spell slots after resting 8 hours.
Spells slots:
level (number of slots):
0th(4):
1st(5):
2nd(4):
3rd(3):
you can choose from this list (your normal spell book)
You can memorize any level 0 spell (4 slots)
level 1 spells:
* Endure Elements: Exist comfortably in hot or cold environments.
* Protection from Chaos/Evil/Good/Law: +2 to AC and saves, counter mind control, hedge out elementals and outsiders.
* Mage Armor: Gives subject +4 armor bonus.
* Summon Monster I: Calls extraplanar creature to fight for you.
* Comprehend Languages: You understand all spoken and written languages.
* Identify M: Determines properties of magic item.
* Burning Hands: 1d4/level fire damage (max 5d4).
* Magic Missile: 1d4+1 damage; +1 missile per two levels above 1st (max 5).
* Disguise Self: Changes your appearance.
* Cause Fear: One creature of 5 HD or less flees for 1d4 rounds.
* Feather Fall: Objects or creatures fall slowly.
level 2:
* Resist Energy: Ignores first 10 (or more) points of damage/attack from specified energy type.
* See Invisibility: Reveals invisible creatures or objects.
* Scorching Ray: Ranged touch attack deals 4d6 fire damage, +1 ray/four levels (max 3).
* Blur: Attacks miss subject 20% of the time.
* Ghoul Touch: Paralyzes one subject, which exudes stench that makes those nearby sickened.
* Knock: Opens locked or magically sealed door.
level 3 spells;
* Arcane Sight: Magical auras become visible to you.
*Fireball: 1d6 damage per level, 20-ft. radius.
*Haste: One creature/level moves faster, +1 on attack rolls, AC, and Reflex saves.
also randomly rolled spells from the Tome of Unbound pages (from now on its ToUP)
1. Confusion lvl.4
2. Feather fall lvl 1
3. hold monster, mass lvl 9
4. Mind fog Lvl 5
since they were in fact randomly rolled, it turns out there aren't any you can learn (except feather fall which you already knew) but you can use them once in a time of need. Because the book is a pretty powerful tool, i didn't give you alot of other things, but i think you should be okay.
so when ever you get a chance your character arrives at the inn, where the others are apparantly doing nothing.... (the sticky thread, by order of the king)
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Chaos is the friend of those who make no enemies, and form no alliances
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