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

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Old 08-22-2008, 09:55 AM
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Default GREY KINGDOM-Character creation

So, for this game you get to be a level 5 character using 4e D&D rules. If you can make your own. GREAT. If you need my help, thats fine too, its not very hard to make a character.

I'm allowing pretty much any race, anything from the PHB and the Monster Manual index (though i would prefer to reflavor Bugbears as Ogres (young ones) and shifters and werewolves/wererats since i think they are pretty silly names/concepts) and if you want to mix and match some races together or try and craft your own, i'm pretty open.

Classes are a little different. There are so far only 8 classes (9 if you want to play the incomplete artifacer) they are:

Cleric
Paladin
Fighter
ranger
rogue
warlock
warlord
wizard

The warlord is pretty much not playable in solo games, i mean you could but they rely on helping others (and letting other make extra attacks) that a solo warlord is a bad idea. I just think I as a DM would have a tought time making it work. You could multiclass into one if you so desire, but having it as your base class would be tricky. Other wise i think that with only a few tweaks here and any class should be doable. Custom classes i'm pretty non-enthusiastic about, so i'm not going to allow them (beyond simple tweaks to the standard ones, say making a monk out of a ranger that fights unarmed or something).

Stat arrays: your stats are 17,16,14,13,11,9 stick them where every you want, and then increase two of them by 1 for your level 4 stat increase.

equipement: Mundane equipement (non-magical weapons and things like rope or food) are unrestricted, though be reasonable. you get 1 level 5 magical item, one level 4 magical item, one level 3 magical item, one level 2 magical item and 1 level 1 magical item and 840 gp (for buying potions and such)

then fill out this sheet here, or ask questions.

Name:
Medium
Alignment:

17,16,14,13,11,9 +1 to two different one for level 4

Str-
Dex-
Con-
Wis-
Int-
Cha-

Feats(3):
Racial Abilities:
Class Abilities:

Skills:

Speed:
Reach:

At Will Exploits(2):
Encounter Exploits(2):
Daily Exploits(2):
Utilies(1):

HP:
Bloodied:
Healing Surges Per Day:
Healing Surge Value:


AC:
Reflex:
Will:
Fortitude:

Action Points: 1
Saving Throws:
Language: Common,
Initiative:
Senses:
Insight:
Perception:

Equipment: Backpack, Bedroll, Belt Pouch, Flint and Steel, Silk Rope (50'), torch, Trail Rations (20 Days), Waterskin, 840 Gold, level 5 magical item, level 4 magical item, level3 magical item, level 2 magical item, level 1 magical item,
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Old 08-27-2008, 05:07 PM
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((Considered being a gnome, since I always did love the little buggers (usualy) but they have no racial feats and the teiflings worked for me so took it instead)

Name: Xandian
Medium
Alignment: Unaligned

Str- 9
Dex- 11
Con- 14
Wis- 14 (13+1)
Int- 18 (16 + 2 Race)
Cha- 20 (17+2 Race + 1)

Feats(3): Improved Initiative, Improved Misty Step, Helfire Blood (+1 attack/dmg fire/fear)
Racial Abilities: Bloodhunt (+1 attack vs bloodied opponents), Fire resistance 7 (5+1/2 lvl), Infernal Wrath
Class Abilities: Eldrich Pack (fey), Misty Step (tel x), Prime shot, Eldrich Blast, Warlock’s Curse (1d6)

Skills:
Acrobatics 3 (2 lvl + 1 item)
Arcana 11 (2 lvl + 4 Int + 5 trnd)
Bluff 14 (2 lvl + 5 Cha + 5 trnd +2 race)
Insight 9 (2 lvl + 2 WIS + 5 trnd)
Perception 4 (2 lvl + 2 Wis)
Stealth 4 (2 lvl + 2 race)
Streetwise 12 (2 lvl + 5 Cha+5 trnd )

Speed: 6
Reach:

At Will Exploits(2):
1.Eldrick Blast (+8vs ref, 1d10+6,rng 10)
2.Eyebite(+8 vs will,1d6+6psy,rng 10, inv->SOT)

Encounter Exploits(2):
1.Witchfire (+9vs ref, 2d6+7fire, rng 10,-6 attack-> EOT)
2. Otherworld Stride (+8 vs fort, 1d8+6, burst 1,imm->EOT, eff: tel 9)
3.Infernal Wrath (minor, +1 attack +5 damage to opponent who hit you last turn)

Daily Exploits(2):
1.Dreadstar (+9 vs will, 3d6+7 rad, rng 10, imm->EOT, eff:-2 will (save))
2. Crown of Madness (+8 vs will,2d6+6psy (half), rng 10, sustminor:mel.bas.attack vs adj.ally(save))

Utilies(1):
1. (e) Beguiling Tongue (+5 next bluff, intim,dip)

HP: 46
Bloodied: 23
Healing Surges Per Day: 8
Healing Surge Value: 11


AC: 19
Reflex: 18
Will: 22
Fortitude: 15
Resistances: 7 fire (Race), 5 necrotic (item), 5 poison (item)

Action Points: 1
Saving Throws: Nothin Special
Language: Common, Elven
Initiative: 6 (2+ 0Dex + 4 feat)
Senses: Low-Light
Insight: 19
Perception: 14

Equipment: Backpack, Bedroll, Belt Pouch, Flint and Steel, Silk Rope (100'), Everburning torch, Trail Rations (20 Days), Waterskin, 490 Gold, Deathcut Leather Armor +1, Rod of Corruption +1, Bracers of Perfect shot, Acrobat Boots, Amulet of Protection +1, 6 Potions of healing.
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Last edited by Larrin; 09-17-2008 at 11:08 AM.
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Old 08-28-2008, 10:25 AM
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Looks great, i'll probably modify it to add in the numbers for things soon.

Any desire to be a part of one of the Faerie Courts (summer, winter, spring, or fall) or would you rather keep it just sort of a general mysterious fey pact? Also i forgot to request background information, so that would be nice too (but not necessary).
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Old 08-28-2008, 02:42 PM
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Not sure, so far I've only really gotten the basic feel to how he acts. He likes causeing trouble for others from time to time in order to amuse himself, but he also is kind at other times. Overal he has a good demener but he's too much of a free spirit to be tied down to most organizations.

I do know that in way of combat he is likely to mess around with his enemies and mock them some.

If he fit with any of the courts my guess would be winter or spring. I'm mostly makeing that judgement on how I would personify those seasons, I havent read anything on the courts yet if you have put it up.
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Old 08-28-2008, 03:20 PM
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Yeah, personifying the seasons is my main guidline. I've only posted vague mentions of the courts. Summer and Winter are the most 'organized' while Spring and Fall are more joinings of like minds with minimal leadership. They serve as a buffer between the more confrontational winter/summer courts.

Spring is pretty darn capricious, mostly looking for fun or mischief, absolutely zero planning and no goals beyond spreading drink, song and newness. Winter is at its heart very harsh (think antartica; you don't go there unprepared or else you don't return) but has plenty of beauty to go around. I see winter as being less chaotic, at least on a large scale. Fall is bent on knowledge and wisdom, and tend to have goals that further these ideals ( i see it as a very introspective season, but not without fun times). Summer is often misinterpreted as 'Good'. They are the kindest, most benevelent of fey, but not out of goodness but out of appreciation of the beauty of life, they also have healthy appreaciation for survival of the fittest, law of the jungle and circle of life types of philosphy which can catch mortals by surprise, the fey that saved them from starvation may not lift a finger to save them from a hungry pack of wolves. Summer is always tough for me to really get a grip on, but i don't worry about it, since not understanding them helps keep them a little mysterious to me.

Spring is probably the best fit, it you want.
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Old 09-17-2008, 10:00 AM
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Okay cain, i'm going to go ahead and start things, hopefully people will show up again someday. Any preference to what sort of area/back ground i drop you into or should i just pick a place?
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Old 09-18-2008, 05:22 PM
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Just go ahead and pick a place.
I can't think of anything right now.
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Old 08-29-2009, 12:04 PM
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this game still going?

Fighter - concept is a viking-sort who waits for an enemy to make a mistake.


Name: Cer Möttull Goatgrabber
Medium
Alignment: Lawful

Str- 20 (17+1+2) +7
Dex- 14 (13+1) +4
Con- 14 +4
Wis- 16 +5
Int- 11 +2
Cha- 9 +1

Feats(4): Toughness, Blade Opportunist, Combat Reflexes, Weapon Expertise
Racial Abilities: Bonus Feat, Bonus At-Will, +1 fort/ref/will defenses
Class Abilities: Combat Challenge, Combat Superiority(Add WIS to opportunity attacks), Fighter Weapon Talent(+1 toHit with One-Handed)


Trained Skills: Athletics(Str), Endurance(Con), Heal(Wis), Streetwise(Cha) [-2 shield check penalty for strength, dex, con skills]

Speed:5
Reach:1

Longsword +1 (+1d6 crit)
Attack:+13 (+6 OA) (5str+3prof+1class+1ench+2lvl+1 expertise+1combatrlfx)
dmg: +6 (+2 basic) (5STR+1ench)
W=1d8

unarmed:
A:-5 D: -1 W:1d4

At Will Exploits(3): Cleave, Reaping Strike, Tide of Iron

Encounter Exploits(2): Passing Attack(1) and Precise Strike(3)

Daily Exploits(2): Comeback Strike(1) and Dizzying Blow(5)

Utilies(1): Boundless Endurance(1)

HP:59
Bloodied: 29
Healing Surges Per Day:11
Healing Surge Value: 15


AC: 22
Fortitude: 22
Reflex: 18
Will: 17

Action Points: 1
Saving Throws:
Language: Common, Giant
Initiative: +4
Senses:
Insight: +5
Perception: +5

Equipment: Backpack, Bedroll, Belt Pouch, Flint and Steel, Silk Rope (50'), torch, Trail Rations (20 Days), Waterskin
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Level 5 item: Bag of Holding
Level 4 item: Black Iron (scale) Armour +1 [Resist 5 Fire/Necrotic]
Level 3 Item: Amulet of Health +1 [Resist 5 Poison]
Level 2 Item: Bracers of Mighty Striking [+2 ITEM dmg with melee basic]
Level 1 item: +1 Longsword

buy - Belt of Vigor [520gp], six potions of Healing [50gp ea]

Slight tweaks, my defender had horrible defenses!

Last edited by Larrin; 09-06-2009 at 07:25 AM. Reason: changed to One-Handed weapon because shields are actually pretty important, apparently; larrin added some handy numbers
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Old 09-02-2009, 07:59 AM
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well if you're back, i can probably start it up again....
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Old 09-02-2009, 10:06 PM
nubz nubz is offline
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Yeah, I've got some time again.... been a while lol.

Also, totally went against the urge to create a Paladin of Pelor so's I could smite undead like mad (since I read a few posts first).
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