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Uncertain Skies :: The Games :: Characters :: A World in the Balence: Character Thread
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 AuthorTopic: A World in the Balence: Character Thread (Read 738 times)
ender_wiggin
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 Re: A World in the Balence: Character Thread
« Reply #15 on Aug 31, 2004, 1:47pm »

Ok please email me non-srd material plz. Like psionic abilities, everything you have on the gray elf, etc. Thanks. I'm starting shortly.
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"I do not know what weapons will be used for World War III, but I can assure you that World War IV will be fought with stones"
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 Re: A World in the Balence: Character Thread
« Reply #16 on Aug 31, 2004, 6:16pm »


Quote:
Well, I'd really like to use the Urgrosh effectively as a double weapon, and I'm hesitant to adjust my scores because it wouldn't really fit into his character and background.

Are you sure the 15 Dex is a prerequisite for Two weapon fighting? Because in my ph (ver. 3) there are none.


The online srd is 3.5 and it shows the prereq. But you can keep the two weapon fighting. Note that this reduces your primary attack (-4) and your off hand (-8), if I'm not mistaken. I'm not sure how effective the method is. I'll even let you get ambidex, but I'll provide an ingame solution to this problem sometime down the line if you want.

Of course, I really can't give these feats to you completely free. Just make the two weapon fighting training apparent in your bio or description of the Baduuk clan.

Illium: I don't really like to stress alignments as a DM because I feel it restricts roleplaying. Players of course, are encouraged to follow a specific pattern as far as their character's behavior goes. Players are encourage to respond based on what they think their character would say (directly), rather than thinking about what a chaotic neutral thief would say (indirectly). Furthermore, I don't think all personalities can be categorized into 9 neat groups.

Ghostknight: I'll work you into the story once you get your character up.
« Last Edit: Aug 31, 2004, 6:22pm by ender_wiggin »Link to Post - Back to Top  IP: Logged

"I do not know what weapons will be used for World War III, but I can assure you that World War IV will be fought with stones"
-Albert Einstein
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 Re: A World in the Balence: Character Thread
« Reply #17 on Aug 31, 2004, 7:08pm »

-2/-6 actually, and having a light offhand weapon is another -2/-2. Amidex is now a part of that original bonus, so they've really just squished two feats into one feat.

*grins* My alignment was an afterthough; the character's somewhere around N/C G/N, depending on which day and what mood he's in, but I figure he'd ping CN the most, based on his past. I don't much reckon listening to one's mama overly much makes one a wussy lawful boy, if y'all take my meaning.
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 Re: A World in the Balence: Character Thread
« Reply #18 on Aug 31, 2004, 8:04pm »

Ok, I'll give you a -3/-7 b/c you don't meet the dex requirements (but you aren't that far away), with a -3/-3 for a light off-hand weapon (which I believe an ugrosh spear tip is). Still include the training details.
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 Re: A World in the Balence: Character Thread
« Reply #19 on Sept 1, 2004, 8:52am »

That's cool with me. I was intending the Urgrosh to basically be the BaDuuk clan weapon, with training from birth. I'll modify my character thread.

Edit

Modified!
« Last Edit: Sept 1, 2004, 1:28pm by Khaladryl »Link to Post - Back to Top  IP: Logged
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 Re: A World in the Balence: Character Thread
« Reply #20 on Sept 1, 2004, 1:49pm »

I guess I should have put it more clearly:

The game has started. Its under the rule-based-games thread.
« Last Edit: Sept 1, 2004, 2:11pm by ender_wiggin »Link to Post - Back to Top  IP: Logged

"I do not know what weapons will be used for World War III, but I can assure you that World War IV will be fought with stones"
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 Re: A World in the Balence: Character Thread
« Reply #21 on Sept 6, 2004, 9:38am »

Hedriad
Male, Human, Domain Wizard 1 (Evocation)

Str 10 0
Dex 14 +2
Con 14 +2
Int 16 +3
Wis 10 +0
Cha 12 +1

HP 6 (4 +2 Con)
AC 12 (10 +2 dex)
Initiative +2 (+2 dex)
Spell DC 13 +spell level (DC 14 + Spell level for evocation, DC 15 +spell level for domain list)
Alignment N
Deity Elric

Saves
Ref +2 Fort +2 Wil +2

Feats
Scribe Scroll (Mage bonus), Combat Casting (level 1), Spell Focus (Evocation) (Human)

Skills (Skill points 20)
Concentration 6 (4ranks +2con) , Knowledge (Arcana) 7 (4 ranks +3 int), Spellcraft 7 (4 ranks +3 int), Decipher Script 5 (2 ranks +3 int), Craft (Jewellery) 5 (2 ranks +3 int) knowledge (local-Silvenlust) 5 (2 ranks +3 int) Knowledge (Alchemy) 5 (2ranls +3int)

Domain List
0 Light
1 Magic Missile
2 Flaming sphere
3 Lightning bolt
4 Shout
5 Wall of force
6 Bigby’s forceful hand
7 Mordenkainen’s Sword
8 Otiluke’s Telekinetic Sphere
9 Bigby’s Crushing Hand

Spells
In spell book
Magic missile (Domain), Shocking grasp, Charm person, Summon Monster 1, Identify, Sleep, Mage Armor

Memorised
Level 0
Light (D), Detect Magic, Message, Acid Splash

Level 1
Magic Missile (D), Mage Armor, Charm person

Equipment
Backpack
5 days iron rations
Waterskin
3 pieces parchment
ink
Quill
Lantern
5 flasks oil
Tinderbox
Spell component pouch
Dagger
staff
belt pouch
Explorers outfit
Tent
Bedroll

10gp

Description: Hedriad has a pale, pasty complexion, his eyes perpetually surrounded by dark rings from late night studying. He is tall, thin, his deep set eyes giving him a gaunt look. When the wind lows his shirt close to his body, his ribs can be seen. But his gauntness belies his healthy body, and the gauntness his lithness. Typically he dresses in brown pants, with a blue or red shirt, his explorer’s clothes on top.

History: Hedriad grew up in Silverlust. The sun of an average working class family, nobody expected anything of him, other than to follow the rest of his brothers into the family business, carting luggage and good for visitors, acting as guides and, occasionally, selling information about visitors. But Hedriad had no desire for such a life. He found a library and taught himself to read, he wandered the city, trying to find what scraps of books and information he could. Finally he caught the eye of Juriel, a local mage who needed an extra hand in his laboratory. He took Hedriad in as a helper, with promises of lessons to entice him.

He was true to his word, he worked Hedriad unmercifully, sometimes the two of them sitting in the laboratory for eighteen hours a day, but he also taught Hedriad, enticing Hedriad into his own speciality of evocation magic. Hedriad did not become a full specialist but learnt enough to be more effective with evocations than many other wizards.

His time in the militia also further enhanced his skills. Rather than merely shoving him in with the other recruits, he was part of the mage contingent, trained to assist the soldiers in battle, taking the lead if necessary. Part of the training included the skills necessary to keep on casting, even under adverse conditions.

On leaving the militia, Hedriad thought to once again learn from his old mentor, but Juriel had disappeared. Perplexed, Hedriad now seeks him, while at the same time seeking to increase his own fame and knowledge.

(I will post equipment tomorrow, but this should be enough for you to work me in)
« Last Edit: Nov 18, 2004, 4:50am by Ghostknight »Link to Post - Back to Top  IP: Logged

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 Wulf Whitespell
« Reply #22 on Dec 2, 2004, 4:56pm »

Wulf Whitespell
Human, 2nd -Level Sorcerer
Medium Humanoid (Human)
Hit Dice: 2d4+2 (9 hp)
Initiative: +3
Speed: 30 ft. (6 squares)
Armor Class: 13 (+3 Dex), touch 13, flat-footed 10
Base Attack/Grapple: +1/+1
Attack: Club +1 melee (1d6/20) or Sling +3 ranged (1d6/19–20)
Full Attack: Club +1 melee (1d6/20) or Sling +3 ranged (1d6/19–20)
Space/Reach: 5 ft./5 ft.
Special Attacks: Human traits
Special Qualities: Human traits
Saves: Fort +1, Ref +2, Will +4
Abilities: Str 10, Dex 16, Con 12, Int 10, Wis 10, Cha 16
Languages: Common
Skills: Hide +3, Listen +0, Move Silently +3, Search +0, Spot +0, Bluff +8, Profession Merchant +5, Appraisal (cc) +2, Knowledge Arcana +1
Feats: Spell Focus Conjuration, Augment Summoning
Class Traits: Magic, may summon Familiar
Alignment: Neutral Good
Cast Cantrips/day 6
1st Level spells/day 5
Human Traits (Ex): Humans possess the following racial traits.
— A human’s base land speed is 30 feet.
— +1 skill point per level (+4 at 1st level)
— +1 Feat at 1st level

Spells Known:
Cantrips: Acid Splash, Prestidigitation, Mending, Touch of Fatigue and Dancing Lights.
1st Level: Summon Monster I and Mount.

Background:
Wulf is a merchant. He grew up as the first son in a family of merchants. His father and Mother unfortunately see their son as a threat. Their son was born with a terrible family curse. He was a mage-born. The Whitespells are a strange bunch. Most are very normal and down to earth but there are a rare few who are born “different”. These magical offspring tend to become powerful very fast and loosing their minds even faster. When their prized first born started showing signs of the talent they were horrified.

The first incident was when the family cat disappeared and only would show up when Wulf called. He later told his mother that he was petting it one night and his hands started to glow, then the cat was gone. Later that night he made a wish that “Skippy” would come back and the cat appeared sitting next to him, but if vanished after only a few minutes (the beginnings of Monster Summoning 1). Next it was his horse Maxwell. He was grooming him and the next moment the stallion was not there (Mount). He has learned to make things and creatures disappear and then conjure them up for short periods of time once again. He has an assortment of useful tools that he can conjure (Prestidigitation) and even has learned to mend items with his magical gift (Mending). He has found that if he “Un-conjures” something that holds liquid or has energy attached to it. When he conjures it again it its full or active. (Acid Splash and Dancing Lights)

Having grown up in the capitol city he has had very little to do with the outside world. He has left home and his families disapproval but has nowhere really to go. He has heard of magical types going on grand adventures and has decided to find a group to become a part of.

He has grown in his powers some what finding out that he can weaken people with his touch.(Touch of Fatigue.) Where this experimentation will lead him he does not know but even He is impressed with himself.

Personality:
Wulf is almost too eager to please. He’s a nice person and just assumes that everyone he meets is also going to be good until they prove otherwise. He always wears gloves in a vain attempt to keep himself from “un-conjuring” things with out his knowledge. (not that it’s a problem unless he’s excited. But that’s up to the DM)

Appearance:
Wulf is average height and weight for a human. (5’10” and 165 pounds) he has silver white hair and gray eyes. He dresses in nice if not upper-class clothing and carries a fairly large walking stick that he uses like a club in hand to hand combat. He has a great love for jewelry and has quite a bit of it.

Equipment:
Heward’s Haversack [2000]
Potions of Cure light wounds (4) [200]
Potion of Endure element: Fire (1) [50]
Potion of Endure element: Acid (1) [50]
Potion of Endure element: Cold (1) [50]
Potion of Endure element: (1) [50]
Potion of Hide from Animals (1) [50]
Potion of Jump (1) [50]
Potions of Mage Armor (2) [100]
Potion of Remove Fear (1) [50]
Potions of Sanctuary (2) [100]
Oil of Shillelagh (2) [100]
Scrolls of Burning Hands (2) [50]
Scrolls of Color Spray (2) [50]
Scrolls of Comprehend Languages (2) [50]
Scrolls of Disguise Self (2) [50]
Scrolls of Summon Monster 1 (4) [100]
Scrolls of Sleep (4) [100]
Scrolls of Shield (4) [50]

(Total cost: 3650gp)

Another 200 is spent on traveling items like a tent, bedroll, rations and such. Leaving him with 150gp to play with.


Wulf’s only "real" Magic Item is his haversack. It's a tradition in his family to hand down the enchanted haversack of the father to the eldest son when he takes his first trade route or upon the death of the father. Wulf's Uncle Collier died a childless man but it was he who protected Wulf from his own family.
On Collier's deathbed he bequeathed Wulf his traveling bag. Little did Wulf know but it was still full. Collier had been collecting scrolls and Alchemist supplies for long trips he never got to take. Wulf is hesitant to use any of these items, as they are the last vestiges of the Uncle who loved him despite his "curse".

« Last Edit: Dec 8, 2004, 6:51pm by Grimmbear »Link to Post - Back to Top  IP: Logged

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 Re: A World in the Balence: Character Thread
« Reply #23 on Dec 3, 2004, 10:55am »

For equipment you will have 4000 gp. This is significantly above the normal amount for level 2, but I think you should have a little more because of your upbringing as a wealthy merchant would allow you to have access to a good amount of funds.

Buy your equipment, but private message me about any magical items; many of these have prices that are not what they are in the DM's guide. If you have custom magical items you want you can PM me as well.

You will have to write a passage for every magical item you have in your possession that describes your acquirement of the item. This will be the standard for characters that replace dead PCs - players will be required to write one for every magical item that the new character has possession of.
« Last Edit: Dec 3, 2004, 10:57am by ender_wiggin »Link to Post - Back to Top  IP: Logged

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 Re: A World in the Balence: Character Thread
« Reply #24 on Dec 3, 2004, 4:12pm »

Glad you like him. I'll get to his equipment tonight.
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 Re: A World in the Balence: Character Thread
« Reply #25 on Dec 8, 2004, 6:52pm »

Wulf is fully up.
« Last Edit: Dec 8, 2004, 6:52pm by Grimmbear »Link to Post - Back to Top  IP: Logged

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