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The Chains That Bind [4e]

 
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Attilla
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PostPosted: Sat Jun 14, 2008 3:00 pm    Post subject: The Chains That Bind [4e] Reply with quote

How long has it been? Have you ever not been here? Well, you're fairly certain of the latter answer being no... maybe, but the prior? Weeks, maybe? Could have been months.

For the last... whatever all you have known is the opiate haze of this creaking hold in some ship somewhere, the sweltering heat of the day and the brisk chill of the night, barely getting a glimpse of the hooded crew as you are given your food and water that you can barely eat and drink.

The dank depths are your home for now and you're so lost in the blissful, opiate dream that you cannot leave, weak chains and ropes keep you corraled in, not that you care to escape.

However, one day the food and drink stops. You barely notice this, at least for a while, however the food and drink is what contains the drugs and so your minds begin to slowly clear.

There's a noise from the deck. Noises. Sounds of... battle? Of bloodshed? They are terrible and you hope they stop, as you are starting to feel sick enough already.

Then suddenly the bright light from the deck above blinds you as the door creaks open, a figure, a female figure cloaked in a multitude of colourful feathers and wearing an ornate headdress that her dark hair escapes from in places, looks down at you all, her blade stained with blood.

"Well, well, well look what we've got here" she says before turning and shouting something "This looks like your lucky day. You might owe me one some day." she smirks before heading away from you, leaving you in the quiet only broken by the sound of gulls, the crash of the sea, the shifting of the ship, and the smells of salt and blood, your eyes attuning to the light of day.

-

These are the lands of Al-Alam, lands of harsh sandy desert, poisonous jungles, jewel-like cities and more, centred around the trade metropolis of Al-Dahab-Naqiyy, ruled over by the Council of the Elements who are said to trade with some very distant locales, the intervening lands are harsh but lead to other places like the grandiose city of Al-Ma'rifa, astronomy capitol of the known world, or looming fortress-city of Al-Husam, where the legendary Al-Sayf Academy thrives. Life is largely present either on the verdant coastlines, or in some places at resource-filled oasises located deeper inland, but few have ever truly explored the deserts, for they are arid and dangerous, many are never heard from again in trying to cross it, whilst others are drawn there by tales of lost cities full of riches just waiting to be plundered.

Other continents are traded with and have travellers move to or fro, but this is largely a rarity except in certain places due to the distance and danger involved, such as the Ivory Kingdoms whom contact has nearly become a legend, or more verdant but very distant lands such as Josia or Mekali.

Known World:



-Character Creation-

Level 1.
Shown methods 1 or 2 ability score generation.

-Other-

Any questions, ask me. Oh and until further notice you'll be suffering from withdrawal, this likely means you'll have to make Endurance checks occasionally.

Obviously you should assume you will start wearing only rags, no arms or armour or other stuff on you unless you can justify minor items that your captors would have not bothered to get off of you or not realised you had before you were drugged up to your eyeballs
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PostPosted: Sun Jun 15, 2008 2:13 pm    Post subject: Reply with quote

Upon reading, I find this does seem interesting enough for me to change my initial plan to wait for 4.5e to come out. I'll try to come up with something.
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PostPosted: Mon Jun 16, 2008 9:15 am    Post subject: Reply with quote

So be it, any ideas for a character yet?
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PostPosted: Mon Jun 16, 2008 9:25 am    Post subject: Reply with quote

Not yet.
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PostPosted: Mon Jun 16, 2008 10:24 am    Post subject: Reply with quote

I'm still working on the backstory for my Warlord, but rest assured! My character will be happening fairly quickly, I hope.
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PostPosted: Wed Jun 18, 2008 11:20 am    Post subject: Reply with quote

Hey, I think it's time for some house rules (because if I don't house rule the scissor-people hunt me down to snip me out of reality) and setting info, hopefully to promote thoughts, ideas and making characters. (You can assume the Spectral Ancients Pact Warlock I stole from somewhere but my attempt at a follow-up Paragon Path was not)

Warlock (Spectral Ancients Pact)

Spectral Ancients Pact
You have entered into a pact with ancient and powerful spirits, the assembled army of warriors and legendary figures of ages past, both heroes and villains. You draw your power from resisting the will of these entities; using them for your own ends rather than becoming their puppet in an attempt regain lost glory.
Spectral Grasp: You know the spectral grasp at-will spell.
Font of the Ages: You have the Font of the Ages pact boon. You are able to draw upon the spirit energies of defeated cursed foes to receive an influx of experience and knowledge from your Spectral allies.
When an enemy under your Warlock's Curse is reduced to 0 hit points or fewer, you gain +2 to your next saving throw or skill check. If you don't use this bonus by the end of your turn, it is lost. This bonus is cumulative.

1st-Level At-Will
Spectral Grasp (Spectral Ancients)
You gaze at your enemy and close your grasp in their direction. Your foe feels the icy grip of otherworldly entities clawing at it from the inside out.
At-Will *Arcane, Implement, Fear, Cold
Standard Action Ranged 10
Target: One creature
Attack: Charisma vs. Will
Hit: 1d6 + Charisma modifier cold damage and the target takes a -2 penalty to Fort until the end of your next turn.
Increase damage to 2d6 + Charisma modifier at 21st level.

1st-Level Encounter
Whispers from Beyond (Spectral Ancients)
Swirls of spectral energy dart around your enemy's head, whispering terrible lies and secrets. The distraction causes it to falter and second guess itself.
Encounter *Arcane, Implement, Fear
Standard Action Ranged 5
Target: One creature
Attack: Charisma vs. Will
Hit: Target suffers -1d6 + Charisma modifier to attack until your next turn.
Spectral Ancients Pact: Your target also suffers -1d6 + Charisma modifier to Ref until your next turn.

1st-Level Daily
Spectral Assault (Spectral Ancients)
A swarm of phantasmal creatures erupt from nothingness darting in and out of your enemy. It is wracked by chilling agony as it feebly attempts to swat away its ephemeral assailants.
Daily *Arcane, Implement, Cold
Standard Action Ranged 6
Target: One creature
Attack: Charisma vs. Fortitude
Hit: 3d10 + Charisma modifier cold damage.
Effect: Target is immobilized (save ends).

2nd-Level Utility
Ancient History (Spectral Ancients)
Your connection with the spirits of old grants you insights few others have access to.
Encounter *Arcane, Necrotic
Minor Action Personal
Effect: You gain a +10 to your next Knowledge (any type) check during this encounter.

3rd-Level Encounter
Spiritual Ripple (Spectral Ancients)
The unseen realm of spirits briefly touches reality around you causing a ripple of countless spirits to stir around you, driving stabbing terror into the hearts of your foes.
Encounter *Arcane, Implement, Cold, Fear
Standard Action Close burst 3
Target: Each creature in burst
Attack: Charisma vs. Will
Hit: 2d6 + Charisma modifier cold damage.
Effect: Target is dazed (save ends)
Spectral Ancients Pact: Creatures adjacent to you are Surprised until your next turn.

5th-Level Daily
Spectral Ally (Spectral Ancients)
A humanoid figure erupts from nowhere and bears down upon your foe with untold fury.
Daily *Arcane, Implement, Cold
Standard Action Ranged 10
Target: Each creature in burst
Attack: Charisma vs. Fortitude
Hit: 2d8 + Charisma modifier Cold damage.
Sustain Minor: Target takes an additional 1d8 Cold damage and is pushed 1 square.

6th-Level Utility
Spectral Guardian (Spectral Ancients)
The image of a legendary figure from ages long past steps out of nothingness and stands behind you, discouraging foes from attacking your flank.
Daily *Arcane, Conjuration, Necrotic
Immediate Interrupt
Trigger: An adjacent enemy gains Combat Advantage against you.
Effect: Adjacent creatures to you lose Combat Advantage. For the duration of the encounter, if an adjacent creature would gain Combat Advantage against you, it must make a Charisma vs. Will check against you, if it fails, it does not gain Combat Advantage that round.

7th-Level Encounter
Horrific Visages (Spectral Ancients)
A torrent of disgusting shades descends upon your foes, enveloping and gnawing at them in a gruesome display.
Encounter *Arcane, Implement, Necrotic, Fear
Standard Action Close Blast 3
Target: Each creature in blast
Attack: Charisma vs. Will
Hit: 3d8 + Charisma modifier Necrotic damage and is weakened (save ends).
Spectral Ancients Pact: The target takes ongoing Necrotic damage equal to your Intelligence modifier.

9th-Level Daily
Ephemeral Cadre (Spectral Ancients)
A small group of spectral entities step out from nowhere and surround you, forming a spectral shield around you.

Daily *Arcane, Conjuration, Cold
Standard Action Area Wall 6
Effect: You summon six spectral allies that form a protective wall around you, though this wall is not solid and enemies may enter it. Enemies beginning their turn adjacent to the wall take 1d6 Cold damage. Enemies entering or beginning their turn within the wall take 1d6 Cold damage and are slowed until their next turn.
Sustain Minor: You may adjust the shape of the wall by a number of squares equal to your Charisma modifier. All parts of the wall must be adjacent to another part of the wall and at least one square of the wall must be adjacent to you.

10th-Level Utility
Spectral Transversal (Spectral Ancients)
As the spirit of the dying creature dissipates into nothingness, you see the path between realms and are able to pass through them, arriving at where the fallen creature’s ruined body lies.

Daily *Arcane, Necrotic, Teleportation
Minor Action Range 20
Effect: For the duration of the encounter, whenever a creature dies, you may, as an immediate action, teleport to its location.


13th-Level Encounter
Eruption of Souls (Spectral Ancients)
With a gesture, a pillar of spectral entities erupts out of the ground, latching onto and enveloping your enemies.

Encounter *Arcane, Implement, Conjuration, Necrotic, Cold
Standard Action Area Burst 2 within 10 Squares
Target: Each enemy in burst
Attack: Charisma vs. Reflex
Hit: 2d8 + Charisma Necrotic or Cold damage and the target is slowed (save ends).
Spectral Ancients Pact: The attack deals ongoing Necrotic or Cold Damage 5 (save ends).

15th-Level Daily
Drag Down into the Nether (Spectral Ancients)
Hundreds of reaching, spectral arms of spirits erupt from the ground and grasp at your enemies, seemingly trying to draw them through the very earth to down below.

Daily *Arcane, Implement, Necrotic, Cold, Zone
Standard Action Area Burst 2 within 5 squares.
Target: Each creature in burst.
Attack: Charisma vs. Reflex
Hit: 4d8 + Charisma Necrotic or Cold damage, and the target is immobilized until the end of your next turn.
Miss: Target is Slowed.
Sustain Minor: Make a Intelligence vs. Reflex against all targets in the zone. On hit, target takes 1d10 cold and is immobilized.

16th-Level Utility
Ephemeral Tendrils (Spectral Ancients)
As enemies bear down on you, spectral limbs and bodies throw themselves before their attacks, limiting their ability to hit you effectively and weighing them down in the process.

Daily *Arcane, Necrotic
Standard Action Close Burst 1
Effect: Until the end of the encounter, enemies within the burst suffer -2 to hit you. If an enemy fails to hit you, they suffer a -1 to Ref (this effect is cumulative). If an enemy moves out of the burst, the penalty to their Ref is removed.

17th-Level Encounter
Spectral Manipulation (Spectral Ancients)
One of your spectral allies tries to control the actions of your foe by attempting to forcibly overwrite their personality.

Encounter *Arcane, Implement, Psychic
Standard Action Ranged 10.
Target: One creature
Attack: Charisma vs. Will
Hit: 2d10 + Charisma modifier psychic damage, and target is dazed(save ends).
Spectral Ancients Pact: Provides, Sustain Minor: Target is dazed. On your turn, you may make the target perform a move/minor action (save ends). If target saves, this effect cannot be sustained.

19th-Level Daily
Spectral Tempest (Spectral Ancients)
A hurricane gale of spirits surround you, striking out against and driving back your enemies and leaving them open to attack.

Daily *Arcane, Implement, Cold
Standard Action Close Burst 3
Target: All creatures in Burst
Attack: Charisma vs. Ref
Hit: 2d8 + Charisma modifier Cold damage and suffer -2 to AC.
Effect: Targets beginning their turn or moving through suffer 2d8 + Charisma modifier Cold damage. For every square they move through, they suffer this effect.
Sustain Minor: The burst persists.
Miss: Targets are shifted 2 squares away from you and suffer -2 AC.

22nd-Level Utility
Ghostly Legend (Spectral Ancients)
The spirit of a legendary figure from ages past envelops you, granting you a shadow of their power.

Daily *Arcane, Conjuration, Necrotic
Minor Action Personal
Effect: For the duration of the encounter, choose one:
+50 temporary hit points, + 4 AC, and +2 to attack.
+30 temporary hit points, +4 Ref, and +4 Speed
+20 temporary hit points, +4 Charisma, and +4 Will
This effect ends when you have no more temporary hit points.

23rd-Level Encounter
Spectral Torrent (Spectral Ancients)
With a sweeping gesture, a charge of warrior spirits falls upon your foes, smashing through and scattering them.

Encounter *Arcane, Implement, Necrotic, Cold
Standard Action Blast 2 within 10 squares
Target: All targets in burst
Attack: Charisma vs. Fortitude
Hit: 3d6 + Charisma modifier Cold damage.
Effect: Choose an originating direction for the power, targets are shifted Charisma modifier squares opposite that direction. If they come into contact with a solid object, they stop moving, are knocked prone and take 2d8 damage. If they come into contact with another creature, both are knocked prone, and both take 2d6 damage.
Sustained Standard: You may choose a different direction for the attack to originate from.
Miss: Target takes 3d6 + Charisma modifier Cold damage.
Spectral Ancients Pact: May shift targets and additional number of squares equal to your Intelligence modifier.

25th-Level Daily
Empty the Vessel (Spectral Ancients)
Your spirit and body separate from each other, allowing you additional mobility and protection; while a trusted spirit ally takes control over your body and acts in concert.

Daily *Arcane, Conjuration, Necrotic
Minor Action Personal
Effect: You separate your spirit from your body, allowing an allied spirit to temporarily take over your moral form. Your spirit form is placed adjacent to your mortal form. You and your physical form act on the same initiative, but may take separate actions. Your physical form gains +2 attack and +3 to AC, Fort, Ref, or Will, and may take any actions as normal save for those that use Warlock powers. Your spirit form may take any actions, but may only use Warlock powers and is immune to non-energy damage. Your spirit form and your physical form share hit points and should you drop to 0 hp, this effect ends.
Sustain Minor: The effect continues.

27th-Level Encounter
Draw Forth Soul (Spectral Ancients)
With a mere gesture, you rip out the soul of your target, rendering their body inert. Your spectral allies descend upon the ghostly form of your target and savage it.

Encounter *Arcane, Fear, Implement, Psychic, Cold
Standard Action Ranged 10
Target: One creature
Attack: Charisma vs. Will
Hit: 4d10 + Charisma modifier Psychic and Cold damage and is stunned until the end of your next turn.
Miss: Target takes half damage and is knocked prone.
Spectral Ancients Pact: Target suffers 5 ongoing Cold and 5 on going Psychic damage (save ends for both)

29th-Level Daily
Call Forth the Legion (Spectral Ancients)
Through your will alone, a veritable army of spirits rises around you, their spectral attacks slowly but surely cleaving through all defenses no matter how potent.

Daily *Arcane, Implement, Conjuration, Cold
Standard Action Area Wall 20
Effect: You summon forth a legion of spectral warriors, arrayed in any layout you wish based upon the Wall effect rules. This wall is not solid and enemies may enter it. Enemies beginning their turn adjacent to the wall take 1d6 damage for each section of the wall they are adjacent to. Enemies entering or beginning their turn within the wall take 1d6 Cold damage for the section of the wall they are in + 1d6 Cold damage for each section of the wall they are adjacent to, and are slowed until their next turn.
Sustain Minor: You may adjust the shape of the wall by a number of squares equal to your 5 + Charisma modifier. All parts of the wall must be adjacent to another part of the wall and at least one square of the wall must be adjacent to you.

Ancient-Speaker Paragon Path
"I am but the mouthpiece for the ancients: They speak through me, and in return they grant me eternity."

Prerequisite: Warlock class, spectral ancients pact

You have grown so accustomed to listening to the whispers of the long-dead elders that you don't remember a time without the now-comforting sussurus. Although this gnaws away at your precious sanity, the ancients have more than enough to fill the gaps for you. Although you fear that one day you will no longer be useful to them as a vessel and they will leave you, an abandoned, broken shell. Until then however your aim is true due to the secrets they speak and tell, and you armour yourself with their spectral essence itself.

Ancient-Speaker Path Features
Memorable Action (11th level): When you spend an action point to take an extra action, you gain a +4 bonus to Armor Class and Reflex Defenses until the start of your next turn.
Maddening Whispers (11th level): Whenever you use a Daily Spell, all enemies within a Close Burst 4 suffer a penalty to their Will Defense equal to your Charisma bonus until the end of your next turn.
The rest of the Ancient-Speaker i'm not too sure of right now, will think of it later. I think I have time. Razz

-Setting-

Hmm. I'm lost a little as to what to put here. I might change it, but I mean I already mentioned (elsewhere) how some races are changed a bit to fit them here, and the gods remain the same albeit their mythologies have changed somewhat. But i'm really not sure what to put here, I guess I could say something about how the classes fit in here but eh.

The Planes:

The Feywild around here during the day the sand is a glorious golden colour, like a sea of molten gold, the jungles are larger and greener, the mountains taller and usually with a mirror-like sheen visible some distance away, the sea is a brilliant cerulean, the badlands are barely present and are mostly verdant land, oasises are larger (although a number are enchanted so that a traveller should never spend too long there, lest they lose their mortality but also their ability to leave), the rivers are more present, the sky is grander. The daylight although beautiful, is hazardous to many but the true beauty of the Eladrin cities when upon the Feywild can only be witnessed during the day, or preferably during dawn or dusk.
During the night the sand takes a more silvery hue in the moonlight and the stars are many and plentiful brilliant beacons. Temperatures are comfortably warm, even without cloud cover the slight chill or breeze being refreshing (although in some places the winds seem to grow to extremes as if they are alive - and vengeful).+++

The Shadowfell around here during the day is barely mediterranean in temperature, the orb in the sky a dull, angry red - barely providing radiance or heat as if it's dying. The seas are darker and rougher, the desert is a rusty red in many places, and others are made of ash. The mountains are tall and foreboding, as if hewn from dark, volcanic rocks, the jungles are still larger but are now twisted and ever foreboding, waiting to swallow those who dare enter. There is little verdance here.
During the night it is cold, too cold. The lack of moisture does not cause rain or ice normally but travellers are known to be frozen standing when night approaches, the only light being the dim twinkle of faint and bloody starlight, or the grey mournful moon that appears occasionally, the sand now a dull grey or the more everpresent ash. Some are entirely made of glass or obsidian with jutting spires of that material poking out of the ground like a phalanx's pikes.


Last edited by Attilla on Wed Jun 18, 2008 4:31 pm; edited 2 times in total
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PostPosted: Wed Jun 18, 2008 11:41 am    Post subject: Reply with quote

I might have something soon.
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PostPosted: Thu Jun 19, 2008 3:07 pm    Post subject: Reply with quote

'ERE WE GO 'ERE WE GO 'ERE WE GO

Muhammad Bashar Al'Azim, Warlord, Tribal Chieftan-in-Training, and Sort Of Angry Guy:

Is right here past this link. I will find a picture shortly.
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PostPosted: Fri Jun 20, 2008 5:36 am    Post subject: Reply with quote

Looks good. I guess I should probably talk about the mythological differences between the normal gods and these ones.

Avandra: Also known as The Oasis-Mother due to the proliferation of her shrines at oasises and the Mountain-Lady for similar reasons, since shrines to her can only be built or maintained in stable locations. As such she is somewhat associated with life in general.

Bahamut: Also known as The Mirror-Scales, not much else has changed particularly, although some associate him with mirrors (and the reflection they cast as being the truth, assuming it's clean).

Corellon: Less associated with forests, some believe him to be the progenitor of most life because the desert would have swallowed all if it were not for his gift of forests or woods, or in most cases now oasises and jungles. Other epiteths include the Miragelord (due to being the patron of the Eladrin who are called the Miragepeople by some) and Goldensand (due to his association with the Feywild).

Erathis: Also known as The Bejewelled Lady, and The Silver Empress. Not much else has changed except obviously her worship is largely centred around civilisation.

Ioun: Also known as The Smiling Queen and The Lion-Eyed. Not much else has changed.

Kord: Also known as Father Desert and He Who Lacks Mercy. People pray to him to have any hope of traversing the deserts or the seas, and many see him as malevolent but he is not. Merely disinterested. Many of the desert tribes venerate him for many reasons, luck in battle and luck in the weather.

Melora: Also known as Mother Desert and She Who Watches All. Associated with Kord as partners she is mostly seen as the goddess of the more reliable and constant aspects of the desert and the sea, rather than the sudden inexorable danger such as storms or sandstorms. As such she is worshipped quite heavily further away from civilisation (though many venerate Kord more than her).

Moradin: also known as The Forge-King and The Anvil's Shield. Worship is more common nearer the mountains, but he is still a forge-god. Many wish his blessings to survive in the long term, seen as a protector.

Pelor: Also known as The Accursed Daystar, Lord Day and Al-Shamis. Now Unaligned. He is an uncaring sun god who many pray to so that he does not destroy them with his radiance, he sees those who fear the day (especially undead) as weak and that they should be purged but ultimately he is more of a powerful natural force than any god, his clerics and paladins are sought out to destroy corruption which he sees as intolerable and that any society should be run without anything special. He despises monarchs and anyone who he deems to have unjust power or wealth, basically those who do not *earn* something do not deserve it.

The Raven Queen: Also known as Lady Night and The Cowl Bringer. Now Good. She brings the night that chills and protects though her shielding from the everburning sun, however she admits sometimes she is overzealous in her chilling nature she finds those that die due to this to be an acceptable (although annoying) loss. She is still a god of death, and death is a fully natural aspect, striving against it is allowed particularly if you are in doing so furthering her other goals, but there is a limit. She despises those who use her gift as a cowl to perform nefarious deeds and the unnatural abominations to her commandments who thrive in her cowl (the undead) and seeks the latter destroyed and prior punished. Orcus is as always her nemesis.

Sehanine: Also known as Sister Moon, The Damning Reflection and Al-Qamar. She is about the same, although some see her as a blessing, the cool, blessed light that lights the night.

- Obviously the ones below this line are less important to you but some may be noted -

Asmodeus: Also known as the Ashen Emperor and He Who Cages. He is about the same.

Bane: Also known as General Brass and The Iron Snake. Normal.

Gruumsh: Also known as The Grinning Prince and The Desert-Cloaked. Same.

Lolth: Also known as She Who Lurks and The Mountain-Traitor. Same.

Tharizdun: The paper seems to have been bloodied and burned and none of it is readable.

Tiamat: Also known as The Golden-Scales. Same.

Torog: Also known as He Who Stings. Same. In fact superstition about his name is even more rife than usual.

Vecna: Also known as The Whispers That Damn and The Betrayed One. Same.

Zehir: Also known as The Jungle Lord and Snake-Eyes. Belief is especially strong in the jungles and some more verdant regions of the world.


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PostPosted: Fri Jun 20, 2008 1:17 pm    Post subject: Reply with quote

Also yes, Josia, Mekali and The Ivory Kingdoms each have their own languages.

Josian, Mekalese and Filite respectively.
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PostPosted: Fri Jun 20, 2008 2:36 pm    Post subject: Reply with quote

Say hello to Nazar, the half-elf warlock.
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PostPosted: Wed Jun 25, 2008 8:21 am    Post subject: Reply with quote

Nearly finished, I swear.
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PostPosted: Mon Jul 07, 2008 7:09 am    Post subject: Reply with quote

So to spur forward background-work or similar i'll provide examples of types of people as it were.

Warriors:
- Askars: The most common form of warrior about, they are chiefly civilised and are trained citizenry, they are the backbone of defence for the northern settlements and most warriors start this way, especially those fielded in armies by the north. They tend to be more literate than others, and merchants favour them over others.
- Corsairs: Mostly self-explanitory, they tend to be found in ports or on ships, especially on islands. They are the pirate, the freebooter, the explorer, they tend to live impermanently around the coastlines or at sea, and the navies of the north field them more heavily than Askars (though they are also present).
- Desert Riders: Drifters or of the nomadic tribes they classically ride fast and long with horses or camels (or some with even more esoteric mounts), some see them as heroes or villains, the defenders of the tribes or the raiders of civilisation, but they are both and neither. Some call them the children of the desert.
- Farisan (single Faris): Holy warriors, they tend to be trained by their requisite temples wherever they lay, but some claim revelations out in the desert that granted them the power or the cause. However being a paladin is not a requirement, other religiously-inspired warriors are common also.
- Mamluks: Slave warriors, trained from a young age as slaves for not only war, but surprisingly enough government. They are dedicated and organised, usually a part of an organisation few wish to flee the life because they were born in blood and battle and that is their life. They wear facial tattoos to show rank and organisation. Some (especially PCs) are granted an indefinite leave of absence (although they are expected to report back to their superiors occasionally) to train independently and gather reconnaissance, especially in more distant lands. Mamluks are surprisingly common, and are favoured for their discipline and courage, but many see them as tools and people of more foreign lands see them as monsters or spies.
- Mercenary Barbarians: Usually from further south, but some lie from lands further abroad, they tend to be of the mountains or the jungle, they are usually not desertfolk and many are brought here due to conflict and the money they get paid to fight for whatever cause people ask. Many dislike them due to their foreign manners and culture. They are fairly common in some armies or places, and some say that entire barbarian tribes have been before hired up in a day and marched off to war.
- Outland Warriors: True foreigners, they are travelling warriors (some seek passage home, or are lost or just want to wander) from far abroad, usually Josia, The Ivory Kingdoms or Mekali, or some speak of lands even further than those (and some speak of the strange wanders that are found there). Few know what to make of them, but many are wary as they know not what tricks these strange sights have beneath their strange sleeves.

Mages:
- Sorcerers: They understand the flows of the world and how accurate control allows spells. Knowledge is power and all that. Coming from all walks of life they are generally treated with the respect granted to one of unknown power and capability. In general, however they are not considered as dangerous as sha'irs. (aka Wizards)
- Sha'irs: Said to be tale-spinners and advisors to the desert chieftains, it is said they make pacts of power with beings beyond, some are said to even boast the power of the genies, but most are said to speak with worser things some even the stars itself. They tend to remain alone as free agents, serving their own interests or some other power. Many are outcast and seen as unpredictable, but some rise to positions of great power, although if there are any that gain power from the genies themselves, they are very rare if they do so. In some places they are less reviled and seen in awe.
- Kahins: Some churches favour the arcane arts sufficiently enough to have a wing of it dedicated to the training of magicians in their style, for their cause whatever that may be. Most are wizards but some are sa'rifa by another name, however these tend to (unless the church has specific contacts with the fey, or the fiends or the stars) be kept secret.
- Ajami: Also known as Alien Wizards, these are outlanders from far-off shores. They are usually the most distrusted of foreigners, because their abilities and culture are unknown and seen as dangerous.

Scoundrels:
- Sa'luks: A general title for random, unfettered free booters, con artists and swindlers. Generally they travel wherever, out into the desert, to the mountains, to the jungles, to the steppes or more commonly to the cities. But they are found everywhere, although they do tend to prefer company, tomb raiding is far not beyond them, same with ruin venturing.
- Barbers: Interesting, and commonly seen at the bazaar, they ply their trade of cutting hair, trimming beards, practicing medicine, advising and cutting throats if necessary. Most stay to the cities and some are quite, quite mad the tales of them are strange in some places. Others wander, plying their trade and getting by with information, skills and being quick with their blades - honed by their impromptu chiurgical skills and medical knowledge.
- Beggar-Thieves: Not all of poverty want to stay that way, and some have the skills and talent to make a change. Poor, they use whatever equipment they can get their hands on to rob people blind when they don't notice them before dissappearing without a trace, or using combat skills should they actually get caught, or other people on their turf oppose them. They commonly hang about the bazaar, and some grow organised so that the distraction of one begging gets the purse of the distracted shared amongst them. For various reasons, some may be forced to travel, and it is then only the toughest and most beguiling of them do survive.
- Holy Slayers: Also called assassins, they are seen as ghosts upon the desert, many fear their presence. Trained and indoctrinated by religious organisations from many faiths, they are dispatched to kill those who would threaten their faith or their organisation, and many are fueled by nebulous drugs to put them in a murderous mental state. As such some are known for being particularly heavy-handed about their work. But few actually know any of them, their secrecy is iron. Although they do not necessarily have to be constantly attached to their fellowship's hideout, they are assumed to as soon as they get word from their fellowship's Grandfather or Grandmother, to do or die, as it were. Those that refuse may die, or the fellowship will at least make attempts to do so as they have become an Outcast, some may be forgiven if they survive near constant attacks. Others are less lucky.
- Matruds: They are desert thieves, outcast from their respective tribes and shunned by their former comrades and family, usually surviving at the margins of their former society. Their rejection may or may not be just (and they may or may not believe this). As such they live for survival and revenge. Known as horse-thieves, they take on incredibly dirty work that even a beggar would refuse, the chief difference is that Matruds have no aversion to hard work, particularly if that would put them somewhere they can steal. They are transient, constantly travelling to make ends meet and maybe score the big one.

Priests:
- Cleric of the Faith Pragmatic: Also known as pragmatists. The most common and liberal of all priests, they generally take a liberal and tolerant approach to worship. They are known as the clerics of the common folk, and are free to wander far from their temples, promoting meditation over religious conflict. This is not to say they cannot fight, nor will they hesitate to do so when confronted with a threat to themselves, their respective faiths or their people.
- Cleric of the Faith Ethical: Also known as ethoists. They are the most level-headed and organised of any of the Faiths, they tend to attend and maintain the temples, mosques and monasteries of their god. However, they do realise that for their members to grow and develop they should be encouraged to see the world and to carry the word of the faithful to others. However they are expected to share their experiences in structured interviews the next time they reach an outpost of their religion, they usually last an hour per three days of travel or similar, and thus are expected to make room in their schedules accordingly. However, after a certain level of skill and competance has been attained they are expected to settle down to tend to a mosque (usually a large and important one), but exceptions have been made in the past, particularly for large reasons. They disapprove of those who worship gods they do not, but are not too forceful about such things, usually.
- Cleric of the Faith Moral: Also known as moralists. The armed wing of a religion, they are the most extreme and are seen as a manifestation of their gods vengeance, usually zealous in their beliefs. At best they cannot understand why anyone would not choose to share their beliefs, at worst they seek to convert others by fire and sword. Many see them as the most dangerous of the clerics. They are the most heavily structured and are not freely allowed to move among the people. A stern face and closed mind are their hallmarks. (Note: Few PCs are or can be one without good reason)
- Mystics: Free priests who wander the desert, although they may believe in the same god as the more organised clerics they follow their own agenda, believing what their god tells them (as they see) is what they need to do. The more organised clerics bitterly disagree with them.
- Hakima: Wise women. A rarity, but seen in several legends. They are seen as the protectors and unifiers of tribes, and able to see the truth.
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Jarin
Underling
Underling


Joined: 05 Jul 2008
Posts: 1
Jobs: Unemployed
Location: Currently wandering between Baldur's Gate and Naskhel. And anywhere in between.

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PostPosted: Sat Jul 12, 2008 7:45 am    Post subject: Reply with quote

Jarin

Male Half-Elf Ranger
Level 1
Good
Representing Jarin

Strength 14 (+2)
Dexterity 16 (+3)
Constitution 14 (+2)
Intelligence 11 (+0)
Wisdom 13 (+1)
Charisma 12 (+1)

Height: 6' 2"
Weight: 150 lb
Skin: Tan
Eyes: Blue
Hair: Black; Straight; Beardless

Maximum Hit Points: 26

Bloodied: 13
Surge Value: 6
Surges / Day: 8 [includes constitution modifier]


Size: Medium
Speed: 6 squares
Vision: Low-light

Initiative: 1d20 +3 = + 3 [dexterity]
Base Strength Attack: 1d20 +2 = + 2 [strength]
Base Dexterity Attack: 1d20 +3 = + 3 [dexterity]
Base Constitution Attack: 1d20 +2 = + 2 [constitution]
Base Intelligence Attack: 1d20 +0 = + 0 [intelligence]
Base Wisdom Attack: 1d20 +1 = + 1 [wisdom]
Base Charisma Attack: 1d20 +1 = + 1 [charisma]

Armor Class: 13 = 10 + 3 [dexterity]
Fortitude Defense: 13 = 10 + 1 [ranger] + 2 [constitution]
Reflex Defense: 14 = 10 + 1 [ranger] + 3 [dexterity]
Will Defense: 11 = 10 + 1 [wisdom]

Armor: None (street clothes)

Shield: None (street clothes)

Attacks:

Unarmed Melee: 2 vs AC [+2 strength]; damage 1[W]=1d4+2 [strength]
Sure Strike +4w [strength+2] vs AC
Careful Attack +2w [strength] vs AC
Careful Attack +3w [dexterity] vs AC
Nimble Strike +3w [dexterity] vs AC
Evasive Strike (melee) +2w [strength] vs AC
Evasive Strike (ranged) +3w [dexterity] vs AC
Split the Tree +3w [dexterity] vs AC
w Weapon-based power. Apply adjustments for proficiency, situation, feats, magic, etc.

Base Saving Throw: d20 vs 10

Encumberance 4e

Normal Load:
Heavy Load:
Maximum Drag Load
140 lb.
280 lb.
700 lb.
Encumberance 3.5

Light load:
Medium load:
Heavy load:
Lift over head:
Lift off ground:
Push or drag:
58 lb. or less
59-116 lb.
117-175 lb.
175 lb.
350 lb.
875 lb.

Languages: Common, elven? How did we get on that boat in the first place?

Skills:

Acrobatics: +3 = 3 [dexterity]
Arcana: +0 = 0 [intelligence]
Athletics: +7 = 2 [strength] + 5 [class training]
Bluff: +1 = 1 [charisma]
Diplomacy: +3 = 1 [charisma] + 2 [half-elf]
Dungeoneering: +1 = 1 [wisdom]
Endurance: +7 = 2 [constitution] + 5 [class training]
Heal: +1 = 1 [wisdom]
History: +0 = 0 [intelligence]
Insight: +3 = 1 [wisdom] + 2 [half-elf]
Intimidate: +1 = 1 [charisma]
Nature: +6 = 1 [wisdom] + 5 [class training]
Perception: +6 = 1 [wisdom] + 5 [class training]
Religion: +0 = 0 [intelligence]
Stealth: +8 = 3 [dexterity] + 5 [class training]
Streetwise: +1 = 1 [charisma]
Thievery: +3 = 3 [dexterity]

Feats:

Weapon Focus -- Bow

At-Will:

Basic Melee Attack: By weapon, damage 1[W]+2 [strength]
Basic Ranged Attack: By weapon, damage 1[W]+3 [dexterity]
Bull Rush: +2 [strength] vs fortitude
Grab: +2 [strength] vs reflex
Move grabbed target: +2 [strength] vs fortitude
Escape: +3 [acrobatics] vs reflex / +7 [athletics] vs fortitude
Careful Attack [Level 1]
Nimble Strike [Level 1]

Other Standard Actions: Administer a potion; Aid another; Charge [+1 to basic melee attack or bull rush]; Coup de grace; Equip / stow shield; Ready an action; Total defense; Sustain standard action

Other Move Actions: Crawl; Run [speed 8]; Stand up; Shift; Squeeze; Walk

Other Minor Actions: Draw / sheathe weapon; Drink a potion; Drop prone; Load a crossbow; Open / close a door; Pick up an item; Retrieve / stow an item; Sustain minor action

Other Immediate Action: Readied action

Other Opportunity Action: Opportunity attack

Other Free Actions: Drop held items; End a grab; Talk

Other Non-Actions: Delay

Encounter Powers:

Second Wind
Spend an Action Point [free action, not in surprise round]
Sure Strike [Half-Elf]
Evasive Strike [Level 1]

Daily Powers:

Split the Tree [Level 1]

Half-Elf

* +2 Constitution, +2 Charisma (already included)
* +2 Diplomacy, +2 Insight
* Dilettante -- at-will power from another class
* Dual Heritage
* Group Diplomacy

Ranger

* This ranger chose the archer style. This gives the equivalent of the defensive mobility feat [not listed above].
* Hunter's Quarry -- bonus damage 1d6 [minor action]
* Prime Shot

Copied almost straight over from an online character creator.
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Attilla
Moderator
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Joined: 07 Jan 2007
Posts: 1217
Jobs: DESTROYER OF GAMES
Location: Devon, United Kingdom

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PostPosted: Sat Jul 12, 2008 10:04 am    Post subject: Reply with quote

Huh, I didn't expect another person by now.

Well, the game just started but luckily not all the group has posted yet, nor have they left the hold. You'll need to declare your other language as I recall half-elves having another language atop Common and Elven.

Well anyway, I relocated the game to another forum (which is inherently linked to this one, some would call it the next iteration) but this is mostly because this forum is acting very unstable. Anyway, here is the Campaign Thread, and here is the Commentary thread, you'll want to repost that character sheet somewhere on the new forum (http://www.deathcookie.co.nr) (Some would suggest the newly made Character Repository as a good place). But anyway, hope to see you post and welcome to the forums.

Note: Although I do ponder why you chose your Half-Elf power to be Sure Strike, the fighter power basically mimics Careful Attack except Careful Attack can also be used at range (and uses Dex instead of Str). It seems rather redundant.

It'd also be good if you provided some sort of background, it doesn't have to be an essay or anything, just something.
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