Hah not sure how I missed that. Why do you have a magic scimitar if you are going to be a ranged bard?
I can also use it as an implement (songblade), unfortunately I can't use its bard powers as I do not have any thunder bard powers, but I still think it's worth it for the damage and the attack bonuses when I use it as an implement. I would by a replacement implement, but I have cash and a ritual of fixing, so I don't think I have a problem right now.
Fencingsax on
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Powerpuppiesdrinking coffee in themountain cabinRegistered Userregular
Hah not sure how I missed that. Why do you have a magic scimitar if you are going to be a ranged bard?
I can also use it as an implement (songblade), unfortunately I can't use its bard powers as I do not have any thunder bard powers, but I still think it's worth it for the damage and the attack bonuses when I use it as an implement. I would by a replacement implement, but I have cash and a ritual of fixing, so I don't think I have a problem right now.
A Magic Wand +1 would achieve the same thing for way less gold, wouldn't it? Then you could add an Amulet of Protection +1 to buff your NADs.
I mean, it's your character, but you asked for a look-over, and I think this would buff him mechanically. While I'm far from an expert, I find that it's best to pick a mechanical strategy for your character and stick to it: ranged weapon, melee weapon, or wand bard. It's perfectly reasonable to take a harsh song scimitar, but if you do you should probably plan to get up close and personal with it at some point. Otherwise it's an expensive magic wand, I think.
Powerpuppies on
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FencingsaxIt is difficult to get a man to understand, when his salary depends upon his not understandingGNU Terry PratchettRegistered Userregular
Hah not sure how I missed that. Why do you have a magic scimitar if you are going to be a ranged bard?
I can also use it as an implement (songblade), unfortunately I can't use its bard powers as I do not have any thunder bard powers, but I still think it's worth it for the damage and the attack bonuses when I use it as an implement. I would by a replacement implement, but I have cash and a ritual of fixing, so I don't think I have a problem right now.
A Magic Wand +1 would achieve the same thing for way less gold, wouldn't it? Then you could add an Amulet of Protection +1 to buff your NADs.
I mean, it's your character, but you asked for a look-over, and I think this would buff him mechanically. While I'm far from an expert, I find that it's best to pick a mechanical strategy for your character and stick to it: ranged weapon, melee weapon, or wand bard. It's perfectly reasonable to take a harsh song scimitar, but if you do you should probably plan to get up close and personal with it at some point. Otherwise it's an expensive magic wand, I think.
Well, this way I can have an AoO, and I have a bunch of shifting spells and so on (which specifically give me an AoO), and if something happens to my magic, I can still attack. Plus, I think being able to switch between melee and ranged might be useful. I do like that versatility.
FencingsaxIt is difficult to get a man to understand, when his salary depends upon his not understandingGNU Terry PratchettRegistered Userregular
edited September 2009
Appearance and Mannerisms:
Trenand is actually quite tall for a gnome, with a height at nearly 4 feet. He is actually somewhat sensitive about his height, as he is the tallest one in his family, and indeed most of his village of birth. Of course, looks aren't particularly important to Trenand at all.
Trenand prefers to laugh and sing as opposed to anything else, and is always searching for the music underlying life. Whether he likes to listen to the rhythm of the kitchens, or the percussion of a group of horsemen, or the song in a single conversation, Trenand is always looking for the music in existence. Indeed he believes that there is a song that underlies all life and existence, and he believes that the creator's music is what began the world. He is perfectly willing to try almost anything because of this, and his enthusiasm combined with his easygoing nature, many don't look deeper than his gift of music. However, Trenand's passion runs deeper than his music, and will defend a friend just as quickly as he would whistle a ditty. His dedication to finding music wherever he goes also has the tendency to take him where he shouldn't necessarily be, although it does tend to end up fortuitous in the long run.
Ok, I think my character may actually be done. Hurrah!
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FencingsaxIt is difficult to get a man to understand, when his salary depends upon his not understandingGNU Terry PratchettRegistered Userregular
edited September 2009
I just saw eatmosushi's post. Now I feel guilty. Not guilty enough to withdraw, though.
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TiamatZGhost punsThe Banette of my existenceRegistered Userregular
edited September 2009
Multiple submissions are allowed, please keep it all in one post however
So does that mean we can post like 2 apps in 1 post, e.g. a leader and defender, or do both have to be a leader role?
Because I got another character concept to try (maybe a defender role), maybe post it later though...
I just saw eatmosushi's post. Now I feel guilty. Not guilty enough to withdraw, though.
I guess eatmosushi could still post another bard, just not a gnome (gnomes are cool).
[SIGPIC][/SIGPIC] Spun uncontrollably skyward... Driven brutally into the ground
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Iron WeaselDillon!You son of a bitch!Registered Userregular
edited September 2009
I still want to play in this game, but given that TR is giving preference to people who aren't already in a game, I think it's only fair to disclose that I have just been accepted into a second PbP.
Iron Weasel on
Currently Playing:
The Division, Warframe (XB1)
GT: Tanith 6227
If there's anyone who knows they want to apply but have not posted in the thread yet, please say so so that I can get an accurate general idea of how many submissions there will be.
So does that mean we can post like 2 apps in 1 post, e.g. a leader and defender, or do both have to be a leader role?
You can submit two different classes. I may request you play the PC I think would be best for party balance if you do.
Powerpuppiesdrinking coffee in themountain cabinRegistered Userregular
edited September 2009
I will be applying. I'm currently in 2 PbPs, one of which has been orphaned by DM and may or may not continue. I played I think one encounter of KotS, before the DM lost his job. I calculated it out and I think I've been in something like 8 encounters in 5 games . I will almost certainly be submitting Morbin, though I may tweak him a bit, as well as another character. I really want to play KOTS.
I'm quite interested in a PbP game as well. Haven't played a PbP game here yet, and never played the Keep module, so this would be fun.
Got a concept here. Was planning on two but I can't think up a good second character, so I'd rather just submit one.
Edit: Avenger UP! Avenger: Thann Waish
Background:
With a rough childhood in Ravenshire, Thann grew up with more scars and broken bones than many other children. Life was simple with his family, working in his fathers shop, assisting in selling goods to traveling merchants and the townsfolk. For extra money for his family, Thann began working as a bouncer for the local tavern, which often had problems with thugs and rowdy drunks.
During the course of work, Thann got in many fights, and broke up or prevented countless others. The number of times he recieved slices and stabs from the blades of the thugs that caused problems became evidence across his arms, abdomen and back. Eventually he grew more and more jaded. One day when he was breaking up a fight, Thann had a knife drawn on him. As the person attacked, he managed to cause the thug to miss him, stripped the knife from him and stabbed the thug himself. Shocked at his actions, he gave a gasp when the thug dropped to the floor, dead instantly, knife protruding from his chest.
Thann was fired from his job, and disowned from his peace-loving family. Hurt and feeling guilty for having stabbed an unarmed man like that, he began to wander from small village to small village, picking up work where he could. Eventually he was brought by someone he was told to guard to a temple. The guard mission had been a ruse, the temple was dedicated to Kord and the training of his disciples. For the next four and a half years, Thann underwent vigorous, sometimes brutal, training which forged him into a weapon of Kord, a true Avenger of the weak.
When his training was finally done his training, Thann Waish was sent off to do the bidding of Kord, defending those who couldn't do so themself, and upholding the honor that he now believed in.
Appearance and Personality:
Standing six feet tall and a medium build, Thann is a fairly unremarkable looking man on the surface. The odd scar pits the face of the adventurer, which is nothing compared to the crisscrossing scars that mark his torso and legs, gifts from a rough earlier life. Hidden often by his long sleeved shirts, Thann sports two tattoo's on his forearms, matching symbols of Kord. Beneath each, at his wrists are the draconic words Strength on his left, and Honor on his right.
Leather armor, kept it's natural light brown, sits atop Thann's wrist-length dark green tunic. Black pants fall below, heavier than they appear due to the hidden leather reinforcements, with his flail found within easy reach at his left hip.
A joyful demeanor hides his inner torment at feeling drawn to battle. A man who values peace and simple ways of life, Thann does not strive to fill his coffers at the expense of doing what is right. Knowing deep down that sometimes the only ways to achieve peace are through force, he allows Kord to guide him to act honorably as best he can.
Name:Thom Valeheim Class: Swordmage (Aegis of Ensnarement) (Defender) Race: Human
Alignment: Lawful Good Deity: Pelor
Sourcebooks used: PHBI (humans, deity information)
Arcane Power ('Arcane Reserves' feat, Aegis of Ensnarement class feature)
Forgotten Realms (Swordmage class)
Personality:
A bit naive and idealistic due to spending most of his life in training with a band of lawbringers. Has something of an inferiority complex due to the nature of his condition; for the most part, though, he's good-humored and optimistic, perhaps annoyingly so. He tends to choose 'stupid hero' decisions, though he is not so stupid as to ignore his companions if they should choose another path. He also has a great deal of respect for those with mastery over skills he does not possess, his elders, and other warriors.
Background:
Thom is the son of a leader of a band of warriors; a mix of men, elves, dwarves, and the rare eladrin; and of all types of fighting styles, even paladins and rogues, but primarily of a martial nature. The band acts as a kind of roving, independent police force; defending towns under attack from the forces of evil, assisting outlying farms, and so forth. The group had been in existence for several generations and in many cases, the sons of those warriors in the band would train their sons and daughters, who frequently would remain with the group themselves.
Thom was born with a debilitating affliction for one in such a group: he was blind at birth. And unusually so: even highly-skilled clerics were unable to cure him. Speculation and rumor ran rampant; one common theory was that one of the evil groups stopped by his father's band had cursed him or his mother; after all, couldn't only an unnaturally potent necrotic curse persist over the divine powers of the gods?
It was this, perhaps, that contributed to his isolation during his youth; that, or his inability to join his peers when they grew and began training. Despite this, he managed to remain optimistic against all odds, contributing to the group how he could; frequently by studying tactics or the nature of their foes to glean insight to their inner workings and how best to defeat them.
It was only years later, once Thom was reaching the end of his teenage years, that a wandering Eladrin swordmage happened upon the band, and sensed that the young man had some magical talent - and great potential. It took several more years of training to unlock that potential, the Eladrin hermit remaining with the group to assist him in the dual arts of magic and swordplay.
The final breakthrough came when Thom became able to enhance his senses magically and even detect the flow of magic innately, giving him a kind of 'sixth sense' that equalled what his sight would have been otherwise. This, finally, made him undeniably the equal of his peers.
He has since set out on his own in order to test and prove to himself the extend of his new abilities, and follow in the traditions of his ancestors: bringing light into the dark places of the world.
Appearance:
Thom is of average height, with light red-ish, wavy hair cut short. His sightless eyes are a cloudy white with pupils only faintly visible; he occasionally wears a blindfold to avoid disturbing others or, in some instances, to lure enemies into a false sense of security. He has an athletic build and, due to not participating in much combat until recently, is mostly unscarred.
Equipment: Thom's armor is fairly mundane leather of a dark-red/brown color; while it has been bestowed with some minor enchantments, they do not enhance the armor beyond slightly increasing its durability and resistance to harm.
His sword, 'Bloodseeker', is one of the weapons passed down within the group of warriors his family belongs to. It has enchantments allowing it to seek out flaws in armor and weak spots on an opponent's body - though it still requires skill to use, as the enchantment is not powerful enough to allow it to make a clear miss a hit or a flesh wound fatal - it primarily enhances the damage of blows and can make some near-misses or glancing hits strike true.
Notes:
Thom's senses are, for the most part, comparable to those of an average person. His biggest standout ability is a talent for being able to 'read' magical enchantments by 'looking' at them.
In order to be able to get the most from his magical 'sight', Thom had to bind the enchantment to a part of his own body - and, possibly for irony's sake or for convinience, chose his own, previously useless eyes. This means that his 'second sight' can be disrupted by striking them, meaning he can be Blinded as expected.
Thom's magical sense-enhancements diminish in darkness. The reason for this unusual arcane quirk is unknown; it is speculated that, if he is indeed cursed, then the curse is possibly enhanced in darkness, causing it to addle his other senses slightly. This does mean he requires some light in order to get the most out of his senses.
(The reason for the above is mostly for gameplay balance reasons - having a character immune to the Blind status effect and able to see in the dark would have been silly, but I really liked the concept.)
edit: Added background skill thingy, Scales of War's "Wandering Duelist"
Here are my submissions. I am currently not in any PbP games. I am in one maptools game at the moment. I will be happy to make a mythweavers page for him if/when accepted into the game.
Fritz
Brutal Scoundrel Rogue
====== Created Using Wizards of the Coast D&DI Character Builder ======
Fritz, level 1
Human, Rogue
Build: Cutthroat Rogue
Rogue Tactics: Brutal Scoundrel
FINAL ABILITY SCORES
Str 16, Con 10, Dex 18, Int 10, Wis 8, Cha 11.
STARTING ABILITY SCORES
Str 14, Con 10, Dex 18, Int 10, Wis 8, Cha 11.
ITEMS
Duelist's Short sword +1, Leather Armor, Sling, Sling Bullets (20), Adventurer's Kit, Thieves' Tools
====== Created Using Wizards of the Coast D&DI Character Builder ======
Personality quirks
Sly
Brutal
Cunning
Adventurous
Greedy
Womaniser
Part time drunkard
Full time gambler
Scruffy Looking Nerf Herder
Background and Description
Fritz is short by human standards. His eyes are narrow slits with dark pupils. His cheeks are covered with stubble. Lips almost always twisted into a smirking half grin. He wears a gray grey cloak over his leather armor. A wanderer by nature Fritz travels from city to city where he drinks and gambles feverishly. He may not have the best of luck but his sheer bravado wins him many games. Fritz is all in all the time. If he loses, he bows politely and lurks nearby. Who ever leaves the gambling establishment with the most gold is sure to feel the business end of his short sword in his back. He spends his gold liberally on wine and women, often stealing them valuable gems and jewelry.
Fritz doesn't believe in theives guilds. He also doesn't believe in laws or government. He respects them enough not to assault them head on though. This doesn't mean he fears them. Indeed, no armor laden gaurd has ever managed to catch Fritz, nor has any outmatched his skill with a blade.
While fritz isn't very interested in looting the homes of the rich he sometimes does so to supplement his gambing funds. He has a distinct taste however for exploring ruins ands for adventures in general. He tends to go off on adventures when his girlfriends kick him out or become targets of retribution against him. Or just for the thrill of a challenge.
Kalimac
Protecting Paladin
====== Created Using Wizards of the Coast D&DI Character Builder ======
Kalimac, level 1
Halfling, Paladin
FINAL ABILITY SCORES
Str 14, Con 14, Dex 12, Int 8, Wis 13, Cha 18.
STARTING ABILITY SCORES
Str 14, Con 14, Dex 10, Int 8, Wis 13, Cha 16.
ITEMS
Plate Armor, Adventurer's Kit, Sunrods (2), Luckblade Falchion +1, Heavy Shield, Flute
====== Created Using Wizards of the Coast D&DI Character Builder ======
Personality quirks
Foolhardy
Happy go lucky
Cheerful
Determined to smite evil
Wanderer
Mediocre Flutist
Backstory
Kalimac was born into family of halfling gardeners. As a youth he relished being out of doors. He loved to work with the earth often offering to trim the lawns of old neighboors at no cost. He would take any flowers his neighboors didn't want to the crossroads and peddle them in the Silver Horseshoe Tavern. Everyone seemed to like Kalimac, and he liked everyone too. He especially liked Susie, a waitress in the tavern. It turned out that most of the flowers he sold were given to Susie. And he, if he had any flowers left would simply give them to her anyway. So every day Susie went the tavern with flowers in her hair.
Dispite Kalimac's cheerful disopsition he suffered from strange recurring dreams. One such dream he would find himself in state of panic. He hurried down along a path as fast as his legs would carry him but he always came back to the same spot no matter how far he ran. Standing in front of a vast perfectly still lake.
Another dream he often had would find Kalimac weilding a brightly glowing blade fighting desparately against unknown foes in an utterly dark cave. Susie's cries for help echoing in the distance.
One evening while he was at the Silver Horseshoe he met a strange fellow who looked like an elf but wasn't one. Kalimac suspected that he was a wizard of some kind due to the gnarled wooden staff he kept close at hand. This man offered to trade a fine short sword for all of his flowers. He said the flowers were very valuable to him, some of them. It seemed like an excellent deal to Kalimac and he gladly traded all his flowers.
Sometime after this a wandering priest came to Kalimac's village. This old halfling was a cleric of Avandra. When he looked upon Kalimac his eyes widened. The priest told him that Avandra had graced him. It didn't make much sense to him. He'd never felt graced before, least not by Avandra, but he accepted the symbol the priest gave to him. He began to speak to the symbol, which he kept hanging on the wall in his room. Over time he decided that he wanted to wear the symbol, it gave him hope, and filled him with a curiousity for the world outside of his homeland.
As he matured as a halfling this longing to explore finally led him to bid Susie and his family and friends farewell. Kalimac wanted to see the flowers that grew over the next hill, and then the one after that, and before he knew it he was lost. He walked on and on gathering all the flowers he could find. It was lucky that he found a road the day he ran out of bread. His pack filled to the brim with flowers he trodded down the road. Finally a caravan appeared on the road ahead. The travellers saw the symbol he wore and asked if he were a priest or a paladin. Kalimac said he didn't know. The travellers seemed puzzled at that response but he managed to befriend them. The merchants told him that the path ahead had been known to be somewhat dangerous during the finer seasons and asked if he would like to travel with them.
Three days later the wagons were ambushed by bandits. Much to his surprise that short sword he'd swung around in his yard leap out of it's scabbard. Fearlessly the halfling charged into the fray defending the merchants and travellers alongside the hired gaurds. When it was all over and everything was silent Kalimac felt the symbol on his chest warm through his tunic. A voice spoke to him.
"You will defend the just and vanquish evil where you find it. Stay on the path. It will lead you."
I'm interested - I've got a paladin made that I'll hopefully get up onto mythweaver's tonight. I've also got a couple of other characters that I haven't built a backstory for yet that I might bring up at the same time.
I'm completely new to PbP, very briefly played d&d 2e way back in the day and have just recently started playing d&d 4e with a real-life crew, but that's running monthly at best, and all it's done is given me a taste for more.
Note also a heads-up that I'm australia-based. I can definitely do a post a day, but timezone may be an issue for faster play. If posting is most likely going to be in the U.S. evening, that'd work great for me, but if it's most likely going to be through the day (U.S. 9-5), then I'd probably be a bit of a drag on play.
TiamatZGhost punsThe Banette of my existenceRegistered Userregular
edited September 2009
Note also a heads-up that I'm australia-based. I can definitely do a post a day, but timezone may be an issue for faster play. If posting is most likely going to be in the U.S. evening, that'd work great for me, but if it's most likely going to be through the day (U.S. 9-5), then I'd probably be a bit of a drag on play.
Yeah i'm in the +2 GM timezone
BTW TunnelRunner, just a few more questions...
1) What Timezone will the pbp be based on? (-8...-4 gm?)
2) Will this game be Play by Post only, or is Maptools and other applications involved?
Also: Great character submissions here guys/gals...
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FencingsaxIt is difficult to get a man to understand, when his salary depends upon his not understandingGNU Terry PratchettRegistered Userregular
edited September 2009
Y'know, with this many submissions, if we could find another DM, another game would fill up easily.
1) What Timezone will the pbp be based on? (-8...-4 gm?)
2) Will this game be Play by Post only, or is Maptools and other applications involved?
I'm at -5 GMT, and I'll usually be posting in the evening (around GMT 1:00 AM). The game will be Play by Post only, with rolls on invisiblecastle. If interest is still high when we've finished with KotS (I'm not sure how long that will take, as I said I'm inexperienced with PbP myself), then maybe we'll expand into other online play methods (I'd have to research them first). I've been looking at other PbPs on PA and other sites in preparation, and I'll be DMing through immitation, basically.
A question to those with more PbP experience:
1) Would having players from disparate time zones be a problem?
2) Does the DM need to be present in the game considerably more often than a PC? I was planning on posting in the evenings mostly, since I thought I would need access to my maps, books, etc to make an substantial post. Or does the DM need to be posting twice or more a day, or it will substantially slow down the game?
With this much interest, and a bunch of new players, I'm going to retract my submission. It just wouldn't be fair if I get picked, and so I don't want to be in the pool at all.
I'm gonna do this too, just to allow people who have never done something like this play. Have fun everyone!
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PSN: the-K-flash
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TiamatZGhost punsThe Banette of my existenceRegistered Userregular
edited September 2009
A higher regularity is fine, but patience is essential in order for your pbp to work, both on the part of your players and you as a DM. A general pace of at least once per day should be ok.
Tastydonuts is right.
That quote of his is pretty much wayup in any DM's Mantra when working with new players; pbp or not.
I should know, I used to DM in RL a while ago, and new players will sometimes drive DMs up the wall, so patience is like a 1st level feat taken by any DM.
The suspense is killing me...
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Powerpuppiesdrinking coffee in themountain cabinRegistered Userregular
edited September 2009
Does my submission have to be up by midnight? I'm busssssyyyyyyy!
The deadline will be GMT time: 5 PM Saturday, though I won't be online until several hours after. I'll post my decision sometime GMT Sunday (Saturday night by my time), probably. I'm making my decisions more on the character, class, and the poster than the mechanics/stats so if you have that done at least, you can post that and pick the stats and items later.
I'm completely new to PbP, very briefly played d&d 2e way back in the day and have just recently started playing d&d 4e with a real-life crew, but that's running monthly at best, and all it's done is given me a taste for more.
Note also a heads-up that I'm australia-based. I can definitely do a post a day, but timezone may be an issue for faster play. If posting is most likely going to be in the U.S. evening, that'd work great for me, but if it's most likely going to be through the day (U.S. 9-5), then I'd probably be a bit of a drag on play.
I've got either a dwarven paladin: Dridel Rainden
Background:
Raised as the son of a clan chief, Dridel's life was torn apart when a group of dark sorcerers smuggled their way into the village with a travelling delegation of priests. Dridel was struck down as the battle began by the touch of their leader as they snuck their way into his household to kill his father, leaving him unable to aid his village. The sorcerers laid waste to the village and stole select items left in the protection of the high priest Achet.
After being left for dead, Dridel took his father's armor and hammer and set out into the world. Finding comfort within the teachings of Kord, Dridel channels his rage and thirst for revenge into holy justice.
Dridel is driven by a barely controlled rage. He sees deception at every turn, and holds no patience for it, often needing to be restrained from those that he feels have wronged him.
Dridel's head is covered with dark scars from the hand of the sorcerer, and his damaged visage combined with his abrasive and paranoid demenour do little to win him friends.
POWERS
Lay on Hands: Virtue's Touch
Paladin at-will 1: Challenging Strike
Paladin at-will 1: Holy Strike
Paladin encounter 1: Heedless Fury
Paladin daily 1: Blood of the Mighty
ITEMS
Magic Plate Armor +1, Heavy Shield, Magic Craghammer +1, Throwing hammer, Adventurer's Kit
====== Copy to Clipboard and Press the Import Button on the Summary Tab ======
Or a human wizard: Rishat
Background:
Rishat was an extremely promising student, dedicating himself to his studies and thirsting for knowledge to the exclusion of all else.
Rishat found himself awakening in his master's study, naked, clutching his master's orb. Everything around him destroyed and dark voices whispering in his head. His fellow apprentice was slumped at the foot of the stairs, drooling mindlessly. Rishat had no memory of the last week, large gaps in his memory before that and no idea what had happened other than occasional flashes of inintelligible dark text and a figure draped in shadow.
The voices told him to take his belongings and flee. He obeyed.
Rishat has always been a quiet individual, wrapped up in his own world. With the additional companionship of the whispers in his head, he has withdrawn even more. He barely notices danger around him, and if not for warnings from the whispers, would have been long dead.
Rishat is 5'6, with long greasy black hair and pale skin.
Sheet:
====== Created Using Wizards of the Coast D&D Character Builder ======
Rishat, level 1
Human, Wizard
Build: Illusionist Wizard
Arcane Implement Mastery: Orb of Imposition
Background: Birth - Cursed (+2 to Bluff)
FINAL ABILITY SCORES
Str 10, Con 10, Dex 11, Int 19, Wis 14, Cha 12.
STARTING ABILITY SCORES
Str 10, Con 10, Dex 11, Int 17, Wis 14, Cha 12.
Thaladh was raised in an orphanage run by strict warrior monks, and taught the ways of Kord. He left as soon as he was able to travel on his own, seeking glory and purity of battle with a worthy adversary. Having little patience for the day to day details of explorers charters and mercenary contracts, he prefers service as a member of an adventuring party to striking out on his own.
Personality:
Just because he's a monk doesn't mean he's quiet. Thaladh loves to drink as much as he loves to fight, and he enjoys an outlandish story told by a good liar. He tends to fade into the background during serious discussions, returning with jokes and boasts to fill the silence that follows.
Corrin is the son of a poor farmer. When he turned 15 his father turned him out of the family farm, telling him to find his fortune and come back to care for his younger siblings. Traveling with a merchant caravan, he discovered his powers when beset by bandits. The merchant put him in touch with his brother and Corrin's eventual mentor, an old human sorceror named Thom. After training the young halfling for a time, Thom told him to seek out adventuring contracts to test and augment his abilities.
Personality:
A simple guy, Corrin tends to blend into the background. He has a good heart and simple morals, but little confidence.
I've played a little bit of 4e PbP on the forums, but not much. I think I've had 8 total encounters. I'm currently in one active PbP, The Hunters. Another one, Arivia's Forward Guard, is on indefinite hiatus. I've never played KotS through before. I've made it through the first encounter.
Powerpuppies on
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FencingsaxIt is difficult to get a man to understand, when his salary depends upon his not understandingGNU Terry PratchettRegistered Userregular
edited September 2009
I don't have DDI, but apparently monks are more broken than psions?
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Powerpuppiesdrinking coffee in themountain cabinRegistered Userregular
edited September 2009
I would be really curious to find out where you heard that. Psions have an at-will that reduces all defenses by CHA. I never heard monks were broken.
I'm making a Gnoll Assassin, hopefully I can squeak in under the wire. I'm really excited to try it out!
EDIT: May I spend gold on a Ki Focus? They're the special Assassin implement, they can apply the enhancement bonus to any weapon they're using. They apparently are some kind of power reserve inherent within the assassin, which can be given weapon enchantments.
Narlfyr was born into a feral gnoll tribe that roamed the earth, slaughtering and consuming entire villages. When he was three years old, he fell into a spike trap set by villagers, and was impaled through the chest. As is the custom, he was left for dead when the tribe was routed. His last memory before falling unconscious was his mother running away, not even looking back at him bleeding.
What happened next is hazy, but he remembers broken images. A grey throne in a black palace. A white gnoll woman in black robes, offering a second chance. A white light leaving his body, fracturing. The woman taking a piece, smiling, then touching his face with a long, delicate finger.
When he awoke, he was in a human bed, being cared for by a middle-aged human woman. The woman, named Loretta, had no children of her own, and so took this gnoll child in, believing that no one was inherently evil. She even gave him a human name, George. Over the next few years, even when the child seemed irredeemably cruel and vicious, Loretta held him, reprimanded him for wrong-doing, and forgave him. Looking back, Narlfyr credits her simple, unbreakable faith in his ability to be good with saving his life and his sanity.
At the age of ten, Narlfyr began to have strange dreams. He saw the white gnoll again, beckoning him, commanding him. She was giving him power, but wanted something in exchange--lives. The woman who had shown him kindness would be a good start.
Narlfyr ran all night, and only when he was far away from anywhere he had ever heard of did he stop. He didn't leave a note, or stop to say goodbye; Loretta now deserved to be as far from him as possible. It's been five years since, and while his dreams have stayed troubled, he hasn't received any more requests. Yet he has gained steadily in power, and now controls a modicum of shadow magic. The implications of this growth are just one more thing to ignore.
Personality:
Narlfyr attempts to be cheerful, and mostly succeeds. The nature of his soul-pact with the Raven Queen, coupled with the general dislike of gnolls by civilization, has forced him to adopt a sanguine attitude towards life. In battle, however, he becomes cold and emotionless--he has seen gnolls that delight in combat first-hand, and doesn't want to be anything like them.
Gnolls reach maturity quickly, and Narlfyr is now an adult, nearing middle age. The Raven Queen has only given him one task so far, and he refused--he doesn't have much time left, if she has more in store for him. Has she given up? Will she demand the return of her power, or even his life? These questions trouble him, and he thinks about them as little as possible.
While "I wish I could take you all!" sounds like a platitude, I now know DMs are sincere when they say it.
Seriously, this is the worst.
Ultimately, I was able to convince myself that tweaking the encounters to be for six PCs wouldn't be that hard, and in case a player drops out, going from 6 PCs to 5 would be far less traumatic than going from 5 to 4.
and special guest star illgottengains
-as-
"Fritz the Rogue"
We'll start the game in a few days, probably continuing to use this thread. Make and post your token before then, I guess? Only Powerpuppies still needs to make a character sheet, if I'm not mistaken. PP, Either of your strikers are acceptable, so I'll go ahead and let you pick whichever one you prefer.
Posts
A Magic Wand +1 would achieve the same thing for way less gold, wouldn't it? Then you could add an Amulet of Protection +1 to buff your NADs.
I mean, it's your character, but you asked for a look-over, and I think this would buff him mechanically. While I'm far from an expert, I find that it's best to pick a mechanical strategy for your character and stick to it: ranged weapon, melee weapon, or wand bard. It's perfectly reasonable to take a harsh song scimitar, but if you do you should probably plan to get up close and personal with it at some point. Otherwise it's an expensive magic wand, I think.
Well, this way I can have an AoO, and I have a bunch of shifting spells and so on (which specifically give me an AoO), and if something happens to my magic, I can still attack. Plus, I think being able to switch between melee and ranged might be useful. I do like that versatility.
What'd I'd like more of is character details, primarily in the appearance and mannerisms category.
Trenand prefers to laugh and sing as opposed to anything else, and is always searching for the music underlying life. Whether he likes to listen to the rhythm of the kitchens, or the percussion of a group of horsemen, or the song in a single conversation, Trenand is always looking for the music in existence. Indeed he believes that there is a song that underlies all life and existence, and he believes that the creator's music is what began the world. He is perfectly willing to try almost anything because of this, and his enthusiasm combined with his easygoing nature, many don't look deeper than his gift of music. However, Trenand's passion runs deeper than his music, and will defend a friend just as quickly as he would whistle a ditty. His dedication to finding music wherever he goes also has the tendency to take him where he shouldn't necessarily be, although it does tend to end up fortuitous in the long run.
Ok, I think my character may actually be done. Hurrah!
So does that mean we can post like 2 apps in 1 post, e.g. a leader and defender, or do both have to be a leader role?
Because I got another character concept to try (maybe a defender role), maybe post it later though...
I guess eatmosushi could still post another bard, just not a gnome (gnomes are cool).
The Division, Warframe (XB1)
GT: Tanith 6227
You can submit two different classes. I may request you play the PC I think would be best for party balance if you do.
You can find it here
I've played a couple games over the internet, but never past level 4, and am not currently in any PbP games. I have not played KoTS, either.
lol
Got a concept here. Was planning on two but I can't think up a good second character, so I'd rather just submit one.
Edit: Avenger UP!
Avenger: Thann Waish
Background:
During the course of work, Thann got in many fights, and broke up or prevented countless others. The number of times he recieved slices and stabs from the blades of the thugs that caused problems became evidence across his arms, abdomen and back. Eventually he grew more and more jaded. One day when he was breaking up a fight, Thann had a knife drawn on him. As the person attacked, he managed to cause the thug to miss him, stripped the knife from him and stabbed the thug himself. Shocked at his actions, he gave a gasp when the thug dropped to the floor, dead instantly, knife protruding from his chest.
Thann was fired from his job, and disowned from his peace-loving family. Hurt and feeling guilty for having stabbed an unarmed man like that, he began to wander from small village to small village, picking up work where he could. Eventually he was brought by someone he was told to guard to a temple. The guard mission had been a ruse, the temple was dedicated to Kord and the training of his disciples. For the next four and a half years, Thann underwent vigorous, sometimes brutal, training which forged him into a weapon of Kord, a true Avenger of the weak.
When his training was finally done his training, Thann Waish was sent off to do the bidding of Kord, defending those who couldn't do so themself, and upholding the honor that he now believed in.
Leather armor, kept it's natural light brown, sits atop Thann's wrist-length dark green tunic. Black pants fall below, heavier than they appear due to the hidden leather reinforcements, with his flail found within easy reach at his left hip.
A joyful demeanor hides his inner torment at feeling drawn to battle. A man who values peace and simple ways of life, Thann does not strive to fill his coffers at the expense of doing what is right. Knowing deep down that sometimes the only ways to achieve peace are through force, he allows Kord to guide him to act honorably as best he can.
Class: Swordmage (Aegis of Ensnarement) (Defender)
Race: Human
Alignment: Lawful Good
Deity: Pelor
Sourcebooks used: PHBI (humans, deity information)
Arcane Power ('Arcane Reserves' feat, Aegis of Ensnarement class feature)
Forgotten Realms (Swordmage class)
Personality:
Background:
Thom was born with a debilitating affliction for one in such a group: he was blind at birth. And unusually so: even highly-skilled clerics were unable to cure him. Speculation and rumor ran rampant; one common theory was that one of the evil groups stopped by his father's band had cursed him or his mother; after all, couldn't only an unnaturally potent necrotic curse persist over the divine powers of the gods?
It was this, perhaps, that contributed to his isolation during his youth; that, or his inability to join his peers when they grew and began training. Despite this, he managed to remain optimistic against all odds, contributing to the group how he could; frequently by studying tactics or the nature of their foes to glean insight to their inner workings and how best to defeat them.
It was only years later, once Thom was reaching the end of his teenage years, that a wandering Eladrin swordmage happened upon the band, and sensed that the young man had some magical talent - and great potential. It took several more years of training to unlock that potential, the Eladrin hermit remaining with the group to assist him in the dual arts of magic and swordplay.
The final breakthrough came when Thom became able to enhance his senses magically and even detect the flow of magic innately, giving him a kind of 'sixth sense' that equalled what his sight would have been otherwise. This, finally, made him undeniably the equal of his peers.
He has since set out on his own in order to test and prove to himself the extend of his new abilities, and follow in the traditions of his ancestors: bringing light into the dark places of the world.
Appearance:
Equipment: Thom's armor is fairly mundane leather of a dark-red/brown color; while it has been bestowed with some minor enchantments, they do not enhance the armor beyond slightly increasing its durability and resistance to harm.
His sword, 'Bloodseeker', is one of the weapons passed down within the group of warriors his family belongs to. It has enchantments allowing it to seek out flaws in armor and weak spots on an opponent's body - though it still requires skill to use, as the enchantment is not powerful enough to allow it to make a clear miss a hit or a flesh wound fatal - it primarily enhances the damage of blows and can make some near-misses or glancing hits strike true.
Notes:
In order to be able to get the most from his magical 'sight', Thom had to bind the enchantment to a part of his own body - and, possibly for irony's sake or for convinience, chose his own, previously useless eyes. This means that his 'second sight' can be disrupted by striking them, meaning he can be Blinded as expected.
Thom's magical sense-enhancements diminish in darkness. The reason for this unusual arcane quirk is unknown; it is speculated that, if he is indeed cursed, then the curse is possibly enhanced in darkness, causing it to addle his other senses slightly. This does mean he requires some light in order to get the most out of his senses.
edit: Added background skill thingy, Scales of War's "Wandering Duelist"
Fritz
Brutal Scoundrel Rogue
Fritz, level 1
Human, Rogue
Build: Cutthroat Rogue
Rogue Tactics: Brutal Scoundrel
FINAL ABILITY SCORES
Str 16, Con 10, Dex 18, Int 10, Wis 8, Cha 11.
STARTING ABILITY SCORES
Str 14, Con 10, Dex 18, Int 10, Wis 8, Cha 11.
AC: 16 Fort: 14 Reflex: 17 Will: 11
HP: 22 Surges: 6 Surge Value: 5
TRAINED SKILLS
Dungeoneering +4, Stealth +9, Thievery +10, Athletics +8, Acrobatics +9, Perception +4, Streetwise +5
UNTRAINED SKILLS
Arcana, Bluff, Diplomacy, Endurance, Heal -1, History, Insight -1, Intimidate +1, Nature -1, Religion
FEATS
Human: Backstabber
Level 1: Defensive Mobility
POWERS
Rogue at-will 1: Piercing Strike
Rogue at-will 1: Probing Strike
Rogue encounter 1: Torturous Strike
Rogue daily 1: Precise Incision
Human: Deft Strike
ITEMS
Duelist's Short sword +1, Leather Armor, Sling, Sling Bullets (20), Adventurer's Kit, Thieves' Tools
====== Created Using Wizards of the Coast D&DI Character Builder ======
Personality quirks
Brutal
Cunning
Adventurous
Greedy
Womaniser
Part time drunkard
Full time gambler
Scruffy Looking Nerf Herder
Background and Description
Fritz doesn't believe in theives guilds. He also doesn't believe in laws or government. He respects them enough not to assault them head on though. This doesn't mean he fears them. Indeed, no armor laden gaurd has ever managed to catch Fritz, nor has any outmatched his skill with a blade.
While fritz isn't very interested in looting the homes of the rich he sometimes does so to supplement his gambing funds. He has a distinct taste however for exploring ruins ands for adventures in general. He tends to go off on adventures when his girlfriends kick him out or become targets of retribution against him. Or just for the thrill of a challenge.
Kalimac
Protecting Paladin
Kalimac, level 1
Halfling, Paladin
FINAL ABILITY SCORES
Str 14, Con 14, Dex 12, Int 8, Wis 13, Cha 18.
STARTING ABILITY SCORES
Str 14, Con 14, Dex 10, Int 8, Wis 13, Cha 16.
AC: 20 Fort: 13 Reflex: 14 Will: 15
HP: 29 Surges: 12 Surge Value: 7
TRAINED SKILLS
Religion +4, Diplomacy +9, Insight +6, Endurance +3
UNTRAINED SKILLS
Acrobatics -1, Arcana -1, Bluff +4, Dungeoneering +1, Heal +1, History -1, Intimidate +4, Nature +1, Perception +1, Stealth -3, Streetwise +4, Thievery -1, Athletics -2
FEATS
Level 1: Lost in the Crowd
POWERS
Paladin at-will 1: Enfeebling Strike
Paladin at-will 1: Challenging Strike
Paladin encounter 1: Shielding Smite
Paladin daily 1: Paladin's Judgment
ITEMS
Plate Armor, Adventurer's Kit, Sunrods (2), Luckblade Falchion +1, Heavy Shield, Flute
====== Created Using Wizards of the Coast D&DI Character Builder ======
Personality quirks
Happy go lucky
Cheerful
Determined to smite evil
Wanderer
Mediocre Flutist
Backstory
Dispite Kalimac's cheerful disopsition he suffered from strange recurring dreams. One such dream he would find himself in state of panic. He hurried down along a path as fast as his legs would carry him but he always came back to the same spot no matter how far he ran. Standing in front of a vast perfectly still lake.
Another dream he often had would find Kalimac weilding a brightly glowing blade fighting desparately against unknown foes in an utterly dark cave. Susie's cries for help echoing in the distance.
One evening while he was at the Silver Horseshoe he met a strange fellow who looked like an elf but wasn't one. Kalimac suspected that he was a wizard of some kind due to the gnarled wooden staff he kept close at hand. This man offered to trade a fine short sword for all of his flowers. He said the flowers were very valuable to him, some of them. It seemed like an excellent deal to Kalimac and he gladly traded all his flowers.
Sometime after this a wandering priest came to Kalimac's village. This old halfling was a cleric of Avandra. When he looked upon Kalimac his eyes widened. The priest told him that Avandra had graced him. It didn't make much sense to him. He'd never felt graced before, least not by Avandra, but he accepted the symbol the priest gave to him. He began to speak to the symbol, which he kept hanging on the wall in his room. Over time he decided that he wanted to wear the symbol, it gave him hope, and filled him with a curiousity for the world outside of his homeland.
As he matured as a halfling this longing to explore finally led him to bid Susie and his family and friends farewell. Kalimac wanted to see the flowers that grew over the next hill, and then the one after that, and before he knew it he was lost. He walked on and on gathering all the flowers he could find. It was lucky that he found a road the day he ran out of bread. His pack filled to the brim with flowers he trodded down the road. Finally a caravan appeared on the road ahead. The travellers saw the symbol he wore and asked if he were a priest or a paladin. Kalimac said he didn't know. The travellers seemed puzzled at that response but he managed to befriend them. The merchants told him that the path ahead had been known to be somewhat dangerous during the finer seasons and asked if he would like to travel with them.
Three days later the wagons were ambushed by bandits. Much to his surprise that short sword he'd swung around in his yard leap out of it's scabbard. Fearlessly the halfling charged into the fray defending the merchants and travellers alongside the hired gaurds. When it was all over and everything was silent Kalimac felt the symbol on his chest warm through his tunic. A voice spoke to him.
"You will defend the just and vanquish evil where you find it. Stay on the path. It will lead you."
lol.. got a little carried away with that one.
I'm completely new to PbP, very briefly played d&d 2e way back in the day and have just recently started playing d&d 4e with a real-life crew, but that's running monthly at best, and all it's done is given me a taste for more.
Note also a heads-up that I'm australia-based. I can definitely do a post a day, but timezone may be an issue for faster play. If posting is most likely going to be in the U.S. evening, that'd work great for me, but if it's most likely going to be through the day (U.S. 9-5), then I'd probably be a bit of a drag on play.
Play with me on Steam
Yeah i'm in the +2 GM timezone
BTW TunnelRunner, just a few more questions...
1) What Timezone will the pbp be based on? (-8...-4 gm?)
2) Will this game be Play by Post only, or is Maptools and other applications involved?
Also: Great character submissions here guys/gals...
I'm at -5 GMT, and I'll usually be posting in the evening (around GMT 1:00 AM). The game will be Play by Post only, with rolls on invisiblecastle. If interest is still high when we've finished with KotS (I'm not sure how long that will take, as I said I'm inexperienced with PbP myself), then maybe we'll expand into other online play methods (I'd have to research them first). I've been looking at other PbPs on PA and other sites in preparation, and I'll be DMing through immitation, basically.
A question to those with more PbP experience:
1) Would having players from disparate time zones be a problem?
2) Does the DM need to be present in the game considerably more often than a PC? I was planning on posting in the evenings mostly, since I thought I would need access to my maps, books, etc to make an substantial post. Or does the DM need to be posting twice or more a day, or it will substantially slow down the game?
That's been the case with most of the PbPs I've seen, and that's why I was willing to throw my hat into the ring.
I'm gonna do this too, just to allow people who have never done something like this play. Have fun everyone!
Tastydonuts is right.
That quote of his is pretty much way up in any DM's Mantra when working with new players; pbp or not.
I should know, I used to DM in RL a while ago, and new players will sometimes drive DMs up the wall, so patience is like a 1st level feat taken by any DM.
I've got either a dwarven paladin: Dridel Rainden
Background:
After being left for dead, Dridel took his father's armor and hammer and set out into the world. Finding comfort within the teachings of Kord, Dridel channels his rage and thirst for revenge into holy justice.
Dridel is driven by a barely controlled rage. He sees deception at every turn, and holds no patience for it, often needing to be restrained from those that he feels have wronged him.
Dridel's head is covered with dark scars from the hand of the sorcerer, and his damaged visage combined with his abrasive and paranoid demenour do little to win him friends.
Sheet:
Dwarf, Paladin
Build: Ardent Paladin
Background: Dwarf - Ancestral Home Lost, Birth - Cursed (Perception class skill)
FINAL ABILITY SCORES
Str 18, Con 13, Dex 10, Int 10, Wis 16, Cha 8.
STARTING ABILITY SCORES
Str 18, Con 11, Dex 10, Int 10, Wis 14, Cha 8.
AC: 21 Fort: 15 Reflex: 13 Will: 14
HP: 28 Surges: 11 Surge Value: 7
TRAINED SKILLS
Religion +5, Insight +8, Heal +8, Perception +8
UNTRAINED SKILLS
Acrobatics -4, Arcana, Bluff -1, Diplomacy -1, Dungeoneering +5, Endurance -1, History, Intimidate -1, Nature +3, Stealth -4, Streetwise -1, Thievery -4, Athletics
FEATS
Level 1: Dwarven Weapon Training
POWERS
Lay on Hands: Virtue's Touch
Paladin at-will 1: Challenging Strike
Paladin at-will 1: Holy Strike
Paladin encounter 1: Heedless Fury
Paladin daily 1: Blood of the Mighty
ITEMS
Magic Plate Armor +1, Heavy Shield, Magic Craghammer +1, Throwing hammer, Adventurer's Kit
====== Copy to Clipboard and Press the Import Button on the Summary Tab ======
Or a human wizard: Rishat
Background:
Rishat found himself awakening in his master's study, naked, clutching his master's orb. Everything around him destroyed and dark voices whispering in his head. His fellow apprentice was slumped at the foot of the stairs, drooling mindlessly. Rishat had no memory of the last week, large gaps in his memory before that and no idea what had happened other than occasional flashes of inintelligible dark text and a figure draped in shadow.
The voices told him to take his belongings and flee. He obeyed.
Rishat has always been a quiet individual, wrapped up in his own world. With the additional companionship of the whispers in his head, he has withdrawn even more. He barely notices danger around him, and if not for warnings from the whispers, would have been long dead.
Rishat is 5'6, with long greasy black hair and pale skin.
Sheet:
Rishat, level 1
Human, Wizard
Build: Illusionist Wizard
Arcane Implement Mastery: Orb of Imposition
Background: Birth - Cursed (+2 to Bluff)
FINAL ABILITY SCORES
Str 10, Con 10, Dex 11, Int 19, Wis 14, Cha 12.
STARTING ABILITY SCORES
Str 10, Con 10, Dex 11, Int 17, Wis 14, Cha 12.
AC: 14 Fort: 11 Reflex: 15 Will: 15
HP: 20 Surges: 6 Surge Value: 5
TRAINED SKILLS
Insight +7, Arcana +9, Religion +9, Diplomacy +6, History +9
UNTRAINED SKILLS
Acrobatics, Bluff +3, Dungeoneering +2, Endurance, Heal +2, Intimidate +1, Nature +2, Perception +2, Stealth, Streetwise +1, Thievery, Athletics
FEATS
Wizard: Ritual Caster
Human: Human Perseverance
Level 1: Enlarge Spell
POWERS
Bonus At-Will Power: Illusory Ambush
Wizard at-will 1: Magic Missile
Wizard at-will 1: Thunderwave
Wizard encounter 1: Grasping Shadows
Wizard daily 1: Horrid Whispers
Wizard daily 1 Spellbook: Flaming Sphere
ITEMS
Spellbook, Orb of Far Seeing +1, Dagger, Cloth Armor (Basic Clothing), Adventurer's Kit
RITUALS
Brew Potion, Comprehend Language, Silence
Play with me on Steam
Background:
Personality:
If you're looking for a ranged striker, meet Corrin Ferrinson, Halfling Storm Sorceror
Background:
Personality:
I've played a little bit of 4e PbP on the forums, but not much. I think I've had 8 total encounters. I'm currently in one active PbP, The Hunters. Another one, Arivia's Forward Guard, is on indefinite hiatus. I've never played KotS through before. I've made it through the first encounter.
No. Monks are slightly underpowered, actually.
Psions are mostly broken because their two starting at-wills are so stupidly good they're worth keeping even over the epic-level at-wills.
EDIT: May I spend gold on a Ki Focus? They're the special Assassin implement, they can apply the enhancement bonus to any weapon they're using. They apparently are some kind of power reserve inherent within the assassin, which can be given weapon enchantments.
Background:
What happened next is hazy, but he remembers broken images. A grey throne in a black palace. A white gnoll woman in black robes, offering a second chance. A white light leaving his body, fracturing. The woman taking a piece, smiling, then touching his face with a long, delicate finger.
When he awoke, he was in a human bed, being cared for by a middle-aged human woman. The woman, named Loretta, had no children of her own, and so took this gnoll child in, believing that no one was inherently evil. She even gave him a human name, George. Over the next few years, even when the child seemed irredeemably cruel and vicious, Loretta held him, reprimanded him for wrong-doing, and forgave him. Looking back, Narlfyr credits her simple, unbreakable faith in his ability to be good with saving his life and his sanity.
At the age of ten, Narlfyr began to have strange dreams. He saw the white gnoll again, beckoning him, commanding him. She was giving him power, but wanted something in exchange--lives. The woman who had shown him kindness would be a good start.
Narlfyr ran all night, and only when he was far away from anywhere he had ever heard of did he stop. He didn't leave a note, or stop to say goodbye; Loretta now deserved to be as far from him as possible. It's been five years since, and while his dreams have stayed troubled, he hasn't received any more requests. Yet he has gained steadily in power, and now controls a modicum of shadow magic. The implications of this growth are just one more thing to ignore.
Personality:
Gnolls reach maturity quickly, and Narlfyr is now an adult, nearing middle age. The Raven Queen has only given him one task so far, and he refused--he doesn't have much time left, if she has more in store for him. Has she given up? Will she demand the return of her power, or even his life? These questions trouble him, and he thinks about them as little as possible.
Seriously, this is the worst.
Ultimately, I was able to convince myself that tweaking the encounters to be for six PCs wouldn't be that hard, and in case a player drops out, going from 6 PCs to 5 would be far less traumatic than going from 5 to 4.
So, without further ado, I present:
1) TiamatZ: Yuriel Firestarter, Genasi Artificer (leader)
2) Bhow: Quentin Thoratious Fighum, Human Wizard (controller)
3) Arkan: Thom Valeheim, Human Swordmage (defender)
4) NorthGuard: Keldan Stoneweaver, Human Warden (defender)
5) Powerpuppies: undecided (striker)
-as-
"Fritz the Rogue"
We'll start the game in a few days, probably continuing to use this thread. Make and post your token before then, I guess? Only Powerpuppies still needs to make a character sheet, if I'm not mistaken. PP, Either of your strikers are acceptable, so I'll go ahead and let you pick whichever one you prefer.
That's all for now.
Also, wooooot! Thanks so much for picking me!
Er, I mean, Splendid!
Do you need anything from us before we begin? And will that beginning be here, or should I keep an eye out for another thread?
E: I just re-read the submissions from those accepted. This should be a fun group--I'm looking forward to playing with you all!