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[D&D 4E PbP] War of the Burning Sky OOC (Serious Revelations! Seriously!)

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Posts

  • GideonGideon Registered User regular
    edited February 2011
    What's the story with gods in this setting? What're the CB equivalents to various deities?

    Gideon on
  • Captain CarrotCaptain Carrot Alexandria, VARegistered User regular
    edited February 2011
    I think I'll be replacing the genasi fighter with a halfling hunter, but I still need to work on the concept (and do the entire sheet).

    Captain Carrot on
  • TiamatZTiamatZ Ghost puns The Banette of my existenceRegistered User regular
    edited February 2011
    Gideon wrote: »
    What's the story with gods in this setting? What're the CB equivalents to various deities?

    To be fair, this WAS released like before Divine Power and Eberron, so the deities aren't listed in the Campaign (nor their CB equivalents).

    Therefore, I have made a list of the major gods in the game, based upon the temples found in Gate Pass (WOTBS pg.6-7), using deities (from POL, Eberron, Forgotten Realms etc.) based closely on the deities from the WOTBS Player's Guide, for the purposes of choosing CB divine feats.

    Of course, this merely indicates the major gods in the Campaign. As it states in the Player's Guide: "Numerous temples of smaller religions dot the city, and though they lack the same sway as the major eight, they still put a lot of effort into New Year’s festivities." This means that other gods do exist in the world.

    But I digress, here's the list of WOTBS gods, and what their equivalent is:

    Old religions (WOTBS) -> Convert to (POL)


    God of Knowledge -> Ioun
    Healing God -> Pelor
    Strength Goddess -> Dol Arrah (from Eberron Player's Guide)
    God of Revelry -> Replaced with Avandra (goddess of freedom, adventure etc.)
    God of Sorcery -> Corellon
    Goddess of Hearth and Home -> Boldrei (from Eberron Player's Guide)
    God of Battle -> Tempus (From Forgotten Realms)
    Dwarf God of Ancestors -> Moradin (duh)


    If you have ideas for your character to be worshipping other gods, then by all means run with it. This list is not neccessarily set in stone, so it might change as well.

    TiamatZ on
  • skarsolskarsol Registered User regular
    edited February 2011
    Now that there are two Leader apps I'm torn between cleric and wizard for my submission. :(

    skarsol on
    why are you smelling it?
  • Witch_Hunter_84Witch_Hunter_84 Registered User regular
    edited February 2011
    Hmm, chances would probably be higher if you made a controller, but by no means make a character you think you'd have less fun with just because the chances of getting in might be better. If you have an awesome idea for a cleric go for it.

    Witch_Hunter_84 on
    If you can't beat them, arrange to have them beaten in your presence.
  • streeverstreever Registered User regular
    edited February 2011
    Hmm, chances would probably be higher if you made a controller, but by no means make a character you think you'd have less fun with just because the chances of getting in might be better. If you have an awesome idea for a cleric go for it.

    You can always submit an Invoker who has the flavor of a cleric while being a controller, too.

    streever on
  • skarsolskarsol Registered User regular
    edited February 2011
    Naw, I have very specific ideas for both of em, and an Invoker wouldn't fit either. I'll pick eventually. Probably on the last day. :P I've pretty much got them both written up already anyway. I like making up chars as much or possibly more than actually playing. :)

    skarsol on
    why are you smelling it?
  • Bp1580Bp1580 Registered User regular
    edited February 2011
    skarsol wrote: »
    Naw, I have very specific ideas for both of em, and an Invoker wouldn't fit either. I'll pick eventually. Probably on the last day. :P I've pretty much got them both written up already anyway. I like making up chars as much or possibly more than actually playing. :)

    Lol, I know what you mean. I took a break from D&D when my old group disbanded, and now I'm actually tempted to make a second character just for the fun of it. I forgot how much fun it was! :)

    Bp1580 on
  • Smoove OperatorSmoove Operator Registered User regular
    edited February 2011
    Sidburn "Sid" Hannofax, Human Seeker

    The Hannofaxes:
    Long ago the Hannofaxes owned vast stretches of land in Southestern Ragesia. Having ancestral ties to Dassen, the Hannofax Estate was managed like a feudal estate. Over time the estate grew large and prosperous. So large in fact, that word of it reached Coaltongue's ear and he would have no part of another executive power in Ragesia, no matter how insignificant. A small Ragesian detachment was sent to the Hannofax Estate and burned everything to the ground. The surviving Hannofaxes were forced to flee to the relative safety of Shahalesti.

    Background:
    His family was disenfranchised shortly before Sidburn was born, so all he has known is the life of a refugee. He grew up with his family among a half-elf tribe in a vast Shahelstian forest. Though his adopted people were generous enough to teach him how to use a bow and harness the spirits of the land, Sidburn was always driven solely by the thought of returning to Ragesia and reclaiming his family's land. As a teenager, Sidburn made the journey back to what was once the Estate and began to recruit aggressive young orcs and half-orcs to his cause, promising battle, glory, and a small grant of land should the Estate ever be recovered. In the past 15 years, Sid and his followers have grown from a rabble of highwaymen harassing military supply lines that run through the lands to a well organized guerilla militia.

    Tough not directly attached to the Resistance, Sid's band had enough common ground with them to exchange information, and his contacts in Gate's Pass let him know of an important meeting to be held at the Poisoned Apple. Leaving his most trusted lieutenant in charge, Sidburn set out for Gate's Pass. Whoever it was that was going to fill the vacuum left by Coaltongue, Sid planned on being at their right hand to assure that his family would once again be given their land.

    Personality:
    Though a leader in his own right, Sid was always content to leave the 'rah-rah' speeches to others and oversee missions from a tactically safe distance. He is somewhat stubborn, though he is generally good-natured enough to avoid offending most. 15 years of tedious and mostly unproductive guerilla operations have tempered his once burning need for vindication, and he has become more patient and laid back, trusting that he will be given his opportunities when the time is right.

    Sid was only told of what life was like as a "lord" but he has never experienced it himself, so he sometimes partakes in activities unbecoming of his once and future post (particularly gambling...on anything really). He is also prone to talking about what things will be like "once we get the Estate back" which can become an annoying habit to anyone who doesn't particularly care about his family's plight.

    Picture:
    imagesCA5CFK02.jpg

    CB Summary:
    ====== Created Using Wizards of the Coast D&D Character Builder ======
    Sidburn Hannofax, level 1
    Human, Seeker
    Build: Vengeful Seeker
    Seeker's Bond: Bloodbond
    Human Power Selection: Bonus At-Will Power
    Background: Early Life - Isolated

    FINAL ABILITY SCORES
    Str 11, Con 13, Dex 16, Int 10, Wis 18, Cha 8.

    STARTING ABILITY SCORES
    Str 11, Con 13, Dex 16, Int 10, Wis 16, Cha 8.


    AC: 15 Fort: 12 Reflex: 15 Will: 16
    HP: 25 Surges: 8 Surge Value: 6

    TRAINED SKILLS
    Stealth +8, Nature +9, Athletics +5, Acrobatics +8, Perception +9

    UNTRAINED SKILLS
    Arcana, Bluff -1, Diplomacy -1, Dungeoneering +4, Endurance +1, Heal +4, History, Insight +4, Intimidate -1, Religion, Streetwise -1, Thievery +3

    FEATS
    Human: Weapon Proficiency (Greatbow)
    Feat User Choice: Weapon Expertise (Bow)
    Level 1: Quick Draw

    POWERS
    Bonus At-Will Power: Grappling Spirits
    Seeker at-will 1: Elemental Spirits
    Seeker at-will 1: Biting Swarm
    Seeker encounter 1: Flickering Arrow
    Seeker daily 1: Rime Strike

    ITEMS
    Adventurer's Kit, Leather Armor, Dagger, Distance Greatbow +1, Climber's Kit, Crowbar, Glass Cutter, Grappling Hook
    ====== Copy to Clipboard and Press the Import Button on the Summary Tab ======

    ME! I'm currently playing in 2 pbp's (Amos in Snowdown's Serpent Campaign: and Swanky in Farangu's Fantastical Contraption Campaign). I'm available most week days.

    Smoove Operator on
    Honesty, Integrity, Handshakefulness
    _____________________________________________

    HoTS: Schmutz#1686
  • TuranosTuranos Registered User regular
    edited March 2011
    Dorn Kir, half-orc monk

    Picture:
    Falcon.jpg

    Background:
    Dorn Kir was once a member of a true orc tribe, having been adopted by his mother's race, to an extent. This particular tribe was as far from the civilized orcs of Gate Pass as it was possible to go in manner and culture. They were savage, brutal, interested only in strength and judging all issues by which person, creature or group was more powerful. In this environment the young half-orc Dorn did not, at least initially, thrive. He was smaller and weaker than the full blooded orcs, and at a constant disadvantage from childhood through to adolescence. He would be bullied and beaten mercilessly by the orcs of the same age, and was considered a second class tribesman at best.

    As Dorn grew, his anger and bitterness at his situation grew. He was young and still wanted the approval of the tribe; after all, he knew nothing else. Yet, he was not as strong or as hardy as his contemporaries, and could not fight as well in their simple, brutal style. So he channelled his fury into speed and agility instead, pushing himself harder and harder on constant marathon runs and raids on swift birds' nests until he was swifter and more dextrous than any orc. He became hard, too, the taunts and abuse he suffered making him cruel and uncaring, and when the tribe fought he dashed among the enemies, viciously destroying them before they could react. Still, he was never truly accepted by the tribe.

    One day Dorn and several similarly aged orcs of the tribe came upon a lone traveller within a wild forest. She was an old woman, and for some reason did not seem to fear the orcs. Instead, she spoke of the union of sentience and instinct, and harmony between man and beast. Dorn did not truly understand the import of her words that day, and goaded by the other orcs he struck down the traveller, beating her horrifically until she eventually died from her wounds. Yet, the other orcs did not cheer or clap him on the back in congratulations, instead they jeered and teased him for blindly obeying. Suddenly confused and unsettled by what he had done and the continued neglect shown him by the tribe, Dorn stood stock still in the forest as the orcs left, eventually spending the night sheltering under a nearby tree.

    It took years of wandering for Dorn to find Gate Pass, after travelling across the wilds, moving from city to city, searching for somewhere to fit in. He found his short temper and crude ways caused him to be an outcast wherever he went, which only further stoked his rage and served to distance him from the people he so desperately wanted to join. Yet, he did eventually come to the Free City of Gate Pass, and was encouraged by its population of half-orcs, though the accompanying number of orcs bothered him somewhat, and for once he began to feel at home. The citizens understood how to deal with his kind, and he began to spend time around the worshippers of Melora, who spoke often of the same concepts he had once heard from the murdered traveller. Over time, he found himself beginning to worship Melora and pray to Her for guidance in reconciling the two warring halves of his soul. In the years to come he found a balance, becoming almost unnaturally calm most of the time but exploding into deadly fury when danger threatens. He studied the unarmed combat arts to gain a greater control over himself and his body, and eventually found the harmony he had been seeking in monkhood.

    Story Ties:
    Dorn is well acquainted with Torrent and probably any other major Melora worshippers in Gate Pass, having been essentially civilized and helped to gain control of himself by them. She probably asked him directly to meet her, as he is ever willing to help others, particularly if they share his faith.

    Personality Traits:
    Borderline ascetic, calm and balanced most of the time, occasional flashes of deep emotion, dangerously angry and driven in combat, balanced and equivocal viewpoint - philosophically and practically, forgiving, humble, helpful.

    Mannerisms and Appearance:
    Completely still when focussed - be it on meditation or combat, cannot stop moving otherwise - continuous small motions of practice forms, fiddling with items, stretches and so on, speaks only as loudly as absolutely necessary, often moves his mouth uncomfortably around his small tusks.

    Light grey skin, hard grey eyes, dark dreadlocked hair with grey streaks, small bands of bone wrapped around the dreadlocks, slim (for a half-orc) build with clearly defined muscles. Loose clothing that is cut to be non-restrictive and usually also in tones of grey or white, no jewellery other than a small necklace with a simple silver phoenix pendant.

    CB Summary:
    Dorn Kir, level 1
    Half-Orc, Monk
    Build: Stone Fist Monk
    Monastic Tradition: Stone Fist
    Background: Half-Orc - Orc Birth (Athletics class skill)

    FINAL ABILITY SCORES
    Str 16, Con 11, Dex 20, Int 10, Wis 10, Cha 8.

    STARTING ABILITY SCORES
    Str 14, Con 11, Dex 18, Int 10, Wis 10, Cha 8.


    AC: 17 Fort: 14 Reflex: 16 Will: 12
    HP: 28 Surges: 7 Surge Value: 7

    TRAINED SKILLS
    Acrobatics +10, Endurance +7, Perception +5, Athletics +8

    UNTRAINED SKILLS
    Arcana, Bluff -1, Diplomacy -1, Dungeoneering, Heal, History, Insight, Intimidate +1, Nature, Religion, Stealth +5, Streetwise -1, Thievery +5

    FEATS
    Level 1: Improved Monk Unarmed Strike
    Campaign: Toughness

    POWERS
    Monk at-will 1: Five Storms
    Monk at-will 1: Crane's Wings
    Monk encounter 1: Open the Gate of Battle
    Monk daily 1: Spinning Leopard Maneuver

    ITEMS
    Monk Unarmed Strike, Cloth Armor (Basic Clothing), Adventurer's Kit, Ki Focus

    I've been waiting a while to try to get into a D&D4 PbP campaign here on the PA forums. I've played a very small amount of D&D3.5 before now, but no fourth edition whatsoever. I've also never done a PbP campaign, and I'm very interested in being involved in this one. Since I haven't created a Myth-Weavers character sheet before, please let me know if there's anything I should fix/add. I'm also completely willing to do a different character or class if it's necessary for the group, I already have ideas for a wizard and a warden, for example.

    I'm available every day, and I can set the thread to email me when it's updated I think? If I do that I can usually respond multiple times a day if necessary. I'd very much like to be involved and finally start actually playing D&D4 rather than just listening/watching it!

    Turanos on
  • Witch_Hunter_84Witch_Hunter_84 Registered User regular
    edited March 2011
    I should add a sumarry to mine like everyone else did. :oops:

    Newbie comin throoooooough!

    Edit: fixed.

    Witch_Hunter_84 on
    If you can't beat them, arrange to have them beaten in your presence.
  • mightyjongyomightyjongyo Sour Crrm East Bay, CaliforniaRegistered User regular
    edited March 2011
    Submission:

    Rikard Valdemar, Minotaur Barbarian
    Mythweavers sheet
    bmIjx.jpg

    Personality Traits:
    Rikard is a light-hearted and carefree minotaur. Discipline is not one of his strong suits. He balks at authority and prefers to have the freedom to do things his own way. He is infamous among his now-estranged clan for always making jokes to lighten the mood - inappropriately so, according to them.

    Mannerisms and Appearance:
    Rikard is tall for a minotaur, but doesn't have the bulk to go with it. This doesn't stop him from embedding his greataxe into his opponent's heads though. With light brown fur and average sized horns, there isn't much to distinguish him from the crowd if you were going for looks alone. However, he is still quite the ladies man among minotaurs. Many a woman have enjoyed his sense of humor, among other things.

    Background/Story Ties:
    Rikard found himself wandering the lands when his clan unceremoniously kicked him out. Rikard knew it was coming. He had never quite fit in with his clan, and one day they decided they'd had enough. Rikard's blatant disregard for authority and inability to pay proper respect to his elders had turned the clan against him, but it was his baudy drunken song about the clan leaders mate that finally got him exiled.

    Never having been outside the clan, alone and forced to fend for himself, Rikard sought out civilization. He was inexorably drawn to the smell of ale, good food and the sound of laughter coming from the nearby town of Gate Pass. Much to his dissapointment, he realizes that he has nothing of value to pay for the ale or the food. A passing cleric, noticing the tall and obviously strong Rikard pining after a lovely smelling meat pie, offers to buy him a meal if he'll help escort her out of the city.

    CB Summary:
    ====== Created Using Wizards of the Coast D&D Character Builder ======
    Rikard Valdemar, level 1
    Minotaur, Barbarian
    Feral Might: Rageblood Vigor
    Background: Early Life - Well-Loved (Diplomacy class skill)

    FINAL ABILITY SCORES
    Str 18, Con 14, Dex 10, Int 10, Wis 10, Cha 16.

    STARTING ABILITY SCORES
    Str 16, Con 12, Dex 10, Int 10, Wis 10, Cha 16.


    AC: 14 Fort: 16 Reflex: 11 Will: 13
    HP: 29 Surges: 10 Surge Value: 7

    TRAINED SKILLS
    Endurance +6, Athletics +8, Diplomacy +8

    UNTRAINED SKILLS
    Acrobatics -1, Arcana, Bluff +3, Dungeoneering, Heal, History, Insight, Intimidate +3, Nature +2, Perception +2, Religion, Stealth -1, Streetwise +3, Thievery -1

    FEATS
    Feat User Choice: Weapon Expertise (Axe)
    Level 1: Opportunity Gore

    POWERS
    Barbarian at-will 1: Howling Strike
    Barbarian at-will 1: Pressing Strike
    Barbarian encounter 1: Resurgent Strike
    Barbarian daily 1: Life Thane Rage

    ITEMS
    Adventurer's Kit, Hide Armor, Challenge-Seeking Greataxe +1
    ====== Copy to Clipboard and Press the Import Button on the Summary Tab ======

    I've played 4e PbPs before, but they both died out. I lurk around here a lot, so I should be able to post more than once a day most of the time.

    mightyjongyo on
  • Witch_Hunter_84Witch_Hunter_84 Registered User regular
    edited March 2011
    Hey Turanos, how about this as a pic??
    Falcon.jpg

    Witch_Hunter_84 on
    If you can't beat them, arrange to have them beaten in your presence.
  • UnsaltedUnsalted Registered User regular
    edited March 2011
    Owain Staarsgard, Human Wizard
    Init +0 HP 24/24 Bloodied 12 Healing Surge 6 ( used /8)
    AC 17 Fort 13 Reflex 15 Will 15 Speed
    Str 10 (0) Con 14 (+2) Dex 10 (0) Int 18 (+4) Wis 14 (+2) Cha 13 (+1)

    Notes

    Background
    The golden marble towers of d’Arcanth Mirabel stretched up threateningly, and were cast in an angry light by the setting sun. The towers themselves appeared to be chasing the lone man leaving at dusk. They struck out at him across the sky as he desperately spurred his mount to greater speeds.

    Owain spared a glance back as night decended, the Tower Mirabel was barely in view and it appeared that none had attempted to follow. He wrung his hands anxiously as he considered what was next. His palms where sweaty and cramped from the deathhold he had on the reins.

    He would have to keep heading west, out of Shahalesti, and towards Ragesia. There would be no quarter for him after last night. Not anymore – His last chance of proving his innocence evaporated with his flight. They would find him, and they would exact their price in blood.

    They would never understand, even if he told them. An Eladrin of the Aristocracy would never lower her eyes to a human. They would see it as a personal affront to their supposed generosity. He had after all been admitted to the Tower Mirabel out of the kindness of their hearts.

    Owain spat at the thought. He knew this would have to happen eventually. Mirabel always exacted her price, her sons and daughters would serve Shahalesti. Even if it wasn’t their motherland, they would serve.
    His mind wandered to Aurel, the eladrin who caused all of this mess. “Women…” he scoffed, shaking his head. “The things we do for… love” his voice dripping with venom on the last thought.

    He had devoted himself to her - her advances were definitely not unwanted. But, Light, he should have known this would happen.

    His mount, a robust charger – average stock, huffed in exaustion. He had pushed the charger far too hard. He paid no heed to caution, he realized, and the horse could have easily broken a leg on this uneven, leaf covered ground.

    “Slower then.” He said mainly to himself, patting the charger lightly. “We’ll keep heading west, then south. We’ll get home in one piece. Don’t you worry.”

    Owain made camp that night, a fugitive and a pauper – yet all was right in the world as he clutched the small bag of soil at his neck. Dassen soil for Dassen blood. Things would work out in time. They always did.

    -

    Rumors of Coaltongue’s death troubled Owain as he made his way towards Gate Pass. The most bothersome was the news from home, Dassen. The Lyceum called to him in more ways than one. In dreams he would see its imposing arches and stalwart corridors. Rumor of it’s call always seemed to find him too. And why wouldn’t they?

    He was born of Seaquen stock, on his family’s ancestral holdings on Staar’s Scars. Those jagged rocks clawing their way from the ocean were a part of him. He and his blood owed an ancient debt to the Lyceum. He would come if they called. He was Dassen, and Dassen looked after their own.
    Gate Pass had come into view, interrupting his moment of contemplation.

    “First things first Owain, One step at a time…”

    Appearance
    Owain, like others of Dassen stock, is tall and wide of the shoulders. He caries himself with good posture, adding to the almost regal quality of his build. His face is stern and solemn, as if always considering something just out of sight. He styles his dark blonde hair in Seaquen custom, long but braided on both sides and adorned with various baubles and silver bells. His complection makes him appear as if he has a permanent 5 o’clock shadow on his cheeks and jaw. He keeps his beard and mustache trimmed to frame his mouth. His eyes are a dark brown and always hold a glimpse of something between wariness and amusement.

    Owain dresses in unassuming clothing usually in drab creams and browns. His boots are always they most expensive part of his attire and are made from well made leather. Though travel worn, they are in always in good repair.

    Mannerisms
    Owain is reserved and wary. He is ever the observer, prefering to watch carefully before action. He speaks with an enducated tone in clear well thought sentences. His educated tone does little to mask the slow southern drawl of his native accent, though it tends to make everything he says sound much more important.

    Owain always seems to be polite and patient, even when facing frustration. He approaches problems like a careful teacher who is used to restating and reapplying concepts until they become rote.

    Story Ties
    Owain recevied his training from the Tower Mirabel in Shahalesti, a prestidgious academy of magic based on the El’hatharim school of thought. The El’hatharim school of thought approaches magic almost scientifically, practicing rituals and spells more as equations to be solved than as a natural muscle that is flexed.

    Owain fled the Tower Mirabel after being accused of rising above his station in an illicit affair with one of the aristocracy. He has since been travelling carefully through Shahalesti towards Ragesia, and eventually south towards Dassen – his homeland.

    Owains exodus has led him to the town of Gate Pass arriving just in the wake of the rumors of coaltongue’s death.

    I am not in any PBP games. I have experience as a player and a DM, and am currently running a tabletop game myself. I have played in one other PBP here on PA, but it is no longer running.

    Unsalted on
  • TuranosTuranos Registered User regular
    edited March 2011
    Hey Turanos, how about this as a pic??
    Falcon.jpg

    That is pretty awesome. I had described him as having short hair, but I might be willing to change that.

    Turanos on
  • QedQed Registered User regular
    edited March 2011
    As a player in one of Tiamat's other pbp's, I just want to say: good luck to all the applicants!

    Also, play a half-orc, they're the master race for a reason.

    Qed on
    Hertzog Torr in The Council of Thieves: IC OOC
  • TiamatZTiamatZ Ghost puns The Banette of my existenceRegistered User regular
    edited March 2011
    TiamatZ on
  • Captain CarrotCaptain Carrot Alexandria, VARegistered User regular
    edited March 2011
    You could . . . make two parties. :P

    Captain Carrot on
  • squishy-blobsquishy-blob Registered User regular
    edited March 2011
    TiamatZ wrote: »
    Only now do I remember why I didn't want to start another campaign. It's always the hardest part of any PbP game: to choose the winning submissions from a list of awesome submissions!

    I think I might cry, knowing that only five will make it :cry:

    Could always go with a 6 man party again.

    squishy-blob on
  • IlliantharIllianthar GMT -0700Registered User regular
    edited March 2011
    TiamatZ wrote: »
    Only now do I remember why I didn't want to start another campaign. It's always the hardest part of any PbP game: to choose the winning submissions from a list of awesome submissions!

    I think I might cry, knowing that only five will make it :cry:

    You could hold a "to the death" tournament to determine the people that get in.

    Each role has the entrants pitted against eachother in a gladitorial arena type environment. Whoever makes it out of each bracket gets in, since their character is still alive. :twisted:

    Illianthar on
  • Bp1580Bp1580 Registered User regular
    edited March 2011
    Illianthar wrote: »
    TiamatZ wrote: »
    Only now do I remember why I didn't want to start another campaign. It's always the hardest part of any PbP game: to choose the winning submissions from a list of awesome submissions!

    I think I might cry, knowing that only five will make it :cry:

    You could hold a "to the death" tournament to determine the people that get in.

    Each role has the entrants pitted against eachother in a gladitorial arena type environment. Whoever makes it out of each bracket gets in, since their character is still alive. :twisted:


    But half of my powers revolve around giving party members free actions and attack bonuses! I'll get slaughtered!

    ...Unless that means I get in for free by default? THEN LET THE BLOODSHED BEGIN! :twisted:

    Bp1580 on
  • deadonthestreetdeadonthestreet Registered User regular
    edited March 2011
    I'm making a battlemind but it is hard to pick what kind.

    Edit: I made the kind that's a warlock.

    Ea Gald, Tiefling Sorcerer King Warlock

    Background:
    Coaltongue may have given up the occupation of Gate Pass, but he has not ignored it, nor left it unwatched. He always has people in the city watching, investigating, and bringing news back to him and his generals both of the city and of the elven kingdom on the other side. These spies work through many channels, sometimes in groups, sometimes alone, sometimes reporting directly to the emperor, and sometimes to one of his generals. Sometimes a bold general will send his own spies into this city. This all works to prevent one spy being caught from cutting the emperor off completely.

    Ea Gald is one of these spies. He has no memories of his early life-he does not know his family. He also does not know how he got his powers. In truth, over many long years, dark rituals were performed on him, granting him powerful magic. Rumors speak that the spells could have been woven by a general, a dark litch , or even the emperor himself. All Ea knows is that he was sent to the city at the behest of his commander, from a fort some days travel away. He was given training in infiltration and information gathering. He was given a mission to find out about the resistance movement. His cover is he is coming to the city in hopes of finding work as a courier.

    This is his first mission, and his first time in memory outside of the fort, away from his training halls. His memory only stretches back to the beginning of his training. But it was good training, and he knows what he must do and how to do it. But now, information comes to him that the emperor in whose name he is working may have died. Ea decides, however, to continue the mission. That is how he finds himself at a certain bar on this very important night.

    Personality:
    He is only comfortable when putting on a facade. He has never had real social interactions with people. He was taught how to act to not be suspected, but it is just that, an act. Outwardly he is vocal and charismatic. Inwardly he is cold and calculating.
    Hooks:
    His transformation from a servant of the empire to a savior of the world (we hope).
    The reflavored sorcerer king pact--who gave him these powers? Was it the emperor? Some other powerful mage? And what happens when Ea confronts him or her?

    But yeah, hopefully the reflavoring is ok by you.

    About me: In one PbP here (God is Dead). Have played in a couple others. Never played this adventure path. Have DM'd a real life game before.

    deadonthestreet on
  • Witch_Hunter_84Witch_Hunter_84 Registered User regular
    edited March 2011
    Another possibility (if this is unfeasible though someone please correct me) is maybe you can ramp up the difficulty level to hard and have one party with two leaders, two defenders, three strikers and two controllers. That way when we're all together we have to fight more numerous groups of enemys with a few higher level mobs being added to the mix, plus it gives you the freedom to split the party in two to persue concurrent objectives later in the campaign should you need to. Whenever we are split up the difficulty level goes back down to normal.

    Just a thought.

    Witch_Hunter_84 on
    If you can't beat them, arrange to have them beaten in your presence.
  • IlliantharIllianthar GMT -0700Registered User regular
    edited March 2011
    Another possibility (if this is unfeasible though someone please correct me) is maybe you can ramp up the difficulty level to hard and have one party with two leaders, two defenders, three strikers and two controllers. That way when we're all together we have to fight more numerous groups of enemys with a few higher level mobs being added to the mix, plus it gives you the freedom to split the party in two to persue concurrent objectives later in the campaign should you need to. Whenever we are split up the difficulty level goes back down to normal.

    Just a thought.

    I would worry as a DM that the pace of play would grind to a halt, especially during combat when there's 9+ initiatives just on the PC side, not to mention the monsters. PbP games are already a slower pace than face to face games, and I wouldn't want to impact that even further.

    So...Rock Paper Scissors Lizard Spock FTW?

    Illianthar on
  • skarsolskarsol Registered User regular
    edited March 2011
    So, character, yes? I'm currently in two PbPs on here, one 4e and one Changeling. No problem posting at least once a day (I'm usually around the forums all day, erry day during the week). Never even heard of WoBS. I'm fairly new to 4th, as well as to Mythweavers, but I strayed from Orokos just for you :P Decided to go with the cleric; my changeling wizard ended up edging a bit too far towards the dark side of unaligned for a heroic campaign. I copped out a bit at the end of the background, but I was running out of time, alas! I sorta included mannerisms and such in the background story. If you need a separate section, lemme know.

    As a side note, looking for pics to use for a female longtooth shifter is a perilous task on Google.

    Summer Storm, Longtooth Shifter Cleric
    summer.jpg

    Faux CB summary thing:
    Summer Storm, level 1
    Longtooth Shifter, Cleric

    FINAL ABILITY SCORES
    Str 15, Con 15, Dex 10, Int 10, Wis 19, Cha 8.

    STARTING ABILITY SCORES
    Str 13, Con 15, Dex 10, Int 10, Wis 17, Cha 8.


    AC: 17 Fort: 13 Reflex: 12 Will: 17
    HP: 27 Surges: 9 Surge Value: 6

    TRAINED SKILLS
    Arcana +5, Heal +9, Perception +9, Religion +5

    UNTRAINED SKILLS
    Acrobatics -1, Athletics +3, Bluff -1, Diplomacy -1, Dungeoneering +4, Endurance +3, History +0, Insight +4, Intimidate -1, Nature +4, Stealth -1, Streetwise -1, Thievery -1

    FEATS
    Ritual Caster
    Battle Cleric Armaments
    Heavy Blade Expertise

    POWERS
    Longtooth Shifting
    Blessing of Battle
    Sun's Glow
    Healer's Mercy
    Sun Burst
    Lesser Aspect of Wrath
    Healing Word
    Divine Fortune

    ITEMS
    Holy Symbol, ritual book, 10 incense, adventurer's kit, amulet of protection +1, light shield, longsword, chainmail

    Background:
    Summer doesn't remember much of her childhood; mostly emotions. Warmth, safety, being loved, all the good things. It didn't last. Something happened to her family, she's not sure what it was, but it must have been bad. It had to have been bad. Surely they wouldn't have left her alone on purpose?

    That was the start of her slide into darkness. Wandering the borders of Gate Pass, trying to find enough food to eat, she spent an interminable time "living" off the land and what she could steal from those farming the countryside. Eventually, an ache she couldn't explain led her to enter Gate Pass proper, ostensibly in an effort to find new sources of sustenance. Sustenance she found, but not what she thought she was looking for. She quickly fell in with a gang of other youths, all orphans or similar, led by a brutal half-orc named Urgark. Living in the streets outside one of the elven ghettos, the motley band managed to stay alive through petty theft and stay amused through petty vandalism and other maliciousness. Summer felt like a missing part of her had been returned. It wasn't her true family, but the gang quickly became her new one, and she finally started to feel almost happy again. However, like everything in her life so far, it didn't last.

    Urgark was always greedy for more, more food, more money, more excitement. About half a year after Summer joined them, he came up with the idea of robbing one of the smaller temples in the city. He'd heard rumors that its patron goddess, Nusemnee, had been killed somehow and figured that the temple would be poorly guarded or completely abandoned. If nothing else, it would be a new place to squat off of the streets. He figured wrong.

    Breaking in to the temple was easy; the door wasn't even locked. Urgark was swelling with confidence at being proven right. That pride might have been what caused him to charge the two robed figures that appeared from behind the altar. Or maybe it was just stupidity. Whichever it was, it ended poorly for Urgark; he ended up unconscious on the ground. Most of the gang decided discretion was the better part of valor and pelted out the door as quickly as they could manage, but not Summer. Loyal to a fault, as soon as she recovered from the shock of Urgark's ignominious defeat she charged forward, screaming, to avenge him.

    Not nearly as much of a threat as the half-orc, the pair of robed figures felt in no danger from her and simply restrained her and, after tying her wrists, sat her in front of the altar so they could take a minute and figure out what to do. Seething with anger, Summer watched, straining to hear, as the two discussed what to do with the pair of interlopers. For some reason the shorter of the two kept gesturing towards where she was seated while the other one seemed to be putting up some form of resistance. Eventually they seemed to come to a consensus and they both turned to face her. That's the last thing she remembers of that night.

    The next thing she knew, she woke up in a small room being watched over by a female elf. She was still bound and the elf explained she would stay that way until she'd finished explaining the situation to Summer. She was one of the two people in the temple the night that the gang broke in, and she was the one that kept gesturing to Summer. She'd noticed when Summer has starting running with the gang and when they captured her in the temple, she saw an opportunity to do the work of her goddess. She and her husband had brought Summer back here to give her the same choice Nusemnee had: continue down the path that would surely lead to her dead on the streets or worse, or choose to turn away from the darkness.

    It didn't happen overnight, but they were persistent, and within a week they had convinced Summer that it was the right thing to do. Summer spent the next few years growing up in their small house in one of the elven ghettos as a member of their small family. The couple did their best to educate her and succeeded in instilling in her a deep devotion to Nusemnee. Her social skills were lacking, and she was quick to anger, but she was also genuinely caring behind the coarse exterior, especially to her family and few friends. She was perceptive, which was handy when returning to the ghetto alone, but anything requiring deep thinking was beyond her. People, especially, tended to baffle her when they didn't behave in the way she thought they should.

    Just this morning, Eltana, her surrogate mother, came to her and told her of another cleric, Torrent, that had contacted them requesting the assistance of a priest or priestess on a mission of great importance. Tralion, her husband, had been preparing to go, but Eltana convinced him that Summer was old enough that she shouldn't be spending so much time at home and should taking this chance to broaden her horizons. So, outfitted for her journey with some of her parents keepsakes from their more active days, she bid a tearful farewell to them and set off for The Poisoned Apple Pub.



    Edit: Link wasnt public for a bit. New to Mythweavers, etc, etc. :)

    skarsol on
    why are you smelling it?
  • Witch_Hunter_84Witch_Hunter_84 Registered User regular
    edited March 2011
    Illianthar wrote: »
    Another possibility (if this is unfeasible though someone please correct me) is maybe you can ramp up the difficulty level to hard and have one party with two leaders, two defenders, three strikers and two controllers. That way when we're all together we have to fight more numerous groups of enemys with a few higher level mobs being added to the mix, plus it gives you the freedom to split the party in two to persue concurrent objectives later in the campaign should you need to. Whenever we are split up the difficulty level goes back down to normal.

    Just a thought.

    I would worry as a DM that the pace of play would grind to a halt, especially during combat when there's 9+ initiatives just on the PC side, not to mention the monsters. PbP games are already a slower pace than face to face games, and I wouldn't want to impact that even further.

    So...Rock Paper Scissors Lizard Spock FTW?

    You have a point there, with so many players the lag of just one or two could potentially hold up the entire game.

    Witch_Hunter_84 on
    If you can't beat them, arrange to have them beaten in your presence.
  • TiamatZTiamatZ Ghost puns The Banette of my existenceRegistered User regular
    edited March 2011
    TiamatZ wrote: »
    Only now do I remember why I didn't want to start another campaign. It's always the hardest part of any PbP game: to choose the winning submissions from a list of awesome submissions!

    I think I might cry, knowing that only five will make it :cry:

    Could always go with a 6 man party again.


    After much consideration, I might indeed have to make a 6 man party again. SOme of these apps are just too good to pass on...

    TiamatZ on
  • TiamatZTiamatZ Ghost puns The Banette of my existenceRegistered User regular
    edited March 2011
    Welcome everyone to the one (and only)...

    War of the Burning Sky Submission Awards

    Seems we only have a few candidates here. However, what we lack in quantity, we make up in quality, as each submission has a ton of fluff on them. There are some recognizable faces here and there, but other than that, the rest are completely new players and underdogs.

    First off, I’d like to thank everyone for their submissions. All of them were awesome to read, but unfortunately, only 5 will make it to the game, so let’s get started…


    I will list the nominees of each role 1st (3 maximum, based on character details and build). Afterwards I'll post the winner in spoilers (Cuz I'm that evil!). The fifth role will be based solely on the DM’s choice, cause I decided to NOT stick with the usual party layout (since surprisingly, we only have 3 Controllers, 3 Leaders and 3 Defenders (what is this, Rule-Of-Three :P). As is the tradition, we'll go alphabetically, starting with Controller, Defender, Leader, Striker and rounding iit off with the Personal choice.

    Now without further ado, let's start with the Controllers.


    Controller Nominees:
    1) Areneth Thalant, Drow Psion (Illianthar)
    2) Sidburn "Sid" Hannofax, Human Seeker (Smoove Operator)
    3) Owain Staarsgard, Human Wizard (Unsalted)
    Only three controllers right on the dot here. However, only one will go, and our winner was:
    Areneth Thalant, Drow Psion by (Illianthar) Congrats!

    Honourable mention: Sidburn "Sid" Hannofax


    Defender Nominees:
    1) Laverik Mindaris, Minotaur Warden (wasab1)
    2) Traorin Xinskarr, Dragonborn Warden (Witch_Hunter_84)
    3) Sardis Na-Fana, genasi fighter (Captain Carrot)

    Wow! Another category with only three entrants in it? That’s crazy! But let’s get to the meat (shield) and bones of this award. Our winner is:
    Traorin Xinskarr, Dragonborn Warden by (Witch_Hunter_84)

    Honourable mention: Sardis Na-Fana, genasi fighter


    Leader Nominees:
    1) Fyden Amarr, Half-Elf Bard (streever)
    2) Swain C. Angevin, Human Warlord (Bp1580)
    3) Summer Storm, Longtooth Shifter Cleric (skarsol)

    Once again, it looks like three is a magic number around these parts. Of course, without further ado, I present you:
    Swain C. Angevin, Human Warlord by (Bp1580) Congrats!

    Honourable mention: Fyden Amarr, Half-Elf Bard


    Striker Nominees:
    1) Ea Gald, Tiefling Sorcerer King Warlock (deadonthestreet)
    2) Sendon Aldana of the West Wind, Elf Monk (Kilroy)
    3) Dorn Kir, Half-Orc Monk (Turanos)
    Once again, the Striker category is king of the roles, with a hafty 5 subs posted within it. But in the end, only one walks away (to play), and the winner was:
    Dorn Kir, Half-Orc Monk by (Turanos) Congrats!

    Honourable mention: Sendon Aldana of the West Wind


    Now that we have one for each specified role, the last position will be based on the DM’s preferences.

    5th Party Member Nominees:
    1) Sidburn "Sid" Hannofax, Human Seeker (Smoove Operator)
    2) Summer Storm, Longtooth Shifter Cleric (skarsol)
    3) Titania Shaylee, Eladrin Warlock (squishy-blob)

    These three I’d consider to be personal favourites of mine, if only for the fluff alone. Of course, only two people would get the axe, and our winner was:
    Titania Shaylee, Eladrin Warlock by (squishy-blob)
    Congrats!


    And there we have it, our five players. Welcome …

    WAIT!

    **A courier comes out of nowhere, and hands an additional envelope to the speaker**

    **Mumbles, mumble**

    **Speaker shooes the courier away, noting a nearby guard to 'take care' of the target**

    **Guard nods and starts chasing after the courier**

    Seems the powers to be had decided to… drumroll please…

    ADD a sixth party member to the group!

    **Audience gasps**

    Of course, no nominees are required here. Our final winner is:
    Summer Storm, Longtooth Shifter Cleric by (skarsol) Congrats!


    From this moment on, this thread will become our OOC thread. I suggest all players complete their character sheets (I especially recommend finishing up writing your powers out and categorizing them; makes it easier to read through instead of just constantly checking back on the Character Builder), find any pictures for their characters (should the original one not be adequate enough), modify/tweak their characters for optimum party performance (like skills etc.), trim backgrounds and other stuff. I also require a short introduction/description of your character (a few sentences worth) from you all (PM it to me). Check out the OP of my COTCT or COT IC threads, under the Cast section for any examples of what I’m looking for. Once you’ve agreed on your final picture, I will post a token of your character along with your written description.

    And lastly, I require a Treasure List of items for your characters between Level 2 ----> Level 7 (So you’ll have a list with one Level 2 item, one level 3 item, one level 4 item etc.). Once again, PM me.

    Some notable errors from you:
    BP1580: As a human, you have access to 3 feats, not two (1 1st Level, one Human bonus, one Campaign bonus). You need to choose another one.
    Illianthar: No problem AFAIK
    Skarsol: No problem AFAIK
    Squishy-Blob: Picture!
    Turanos: Picture! (unless you’re taking Witch Hunter’s suggestion?)
    Witch Hunter: Update your powers there (e.g. What Dragon breath are you using?)

    We'll start our IC thread sometime either on Friday (4th March), or on Monday (7th March) (depending on how busy I am this weekend, and how quickly the winners PM me their stuff).

    Thank you and good night!

    TiamatZ on
  • squishy-blobsquishy-blob Registered User regular
    edited March 2011
    Sweet, I'm in.
    Bp2077 wrote:
    CB says my AC is 17 and ref is 14 but MW says AC is 19 and REF is 12. I'm going with MV for now because I've noticed some bugs in the legacy character builder (like pretending my shield's AC bonus doesn't exist, for example).

    From looking at your sheet I think you should have AC 17 and Reflex 14.
    A) you haven't checked the Armour is heavy checkbox in the sheet which prevents your int mod from being added to your AC. By my calculation your AC should be 10 + 6 (chainmail) + 1 (light shield).
    B) your int mod says "1+2" on the sheet when it should just read "+2" so I don't think it's being added properly to your reflex defence. By my calculation your Ref should be 10 + 2 (int mod) + 1 (human defences) + 1 (light shield)

    squishy-blob on
  • Witch_Hunter_84Witch_Hunter_84 Registered User regular
    edited March 2011
    Cool beans! Can't wait to start some havok!

    Witch_Hunter_84 on
    If you can't beat them, arrange to have them beaten in your presence.
  • squishy-blobsquishy-blob Registered User regular
    edited March 2011
    Cool beans! Can't wait to start some havok!

    Just looking at your sheet Witch_Hunter_84. How are you getting 20 AC? I think armor + con-mod + heavy shield only gives you 17 (18 if it's hide instead of leather armor). Also, just a heads up but Mythweavers isn't that smart, if you're using the stormheart option to use Constitution instead of dexterity/intelligence you'll have to check the "Armor is heavy" checkbox to stop it from adding your dex/int mod to your AC.

    squishy-blob on
  • Witch_Hunter_84Witch_Hunter_84 Registered User regular
    edited March 2011
    Cool beans! Can't wait to start some havok!

    Just looking at your sheet Witch_Hunter_84. How are you getting 20 AC? I think armor + con-mod + heavy shield only gives you 17 (18 if it's hide instead of leather armor). Also, just a heads up but Mythweavers isn't that smart, if you're using the stormheart option to use Constitution instead of dexterity/intelligence you'll have to check the "Armor is heavy" checkbox to stop it from adding your dex/int mod to your AC.

    Ah, that makes more sense. I checked the box like your said and it droped my AC to 19, which I believe is proper. Are you sure about the leather armor modifier though? On my character builder it seems to be saying that my leather armor + con mod adds 7 AC on top of the initial default of 10, adding +2 with the heavy shield gives it 19.

    Lemme look up the value in the book though, this is the first character I've done and you're probably right about the whole thing.

    Edit: Nvm, you're correct good sir, my character builder must have the values wrong. Changing it up now.

    Witch_Hunter_84 on
    If you can't beat them, arrange to have them beaten in your presence.
  • TuranosTuranos Registered User regular
    edited March 2011
    Awesome! So glad to finally be doing one of these!

    I've decided to take the picture Witch Hunter suggested, and have modified my original post to include it and the change to his physical appearance it represents.

    I'm not entirely sure how Treasure Lists work or what I should put in one, that was something I never covered in my brief 3.5 experience. Could anyone help explain it for me?

    Turanos on
  • squishy-blobsquishy-blob Registered User regular
    edited March 2011
    leather armour is definitely 2 base. It could be trying to add the shield mod in twice as 2 (leather) + 2 (shield) + 3 (con) = 7 then +2 again for the shield.

    Or if you'd been fiddling around before it may be set as Magical hide + 1 which would also give 7 before the shield bonus.

    squishy-blob on
  • squishy-blobsquishy-blob Registered User regular
    edited March 2011
    Turanos wrote: »
    I'm not entirely sure how Treasure Lists work or what I should put in one, that was something I never covered in my brief 3.5 experience. Could anyone help explain it for me?

    Treasure lists are basically a list of items you'd like your character to find. TiamatZ isn't obliged to hand out what's on your list but unless it's something he considers broken/overpowered or unsuited to the campaign you'll probably find it. It's basically so that if you're character concept involves you wielding certain items you don't have to go to too much trouble to get them.

    Here TiamatZ wants one magical item from levels 2 to 7 that you'd want to find so you'd just send him something like:

    Level 2: A level 2 magical item you're interested in.
    Level 3: A level 3 magical item you're interested in.
    ...
    ...
    ...

    squishy-blob on
  • Smoove OperatorSmoove Operator Registered User regular
    edited March 2011
    Hyargh, so close yet so far. Have fun ladies and gents!

    Smoove Operator on
    Honesty, Integrity, Handshakefulness
    _____________________________________________

    HoTS: Schmutz#1686
  • TiamatZTiamatZ Ghost puns The Banette of my existenceRegistered User regular
    edited March 2011
    Here's some completed tokens so far:

    Areneth.png
    Areneth Thalant, Drow Psion

    Dorn.png
    Dorn Kir, Half-Orc Monk

    Swain.png
    Swain C. Angevin, Human Warlord (and his silly hat)

    Traorin.png
    Traorin Xinskarr, Dragonborn Warden

    TiamatZ on
  • TuranosTuranos Registered User regular
    edited March 2011
    I was wondering if I could get opinions on the treasure list I've drawn up, since I don't know D&D4 well or monks at all (almost all my 4E knowledge comes from the PA podcasts and such, and monks were only featured in that brief Dark Sun campaign). I've already sent the list to TiamatZ because I don't want to hold up the game at all, but if you guys have better ideas and I agree I might ask him if he's willing to substitute some stuff.

    Character Sheet for reference.

    Level 2: Elusive Armor +1
    Level 3: Rain of Hammers Ki Focus +1
    Level 4: Cloak of the Walking Wounded + 1
    Level 5: Couters of Second Chances
    Level 6: Belt of Sonnlinor Righteousness
    Level 7: Cobra Strike Ki Focus + 2

    Turanos on
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