Posted 25 January 2012 - 09:57 PM
If there are 4 or more players on at the same time, on the chat, a Demo will be played.
This RP will be starting on Monday the 6th of February.
Characters posted after Friday the 3rd will be disregarded.
The signup thread for my new DnD RP.
Those who are already invited please post your sheets here, i will be giving a blank sheet so you can see what i would like added.
For anybody who wants to join or have any questions, please send me a pm or get a hold of me on the chat, rather than clutter up the thread with unnecessary posts.
The geographical location of this RP will be located here.
An 'in universe' explanation for where the various creatures make their home.
From the broken arm to The mountain reaches of Skyreach, from the Sea of Dorne to the summer sea, there lies the land of the Orcs.
In the mountainous regions, the Stone Giants make their home.
In the wide open plains, from Widows Watch to The Stony Shore, from the Bay of Seals to the Flint Cliffs, there roam the fierce Gnolls.
On the shores of the seas, around Lannisport and Shipbreaker Bay, is where the Halflings make their home.
The Tieflings make their home amongst Humans, who dwell everywhere.
The Minotaurs make their home beyond the black wall, in The Haunted Forest, Hardhome being their capitol.
Satyrs inhabit the various forests in the land, Kingswood, Wolfswood and Rainwood, Deepwood Motte being their capitol.
Kobolds make their living in the area around The Bite and The Fingers, Sunkenwood and Coldwater being their only cities.
If anybody has any questions about it, as always, send pm's or get a hold of me on the chat.
Stats - Str: Dex: Con: Int: Wis: Cha:
Posted 26 January 2012 - 01:24 AM
Class features: Cleric Domain- Trickery
Level 0-create water, read magic, virtue, light, Detect poison
Level 1-bless, command, comprehend languages, obscuring mist-Disguise self
Level 2- Hold Person, enthrall, cure moderate wound,-confusion
Level 3-Stone shape, Blindness/Deafness- mislead
Stats - Str:14 Dex:14 Con:15 Int:13 Wis:17 Cha:13
Skills: Bluff, Hide, Disguise, Listen, Spot
Backpack, Bedroll, winter Blanket, Fishhook, Flint and Steel, Silk Rope, Sack, Sewing needle, Whetstone.
Trident, Chain shirt, net, small push dagger, kukri
Bio: Renard was originally nothing but a low-ranking pack member of a Gnoll hunter pack. One day his leader made the wrong mistake in attacking a caravan full of warriors and the pack paid for it with injuries and several lives. With some killed in the failed assault and the rest having fled Renard was critically wounded and left for dead by both parites for the scavengers, not worth saving or finishing off in anyone's eyes. He remained in a near-dead state for who knows how long before a passing cleric noticed him and decided to take pity on the gnoll and stabilize his condition so he would have someone to talk to. It was bad enought to wake up and realize that he was spared by a human, but also to realize he did a half-assed job and while he was in no danger of dying he was far from capable of standing let alone attempting to wring the cleric's neck. So he bided his time, listening to the Cleric's words, and taking in all of the stories of his adventures and god along with the many workings of what a cleric. Having nothing better to do, the gnoll took everythig said to heart, to the point where he didn't have the heart to try and kill the cleric in his sleep once he got back enough strength to move properly. While he could've up and left instead the next day, realizing he had lttle purpose left, he revealed he wasn't quite so injured anymore and requested he learned more about what the Cleric knew. The Cleric's only response before training him was a knowing grin, as if he had planned it from the start. Clever bastard.
Posted 26 January 2012 - 10:31 AM
Class features: Power Points:(32)/Day, Disicpline and Powers Known:
1st Level(5) -- Control Object, Mind Thrust, Inertial Armor, Decelaration, Skate
2nd Level(4) -- Energy Push, Concussion Blast, Cloud Mind, Body Equalibrium
3rd Level(2) -- Energy Retort, Body Adjustment
Stats - Str:11 Dex:14 Con:16 Int:16 Wis:16 Cha:17
Autohypnosis, Intimidate, Heal, Perform
Healers kit, Sack, Viles, Travelers Outfit, Oil, Lantern(Bullseye), Silk rope, and a Flute
Leather armor, Halberd
Posted 27 January 2012 - 04:46 PM
Class: Conjure Wizard (Prohibited from using Necro or Illusion spells)
Class 0: Acid Splash, Light, Ray of Frost, Daze, Dancing Lights
Class 1: Grease, Mount, Summon Monster 1, Comprehend Languages, Obscuring Mist
Class 2: Acid Arrow, Touch of Idiocy, Summon Monster 2
Class 3: Summon Monster 3, Tongues.
Stats - Str:19 Dex:9 Con:15 Int:13 Wis:14 Cha:5
Skills: Concentration, Decipher Script,, Profession, Spellcraft .
Equipment: Club, Knife, Spell-book
Posted 27 January 2012 - 04:48 PM
Charge: 4d6+6 points of damage.
Scent: This ability allows the minotaur to detect approaching enemies, sniff out hidden foes, and track by sense of smell.
Automatic Language: Minotaurs speak (but neither read nor write) Giant or one other language.
Feats: Great Fortitude, Power Attack.
Advancement: By character class.
Detect Secret Doors
Strength: Str 15 (this is with the extra 4)
Con 17 (w/ +4 bonus)
Int 10 (w/ -4 penalty)
Cha 12 (w/ -2 penalty)
Skills: Minotaurs have a +4 racial bonus on Search, Spot, and Listen checks
Posted 27 January 2012 - 05:11 PM
Racial features: (Ahhhhh draw later)
Trap Sense +1
Improve Uncanny Dodge
Str: 13 (-2) = 11
Dex: 17 (+2) = 19
Skills: 24 point
Swim (Str): 4
Climb (Str): 4
Jump (Str): 6
Ride (Dex): 2 (+4)
Listen (Wis): 4 (+1)
Survival (Wis): 4 (+1)
In a small and peaceful village, filled with halflings was a man named Jamhorn LockBreaker. This halfling was not as smart or good looking as the other halflings. He struggle to read and can not persuade anyone even if his life depended on it. However he was quiet quick for his size and very athletic. He basically climb up trees and jump from each one as if he was like a money. He was often quick, so if anyone to mess with him he attacked quickly at his enemies. His enemies however, did not want him to be in the village so they manage to banish him. After his banishment he seek to become a barbarian with no hope to come back to the village.
Posted 28 January 2012 - 01:03 PM
Racial features: Small size, Darkvision, Racial Skills: A kobold character has a +2 racial bonus on Craft (trapmaking), Profession (miner), and Search checks. +1 natural armor bonus. Light sensitivity, Knows Draconic
Class features:Mind Blade (Su), Weapon Focus (Mind Blade), Wild Talent, Throw Mind Blade (Ex), Psychic Strike (Su), Free Draw (Su), Shape Mind Blade (Su)
Stats - Str:10 Dex:14 Con:10 Int:10 Wis:16 Cha:9
Skills:Profession Miner (Miner) AutoHypnosis, Search, Spot, Listen, Concentration, Hide, Move Silently (All at 4 points)
Equipment: Backpack, bedroll, winter blanket, fishhook, flint and steel, silk rope, sack, sewing needle, waterskin, whetstone, Leather Armor, Travelers' Outfit,Quarterstaff
Posted 28 January 2012 - 02:15 PM
Name: He-who-walks-the-land, commonly referred to as Walker.
Naturally Psionic: Gain 2 Power points at 1st level.
Resistance(Su): Spend 1 power point to gain +4 on saving throws, until your next action.
Resilience(Su): When taking damage, spend 1 power point to reduce it by 2 hp.
Repletion(Su): spend 1 power point to go without food and water for 24 hours.
Un-aging: Ignore penalties for ageing, but gain bonuses, cannot die from age.
Animal Companion: A Druid has an animal companion, an animal that is enhanced due to the bond with a druid. (Wolf)
Nature Sense: Gain a bonus to Knowledge (nature) and Survival checks. (+2)
Wild Empathy: A Druid can improve the attitude of an animal.
Woodland Stride: A Druid may move through any sort of undergrowth without taking damage or any impairment, while moving at his normal speed.
Trackless Step: A Druid leaves no trail in natural surroundings and cannot be tracked, unless he wishes to be.
Resist Nature's Lure: Gain a bonus to resisting the spell-like abilities of the Fey. (+4)
Wild Shape (1/day): Can turn into a Small or Medium animal a certain amount of times per day.
Spells: A Druid can cast spells like a Cleric, choosing and preparing his spells in advance, this preparation is done during meditation.
Spontaneous Casting: A Druid may substitute any spell for a Summon Nature's Ally, of the same level.
Bonus Languages: A druid can speak with the creatures of the forest, as well as other druids in a secret language.
Animal Companion: Wolf, 19 HP, +2 init, 50 speed, 17 armor class, Track, Trip.
Str 14, Dex 16, Con 15, Int 2, Wis 12, Cha 6
level 0(5) - Create Water, Detect Poison, Light, Mending, Purify food and Drink,
level 1(5) - Charm Animal, Entangle, Faerie Fire, Longstrider, Cure Light wounds.
level 2(3) - Gust of Wind, Heat Metal, Spider Climb.
level 3(2) - Call Lightning, Cure Moderate Wounds.
Stats - Str: 10. Dex: 10 Con: 11 Int: 14 (+3) Wis: 21 (+3/+1) Cha: 16 (-2/+3)
(-2 from racial, +1 point from level, +3 from age)
Skills: (32) Handle Animal - 8, Heal - 8, Survival - 8 (+2), Knowledge (nature) - 8 (+2).
Equipment: Quarterstaff, Dagger, Explorer's Outfit, Backpack, Bedroll, Winter Blanket, Fishhook, Silk Rope, Sack, Sewing needle, Waterskin, Whetstone.
Bio:Walker was transformed into an Elan a long time ago, and he has spent that time walking the countries of Westeros, there is very few who knows the land better than he does.
Posted 01 February 2012 - 09:36 PM
Race: STONE GIANT SMASH!!!
Stats- Str: 26 Dex: 21 Con: 25 Int:15 Wis: 13 Cha: 15
Equipment: a war hammer!!!
Posted 10 February 2012 - 11:28 AM
If the players still want to play once my hiatus is done with, I'll be more than happy to continue it.
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