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Twist of Fortune OOC; (accepting heroes)
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Topic Started: August 10, 2010, 12:56 am (1,318 Views)
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Jester
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August 10, 2010, 12:56 am
Post #1
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October 2010 MOTM!
- Posts:
- 3,414
- Group:
- Members
- Member
- #716
- Joined:
- August 7, 2010
- What Roleplaying Skill Level do you consider yourself?
- Moderate
- Favorite RP Genre
- Fantasy
- Have you ever GM'd / DM'd?
- Yes
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”You should tread your heroes better!”
The Realm of Serenaria Aurea is a divers realm with rich landscapes and plentiful reassures. However, it is also a dangerous place full of monstrous beasts and creatures of dread. And throughout the ages, men and women seeking to make a name for themselves, have traveled the realm seeking fame, fortune, and glory. And none have ever been so successful and well known in this than a group of adventurers whom have transcended common standing and entered the realms of mythic proportions. T’was a thousand years past that since those heroes did make a name for themselves. These Olympian saviors in their time slew dragons, thwarted cults, rescued villages from attack, and saved Lords and Ladies alike. They had ascended into the height of fame. But even these grand heroes fell. They met their end holding back the armies of the nine hells as the portal that had been ripped open was being sealed, giving up their lives for the safety and peace of the realm. And today over a thousand years after their deaths, they are still revered as heroes and will forever be known as the Saviors of Serenaria.
IC Thread
Plot/setting Oh look a Map! It has been over a thousand years since the death of the Saviors of Serenaria. Since their demise the heroes have been immortalized in song and story, statues and paintings. Yet as time went on, new adventurers arose, many inspired by the greatness of these heroes. The world carried on for a thousand years, ignorant of what had truly happened, and of the betrayal that had lead the heroes to their end, and the driving force behind that betrayal that hid among them in plain sight even today. The Saviors of Serenaria had indeed rescued the realm from being ripped part by forces from the nine hells, which had attempted to tear their way into this plain. But the populous does not know of the betrayal that the heroes suffered, leading them to their demise. A demise, which the truth of none would have imagined, and not even the ones whom betrayed them to that end knows of. For in the final moments of their struggle against the armies of the nine hells, a member of this band of heroes, seeing that he and his comrades where surely to fall, used the last of his magic to wrap he and his fellow heroes in a spell. The spell however, was interfered with, and it took centuries for the corrupted spell to reach conclusions. And now, over a thousand years after their deaths, the Saviors of Serenaria have been reincarnated. Though they are weaker, and less powerful than they had been. The heroes, unaware that they are over a millennia since their demise, set out to seek justice against those whom betrayed them. A Betrayal carried out by a group which since has gained even more power by the use of the names of the very heroes they betrayed to their deaths. The ‘humanitarian’ organization known as Heaven’s Law was behind the deaths of the glorious heroes, and to this day, though their front is the aiding of suffering and upholding of the rights of the civilized races, they secretly have their claws buried within the rulers of almost every kingdom in the realm. None suspect it, and none know of it beyond circle of who are in control and who are being controlled. The heroes once more alive, must find a way to correct what has been perverted, as well as gain retribution against them that wronged them, and find out why. [Note] For those of you that aren’t familiar. The D&D spell Reincarnation does not take the soul and place it within the body of a newborn. It rather creatures a mature (yet youthful) body for the soul which is placed within it. This usually takes roughly a weak, but due to the spell’s interference, it took over 100 years. Also, the spell usually creates a body and there is no loss of level, however for the same reason as the increased time, the heroes are also considerably weaker than they had been. (to put into terms for those whom understand d&d, they have gone from roughly level 18 to level 5.) The heroes still have all of the memories but are not aware how much time has past.
Rules
- Fallow the EL rules
- I am God within the walls of the RP. That means I beat Chuck Norris because I damn well say so. What I say goes, goes. That’s just how it is.
- No Godmoding (this is a given.)
- Try to post at least once every 4-5 days people. I know people are busy, but remember that others often have to wait on us.
- Post must be at least one paragraph long. (I’d like regular posts of a larger quantity but I we all have off moments and tough spots but we can always squeeze out five-seven sentences.)
- Do not puppeteer Monsters or Major NPC’s. (If you have something you’d like to try, let me know and I’ll see what we can do.)
- Keep it clean. Adult theme does not mean Smut. I don’t want this turning into soft core porn people. Give a general gist if you must but no one wants to read four paragraphs of you playing with the Tavern wenches tonsils.
- You can either message me the profile and then post it here when approved, or post it and message me and we'll see if anything needs to be altered.
- If you’re going to drop the RP let me know, don’t just stop posting.
- You will be responsible for updating your own equipment and gear in your profile. If you pick up a new weapon or armor, or some special item, add it to your profile.
- Don’t make me add any more rules. (a little common sense and I won’t have to.)
Character Skeleton [Note] Characters are to be made with 3.5 PHB standard (Players handbook) unless you clear it with me otherwise.- Code:
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[b]User Name: [/b] [b]Character Name: [/b] [b]Race: [/b] [b]Class: [/b] [b]Age: [/b] [b]Gender: [/b] [b]Alignment: [/b] [b]Weapons: [/b] [b]Armor: [/b] [b]Notable Equipment: [/b] (things such as kits, tools, mounts, or items beyond a misc nature) [b]Personality: [/b] [b]Bio: [/b] [b]Other: [/b] (things not covered, such as familiars, animal companions, weapon styles, favored enemies, or other details you wish to add.) [b]Appearance [/b]:(picture or detailed description accepted)
Accepted Characters
Recognition for those whom are just epic
Note This RolePlay is based off of the Wizards of the Coast’s game Dungeons and Dragons. (The 3.5 edition.) There have been several things altered in order to remove the need for stats and rolling from the ordeal. If there is anything anyone has questions about please let me know and I’ll try and enlighten you.
Edited by Jester, August 15, 2010, 1:15 am.
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The Laughing Gnome I'm a little tea pot short and stout
Here is my handle and here is my....other....handle...? Oh bother I'm a sugar bowl Ravins of a Mind
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Jester
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August 10, 2010, 12:56 am
Post #2
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October 2010 MOTM!
- Posts:
- 3,414
- Group:
- Members
- Member
- #716
- Joined:
- August 7, 2010
- What Roleplaying Skill Level do you consider yourself?
- Moderate
- Favorite RP Genre
- Fantasy
- Have you ever GM'd / DM'd?
- Yes
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Information bits added after because the post was too large
Races Humans Personality: Flexible, ambitious and adaptable people in the common races, Humans are very greatly from person to person and the only consistence that can be generalized in human beings is that they will be be different from the one before. Physical Description: They are are generally anywhere from 5-6feet tall and somewhere between 125-250lbs. Males being larger than Females. Due to their history of migration and conquest humans are more diverse in physical appearance than other races. Several humans have dashes of other races in their lineage, altering their physical disposition slightly to somewhat resemble that blood, though not terribly noticeably. They are the shortest lived of all races, reaching adulthood at 18 and rarely living to see the end of a single century. Relations: Humans mix as readily with others as they do themselves, and though particular individuals of other races look down on them or think ill of them, in perspective of races as a whole, Humans work well with all common races, making good diplomats, magistrates, merchants, and other positions of dealing with other races. Alignment: Matching their physical diversity, they are also diverse in their personal alignment, holding no typical lean towards one or another as a race. Lands and Territories: Human Beings come from a linage of migration and conquest, as such their lands are spread far and wide through all sorts of train, bot hospitable and foreboding. They usually hold a flux of newer ideas and a constantly churning soup of transitions. Due to their short lifespans humans concept of transition and progression is at a much faster rate than the longer lived races, and those of other races often find the constantly changing element of the human lands exciting but that often transitions to somewhat wearying or even bewildering. Human lands usually include a relatively large number of nonhumans in them. (compared to the number of outside races in the lands controlled by other races.) Religion: In contrary to the other common races, Humans do not have a patron deity. The most commonly worshiped deity in many of the lands is the Sun God Pelor, but he does not hold a center place in the pantheon for humans as the other races' respective racial patron deities Language: Humans speak Common. They will often learn the languages of other races common to their area. They are also fond of mingling phrases of other races into their speech, such as Elven Poetic expressions, Orcish curses, Dwarven military phrases, Gnomish scientific terms and so on. Adventurers: Human adventurers are many times as divers as their races, though those whom set out to seek adventure in the world are quite often the most audacious and ambitious members of their audacious and ambitious race, often seeing either power, wealth, or glory. Favored Class:Any Racial Traits: ~Humans have not specific racial traits~
Dwarves Personality:Slow to laugh or jest and generally suspicious when regards to strangers, Dwarves are however generous and welcoming to those whom have earned their trust. There is a saying; "first encounters like an orc, last is close as kin." For should you earn a Dwarves trust, quite often they will hold you as only slightly below their own kinsmen, and despite their gruff and seemingly inhospitable nature towards outsiders, They are incredibly boisterous and good spirited with their own. They are neither reckless nor timid on the field of battle, and are cautious and tenacious. Their strong sense of oder and justice is quite strong, however at it's worst it slips into the boundaries of vengeful. Physical Description:Dwarves are roughly four to four and a half feet tall, but are broad and compact weighting usually as much as a human. Dwarven men are slightly taller and notably heavier than the women and value and take great care in grooming their beards. Typically having skin of deep ton or light brown which is leathery and tough, their eyes are also of a dark coloration. They usually have black, gray or brown hair and for the most part ware it long. Dwarves prefer simple styles for both their clothing hair and beards. They reach adulthood at the age of 40 and can live to be over 400. Relations:Dwarves get along most notably with Gnomes whom share many of the same interests in crafting and metal work (though different as the two styles might be) as well as a fondness for precious stones and gems. They deal passably with humans half-elves and halflings. Humans with their short life spans have a difficult time forging strong bonds with the slow to warm dwarves. Often the best Dwarf-human friendships are between a human and a dwarf whom was friends with the humans parents and grandparents as well. Dwarves fail to appreciate the subtle art of the elves, finding them to be fickle, unpredictable, and flighty. Despite this, over the centuries Dwarves and elves have come to have grudging respect for each other in regards to the others prowesses. Due to their long bleed hostilities with orcs, Dwarves are distrusting towards half-orcs, whom return the sentiment. Luckily enough most dwarf's sense of justice and order allows them to grant individual half-orcs the chance to prove themselves. Alignment: Dwarves are usually lawful and many tend to lean towards good as well. Lands and Territories: Dwaven kingdoms are most often deep beneath the rocky face of mountains, where they mine metals, gems, and craft miraculous and wondrous items. Trust worthy members of other races will often be permitted to enter their domain, though there are areas of the kingdoms which are off limits even to them. What wealth Dwarves can not find in the mountains they obtain through trade. Disliking water travel, dwarves will often enterprise with human or Halfling couriers for trade purposes when water travel is necessary. Dwarves whom have settled in non dwarven lands are often mercenaries, armor or weapons smiths, jewelers or artisans, and their courage and loyalty as well as their natural talent in crafting suburb quality goods grants them ample room in their new homes. Religion:The Dwarves Deity is Moradin, the soul forge. He created the dwarves and expects those whom fallow him to work towards the betterment of the Dwarven race. Language:Dwarves speak Dwarven, which has it's own runic script. Dwarven literature is marked by comprehensive histories of kingdoms and wars through the millennia. The Dwarven alphabet is also used (with some variations) for the Gnome, Giant, Goblin, Orc, and Terran languages. Dwarves often speak languages used by their friends such as humans and gnomes. They also learn the languages of their common enemies such as Orcs and Goblins. Some Dwarves learn Terran which is the strange language of the earth based creatures such as those they might encounter deep within the mountains. Adventurers:Dwarven adventurers are driven by either fanatic like zeal, a longing for excitement, even simple greed, or a few other reasons such as gaining the respect of their kin, or honoring their clan. Favored Class:Warrior Racial Traits: [Darkvision Dwarves] can see up to 60 feet in natural pitch black darkness. (This does not count in magical darkness) The sight is in black and white. [Toughness Dwarves] are the heartiest of all common races able to put up with a far greater amount of punishment than the others. They are also more resilient to poisons and toxins. [Stability] Dwarves are heavy with a low center of gravity, and when they plant themselves firmly it is far more difficult to move or topple them than those of other races. Elves Personality:Elves are more often amused than excited and more likely to be curious than greedy. They are typically a race of mediation, not often bordering into the extremes. Due to their considerably long life spans they tend to keep a broad perspective on events, and remain relatively unfazed and aloof in regards to petty happenstance. When pursuing their goals, whether it be learning a skill or art, or adventuring, on the other hand, they can be focused and relentless. They are slow to make friends as well as enemies, though once one of those standings have been reached they are even slower to forget them. They do not quell over petty insults, yet are vengeful towards serious ones. Physical Description:Elves are the longest lived of the common races, reaching adulthood at 110 and living more than 700 years. They stand anywhere form four and a half to five and a half feet tall and weight usually about 95-135lbs. Elven men are roughly the same hight yet marginally heavier than the elven women.They tend to be pale skinned with dark hair and usually have deep green eyes. Elves have no facial or body hair. They tend to favor simple, comfortable cloths, especially in pastel blues and greens, and enjoy simple yet elegant jewelry. Elves hold a graceful standing yet are frail in body. Elves do not sleep as the other races do, but rather meditate in a deep trance like state called reverie for 4 hours per day. However convenient it is also relative. For they are more dependent on this cycle than other races are on their sleep. Relations:Elves regard humans as unrefined, Halflings as staid, Gnomes somewhat trivial and dwarves simply no fun. They seem to look at half-elves with a odd pity and half-orcs with a unrelenting suspicion. They often come off as haughty to other races, yet despite the fact they are not as particular towards the other races as Dwarves are and so they tend to be somewhat pleasant to everyone, even those whom fall short of elven standards. (this category encompassing practically anyone whom isn't an elf.) Alignment:Eve lean strongly chaotic due to their love of freedom and self expression and are more often than not good. Lands and Territories: Elven kingdoms many times exist within woodlands and forests. They usually consist in small communities but there are a few large kingdoms. They will hunt game, grow vegetables, and all use their natural aptitude for magic to help them along in their living. Elven traders will often trade exotic fruit or elven clothing and goods for recourses such as metal which the elves themselves usually have very little interest or aptitude for mining. Elves in other lands are often minstrels, artists, or tutors, and are prized for their various and colorful knowledges. Religion: Most Elves worship Corellon Larethian the Protector and Preserver of Life. Their myth states that it was from his blood which was shade in battles with Gruumsh, the god of the orcs, that the elves arose. He is a patron god of magical study, arts, dance, poetry, as well as a powerful warrior god. Language: Elves speak a fluid language of subtle intonations and intricate grammar. While Elven literature is rich and varied, it is the language's songs and poems that are most famous. Many bards learn Elven so they can add elven ballads to their repertoires. Others simply memories elven songs by sound. The Elven script is as flowing as it's spoken word. It also serves as the script for sylvan (the language of dryads and pixies), for aquan (the language of water based creatures) and Undercommon. Adventurers: Elves take up adventuring out of wanderlust. A race with such a whimsical nature and long lifespan will undoubtedly eventually come to want to travel and move across the lands. Favored Class:Marksmen Racial Traits: [nimble Body] Elves are fleet of foot and agile, though they are also quite frail. [immunity to sleep magic] Elves can not be effected by magic induced sleep, though they can still be knocked out by a poison or toxin. [Low-light vision] Elves can see better than humans in low light, and can see twice as far as humans can in torchlight. [keen sense] Elves have sharp eyes and ears, allowing them a more notable chance to hear or see things. Gnomes Personality:Gnomes adore animals, beautiful gems, and jokes of all kinds. Members of this race have a great sense of humor and while they love puns, jokes, and games, they also relish tricks-the more intricate the better. They apply the same dedication to more practical arts, such as engineering, as they do their pranks. Gnomes are inquisitive. They love to find things out by personal experience. At times they're even reckless. Their curiosity makes them skilled engineers, since they are always trying new ways to build things. Sometimes a gnome pulls a prank just to see how the people involved will react. Physical Description:Gnomes stand about 3 to 3-1/2 feet tall and weigh 40 to 45 pounds. Their skin ranges from dark tan to woody brown, their hair is fair, and their eyes can be any shade of blue. Gnome males prefer short, carefully trimmed beards. Gnomes generally wear leather or earth tones, and they decorate their clothes with intricate stitching or fine jewelry. Gnomes reach adulthood at age 40 and they typically live around 350 years, though some can live almost 500 years Relations:Gnomes get along well with dwarves, who share their love of precious objects, their curiosity about mechanical devices, and their hatred of goblins and giants. They enjoy the company of halflings, especially those who are easygoing enough to put up with pranks and jests. Most gnomes are a little suspicious of the taller races-humans, elves, half-elves, and half-orcs-but they are rarely hostile or malicious. Gnomes despise kobolds, a feeling that is mutual between them. Alignment:Gnomes are most often good. Those who tend toward law are sages, engineers, researchers, scholars, investigators, or consultants. Those who tend toward chaos are minstrels, tricksters, wanderers, or fanciful jewelers. Gnomes are good-hearted and even the tricksters among them are more playful than vicious. Evil gnomes are as rare as they are frightening. Lands and Territories:Gnomes make their homes in hilly, wooded lands. They live underground but get more fresh air than dwarves do, enjoying the natural, living world on the surface whenever they can. Their homes are well hidden by both clever construction and illusions. Those who come to visit and are welcome are ushered into the bright, warm burrows. Those who are not welcome never find the burrows in the first place. Gnomes who settle in human lands are commonly gem cutters, mechanics, sages, or tutors. Some human families retain gnome tutors. During his life, a gnome tutor can teach several generations of a single human family. Religion:The chief gnome god is Garl Glittergold, the Watchful Protector. His clerics teach that gnomes are to cherish and support their communities. Pranks are seen as ways to lighten spirits and to keep gnomes humble, not as ways for pranksters to triumph over those they trick. Language:The Gnome language, which uses the Dwarven script, is renowned for its technical treatises and its catalogs of knowledge about the natural world. Human herbalists, naturalists, and engineers commonly learn Gnome in order to read the best books on their topics of study. Adventurers:Gnomes are curious and impulsive. They may take up adventuring as a way to see the world or for the love of exploring. Lawful gnomes may adventure to set things right and to protect the innocent, demonstrating the same sense of duty toward society as a whole that gnomes generally exhibit towards their own enclaves. As lovers of gems and other fine items, some gnomes take to adventuring as a quick, if dangerous, path to wealth. Depending on his relationship to his home clan, an adventuring gnome may be seen as a vagabond or even something of a traitor (for abandoning clan responsibilities). Favored Class:Bard Racial Traits: [Hearty] Surprisingly enough Gnomes are much like dwarves in their heartiness and though it is not to the extent of the hard hided dwarves, they can still quite tough little bastards. [illusion bound] Gnomes have a natural affinity for illusion magic, making spells of the school cast by them more powerful and them more likely to see through the illusions cast by others. [keen sense] Due to their sensitive ears and nose they have a greater chance of hearing things as well as the heightened sense of smell is a great help aiding them in the use of alchemy. [low-light vision] Like elves, Gnomes can see well in low light, and twice as far as humans in torchlight. [natural magic] once per day, gnomes may speak with a burrowing animal though an empathetic like link for about one minute. As well as this they can also create phantom sounds, lights or little arcane tricks once per day. Halflings Personality:Halflings prefer trouble to boredom. They are notoriously curious. Relying on their ability to survive or escape danger, they demonstrate a daring that many larger people can't match. Halfling clans are nomadic, wandering wherever circumstance and curiosity take them. Halflings enjoy wealth and the pleasures it can bring, and they tend to spend gold as quickly as they acquire it. Halflings are also famous collectors. While more orthodox halflings may collect weapons, books, or jewelry, some collect such objects as the hides of wild beasts-or even the beasts themselves. Wealthy halflings sometimes commission adventurers to retrieve exotic items to complete their collections. Physical Description:Halflings stand about 3 feet tall and usually weigh between 30 and 35 pounds. Their skin is ruddy, and their hair is black and straight. They have brown or black eyes. Halfling men often have long sideburns, but beards are rare among them and mustaches are almost unseen. They like to wear simple, comfortable, and practical clothes. A halfling reaches adulthood at the age of 20 and generally lives into the middle of their second century. Relations:Halflings try to get along with every else. They are adept at fitting into a community of humans, dwarves, elves, or gnomes and making themselves valuable and welcome. Since human society changes faster than the societies of the longer-lived races, it is human society that most frequently offers halflings opportunities to exploit, so halflings are most often found in or around human lands. Alignment:Halflings tend to be neutral. While they are comfortable with change (chaotic trait), they also tend to rely on intangible constants, such as clan ties and personal honor (a lawful trait). Lands and Territories: Religion:The chief halfling deity is Yondalla, the Blessed One, protector of the halflings. Yondalla promises blessings and protection to those who heed her guidance, defend their clans, and cherish their families. Halflings also recognize countless lesser gods, who rule over individual villages, forests, rivers, lakes, and so on. The halflings pay homage to these deities to ensure safe journeys as they travel from place to place. Language:Halflings speak their own language, which uses the Common script. They write very little in their own language, so, unlike dwarves, elves, and gnomes, they don't have a rich body of written work. The halfling oral tradition, however, is very strong. While the Halfling language isn't secret, halflings are loath to share it with others. Almost all halflings speak Common, since they use it to deal with the people in whose lands they are living or through which they are traveling. Adventurers:Halflings often set out on their own to make their way in the world. Halfling adventurers are typically looking for a way to use their skills to gain wealth or status. The distinction between a halfling adventurer and a halfling out on her own looking for "a big score" can get blurry. For a halfling, adventuring is less of a career than an opportunity. While halfling opportunism can sometimes look like larceny or fraud to others, a halfling adventurer who learns to trust her fellows is worthy of trust in return. Favored Class:Rogue Racial Traits: [keep sense] [/b] Halflings have good ears allowing them to hear well [nimble body] Halflings are dexterous and agile, allowing them natural affinity towards climbing, jumping, and moving around silently. However due to their body type, they are weaker than other races in comparison to their size. [fearless] Halflings have a natural sense of daring to them, and are less likely to be effected by effected by fear effects Half-Elves Personality:Most half-elves have the curiosity, inventiveness, and ambition of the human parent, along with the refined senses, love of nature, and artistic tastes of the elf parent. Physical Description:To humans, half-elves look like elves. To elves, they look like humans - indeed, elves call them half-humans. Half-elf height ranges from under 5 feet to about 6 feet tall, and weight usually ranges from 100 to 180 pounds. Half-elf men are taller and heavier than half-elf women, but the difference is less pronounced then that found among humans. Half-elves are paler, fairer, and smoother-skinned than their human parents, but their actual skin tone, hair color, and other details vary just as human features do. Half-elves' eyes are green, just as are those of their elf parents. A half-elf reaches adulthood at age 20 and can live to be more than 180 years old. Most half-elves are the children of human-elf pairings. Some, however, are the children of parents who themselves are partly human and partly elf. Some of these "second-generation" half-elves have humanlike eyes, but most still have green eyes. Relations:Half-elves do well among both elves and humans, and they also get along well with dwarves, gnomes, and halflings. They have elven grace without elven aloofness and human energy without human boorishness. They make excellent ambassadors and go-betweens (except between elves and humans, since each side suspects the half-elf of favoring the other.) In human lands where elves are distant or not on friendly terms with other races, however, half-elves are viewed with suspicion. Some half-elves show a marked disfavor toward half-orcs. Perhaps the similarity between themselves and half-orcs (a partly human lineage) make these half-elves uncomfortable. Alignment:Half-elves share the chaotic bent of their elven heritage, but, like humans, they tend toward both good and evil in equal proportion. Lands and Territories:Half-elves have no lands of their own, though they are welcome in human cities and elven forests. In large cities, half-elves sometimes form small communities of their own. Religion:Half-elves raised among elves follow elven deities, principally Corellon Larethian (god of the elves). Those raised among humans often follow Ehlonna (goddess of the woodlands), though the later is often times different dependent on the humans they were raised with. Language:Half-elves speak the languages they are born to, Common and Elven. Half-elves are slightly clumsy with the intricate Elven language, though only elves notice, and even so half-elves do better than non-elves. Many half elves can also speak another language. It is useful in times when interrogation of monsters is needed. Adventurers:Half-elves find themselves drawn to strange careers and unusual company. Taking up the life of an adventurer comes easily to many of them. Like elves, they are driven by wanderlust. Favored Class:Any Racial Traits: [immune to sleep] [/b] Half-elves are immune to magical sleep but are still susceptible to toxins and poisons which knock the subject out. [Elven Blood] For all effects related to race (such as spells and curses), a half-elf is considered an elf. [lowlight vision] Half-elves can see twice as far in low light as humans. Half-Orcs Personality:Half-Orcs tend to be short-tempered and sullen. They would rather act than ponder and would rather fight than argue. Those who are successful however are the ones with enough self control to live in a civilized land, not the crazy ones. Half-Orcs love simple pleasures such as feasting, drinking, boasting, singing, wrestling, drumming, and wild dancing. Refined enjoyment such as poetry, courtly dancing, and philosophy are lost on most of them. At the right sort of party, a half-orc is an asset. At the duchess's grand ball, he's a liability. Physical Description:Half-Orcs stand between 6 and 7 feet tall and usually weigh tween 180 and 250lbs. A half-orc's grayish pigmentation, sloping forehead, jutting jaw, prominent teeth, and coarse body hair make their lineage plain for all to see. Only in very rare cases will a half orc's traits favor more the human side of their heritage. Orcs like scars. They regard battle scars as tokens of pride and ornamental scars as things of beauty.Any half-orc who has lived among or near orcs has scars, whether they are marks of shame indicating servitude and identifying the half-orc's former owner, or marks of pride recounting conquest and high status. Such a half-orc living among humans may either display or hide their scars depending on their attitude towards them. Half-Orc's mature somewhat faster than humans and age noticeably faster. They reach adulthood at the age of 14 or 15 and few live longer than 75 years. Relations:Because orcs are the sworn enemies of dwarves and elves, half-orcs can have a rough time with members of these races. For hat matter, orcs aren't exactly on good terms wiht humans, halflings, or Gnomes either.... Each half-orc finds a way to gain acceptance form those who hate or fear their orc cousins. Some half-orcs are resrved, trying not to draw attention to themselves. A few demonstrate piety and good-heartedness as publicly as they can. (regardless of whether such demonstrations are genuine or not) Others simply try to be so tough that others have no choice but to accept them. Alignment:Half-Orcs inherit the tendency of chaotic behavior from their Orcish heritage, but like their human blood, they will sway to either good or evil in a even tendency. Usually those who live among orcs are of the evil influence. Lands and Territories:Half-Orcs have no lands of their own, but they most often live among ocs. Of the other races, humans are the ones most likely to accept half-orcs, and half-orc almost always live in human lands when not living among orc tribes. Religion:Like orcs, many half-orcs worship Gruumsh, the chief orc god and archenemy of Corellon Larethian, god of the elves. While Gruumsh is evil, half-orc barbarians and fighters may worship him as a war god even if they are not themselves evil. Worshipers of Gruumsh who are tired of explaining themselves or who don't want to give humans a reason to distrust them simply don't make their religion public knowledge. Half-Orcs who want to solidify their connection with their human heritage, on the other hand, fallow human gods, and they may be outspoken in their shows of piety. Language:Orc, which has no alphabet of its own uses Dwarven script on the rare occasions when someone writes something down. Orc writing turns up most frequently in greffiti. Half-Orcs whom where raised among humans would speak common rather than Orc. Adventurers:Half-Orcs living among humans are drawn almost invariably towards violent careers in which they can put their strength to good use. Frequently shunned from polite company, half-orcs often find acceptance and friendship among adventurers, many of whom are fellow wanderers and outsiders. Favored Class:Barbarian Racial Traits: [Strong but dull:] half-orc by their nature are stronger than others of the common races, however it is a double edged sword for the same blood which makes them stronger, makes them less intelligent and more crude. Though these can be overcome, it takes a great deal of work. [Darkvision]half-orcs can see up to 60 feet in total darkness. This sight is colorless and in black and white, and does not work in magical darkness. [Or Blood] For all effects related to race, a half-orc is considered an orc. (such as with curses, spells or conditions)
Classes More detailed descriptions to come. For now a loose description and class details.Barbarian From the frozen wastes of the north and the hellish jungles of the south come brave, even reckless warriors. Civilized people call them barbarians, or berserkers and suspect them of mayhem, impiety, and atrocities. These ‘barbarians’ however have proven their mettle and their value to those who would be their allies. To enemies who underestimated them, they have proved their cunning resourcefulness, persistence, and mercilessness.
Class Details- Fast movement: Barbarians are of powerful build, and can run faster than normal specimens of their races. [to put in game terms, they move at +10ft per turn more than their race normally does] Illiteracy- Barbarians usually have little need for the written word, and unless they spend time and effort to learn, are unable to read or write. Rage- The most powerful tool in the Barbarians arsenal, rage is the term used to describe the mad frenzy like state which barbarians throw themselves into. The massive amount of adrenaline that is released during this state not only increases their strength, but also makes them able to shrug off blows much easier. However they loose their sense of self preservation and usually end up taken more blows while in this state. Rage is incredibly winding, and they can only usually pull off this a few times a day. (once for very low levels, and increasing as the barbarians become more powerful.) Class Note: Barbarians Must be Chaotically aligned. If they turn from their alignment, they loose their ability to rage.
Bard It is said that music has a special magic, and the bard proves this saying true. Wandering across the land, gathering lore, telling stories, working magic with their music, and living on the gratitude of their audience---Such is the live of a bard. When Chance or opportunity draws them into conflict, bards serve as diplomats, negotiators, messengers, scouts and spies. A bard’s magic comes from his heart. If his heart is good, a bard brings hope and courage to the downtrodden and uses his tricks, music, and magic to thwart the schemes of evildoers. If the nobles of the land are corrupt, the good bard is an enemy of the state, cunningly evading capture and raising the spirits of the oppressed. But music can spring from evil hearts as well. Evil bards forego blatant violence in favor of manipulations, holding sway over the hearts and minds of others and taking what enraptured audiences “willingly” give. Class Details- Spells: Bards can cast spells without preparing them and as a wizard does. Their magic is used through their music, most of which are of a aiding nature, usually either Bolstering their allies, hindering their enemies, or charming those about them. ((I know it’s altered from the original, but it’s the easiest way to transition it to a forum based RP.)) Bardic Knowledge: Bards accumulate massive amounts of lore and songs though their travels. They can examine these songs and stories and sometimes uncover information on topics they need to know about. However this does not always work, and many times yields no fruit. Class Note: Bards must continually tread their own bath. They require a Chaotic alignment. If they turn from that alignment they will loose their ability to cast their magic. Cleric The handiwork of the gods is everywhere---in places of natural beauty, in mighty crusades, in soaring temples, and in the hearts of worshipers. Like people, gods run the gamut from benevolent to malicious, reserved to intrusive, simple to inscrutable. The gods however, work mostly through intermediaries---their clerics. Good clerics heal, protect, and avenge. Evil clerics pillage, destroy and sabotage. A cleric uses the power of his god to make the god’s will manifest. And if a cleric uses his god’s power to improve his own log, that’s to be expected too. Class Details- Spells- Clerics draw their magic from their gods through worship and prayer. They must pray to their deity for these spells at least one hour every day. Every cleric has their own time of day which they pray. They are most well known for their healing power. Turn/Rebuke- Clerics of any alignment can try and Undead creatures. Good clerics are able to destroy the creature or make them flee, where evil clerics can force them to obey their own commands. The clerics ability to do so becomes more powerful as they do.
Druid The fury of a storm, the gentle strength of the morning sun, the cunning of the fox, the power of the bear---all these and more are at the druid’s command. The druid, however, claims no mastery over nature. That claim, they say, is the empty boast of a city dweller. The druid gains their power not by ruling nature, but by being at one with it. To trespassers in a Druid’s sacred grove, and to those who feel her wrath, the distinction is overly fine. Class Details- Magic:Druids are able to summon up the power of nature to their command. They gain their ability though spending an hour a day connecting to the natural world around them. Animal Companion: Druids can gather a wild creature of the world to aid them in their endeavors, the animal becomes part of who they are and they share a strong bond. See the lists tab for available Animal Companions. Wild Mastery: Druids are at one with the world around them, and are able to not only use their body language to attempt to calm savage animals, but also travel through thick brush unobstructed and pass through nature without leaving so much as a trace as to their passing. Wild shape: Druids as they increase in power are able to change their physical form into that of a creature of the wild. They must be very familiar with the creature in question. As they grow in power they are able to change into more powerful creatures and more often a day. Class Note: Druids must maintain a neutral alignment, or loose their class abilities. They can also not ware metal armor. Fighter The questing knight, the conquering overlord, the king’s champion, the elite foot solder, the hardened mercenary, and the bandit king---All are fighters. Fighters can be stalwart defenders of those in need, cruel marauders, or gusty adventurers. Some are among the land’s best souls, willing to face death for the greater good. Others are among the worst, with no qualms about killing for private gain, or even for sport. Fighters who are not actively adventuring may be soldiers, guards, bodyguards, champions, or criminal enforcers. An adventuring fighters might call himself a warrior, a mercenary, a thug, or simply an adventurer. Class Details- Martial Mastery: Fighters are supreme combatants with a general grasp of how to use all weapons and armor. They can either specialize into one area of combat, or generalize out into several. Focus Point: Due to the Fighters sole focus on combat, they are able to pick up tricks and techniques quicker than other classes. Monk Dotted across the landscape are monasteries---small, walled cloisters inhabited by monks who pursue personal perfection through actions as well as contemplation. They train themselves to be versatile warriors skilled at fighting without weapons or armor. The inhabitants of monasteries headed by good masters serve as protectors of the people. Ready for battle even when barefoot and dressed in peasant clothes, monks can travel unnoticed among the populace, catching bandits, warlords, and corrupt nobles unawares. In constant, residents of monasteries headed by evil masters rule the surrounding lands through fear, a san evil warlord and his entourage might. Evil monks make ideal spies, infiltrators, and assassins. An individual monk is unlikely to care passionately about championing commoners or amassing wealth. They care primarily for the perfection of their art and, thereby, her personal perfection. Her goal is to achieve a state that is beyond the mortal realm. Class Details- Skilled Body: Monks train themselves to a pristine state, making them both faster, and more agile than others of various classes. They are able to perform acts of physical prowess which makes others pail in comparison. As they become more powerful so does their physical prowess. Class Note: Monks are trained to fight unarmored, and they dawn armor they greatly reduce their abilities. They are also required to have lawful alignment. [Note] These are not eastern style monks. Think pankration or similar styles of hand to hand combat.
Paladin The compassion to pursue good, the will to uphold Law, and the power to defeat evil---these are the three weapons of the paladin. Few have the purity and devotion that it takes to walk the paladin’s path, but those few are rewarded with the power to protect, to heal, and to smite. In a land of scheming wizards, unholy priests, bloodthirsty dragons, and infernal fiends, the paladin is the final hope that can not be extinguished. Class Details- Purity of Soul: Paladins are pure and honorable of soul and not only exude a aura of good for those whom can detect such, but they can detect evil alignment if they so focus, and can once per day devastate such evil with a smiting blow. As they grow more powerful they can smite evil more readily, as well as turn undead beings as good clerics can. Special Mount: When a paladin gains a moderate level of power, they gain the favor of good aligned outsiders, and they grant the paladin the ability to summon a celestial steed whom will serve as their mount for a time. As the paladin grows more powerful, they are able to keep their mount on this plane longer per day. Spells: When Paladins gain enough power, they are granted some minor magic from the Lawful Good gods. Class Note: Paladins must be of a Lawful Good alignment. They must also uphold a code of conduct which entails never willingly committing evil acts, always respect legitimate authority, act with honor(not lying, cheating, using poison and so forth) help those in need (provided it does not further chaotic or evil ends) and punish those who harm or threaten innocents. Should a paladin very form either the alignment or code of conduct, they will loose their divine abilities as well as their mount till they have repented. Ranger The forest and hills are home to fierce and cunning creatures, such as bloodthirsty owlbears, and malicious displacer beasts. But more cunning and powerful than these monsters is the ranger, a skilled hunter and stalker. They know the woods as if they were their home, and they know their prey in deadly detail. Class Details- Wild Ways: Rangers are at home in the world, and can use body language and sounds as druids can to try and ward of beasts, track creatures and beings through the woods, and make their way through the woods without being impeded. As they grow more powerful they become more accustomed to these traits. Favored Enemy: Rangers study the creatures that they stalk and hunt most often. They learn the traits, strengths and weaknesses of these creatures, giving them an edge in battling. Slowly, as they gain power, they will become accustomed to fighting more kind of creatures.See the lists tab for available favored enemies. Combat style: Rangers gain a above average in one of two styles of fighting. Archery, or two weapon fighting. As they gain more powerful, their skills in the style they chose to focus on will become more advanced. Animal Companion:When a ranger becomes powerful enough they will gain the ability to gain a wild Companion much like a Druid. See the lists tab for available Animal Companions. Spells:When Rangers have amassed a good bit of power, they will be able to cast a few minor natural magics. Rogue Rogues have little in common with one anther. Some are stealthy thieves. Others are silver-tongued tricksters. Still others are scouts, infiltrators, spies, diplomats, or thugs. What they do share, is versatility, adaptability, and resourcefulness. In general, rogues are skilled at getting what others down’ want them to get: entrance into a locked treasure fault, safe passage past a deadly trap, secret battle plans, a guard’s trust, or some random person’s pocket money. Class Details- sneak attack: When a rouge is hidden from someone, they can choose to attack in surprise, allowing them to deal a greater amount of damage. This also is available if the target is flanked. (surrounded by opponents on two sides) The effectiveness of the sneak attack becomes more powerful as the rogue does. Trap Sense: Rogues have a knack for finding and disabling traps. The more skilled the rogue becomes, the more likely that they will be successful. Sorcerer Sorcerers create magic the way a poet creates poems, with inborn talent honed by practice. They have no books, no mentors, no theories---just raw power that they direct at will. Some sorcerers claim that the blood of dragons course through their veins. That claim may be true in some cases---it is common knowledge that certain powerful dragons can take humanoid form and even have humanoid lovers, and it’s difficult to prove that a give sorcerer does not have a dragon ancestor. It’s true that sorcerers often have looks with a touch of the exotic to them that hints at an unusual heritage. Others hold that the claim is either an unsubstantiated boast on the part of certain sorcerers or envious gossip on the part of those who lack the sorcerer’s gift. Class Details- Spells: Sorcerers do not have to study their spells, they do not have to prepare them, they simply will the power they have within them into creating them. They are able to cast fewer spells than a wizard, but are able to cast that which they know with far more versatility and more often than their bookwormish counterparts. Familiar: Sorcerers are able to create a link binding them to a small creature which will stay near them and fallow their commands.See the lists tab for available familiars. Wizard A few unintelligible words and fleeting gestures carry more power than a battleaxe, when they are the words and gestures of a wizard. These simple acts make magic seem easy, but they only hint at the time the wizard must spend poring over her spellbook preparing each spell for casting, and the years before that spent in apprenticeship to learn the arts of magic. Wizards depend on intensive to create their magic. They examine musty old tomes, debate magical theory with their peers, and practice minor magics whenever they can. For a wizard, magic is not a talent, but a difficult, rewarding art. Class Details- Spells: Wizards must select and prepare their spells each day by studying their spellbook. This takes approximately an hour each morning. Scribing: Wizards are able to transfer a spell they have prepared that day onto a scroll, scribing and sealing the magic down onto the parchment for later use. [u ]Familiar:[/u] Wizards are able to create a link binding them to a small creature which will stay near them and fallow their commands. See the lists tab for available familiars. Lists Available Animal Companions Badger, Camel, Dire Rat, Dog, Riding Dog, Eagle, Hawk, Horse, Owl, Pony, Snake (small or medium viper only), or Wolf The Animal must be an inhabitant of the location where they where the character obtained them. (They must have been in the Desert or dry planes to get a camel, open plains or hills for horses, forests for wolves ect.)
Available Familiars Bat, Cat, Hawk, Lizard, Owl, Rat, Raven, Snake, Toad, Weasel Available Favored Enemies To the left are the kinds of favored enemies, to the right are examples of each kind.
Aberration - Beholder Animal - Bear Construct - Golem Dragon - Black Dragon Elemental - Invisible Stalker Fey - Dryad Giant - Ogre Humanoid (aquatic) - Merfolk Humanoid (dwarf) - Dwarf Humanoid (elf) - Elf Humanoid (goblinoid) - Hobgoblin Humanoid (gnoll) - Gnoll Humanoid (gnome) - Gnome Humanoid (halfling) - Halfling Humanoid (human) - Human Humanoid (orc) - Orc Humanoid (reptilian) - Kobold Magical Beast - Displacer Beast Monstrous Humanoid - Minotaur Ooze - Gelatinous Cube Outsider (air) - Arrow Hawk Outsider (chaotic) - Demon Outsider (earth) - Zorn Outsider (evil) - Devil Outsider (fire) - Salamander Outsider (good) - Angel Outsider (lawful) - Formain Outsider (native) - Teifling Outsider (water) - Tojanida Plant - Shambling Mound Undead - Zombie Vermin - Monstrous Spider
Edited by Jester, August 10, 2010, 7:12 am.
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The Laughing Gnome I'm a little tea pot short and stout
Here is my handle and here is my....other....handle...? Oh bother I'm a sugar bowl Ravins of a Mind
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Jester
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August 10, 2010, 1:14 am
Post #3
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October 2010 MOTM!
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- 3,414
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- #716
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- What Roleplaying Skill Level do you consider yourself?
- Moderate
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- Fantasy
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- Yes
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User Name: Jester Character Name: Ishmal Meliamne Race: Gnome Class: Druid Age: 40 Gender: Male Alignment: True Neutral Weapons: None Armor: None Notable Equipment: None Personality: Ishmal is passive and level headed, usually focused on what is best for the natural world, yet still holding some reverence for his feeling elvenoids. Bio: Ishmal was once one the the great heroes of the realm. He was born an elf, in the great forest of the south east. He was indoctrinated into the druidic order and lived in a grove which he tended. He married and tended his grove with his wife. It wasn't till after the natural order had been put in danger that he had ventured out to right it. In time he came to continue on his journey, gaining recognition along with those whom traveled with as they and aided those in need, and helped preserve the balance of nature. It wasn't till the very end that he became aware of the betrayal of some of them that he was fighting to protect. It was he who had weaved the spell around himself his comrades in their final moments, allowing them the chance to live once more and right that which was wronged. But he had not planned on such a mishap as did befall them. Other: (none as of the moment likely added when I have more time.) Appearance : Ishmal, since the reincarnation stands 3'4 and weighs roughly 45lbs. He has scruffy brown hair and electric blue eyes, thin lips and a proponent nose.
Edited by Jester, August 10, 2010, 11:25 am.
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The Laughing Gnome I'm a little tea pot short and stout
Here is my handle and here is my....other....handle...? Oh bother I'm a sugar bowl Ravins of a Mind
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Jester
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August 10, 2010, 5:53 am
Post #4
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October 2010 MOTM!
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- 3,414
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- What Roleplaying Skill Level do you consider yourself?
- Moderate
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- Fantasy
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- Yes
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Jester will be most sad if he went though all the work of putting this together to have it simply fizzle out without having ever even started.
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The Laughing Gnome I'm a little tea pot short and stout
Here is my handle and here is my....other....handle...? Oh bother I'm a sugar bowl Ravins of a Mind
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Soulgasmic
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August 10, 2010, 6:42 am
Post #5
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Devotee
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- RPs played like a story.
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May I ask exactly what the 3.5 PH standards are? I'm sure most are common sense, but could you list some that I might break easily if I was not aware of what they were?
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thank you lord jesus for these two lesbians doin it
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Jester
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August 10, 2010, 6:51 am
Post #6
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October 2010 MOTM!
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- Yes
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PHB stardard in this case are using the races and classes in the Players hand book 1. (there are other base classes in other books such as PHB2 and class books but I'd like to avoid worrying about them unless someone is familiar with them and would really like to.) Other than that, the other rules do not really apply for this RP seeing as I've removed several components of the game that will no longer be used in oder to make it more forum friendly.
(though I just remembered I should probably add the list of available animal companions and familiars for the classes. opps >.> -scurries off to do so-)
Edited by Jester, August 10, 2010, 11:23 am.
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The Laughing Gnome I'm a little tea pot short and stout
Here is my handle and here is my....other....handle...? Oh bother I'm a sugar bowl Ravins of a Mind
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The Warlord
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August 10, 2010, 7:11 am
Post #7
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Resident
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- Group RPs
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- Mozilla / Seamonkey
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Questions
Are you familiar with "Tome of Magic"? I would very much like to make a Binder (basic class of that book)
How do you feel about multi classing and prestige classes?
Will there be a level up system?
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King of Wackatopia: "I'll guarantee your safety, give you meaning, give you knowledge and something to believe in for the low cost of your personal freedom."
Fang: "Look at you, you're gorgeous, you're beautiful, and when i look into your beautiful eyes all I see is this magnificent elegant creature, full of grace, full of strength. You're mesmerizing. You're intoxicating. I want you near me. I want to indulge you."
Ryan: "If my survival means the death of innocents, then so be it"
Kyliden: "This one is strong. He's brave and takes what he needs. He's a better werewolf then i could ever wish to be."
Diego: "I can't control what i feel, querida mia. This spark will become a big lively fire. It will consume me, it will consume you and everyone around us, and once nothing is left, new life will spring eternal."
Wade: "She made me love her before she sired me. She wanted a companion, a friend, a lover to indulge her throughout the centuries. Her demise filled me with emptiness; she was to give me a purpose and now I'm alone."
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Jester
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August 10, 2010, 7:20 am
Post #8
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October 2010 MOTM!
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I've looked over the tomb of magic and Binder one or twice, but I'm not familiar enough with the class to be quite comfortable with letting it in just yet. Though I can always do a bit of research and start studying it so that one can branch out into it.
which brings to the next question. I'm alright with multiclassing and prestige classes provided that it is not at the start of the RolePlay. [in the case of the heroes, they can have been multi or prestige classed but after the reincarnation their base or starting class would be what remains of their abilities.]
Leveling up with be based on general roleplay and activity. I'll keep a note of the actions going on and inform persons when their character has amassed enough experience to become more powerful, though it isn't on quite as numerical a standing as the original game. (much like a campaign were the DM doesn't worry about exact EXP and lets you know when you have leveled)
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The Laughing Gnome I'm a little tea pot short and stout
Here is my handle and here is my....other....handle...? Oh bother I'm a sugar bowl Ravins of a Mind
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Fenrir
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August 10, 2010, 7:21 am
Post #9
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Addict
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SWEET!
3.5 is what I started on, baby!
User Name: Dracoknight Character Name: Phrenius Orkland Race: Halfling Class: Sorcerer Age: 25 Gender: Male Alignment: Chaotic Good Weapons: None Armor: None Notable Equipment: None Personality: He was often described as Devil-may-care, and remains that way, however, since the Reincarnation he's extremely reserved, barely using two words when one will suffice, and dismissing words all together if a gesture will do. Bio: He was born to an Elven father and a Human mother, a Half-Elf who, by the tender age of 15, had begun to manifest the early signs of a budding sorcerer. His mother, whom he lived with, became afraid, almost being injured when he happened to release his power. Once he came out of his trance and saw what he did, he balked at the danger he posed to her, and, packing a few things, left. His father, upon finding out that his son had taken to the streets a month or two later, frantically searched the nearby towns and forests, but to no avail. By that time, Phrenius had already been accepted as the apprentice of an experienced Sage, who taught him how to control his powers.
This continued until the age of 18, when he left his master's influence and joined the band of adventurers that would become the Saviors of Serenaria. He grew close to the members of his group, thinking of them as brothers and sisters, if not in blood, then in loyalty. He continued to travel with them, growing in power until they were unstoppable. Until the Battle of the Nine Hells, that is. He remembered the despair of feeling drained of all his magic, his most powerful spells having left him........then he was awake......and in a much smaller body than before. Other: Familiar: Was a Falcon, is long dead now. Appearance : Since the Reincarnation, he stands about 2'11" tall and weighs about 23lbs, thin and wiry, long black hair kept in a ponytail, with fair skin and strikingly bright green eyes.
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When a Lone Wolf relies on his friends.....

...The One Winged Angel will fall once again.
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Jester
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August 10, 2010, 7:30 am
Post #10
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October 2010 MOTM!
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- Member
- #716
- Joined:
- August 7, 2010
- What Roleplaying Skill Level do you consider yourself?
- Moderate
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- Fantasy
- Have you ever GM'd / DM'd?
- Yes
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Drako night I could kiss you right now. The Character is perfectly designed, and I don't even have to change anything for the reincarnation. (though I was planning to role what race you got, it doesn't really matter sense it's a minor detail anyways.)
I actually started with 3ed edition and branched back into a 2E group and eventually went back to 3.5. Been there ever sense. >3
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The Laughing Gnome I'm a little tea pot short and stout
Here is my handle and here is my....other....handle...? Oh bother I'm a sugar bowl Ravins of a Mind
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Jester
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August 10, 2010, 7:33 am
Post #11
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October 2010 MOTM!
- Posts:
- 3,414
- Group:
- Members
- Member
- #716
- Joined:
- August 7, 2010
- What Roleplaying Skill Level do you consider yourself?
- Moderate
- Favorite RP Genre
- Fantasy
- Have you ever GM'd / DM'd?
- Yes
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Sorry, I'm so used to having to fix and tweak characters because something didn't fit the setting that I'm just ecstatic that I didn't have to.
And yes, I've been doing some research and I definitely think that if the character can find a vestige which wouldn't sway the alignment into evil (unless they're playing a character outside of the group) they could certainly multiclass out into Binder. I'm still doing some more research, but so far it seems perfectly alright.
Edited by Jester, August 10, 2010, 7:49 am.
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The Laughing Gnome I'm a little tea pot short and stout
Here is my handle and here is my....other....handle...? Oh bother I'm a sugar bowl Ravins of a Mind
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Soulgasmic
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August 10, 2010, 9:28 am
Post #12
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Devotee
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- RPs played like a story.
- What browser are you using?
- Chrome
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- Yes
- Country
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I just have to say this really quick, 'cause I genuinely have OCD about this shit. >.> Not tryin' to be a dick, but:
*since
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thank you lord jesus for these two lesbians doin it
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Jester
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August 10, 2010, 11:25 am
Post #13
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October 2010 MOTM!
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s'alright, I have a habit of doing that. >.> thanks.
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The Laughing Gnome I'm a little tea pot short and stout
Here is my handle and here is my....other....handle...? Oh bother I'm a sugar bowl Ravins of a Mind
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Fenrir
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August 11, 2010, 1:44 am
Post #14
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Addict
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Good to know, Jester! \
BTW - I can answer any questions about the PHB 3.5 and DND 3.5 ed in general; I have over 13 books that specifically relate to 3.5 I used to be such a nerd.
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When a Lone Wolf relies on his friends.....

...The One Winged Angel will fall once again.
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Jester
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August 11, 2010, 1:53 am
Post #15
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October 2010 MOTM!
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I still am.  I've got hard copies of the PHB and DMG (friend of mine lost my copy of the MM....fucking twat.) and I've got 16 Ebooks (of use, the Deluxe character sheets wont' do us much good.), including the PHB2 and the first three MM's. I'll go ahead and pop out the actual list so that we know what information we have available. DM guild, PHB, PHB2, MM, MM2, MM3, Book of Vile Darkness, Arms and Equipment Guild, Defenders of the Faith, Libris Mortis, Masters of the Wild, Song and Silence, Sword and Fist, Tome and Blood, Complete Arcane, Dragonomicon, Fiend Folio, races of the wild, and Savage species. Some of them the files are a bit corrupted but for the most part it's all running smooth.
Edited by Jester, August 11, 2010, 2:01 am.
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The Laughing Gnome I'm a little tea pot short and stout
Here is my handle and here is my....other....handle...? Oh bother I'm a sugar bowl Ravins of a Mind
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The Warlord
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August 11, 2010, 1:56 am
Post #16
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Resident
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I'm still a nerd, and i still play.
I'm currently working on my character, will probably edit this post when done )if nobody else has posted 'till then)
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King of Wackatopia: "I'll guarantee your safety, give you meaning, give you knowledge and something to believe in for the low cost of your personal freedom."
Fang: "Look at you, you're gorgeous, you're beautiful, and when i look into your beautiful eyes all I see is this magnificent elegant creature, full of grace, full of strength. You're mesmerizing. You're intoxicating. I want you near me. I want to indulge you."
Ryan: "If my survival means the death of innocents, then so be it"
Kyliden: "This one is strong. He's brave and takes what he needs. He's a better werewolf then i could ever wish to be."
Diego: "I can't control what i feel, querida mia. This spark will become a big lively fire. It will consume me, it will consume you and everyone around us, and once nothing is left, new life will spring eternal."
Wade: "She made me love her before she sired me. She wanted a companion, a friend, a lover to indulge her throughout the centuries. Her demise filled me with emptiness; she was to give me a purpose and now I'm alone."
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Fenrir
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August 11, 2010, 2:07 am
Post #17
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Addict
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I have..hard copies all:
-2 PHBs -MM 1 -DMG -Races of Stone - " of the Dragon - Complete Adventurer - Complete Hero - Complete Scoundrel -Expanded Psionics Handbook - Complete Psionic and more, don't have time to check, going out to dinner, will update later
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When a Lone Wolf relies on his friends.....

...The One Winged Angel will fall once again.
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The Warlord
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August 11, 2010, 2:14 am
Post #18
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I decided i'll multiclass and make a fighter/binder and give yo uthe time to properly reflect on whther or not i could make a binder. They're freaking neat 
User Name: Wackman Character Name: Wade Ackington Race: Human Class: Fighter Age: 26 Gender: Male Alignment: Neutral Good Weapons: Armor: Notable Equipment:
Personality: Wade is a good guy. He’s very simple and doesn’t really want a lot out of life. He simply does what he does because he happens to be good at it. He’s very protective of his comrades and hates evil. He’s a bit pious, often mistaken for a paladin, but he is very willing to break rules if they in turn aren’t helping the citizens. He works very hard and trains a lot in order to better hone his skills, and is fully willing to take a hit for one of his comrades.
Bio:
A farmer’s son, he grew up cultivating crops with his father and his many siblings since he could remember. Then in his teens, he enrolled in the army to see the world.
He’s fought many battles and grew in reputation and in ranks, but grew tired of the constant discipline he had to go through. After quitting the army, he decided to venture on his own, that’s when he met them.
Together, he and his newfound friends went and discovered all sorts of dungeons and treasures and took down various powerful foes. They were a well-oiled machine, until it happened; a losing battle, The Battle of Nine Hells, and a failed spell. He didn’t know what had happened, but when he woke up he felt… weak… and no longer a half-orc as he used to be.
Other: In his memories there is a strange rituals that involve an odd symbol, he has yet to decipher what it means
Appearance : Wade is now human. He stands at 5’8 and weighs 185 pounds. He still has a muscular frame, but is less impressive and green then the previous one. He has messy black hair, dark brown eyes and doesn’t wear any of his old battle scars.
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King of Wackatopia: "I'll guarantee your safety, give you meaning, give you knowledge and something to believe in for the low cost of your personal freedom."
Fang: "Look at you, you're gorgeous, you're beautiful, and when i look into your beautiful eyes all I see is this magnificent elegant creature, full of grace, full of strength. You're mesmerizing. You're intoxicating. I want you near me. I want to indulge you."
Ryan: "If my survival means the death of innocents, then so be it"
Kyliden: "This one is strong. He's brave and takes what he needs. He's a better werewolf then i could ever wish to be."
Diego: "I can't control what i feel, querida mia. This spark will become a big lively fire. It will consume me, it will consume you and everyone around us, and once nothing is left, new life will spring eternal."
Wade: "She made me love her before she sired me. She wanted a companion, a friend, a lover to indulge her throughout the centuries. Her demise filled me with emptiness; she was to give me a purpose and now I'm alone."
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Jester
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August 11, 2010, 2:37 am
Post #19
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October 2010 MOTM!
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alright mate, the character looks good save for a few things that need to be wiggled out. The heroes when they're reincarnated don't have anything they had on them during the time of death because the only thing that was effected by the spell is their soul(and in turn mind.) This includes being starch naked. >.< (not to worry, there will be some options for everyone once it gets started.) And the only other thing that we need to touch on is that the minor things like bed role or tent wouldn't need to be noted in the equipment when you get it. Everything else can go under what I like to call 'adventure's gear' which is basic adventuring equipment like rope, bedrolls, flint and steel and so froth. I didn't want to be TOO anal retentive about the minor things. (though something like a compass, or trade kits and such should be mentioned.)
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The Laughing Gnome I'm a little tea pot short and stout
Here is my handle and here is my....other....handle...? Oh bother I'm a sugar bowl Ravins of a Mind
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Everlasting Nirvana
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August 11, 2010, 2:49 am
Post #20
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So no weapons at the start?
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Everlasting Nirvana
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August 11, 2010, 2:52 am
Post #21
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Sorry for the double post putting up my character now
User Name: Silver Ramziel Character Name: Allucious Valkin Race: Halfling Class: Ranger Age: 19 Gender: Male Alignment: Chaotic Good Weapons: Armor: Notable Equipment: Personality: He is for the freedom of the individual. He is very kind and honorable. He shows valour on the battle field fighting to his last breath if necessary. He is for the idivual rights of every being sometimes going as far as making chaos for local officials who hassle the people. Bio: In his youth he trained with the seven elven masters learning all there was about swordsmanship and ranging. When he was in the early years of his life being one hundred in age he took a quest to find the mythical Bow of Ages. At the age of five hundred he had the Sword of Light forged for him. During his life he had accomplished many great deeds for many of the races. He was revered as a hero having saved many villages from attacks. Other: Appearance: Spoiler: click to toggle
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The Warlord
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August 11, 2010, 2:54 am
Post #22
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Edited
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King of Wackatopia: "I'll guarantee your safety, give you meaning, give you knowledge and something to believe in for the low cost of your personal freedom."
Fang: "Look at you, you're gorgeous, you're beautiful, and when i look into your beautiful eyes all I see is this magnificent elegant creature, full of grace, full of strength. You're mesmerizing. You're intoxicating. I want you near me. I want to indulge you."
Ryan: "If my survival means the death of innocents, then so be it"
Kyliden: "This one is strong. He's brave and takes what he needs. He's a better werewolf then i could ever wish to be."
Diego: "I can't control what i feel, querida mia. This spark will become a big lively fire. It will consume me, it will consume you and everyone around us, and once nothing is left, new life will spring eternal."
Wade: "She made me love her before she sired me. She wanted a companion, a friend, a lover to indulge her throughout the centuries. Her demise filled me with emptiness; she was to give me a purpose and now I'm alone."
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Jester
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August 11, 2010, 3:00 am
Post #23
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October 2010 MOTM!
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nope, no weapons or equipment. Literally nothing on their bodies. they wake up bleed'n naked. And also, I'm not going to let you know what you where reincarnated into. -one dice role later- You need to chance your race and appearance to a halfling. Because that is what you've woken up as.
and looks good wackman. I'll go ahead and add you up and start cooking up the IC thread. Soon as Silvers done changing his we can profile we can get started.
Edited by Jester, August 11, 2010, 3:02 am.
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The Laughing Gnome I'm a little tea pot short and stout
Here is my handle and here is my....other....handle...? Oh bother I'm a sugar bowl Ravins of a Mind
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Everlasting Nirvana
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August 11, 2010, 3:07 am
Post #24
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Visitor
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So im not an elf?
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Jester
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August 11, 2010, 3:07 am
Post #25
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October 2010 MOTM!
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Not till you get your old body back. You also still need to clear your notable equipment area.
Edited by Jester, August 11, 2010, 3:08 am.
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The Laughing Gnome I'm a little tea pot short and stout
Here is my handle and here is my....other....handle...? Oh bother I'm a sugar bowl Ravins of a Mind
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