Starting level 10, with standard wealth for that level (49,000 gp). Cannot spend more than 20,000 gp on a single item.
Your character needs to have a backstory along with allies, enemies, family, friends, contacts, stuff like that. It doesn't have to be super detailed. Childhood, upbringing, training, and notable moments will do. If you want to go into more detail, that's just fine.
We'll be using AoK's HP system. Full HP for odd levels, half HP for even, adding Con as usual.
Sorcerer's get Eschew Materials as a bonus feat at 1st level, and bonus feats exactly like a Wizard.
Sorcerers can take Draconic feats in place of the normal bonus Wizard feats.
Wizards, and only Wizards, can take Spell Focus, Improved Spell Focus, Spell Penetration, Greater Spell Penetration, and Augment Summoning as bonus feats in addition to their normal bonus feats.
Vorpal will not decapitate enemies on a natural 20, but will instead double your critical hit damage. So if a weapon would do x3 on a critical, a vorpal version of that weapon would do x6. And the enchantment price equivilant is reduced to +3 instead of +5.
No non-standard races, and no races with a level adjustment.
No custom items. By custom items, I mean items with unique abilities or items that can't be created by using the standard item-creation rules.
No Legacy items or aritfacts. See above.
No items with a non-enhancement bonus to an ability score. See above.
I'm the DM. I reserve the right to mod-kill characters, god-mod characters, or do anything else to your characters that I see fit. Which brings me to another point: I'm the DM. Please don't argue with me about something that doesn't make sense to you. I know what I'm doing. Trust me.
That said, I'm only human, and as a human, I make mistakes. If you see something that looks like a mistake on my part, feel free to point it out. If it is a mistake, I'll correct it. If it's something deliberate, I'll let you know with a cryptic remark.
32-point Mamelon Point Buy system for ability scores.
Players-
Talore only.
The world is in turmoil. Two centuries ago they appeared, seemingly from nowhere. Huge creatures, beings from beyond the known planes. Nobody knew what they were, what they wanted, or how to stop them. They just began killing. And kept killing. Billions of sentient beings dead, their bodies taken by their slayers. Devestating magic blasted the surface of the world, called forth by both the attackers and those who opposed them.
The ground fractured, the sky was split by fire, and the very fabric of the universe was torn asunder. Seemingly nothing could stop them. Then, as suddenly as they appeared, they vanished into the aether. The most powerful champions of the material plane followed on a desperate suicide mission, hoping to find their plane of origin and seal it from the rest of the multiverse. What they discovered was a planar catastrophe beyond anything believed possible.
Every plane devestated by these creatures. The dead taken. The sentient beings there wiped almost to extinction. The Deities themselves injured, in hiding, or vanished.
They sent one of their number back to report, while the others vanished into the planes to continue their search.
This cataclysm, known as the Harvest, is still fresh in the memories of the survivors of the attack. Less than 100,000 sentient beings survived. In the two centuries since, they've increased their population to just over 500,000. But the ruined world the creatures left behind is hostile, and the population growth is slow.
The remnants of civilization have begun to rebuild, but like repopulation, the going is slow. Many small villiages and towns have been built to provide mutual support and survival. Each villiage, town, and city realizes that a full-scale war would almost certainly prove fatal to the survival of the world, so unspoken rules prevent the formation of armies. Instead, the population relies on the skills of individuals to further their goals. Assassination, spying, and espionage have not changed much. But open conflict between cities, war, skirmishes, all are settled by small groups of individuals.
Most heroes, villians, adventurers, and mercenaries aspire to become Champions. Each city selects a single individual to serve as its guardian. A city's champion is the closest thing to nobility one can come in the wasteland that was the world. To be a Champion is the highest honor any one person can hope for.
Money, respect, position, and many other benefits are awarded to Champions, but the cost is high. A Champion represents his or her city in all important matters. They serve as arbiters for major disputes, diplomats, and, in times of war, the entire army. Champions and their companions clash with other Champions on the battlefield in place of the great armies of the past. For the winners: respect, power, and expanded territory. For the loser: only death.
While Champions live the life of luxury, the rest of the world suffers. Poverty, starvation, crime. All are rampant and almost universal for the common folk. Even leaders and cheiftains dress and eat like the general population. But the world is recovering, if slowly. The ruins of the Old Kingdom, as the pre-Harvest world is called, are beginning to be reclaimed from the harsh wilderness. If the Harvesters don't return, it may even one day be returned to its former glory. But not anytime soon. For now, the best one can hope for is to etch out a living for oneself in any way possible. For the lucky few, this means becoming a Champion. For the rest, it simply means surviving another day.
Everything scares me... kitties scare me... squirrels scare me... corpses....corpses bring forth a pletora of confusing feeling which i prefer not to dwell on...:p
Everything scares me... kitties scare me... squirrels scare me... corpses....corpses bring forth a pletora of confusing feeling which i prefer not to dwell on...:p
Everything scares me... kitties scare me... squirrels scare me... corpses....corpses bring forth a pletora of confusing feeling which i prefer not to dwell on...:p
Everything scares me... kitties scare me... squirrels scare me... corpses....corpses bring forth a pletora of confusing feeling which i prefer not to dwell on...:p
Ah, I realised that I didn't post my condition in here, but I had a concussion. I was a bit behind on writing my flavour for this, then *BAM* out for a week and dizzy ever since. Sorry for the lack of communication, when I posted in my clan about the concussion I forgot this was still open.
For what it's worth I'm disinterested in continuing at this point; it looks like you've moved on, too.
Private Mod Note
():
Rollback Post to RevisionRollBack
To post a comment, please login or register a new account.
Starting level 10, with standard wealth for that level (49,000 gp). Cannot spend more than 20,000 gp on a single item.
Your character needs to have a backstory along with allies, enemies, family, friends, contacts, stuff like that. It doesn't have to be super detailed. Childhood, upbringing, training, and notable moments will do. If you want to go into more detail, that's just fine.
We'll be using AoK's HP system. Full HP for odd levels, half HP for even, adding Con as usual.
Sorcerer's get Eschew Materials as a bonus feat at 1st level, and bonus feats exactly like a Wizard.
Sorcerers can take Draconic feats in place of the normal bonus Wizard feats.
Wizards, and only Wizards, can take Spell Focus, Improved Spell Focus, Spell Penetration, Greater Spell Penetration, and Augment Summoning as bonus feats in addition to their normal bonus feats.
Vorpal will not decapitate enemies on a natural 20, but will instead double your critical hit damage. So if a weapon would do x3 on a critical, a vorpal version of that weapon would do x6. And the enchantment price equivilant is reduced to +3 instead of +5.
No non-standard races, and no races with a level adjustment.
No custom items. By custom items, I mean items with unique abilities or items that can't be created by using the standard item-creation rules.
No Legacy items or aritfacts. See above.
No items with a non-enhancement bonus to an ability score. See above.
I'm the DM. I reserve the right to mod-kill characters, god-mod characters, or do anything else to your characters that I see fit. Which brings me to another point: I'm the DM. Please don't argue with me about something that doesn't make sense to you. I know what I'm doing. Trust me.
That said, I'm only human, and as a human, I make mistakes. If you see something that looks like a mistake on my part, feel free to point it out. If it is a mistake, I'll correct it. If it's something deliberate, I'll let you know with a cryptic remark.
32-point Mamelon Point Buy system for ability scores.
Players-
Talore only.
The world is in turmoil. Two centuries ago they appeared, seemingly from nowhere. Huge creatures, beings from beyond the known planes. Nobody knew what they were, what they wanted, or how to stop them. They just began killing. And kept killing. Billions of sentient beings dead, their bodies taken by their slayers. Devestating magic blasted the surface of the world, called forth by both the attackers and those who opposed them.
The ground fractured, the sky was split by fire, and the very fabric of the universe was torn asunder. Seemingly nothing could stop them. Then, as suddenly as they appeared, they vanished into the aether. The most powerful champions of the material plane followed on a desperate suicide mission, hoping to find their plane of origin and seal it from the rest of the multiverse. What they discovered was a planar catastrophe beyond anything believed possible.
Every plane devestated by these creatures. The dead taken. The sentient beings there wiped almost to extinction. The Deities themselves injured, in hiding, or vanished.
They sent one of their number back to report, while the others vanished into the planes to continue their search.
This cataclysm, known as the Harvest, is still fresh in the memories of the survivors of the attack. Less than 100,000 sentient beings survived. In the two centuries since, they've increased their population to just over 500,000. But the ruined world the creatures left behind is hostile, and the population growth is slow.
The remnants of civilization have begun to rebuild, but like repopulation, the going is slow. Many small villiages and towns have been built to provide mutual support and survival. Each villiage, town, and city realizes that a full-scale war would almost certainly prove fatal to the survival of the world, so unspoken rules prevent the formation of armies. Instead, the population relies on the skills of individuals to further their goals. Assassination, spying, and espionage have not changed much. But open conflict between cities, war, skirmishes, all are settled by small groups of individuals.
Most heroes, villians, adventurers, and mercenaries aspire to become Champions. Each city selects a single individual to serve as its guardian. A city's champion is the closest thing to nobility one can come in the wasteland that was the world. To be a Champion is the highest honor any one person can hope for.
Money, respect, position, and many other benefits are awarded to Champions, but the cost is high. A Champion represents his or her city in all important matters. They serve as arbiters for major disputes, diplomats, and, in times of war, the entire army. Champions and their companions clash with other Champions on the battlefield in place of the great armies of the past. For the winners: respect, power, and expanded territory. For the loser: only death.
While Champions live the life of luxury, the rest of the world suffers. Poverty, starvation, crime. All are rampant and almost universal for the common folk. Even leaders and cheiftains dress and eat like the general population. But the world is recovering, if slowly. The ruins of the Old Kingdom, as the pre-Harvest world is called, are beginning to be reclaimed from the harsh wilderness. If the Harvesters don't return, it may even one day be returned to its former glory. But not anytime soon. For now, the best one can hope for is to etch out a living for oneself in any way possible. For the lucky few, this means becoming a Champion. For the rest, it simply means surviving another day.
{Magic: The RPG}
Classes: Battle Sorcerer(UA) 6/Swiftblade 4
Hummingbird Familiar (Dragon 323?), which gives +4 to initiative, uses stats for Thrush familiar in the DMG
Feats:
1- Expeditious Dodge (RotW)
Human- Mobility
Sorcerer1- Eschew Materials
Familiar- Alertness
3- Practiced Spellcaster (CD)
Sorcerer5- Extend Spell
6- Arcane Strike (CW)
Swiftblade- Spring Attack
9- Power Attack
Spells:
4-Polymorph
3-Haste
2-Wraithstrike(SC), Blade Weave(SC)
1-Grease, Mount, Ray of Clumsiness (SC), Ray of Enfeeblement
Items:
+1 Mithril Chain Shirt w/Stamina,Greater (10150)
Crystal of Adaptation, Lesser(MiC) (500)
+1 Mithril Buckler (2015)
+1 Dispelling(MiC) Sudden Stunning(DMG2) Longsword (10310)
Cloak of Elemental Protection(MiC) w/ Charisma +2 (5000)
Headband of Conscious Effort(MiC) (2000)
Anklet of Translocation(MiC) (1400)
Healing Belt(Mic) (750)
Eyes of the Eagle (2500)
Wand Bracer(Dungeonscape) (300)
Loaded with:
Wand of Invisibility (4500)
Wand of Protection from Evil (750)
Wand of Whirling Blade(SC) (4500)
Wand of Wall of Smoke(SC) (750)
Wand of Rope Trick (4500)
Everful Mug(SC?) (200?)
Everlasting Rations(MiC) (350)
Dull Grey Ioun Stone with Permanent Flame cast on it (135)
Must I list mundane, common sense equipment? (And just charge myself 100gp for it all?)
48210 +100
690gp left
Just dumping stuff that I've decided on already. (For Review)
In fact, I think I'll go so far as to say no Unearthed Arcana unless I approve it.
{Magic: The RPG}
{Magic: The RPG}
Bump? I'm still interested if you are.
{Magic: The RPG}
For what it's worth I'm disinterested in continuing at this point; it looks like you've moved on, too.