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Ramus2011-07-29 11:49:37

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A (not so) Grand Return

Many moons ago, when I first stumbled upon this site and when the Liveblog Forum wasn't archived, I live blogged a game of Dungeons and Dragons: 4th Edition. I ended playing a power hungry and rather out of whack Doppelganger Rogue named Mogi who traveled along side her companions, Oerin the Deva Artificer, Minlagni the Tiefling Wizard, Book the Warforged Fighter, and eventually Victor the (boring) Human Paladin. They pissed off a god, killed many a god killers, fought against hippos and lions, and started a new religion, all while riding on a sweet vehicle called The Slab On Wheels.

But this isn't that campaign, for now we start a brand spanking new one, this time in a half an edition earlier game. So, here's the catch, I need you guys to make me a new character for a campaign that begins on 5th of August. This means deciding upon the name, gender, back story, race, class, feats, EVERYTHING and whenever that character levels up, you guys get to pick the new stuff and can make suggestions on where I take that character in the campaign. Don't worry, for the non-D&D literate, I'll simplify things for you guys. All that I ask is that you don't make me play a cripple in a campaign that's set in a heroic fantasy.

Seeing as I have eight days until the game begins, we've got plenty define the various details of who I'm going to play. Here's a quick outline of what I need:

  • Name: Anything that isn't annoying modern like "Bob" will do here.
  • Age: Within the race's standard stuff.
  • Gender: And if you guys want, it can be left ambiguous.
  • Personality: Don't need to put too much here. What's our character's basic quirks?
  • Alignment: Which you can read about here. We're flexible on this sort of stuff, so don't over think it.
  • Religion: I don't have any information on the gods and goddesses of this setting yet, but just put the gist of what the character would be following here and I'll do my best to match it up. We can also have a Flat-Earth Atheist, A God Am I, and other stuff.
  • Appearance: Self-explanatory. If needed, we can always stick a picture here.
  • History: No need to go overboard here, we'll take just about everything.
  • Race: I'll make a section below about the basic races along with a link to some more unusual races to pick from.
  • Classes: I'll also make a section describing the various classes.

After that, we'll get down to the nitty gritty, but for now, it's fleshing out the character and creating a unique adventurer.

Races: (Feel free to suggest more, the site I linked have several homebrew ones and official ones I won't cover that I can ask my DM about, however, no level adjustment ones are allowed)

  • Dwarf: Short, sturdy guys who drink lots of beer. They all have epic beards and tend to be able to take quite a beating. They get a bonus to beefiness, a penalty to people skills.
  • Elf: Tall, skinny guys who are glorified hippies. They specialize in being dodgy and nimble as well as liking bows and swords. They get a bonus to being nimble and a penalty to beefiness.
  • Gnomes: I don't like gnomes. No one likes gnomes. We don't be playing a gnome.
  • Half Elf: Off spring of a human and an elf. They're, um, a mixed bag of bonuses. Long story short, you get to be pretty while still looking rather human. No bonuses or draw backs.
  • Half Orc: They stink and they hit things hard. They're also part human, part orc. They get a bonus to hitting stuff hard, but a penalty to both smartness and people skills.
  • Halfling: Short little guys who can fit in small places. They're smaller than most races but are extra nimble. Bonus to nimbleness, penalty to hitting stuff hard.
  • Human: Yeah... no bonuses or drawbacks.

Classes: (Don't worry about the long list of stuff, we're sticking to base classes that aren't psionic, and you know, you can suggest more).

  • Barbarian: Illiterate, rampaging killers. They dish out the damage and don't stop. They can HULK OUT for a short while, making them pretty much invincible and hit even harder. They also have no tricks beyond hitting stuff harder.
  • Bard: The jack of all trades, a bard gets magic and as well as a wide selection of weapons and armor. Plus, a bard sings. If you're feeling in decisive, this is the class to pick because with time, you can mold a Bard to do anything or even everything.
  • Cleric: The holy men and women. Religion matters a lot for these guys, and they have to share the same alignment as the deity they worship. In exchange, they get divine magic, which includes kicking butt and healing. They're on the beefier side as far as classes go, but should leave the heavy lifting to the melee classes.
  • Druid: Magical hippies! They call upon the power of nature and can transform into various animals. Actually, the Druid pulls rank by being able to both cast spells and be on the front line by taking the shape of a beefier animal.
  • Fighter: The basic melee classes. Can wield and wear pretty much everything. Specializes in taking beatings and dishing them back. Also the most straight forward class to play and don't worry, we can be a dexterous fighter as well as a muscular fighter.
  • Monk: Kung fu fighting dudes. They pretty much need no weapons or armor, have a bag full of tricks, and have some skill to fit the situation. On the downside, their synergy with said skills is next to none unless you do some major min maxing.
  • Paladin: The halfway point between the fighter and cleric. Not restricted to Lawful Good for us either, they wear the heavy armor, smite evil, ride the white horse, and eventually start casting divine spells, though not as well as the cleric. The catch is that if you step out of line too much from your religious route, you lose all powers, so this isn't the class to pick to have shits and giggles.
  • Ranger: Lives in the wild and typically has an animal companion. Also have a tendency to specialize in bows and tracking down various creatures. You do eventually get magic but your main stay is your ability to find and kill anything that you specialize in.
  • Rogue: Sneaky bastards that disable traps, break into high security areas without being noticed, and, of course, back stab for massive damage. Not exactly durable but their sheer level of utility makes them quite important.
  • Sorcerer: The first arcane caster class. They get a wide variety of spells to choose from. From those that they pick, they can cast them spontaneously, meaning you don't have to prepare them ahead time, allowing for lots of flexibility in your choices. Does get a pet familiar with various bonuses and is not too squishy.
  • Wizard: Like the sorcerer except instead of having to select a pool of spells to cast from, you have the entire library constantly open to you, except you must select which ones to use at the beginning of the day, meaning this class needs a lot more planning than the sorcerer. Also gets a familiar but is very, very squishy.

If you have any questions, feel free to add them below in the comments section, I'll be glad to answer any questions. Now, let's begin, I want a fun adventurer to play as, since after all, we've got loot to plunder and dragons to be slain, and I want to do it the funnest manner possible.


So a general idea of what we've got here:

  • Warforged (robot golem thingies) Barbarian
  • Halfling Ranger
  • Wizard of some variety that specializes in necromancy
  • And whatever else you suggest

Nothing seems to be popular yet.

Comments

Psyga315 Since: Dec, 1969
Aug 20th 2011 at 5:30:44 PM
Hm... When you make repairs, place a crossbow in the severed area ala Guts.

Also, I love the Halfway Plot Switch Once An Episode.
Ramus Since: Dec, 1969
Aug 20th 2011 at 5:46:04 PM
Yeah, we do that a lot, don't we?
darnpenguin Since: Dec, 1969
Aug 21st 2011 at 2:14:37 PM
A character who can't remember their involvement in the larger plot due to a previous death? Didn't that same thing happen in the 4E game you blogged before?

Anyway, I'd say take the Power Attack since cleave is a must. Saving the reflexes for level 9 or 12 when it'll make you storm of metallic death sounds like it can only work to your advantage.
twasBrillig Since: Dec, 1969
Aug 21st 2011 at 5:06:41 PM
It's worth noting that mithril reflexes is a homebrew feat, so make extra sure to run it by your DM. I'd go with Power Attack, as it's actually pretty essential for your damage output.

Check with your DM about stealing an arm off of Mister Rippentear. Ironic turnabout, tear off his arm for a...transplant? Prosthesis? Whatever. Giant crushing hand. Basically, either it's awesome and you get a big arm, or it's awesome and you get a big arm with some sort of stat bonus attached.
Ramus Since: Dec, 1969
Aug 21st 2011 at 5:17:02 PM
Actually, darnpenguin, the previous game was some guy getting reincarnated. I think Vosh actually knew about the past this time since he didn't mention not remembering his past, he just didn't want to tell us about his past.

Plus he's True Neutral with some vaguely Neutral Evil in there, so if I were to take a bet, Vosh is with us to simply get revenge or start up his own little project.
desdendelle Since: Dec, 1969
Aug 23rd 2011 at 10:18:19 PM
Yeah, Power Attack's pretty necessary, though if you want something you can reap the benefits of immediately try Blindfight or Improved Init.
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