That's a cool line right there . Accepted.
edited 23rd Feb '14 6:33:36 AM by FantasyLiver
Added a slight detail to her appearance. Nothing important but she wears toeless boots, normal footwear and claws not mixing well.
edited 24th Feb '14 3:28:26 PM by tricksterson
Trump delenda estIs this still open?
TV Tropes Powers. Activate!!!!!Sure! Post your signup and (assuming it's approved), I can probably find a way to work you in.
- Name: Corlynn Deekle a.k.a. "Lyn"
- Gender: Female
- Age: 48
- Race: Gnome
- Class: Spellthief 3
- Equipment: Ornate leather armor, usually worn. One fancy dress, for special occasions. Sap. Light hammer. Three daggers. Sling and bullets. Set of thieves' tools. Standard traveling gear (stuff like a bedroll, some rations, etc.) stored in a backpack.
- Skills/Abilities:
- Skills (in order of priority): Sleight of Hand, Hide, Move Silently, Search, Open Lock, Bluff, Listen, Spot, Appraise
- Gnome racial traits. Notably, can cast Dancing Lights, Ghost Sound, and Prestidigitation once per day.
- Spellthief abilities:
- Sneak attack (similar to Rogues)
- Steal spell (instead of dealing sneak attack damage, she can steal one of her target's spells, if they're a spellcaster)
- Steal spell effect (instead of dealing sneak attack damage, she can steal the effect of a spell that was cast on her target)
- Appearance: Lyn stands at just an inch over 3 feet, with wispy white hair, blue eyes, and a disarming smile on a youthful face. Has a light frame common to most gnomes. Wears a (mundane) ruby pendant as sort of a lucky charm.
Backstory:
Lyn has always been a bit of a kleptomaniac, earning her the nickname "Quick-Hands" among the gnomes she grew up with. Combining her "talents" with the gnomish affinity for magic led to her being a knack at swiping not just coin, but spells as well.
As an adventurer, she alternated between taking strange and challenging jobs, and taking her coin from other people's purses. This habit of hers got her caught by guards and sent to jail, twice. But she kept improving her technique each time, always aiming to decrease her risk of getting caught. Eventually she added "sneaking into places where you shouldn't be" to her repertoire. Nicking a stash of gems turned out to be a good way to earn a month's worth of meals at a time, and provided an interesting challenge besides. Of course, thievery on such a scale meant she often has to skip town after a job, not to return until long after the heat dies down.
One night in Eridell, she'd prepared to sneak into an antique shop late at night when she discovered that it had already been broken into. She had many reasons to abort (there might already be a tripped alarm in there, or the nearby guards could be on high alert, or most likely the place had been cleaned out), and it would take days to plan another heist. So instead she went back to her room in the inn, knowing she would have to double-check to make sure her money would last until she could find another place to rob.
You can just imagine her incredulity the next morning, when she hears that the only thing stolen from the shop last night was a grubby little ring. Granted, it sounded like a rather valuable ring, but just how valuable could it possibly be? Motivated partly by curiosity (and partly by the promise of coin), she decides to take up Mr. Browning's offer.
edited 1st Mar '14 1:52:31 AM by KylerThatch
This "faculty lot" you speak of sounds like a place of great power...edited 28th Feb '14 12:39:23 PM by luckybreak91
TV Tropes Powers. Activate!!!!!I've got a question. See, I wanna go with a Dark Pact Warlock, and in my research I noticed something strange about the Improved Darkspiral Aura. Namely, that I think it's supposed to be a heroic feat instead of a paragon feat.
The feat list says that it increases the Darkspiral Aura damage from d6s to d8s, d10s in the paragon tier, and d12s in the epic tier. Why list what the feat does in the heroic tier if you can't get it until paragon level? Also, all the other Improved warlock Pact feats are heroic tier.
So, um, could I start with that, or should I just wait till paragon?
edited 28th Feb '14 1:58:04 PM by luckybreak91
TV Tropes Powers. Activate!!!!!We have our "expert".
Firstly, I don't think there's anything wrong with having two "experts". Not unless you'd also take issue with multiple spellcasters or warriors, which doesn't seem to be the case.
Secondly, the two characters have different backgrounds and different specialties, I believe. (i.e. hardboiled investigator vs. silver-tongued infiltrator) So it's not much of an overlap anyway.
This "faculty lot" you speak of sounds like a place of great power...I meant that you're filling the role, not that we already have one.
Lyn is accepted. You can Hand Wave your presence in the antique shop with everyone else if you'd like.
Ooooh, I didn't notice we already had a rogue.
Cause I was saying that you were filling an unfilled role.
- Name: Krelmer of Orinthall
- Gender/Age: Male of 35
- Race: Human
- Class: Knight
- Level: 5
- Equipment: Krelmer wears a strange armor, a suit of leather armor, studded with metal pieces gauntlets knee guards and boots, small pauldrons and battle scared chest piece, and steel visored helm. He wears a tattered white hooded cloak which has several arrow shafts sticking out of it. He carries an iron shield, a longsword and a dirk at his belt he also wears a pack containing three days worth of food, drink, and a map.
- Skills/Abilities: Krelmer can speak common, and some bits of Elvish.
- Intimidation
- Knowledge of foreign politics,
- Slight Knowledge Myths,
- Krelmer is a master of sword in shield, however, he also has some knowledge of flails, halberds, spears and bows.
- Krelmer is an expert horsemen.
- Appearance: Krelmer stands six feet tall, and of medium build. He has dark skin, brown, messy hair, Grey eyes, and stubble.
- Back story: Krelmer was a knight in the far off land of Orinthall, the son of Ghrion Thyrll, however, his father soon started to lose political power, desperate, he lead his militia into a siege against a rival house in an attempt to gain it's power, unfortunately that failed miserably and Krelmer, in defiance of the Orinthallian code of Honor, fled the land, wandering ever since, however, recently, he has arrived at Erindell.
edited 1st Mar '14 2:39:42 PM by TroyandHawk
Good to be back@GOA: Seems I misinterpreted your post, then. Sorry about that.
This "faculty lot" you speak of sounds like a place of great power...Are sign ups no longer accepted?
Good to be backThey are still. I've just been busy but I haven't forgotten you.
I'm a bit busy at the moment, I'll try to post a sheet thursday or friday.
edited 3rd Mar '14 9:25:23 PM by luckybreak91
TV Tropes Powers. Activate!!!!!Oh, sorry for being impatient.
Good to be backYou weren't being impatient. If anything, I should've posted something here. Don't worry - I'll try and get this approved in the morning.
You are accepted Troy. Since the group has decided to split up into bars and inns, could you Hand Wave one of your characters being in one of the establishment to get you started with the party?
Name: Daephyra
Gender/Age: Female 30
Race: Elf
Class: Ranger
Level: 5
Equipment:
Armor: Studded leather Weapons: Longsword, wood bow, quiver with 20 arrows Gear: Backpack with waterskin, one day’s trail rations, bedroll, sack, flint and steel, and three torches.
Skills/Abilities: Level 1: Favorite Enemy (Goblin) Level 2: Track, Combat Style Level 3: Endurance Level 4: Animal Companion (Fox) Level 5: Create Water, Cure Light Wounds
Appearance:
Backstory: Daephyra, an orphan elf that has lost her home, was taken in and raised by the people in West Harbor. Here, she would help out with daily lives once she hit the age of ten, gathering fish and retrieving lost hogs. While she wasn't helping out the twon folk, she was practicing with her caretaker in the way of the ranger. The way of the ranger started with her learning how to swing a sword correctly, how to parry and dodge attacks. It was a long percious, taking more hits than returned. After months, she managed to learn the art of sword fighting and thus moved onto the bow. The bow, she learned quickly, as the weapon almost felt natural within her hands. She learned fast and well, impressing those who raised her. At festivals, she always displayed her skill with the bow, winning gold in the arrow shooting contests. Sadly, one festival lead to horror. A bunch of creatures from the ground below attacked the small town, killing a few while those that lived fought back. The town was able to win the battle, but at a cost that slowed down income. The town would spend years being rebuilt, with Daephyra helping along her family. Once the town was rebuilt, she vowed revenge upon those that attacked her home and thus left, traveling the roads alone. By this time, she was the age of twelve. For eightteen long years, she would destroy creatures that would reck of evil, sending arrows into their heads before sutting down the ones that lived. It was a long process, but she did work that no one else could ever do, willing to travel into places so filled with evil that even paladins would be scared to enter them. Now she is in Eridell, running her own shop and watching the days go by. She gave up adventuring a year ago, but that itch to always get back to the danger is growing bigger every day. Soon she is going to crack, going to go forth and relive the freedom she felt upon the road.
edited 5th Mar '14 6:42:59 AM by Careithis
Accepted. See my post for Troy above for how to get in the game and meet up with the group.
Thanks for accepting me. I'm reading through the posts already made, to see what's been going on. So far, it's rather interesting and I can't wait for my character to show.
Okay, after some thought... we need a rogue more than we need a cleric, since the druid's got divine magic covered.
The air's heavier every day. Everyone's feeling the pressure, from His Majesty himself all the way down to Ol' Joe, the barkeep. Nobody's sure when the next monster attack is gonna hit the city. They've got every guard, knight and militiaman keeping watch on the walls... and so schmucks like us gotta deal with the stuff behind them.
Name's Gram Stoneface. Everyone calls me 'Stoneface', friends call me 'Gram', and the last guy who could call me that passed on two years ago, Gods rest the poor bastard. Used to be an adventurer, but then I took an arrow in the knee - and half a dozen in the back, since the first one didn't take. Now I run Stoneface Investigations in the part of Eridell that everybody knows and nobody talks about. Been operating for the past ten years or so, just me and Karla. Karla - sharp enough to be vorpal, curves like you wouldn't believe, and one helluva battle-axe. Only had to change her handle five years ago, too.
I solve problems - not the slickest or the most charming in the business, but I get results, and when Good King Tor has his hands full with goblin hordes and you can't get the guards to listen to you, I can lend you a ear and a hand... for the right price. Mead doesn't come cheap these days, and I'll take on any job that doesn't get me in trouble with the law - and if you pay enough, we can discuss that last bit.
So a little bird told me that this Barnabus fellow had a Ring of Three Wishes stolen. Odd case, that one. You'd think he'd have done something with those three wishes, instead of letting a bunch of goblins rob him from right under his nose. Fishier than a diplomatic party of Merfolk.
...Well, this kinda case is right up my alley. Time to earn my keep.
edited 23rd Feb '14 1:00:06 AM by Pyrite
Not a substitute for a formal medical consultation.