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Clarion Quietus
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Doomed Hero
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Character Creation Thread (Clarion Quietus)
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Topic: Character Creation Thread (Clarion Quietus) (Read 210040 times)
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Doomed Hero
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Re: Character Creation Thread (Clarion Quietus)
«
Reply #25 on:
May 26, 2010, 09:48:17 AM »
I'd like everyone to take a look at Pheros' armor table. That's exactly what it's supposed to look like. When we get to your character's equipment, try to match that. If the rules or the coding don't make sense to you (or if you're just to busy to deal with it), let me know. Thanks to Nif making me the Mod for the game, I can go in and fiddle with it.
Pheros, starting Karma is always 10. If you spent points to raise it to 13, you've got them to spend elsewhere.
Also, what I said about Kiron's skills is true with yours as well. Please document where your bonuses come from. It really helps me when I'm doing my math checks.
Being one of Durgi's Rock's best hunters, I'd recommend putting some points into Craft: Trapmaking. When you convert your skill list to Patchfinder, the number of points go further, because the skill list has been condensed.
«
Last Edit: May 26, 2010, 09:59:35 AM by Doomed Hero
»
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Pheros
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Re: Character Creation Thread (Clarion Quietus)
«
Reply #26 on:
May 26, 2010, 10:15:05 AM »
ok...updated char sheet to drop karma, raise int, fix skills, added Trapmaking
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Doomed Hero
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Re: Character Creation Thread (Clarion Quietus)
«
Reply #27 on:
May 26, 2010, 10:42:36 AM »
Spot and Listen are now one skill, as are Hide and Move Silently. Balance is now one of the uses for Acrobatics.
Here's the Pathfinder master skill list:
http://www.d20pfsrd.com/skills
by the way, you won't start with your Heirloom weapon, but it'll show up in the early part of the game.
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Pheros
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Re: Character Creation Thread (Clarion Quietus)
«
Reply #28 on:
May 26, 2010, 10:31:50 PM »
Ok...skill list updated. From my reading of the SRD above, you get a +3 bonus on top of the ranks you use, so the first rank in a class-skill effectively gives you a +4, right?
updated the weapon...look forward to the heirloom one.
Joe
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Sholano
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Re: Character Creation Thread (Clarion Quietus)
«
Reply #29 on:
May 27, 2010, 12:09:55 AM »
Alrighty, here we go. It may seem like it's a bit more specific than necessary (particularly in the skills section), but I've learned my lesson; you never regret knowing what all your bonuses are, and where they're coming from.
Still haven't quite worked out the armor thing, traits, or equipment. Should be done, other than that.
Dorin Redgard
Race:
Dorn
Class Levels:
Barbarian 1
Heroic Path:
Juggernaut
Attributes:
Str:
18 (+4)
Dex:
15 (+2)
Con:
16 (+3)
Int:
10 (0)
Wis:
8 (-1)
Cha:
10 (0)
Kar:
10 (0)
Combat Stats
Hit Points:
15/15
Speed:
40 = 30 (human base) +10 (Barbarian 1st level)
Initiative:
+2 (Dex)
BAB:
+1
CMB:
+5 = 4 (Str) +1 (BAB)
CMD:
17 = 10 +4 (Str) +2 (Dex) +1 (BAB)
AC:
Um...haven't read through all the new armor rules yet. I'll get back to you.
Saves
Fort:
5 = 2 (Barbarian) + 3 (Con)
Ref:
2 = 2 (Dex)
Will:
-1 = -1 (Wis)
Feats
Two-Weapon Fighting [1st level]
Improved Unarmed Strike [Dorn bonus feat]
Heroic Path bonuses
Link to
Juggernaut
Level 1: Brute Strength +1
Skills
:
6 pts = 4 (barbarian 1) + 1 (Dorn) + 1 (Favored Class)
{C}Acrobatics = 6 = 1 (rank) + 2 (Dex) + 3 (class)
Appraise = 0
Bluff = 0
{C}Climb = 8 = 1 (rank) + 4 (Str) + 3 (class)
{C}Craft = 0
Diplomacy = 0
Disable Device = n/a (untrained)
Disguise = 0
Escape Artist = 2 (Dex)
Fly = 2 (Dex)
{C}Handle Animal = n/a (untrained)
Heal = -1 (Wis)
{C}Intimidate = 4 = 1 (rank) + 3 (class)
Knowledge (Arcana) = n/a (untrained)
Knowledge (Dungeoneering) = n/a (untrained)
Knowledge (Engineering) = n/a (untrained)
Knowledge (Geography) = n/a (untrained)
Knowledge (History) = n/a (untrained)
Knowledge (Local) = n/a (untrained)
{C}Knowledge (Nature) = n/a (untrained)
Knowledge (Nobility) = n/a (untrained)
Knowledge (Planes) = n/a (untrained)
Knowledge (Religion) = n/a (untrained)
Knowledge (Shadow) = n/a (untrained)
Linguistics = n/a (untrained) {+2 competence, 2 fluent languages}
{C}Perception = 2 = 1 (rank) + 3 (class) -1 (Wis)
Perform = 0
{C}Profession (Sailor) = 2 = 1 (rank) + 3 (class) - 1 (Wis)
{C}Ride = 6 = 1 (rank) + 2 (dex) + 3 (class)
Sense Motive = -1 (Wis)
Sleight of Hand = n/a (untrained)
Spellcraft = n/a (untrained)
Stealth = 2 (Dex)
{C}Survival = -1 (Wis)
{C}Swim = 8 = 1 (rank) + 4 (Str) + 3 (class)
Use Magic Device = n/a (untrained)
Languages
Fluent Norther
Fluent Erenlander
Pidgin Trader's Tongue
«
Last Edit: June 12, 2010, 03:19:48 PM by Sholano
»
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Dorin's combat data
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Dorin's character sheet
Doomed Hero
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Re: Character Creation Thread (Clarion Quietus)
«
Reply #30 on:
May 27, 2010, 03:28:21 AM »
Quote from: Pheros on May 26, 2010, 10:31:50 PM
Ok...skill list updated. From my reading of the SRD above, you get a +3 bonus on top of the ranks you use, so the first rank in a class-skill effectively gives you a +4, right?
That's correct. It's numerically the same as the "max ranks are your level +3" from 3.5 rules, it's just a lot more mechanically sensical.
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Ilona Ebonblade
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Posts: 431
Re: Character Creation Thread (Clarion Quietus)
«
Reply #31 on:
May 28, 2010, 02:59:14 AM »
This is what I've got so far, may need clarification on how you do AC.
Siobhan Ashchild
Female Sarcosan Fighter 1
Fireborn path
Str 14 +2
Dex 16 +3
Con 12 +1
Int 14 +2
Wis 10 +0
Cha 16 +3
Kar 10 +0
HP: 12
speed: 30 ft
Init: +3 (dex)
BAB: +1
Melee: +4
Ranged +4
CMB: +2=+1(bab)+1(str)
CMD: 15=10+1(bab)+1(str)+3(dex)
Ceduku +6
, 1d6 19-20/x2 (+1(bab)+3(dex)+1(weapon focus)+1 (sarcosan bonus))
Sepi +5
1d6 18-20/x2
Bow +4
1d8 x3
AC: 21
[10+3(dex)+1(Leather armor)+1(dodge)+ 6 (class)]
armor check: -2=-1()-2()+1()
max dex: +4
Body Area
Armor Type
Bludgeon DR
Pierce DR
Slash DR
Damage Threshold
1) Head
none
0
0
0
2
2-4) Torso
Leather
1
1
2
6
5) Right Arm
Leather
1
1
2
3
6) Left Arm
Leather
1
1
2
3
6) Right Leg
Leather
1
1
2
3
6) Left Leg
Leather
1
1
2
3
Saves:
+3 Fort: +2(class)+1(con)
+2 Reflex: +0(class)+3(dex)
+0 Will: +0(class)+0(wis)
Abilites:
Firestarter
Feats:
Weapon finesse
Weapon focus (Ceduku)
Dodge
Traits:
Anatomist
You have studied the workings of anatomy, either as a student at university or as an apprentice mortician or necromancer.
Benefit: You know where to aim your blows to strike vital organs and you gain a +1 trait bonus on all rolls made to confirm critical hits.
Survivor
Years of living in violent squalor have sharpened your senses and given you an ardent distrust of humanity.
Benefit: You gain a +1 trait bonus to initiative and Sense Motive checks. Sense Motive is always a class skill for you.
Skills:
+1 Acrobatics +3=+3(dex) -1(armor)
+5 Bluff +3(cha)+2(racial)
+0 Climb +2(str) -2 (armor)
+6 Craft (arrows) +2(int)+3(bonus)+1(ranks)
+5 Diplomacy +3(Cha)+2(racial)
+6 Handle Animal +2(int)+3(bonus)+1(ranks)
+7 Intimidate +3(cha)+3(bonus)+1(ranks)
+2 Knowledge(arch & eng) +2(int)
+2 Knowledge(Dungeoneering) +2(int)
+1 Perception +0(wis)+1(ranks)
+ Profession
+7 Ride +3(dex)+3(bonus)+1(ranks)
+7 Sense motive +0(wis)+3(bonus)+1(ranks)+1(trait)+2(racial)
+1 Stealth +3(dex) -2 (armor)
+4 Survival +0(wis)+3(bonus)+1(ranks)
+4 Swim +2(str)+3(bonus)+1(rank) (-2 armor)
Languages: Colonial (fluent), Erenlander (fluent), Trader's Tongue, Halfling (competent)
Possessions:
Singed horse blanket
Ceduku
Cloak
Sepi
3 days rations
Longbow
20 arrows
Large hunting knife
50ft rope
flint/steel
(click to show/hide)
Your character is an orphan. His/her family were freeriders who died in a raid by a group of Black Riders (sarcosan warriors horse-sworn to one of the False Sussars). The raid started a flashfire that spread across half the southern plains. Anyone east of the Eren river who was old enough to remember that fire, does. Even if they weren't on the plains, the light from that fire could be seen all the way to Erenhead and Baden's Bluff. It spread fast, lasted months and was about 100 times larger than the Burning Line of Erathor.
Freeriders are nomads, which means when their homes catch fire, they burn to nothing. You survived because your mother hid you under a pile of wet laundry. One horse blanket, on the bottom, survived the blaze. You still have it.
When you crawled out from under the smouldering blankets, everything was char and ash. People, horses, the land itself. Everything.
You wandered in a daze for a week, eating almost nothing and drinking ash-blackend water from choked streams. You were found by a family of halflings, who cared for you for a few weeks, but realized they could not slow themselves to cater to you and took you to a village called Hornblower's Hill. An old man, whom you came to know only as Grandfather agreed to take you in. You lived there until near-adulthood. He was a sly, willful old man. He taught you to defend yourself (but only when no one was watching) taught you to read and write, and taught you that even the dimmest candle burns brightest when it is darkest, precisely when it is needed most.
You are not going to start with conscious control over your powers. You can tell me out of game if something happens that you think would trigger a fire, but you can't purposefully direct it yet.
We'll deal with what happens to get you hooked up with the rest of the party later.
Fireborn
(click to show/hide)
1 Firestarter
2 Flamethrower 1d6 fire per level
3 Fire Resistance 5
4 Burn It All
5 Flame Thrower (Radius or Ray)
6 Firewalker
7 Fire Resistance 10
8 Smoker
9 Flame Thrower (Cone or Burst)
10 Backdraft
11 Fire Resistance 15
12 Corona
13 Flame Thrower (Line or Wave)
14 Firestarter
15 Immunity to Fire
16 Flare Up
17 Flamethrower (Wall or Hemisphere)
18 White Hot
19 Heat Death
20 Phoenix Heart
Note: All the Fireborn's abilities are Supernatural
Firestarter: You can cause combustible materials to light with a touch or a thought. You may cause any combustible material to catch fire. Unattended objects make a save to negate the effect. (DC 10+1/2 your character level+ your charisma modifier). Attended objects use the reflex save of the creature attending it, providing that creature can make a DC 10 spot check. Combustible objects which are resistant to catching fire, such as damp wood or leather get a +5 bonus. Objects which are very difficult, or nearly impossible to catch fire, such as stone, gain a +20 bonus to their save. This ability can be used as a concentration based effect. If you choose to do so, the DC to resist it goes up by one for each round you concentrate. This means that given enough time to concentrate on an object, you can light nearly anything on fire. Once lit, the object obeys the normal rules for burning objects as outlined in the Core Rules. At This ability is usable At Will and has a range of Short or Touch. At 14th level the range on this ability increases to Long
Flamethrower: You may cause nearby fires to erupt in burning showers and gouts of flame. Every day you gain a pool of energy that you can draw from to cause fire based attacks from any nearby source of fire. Each day you gain a number of points, called Blaze Points, equal to your character level plus your Charisma Modifier. You may spend a number of Blaze Points per round equal to 1/2 your character level. Each time this ability is gained you may choose one of the effects listed, or any of the ones listed previously. From that point on you may spend Blaze Points to create fire-effects in that shape and type. Consult the table below for more detailed effect descriptions.
Melee Attack: In order to use this ability you must have a source of fire within reach of your weapon. Each Blaze Point spent as part of an attack adds 1d6 fire damage to that attack. You can still only spend a number of Blaze Points each round equal to 1/2 your character level. If you use this ability while unarmed, you take 1d6 points of fire damage, but count as armed for the purposes of provoking attacks of opportunity.
Ranged Attack: You may cause a bolt of fire to shoot from any source of open flame within 25'+5' per level of you. Only one Blaze Point per round may be spent on this ability, but it deals 2d6 points of fire damage. This bolt of fire is treated as a ranged touch attack with a range increment of 10 feet and a 20, x2 Crit.
Radius: Fire erupts from an open flame within Short range of you in a radius of 15 feet. This deals 1d6 points of damage to all creatures in the area, Reflex save for 1/2 damage.
Ray: A small, white hot ray of fire shoots from an open flame within Short range of you. This ray requires a ranged touch attack, has a range of Long and deals 1d6 points of damage per Blaze Point spent. There is no save against this damage.
Cone: A cone of fire explodes from a source of open flame near you. This cone begins in any square the source of fire is in and effects a cone shaped area 5 feet long for every two levels you posses. The end of the cone is 5 feet wide for every 10 feet of length. every creature caught in the radius takes 1d6 points of damage for every Blaze Point spent, Reflex Save for 1/2 damage.
Burst: A tiny ball of fire leaps from a nearby open flame and explodes into a ball of fire. The range on this effect is Short (measured from the source of the fire, which must be within Short range of you), and effects a 20 diameter sphere. Creatures in teh area take 1d6 points of Fire damage per Blaze Point spent, reflex save for 1/2 damage.
Line: A line of fire erupts form a nearby source, burning everything in it's path. A line of fire originating from any open flame within Short range of you and traveling in a straight line for a distance of 10 feet per level deals 1d6 points of damage per Blaze Point spent to each creature in it's path, Reflex save for 1/2 damage.
Wave: You create a wave of fire beginning centered on a nearby source of flame, traveling along the ground in any direction and ending up to 10 feet per level away from it's point of origin. This wave is 1 foot per two character levels high and 5 feet per character level wide.
Wall: You create a wall of fire centered on a nearby source of flame. This wall is up to 10 feet per level wide and half as tall. This effect functions exactly as a Wall of Fire, except that it only deals 1D6 points of damage per Blaze Point spent on it's creation and effects creatures on both sides.
Hemisphere: A hemisphere of fire erupts from a nearby open source and hangs in the air like a barrier. The hemisphere has a radius of up to 5 feet per level, centered on any open source of flame within Short range of you. This effect functions exactly as a Wall of Fire, except that it only deals 1D6 points of damage per Blaze Point spent on it's creation and effects creatures on both sides. Creatures caught in the effect as it forms are allowed a Reflex save to negate the damage.
Burn It All: Any object or creature within Short range of you that is attempting to avoid catching fire must make saves against a DC of 10+1/2 your character level+your Charisma modifier, instead of the usual DC 15 save (as described in the environmental effects section of the Pathfinder Core Rules). In addition, creatures or objects on fire add 1/4 your character level (rounded up) to any damage they take as a result of being on fire. All your fire effects gain a chance to catch creatures and objects on fire. Any creature or object that is damaged by one of your fire-based abilities must make an additional Reflex, at the heightened save DC, save to avoid catching.
Firewalker: As a standard action while standing in, or after moving into, an open flame of your size or larger you may spend spend a Blaze Point if you do you are instantly transported to any other open flame of your size or larger within Long range.
Smoker: Your fire effects cause lingering smoke in their area for a number of rounds equal to the amount of Blaze points spent to cast them, or equal to the level of spell causing the effect. This smoke grants concealment to any creature inside it's area, but also imposes a -1 penalty to attacks and reflex saves on any creature that has to breathe or see that does not possess Fire Resistance. This duration is halved out doors and doubled in small enclosed spaces.
Backdraft: You can cause fire effects to repeat in reverse. As a standard action the round after a fire effect occurs within Short range of you, you may spent a number of Blaze points equal to 1/2 the number used to cause the original effect, or 1/2 the level of the spell or ability used to cause the original effect. If you do, you cause the effect to repeat, effecting the exact same area again. The only difference is that the fire rushes the opposite direction as it originally did. (Fireballs implode, cones suck back in on themselves, ect.) This can very effectively cause flames that had been extinguished to re-light. Any creature or object that had been on fire the round before must make a Reflex save (or object save if unattended) with a -2 penalty or catch fire again.
Corona: You may spend a Blaze Point as a free action to pull flame from any source within Short range and wreathe yourself in it. This fire does not actually touch you or your equipment. It rests a few inches away from your body and remains for 1 round per point of Charisma modifier you possess. Creatures coming in contact with this fire, take 1d6 points of damage and risk catching fire.
Flare Up: You may spend additional Blaze Points on any given effect by taking 1d6 points of damage per point beyond your maximum allowed.
White Hot: Your Fire damage treats Fire Resistance as if it were halved and even deals 1/2 damage to creatures with Fire Immunity.
Heat Death: You may slay creatures by causing them to spontaneously combust from within. This ability costs a number of Blaze Points equal to the targeted creature's Hit Points divided by 20. (if you cannot spend, or do not have the required number of Blaze Points, this ability does not function.) The creature must then make a Fortitude save (DC 10+1/2 your character level+your Charisma modifier) or die. Creatures with Fire Resistance get a bonus to the save equal to +1 per 5 points of Fire Resistance. Creatures immune to fire gain a +5 bonus, but are still effected.
Phoenix Heart: You gain the Fire subtype. in addition, if you die, you return to life within 1d6 days from the largest source of fire within 50 miles of the place where you died. The fire you are reborn from must be at least the same size you are. If there is not a large enough fire within 50 miles at the time you would be reborn, you remain dead for another 1d6 days. This process repeats a number of times equal to your Charisma modifier. If no fire of substantial size is provided during that time, you are dead forever.
«
Last Edit: May 28, 2010, 10:43:11 AM by Doomed Hero
»
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Doomed Hero
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Re: Character Creation Thread (Clarion Quietus)
«
Reply #32 on:
May 28, 2010, 10:47:56 AM »
Edited Siobhan-
Fixed armor table. When we're done with the finishing touches and ready to move her to the Roster thread, just remember to cut-and-paste from the Modify Message screen rather than straight over, otherwise we'll have to fiddle with the table. When you level up or get different protective gear, just go into Modify and alter the numbers in the table (it's a lot of code and can be a little hard to find where the numbers are and what they correspond to.)
Put skills into a format that I find easier to read. Hope it works for you. Also included armor check in the values.
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Ilona Ebonblade
Insurgent Commander
Spell Energy / Taint +3/-0
Posts: 431
Re: Character Creation Thread (Clarion Quietus)
«
Reply #33 on:
May 28, 2010, 03:32:01 PM »
Perfect, will work on personalith appearance etc next.
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Kiron Whitemoon
Lightbearer
Spell Energy / Taint +0/-0
Posts: 66
Re: Character Creation Thread (Clarion Quietus)
«
Reply #34 on:
May 28, 2010, 06:12:07 PM »
hmmmm, ok I see the format of the armor, does this make it impossible to protect your arms, legs and head? would you still get your dex on those spots? I am just a big fan of keeping a pc alive(I know Midnight is one of those killers) so I am just trying to give him the most chance he can.
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All it takes is one candles flame to send the shadows in all directions. We must shine brightly, and even brighter still. If the shadow is to be cast out,We must not just stand upon our wick,But cast ourselves to the ground, stand upon the tender. Rise lightkind and burn. Burn brighter still.
arnon
Avatar of the Witch Queen
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Gender:
Posts: 1,600
Re: Character Creation Thread (Clarion Quietus)
«
Reply #35 on:
May 29, 2010, 11:12:33 PM »
Doomed,
What would be the Fighte's skill list? A combination of Midnight & Pathfinder (i'm looking also at the knowledge skills given in Pathfinder)?
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Kiron Whitemoon
Lightbearer
Spell Energy / Taint +0/-0
Posts: 66
Re: Character Creation Thread (Clarion Quietus)
«
Reply #36 on:
May 29, 2010, 11:41:51 PM »
*ninjas*
The fighter’s class skills are Climb (Str), Craft (Int), Handle Animal (Cha), Intimidate (Cha), Knowledge (dungeoneering) (Int), Knowledge (engineering) (Int), Profession (Wis), Ride (Dex), Survival (Wis), and Swim (Str).
atleast those are the ones from PF, though, Know shadow might come in handy.
«
Last Edit: May 29, 2010, 11:49:33 PM by Kiron Whitemoon
»
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Doomed Hero
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Gender:
Posts: 4,907
Re: Character Creation Thread (Clarion Quietus)
«
Reply #37 on:
May 30, 2010, 01:06:28 AM »
Add the Midnight specific skills to the Pathfinder fighter skill list, and use the Midnight fighter's 4+int skill points.
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wolfen_child
Insurgent Spy
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Gender:
Posts: 231
Re: Character Creation Thread (Clarion Quietus)
«
Reply #38 on:
June 01, 2010, 10:26:48 AM »
Hey Doomed, sorry I disappeared for a week (after jumping in so eagerly). Real life bit me on the ass. If you're still okay with me playing I'm interested in either an Erenlander or Dornish Wildlander (whichever you think would be better). I had a question about Pathfinder Traits - would you allow a modified Pathfinder Setting trait? Something like a regional trait? Or would you rather we stick with the generic traits?
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Eirik's Character Sheet
Eirik's Combat Stats
Doomed Hero
Moderator
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Posts: 4,907
Re: Character Creation Thread (Clarion Quietus)
«
Reply #39 on:
June 01, 2010, 10:58:14 AM »
No problem. Jump back in now that things are calmer.
I should warn you though, if you play the Seer, I'll be giving you some heavy responsibility regarding plot. Lots and lots of private messages. You'll be my plot-stick on a fairly regular basis. That means that this game will require a pretty big commitment out of you. The story will not be a short one. I fully expect this game to last at least two years.
Anyone else I can probably deal with if they decide to leave the game. The person who plays the seer is going to have to be pretty hard-core committed. I don't mind when life gets in the way and slows down posting rates, but I need to know that the seer will be coming back.
Think of it like a long-distance relationship with a slightly insecure girl.
You still want the job?
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wolfen_child
Insurgent Spy
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Posts: 231
Re: Character Creation Thread (Clarion Quietus)
«
Reply #40 on:
June 01, 2010, 07:47:28 PM »
Definitely! Consider me your girl ^^
Hrmmm... I thought I had seen that someone wanted to play a Channeler, but I'm not noticing the write up anywhere. Do we have a channeler in our group? If not, I would seriously consider playing one myself.
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The Bearded One
Heepa-Heepa
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The Other Dark God
Re: Character Creation Thread (Clarion Quietus)
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Reply #41 on:
June 01, 2010, 07:59:01 PM »
Quote from: wolfen_child on June 01, 2010, 07:47:28 PM
Hrmmm... I thought I had seen that someone wanted to play a Channeler, but I'm not noticing the write up anywhere. Do we have a channeler in our group? If not, I would seriously consider playing one myself.
I'm in the process of putting together a Dwarf channeler, but there is no reason (that I can see) why we can't have two.
-- The Bearded One
PS: Doomed, are we using maximum hit points (vitality) at 1st level?
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Last Edit: June 01, 2010, 08:02:00 PM by The Bearded One
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wolfen_child
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Re: Character Creation Thread (Clarion Quietus)
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Reply #42 on:
June 01, 2010, 08:03:59 PM »
Indeed. I keep bouncing back and forth between Wildlander and Channeler. I have a multitude of concepts for either.
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Doomed Hero
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Re: Character Creation Thread (Clarion Quietus)
«
Reply #43 on:
June 01, 2010, 08:43:11 PM »
Quote from: The Bearded One on June 01, 2010, 07:59:01 PM
PS: Doomed, are we using maximum hit points (vitality) at 1st level?
Yes
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Doomed Hero
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Re: Character Creation Thread (Clarion Quietus)
«
Reply #44 on:
June 01, 2010, 08:44:06 PM »
Quote from: wolfen_child on June 01, 2010, 08:03:59 PM
Indeed. I keep bouncing back and forth between Wildlander and Channeler. I have a multitude of concepts for either.
Remember that you don't have to be a channeler to cast spells. A couple feats and your wildander can also be a spell-slinger.
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Doomed Hero
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Re: Character Creation Thread (Clarion Quietus)
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Reply #45 on:
June 02, 2010, 03:52:10 PM »
Ilona, your character has the thumbs up from me to be moved into the Book of Legends thread.
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Last Edit: June 02, 2010, 03:54:31 PM by Doomed Hero
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Doomed Hero
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Re: Character Creation Thread (Clarion Quietus)
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Reply #46 on:
June 02, 2010, 03:54:17 PM »
Kiron, Pheros, you two also have the thumbs up to move your characters to the Book of Legends
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Kiron Whitemoon
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Re: Character Creation Thread (Clarion Quietus)
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Reply #47 on:
June 02, 2010, 05:01:56 PM »
I still wasn't sure about armor, I know how to do armor for the chest but is it not possible to protect your head and limbs?
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Ilona Ebonblade
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Re: Character Creation Thread (Clarion Quietus)
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Reply #48 on:
June 02, 2010, 05:18:31 PM »
Awesome, so do I start with a horse?
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Doomed Hero
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Re: Character Creation Thread (Clarion Quietus)
«
Reply #49 on:
June 02, 2010, 06:00:25 PM »
Quote from: Ilona Ebonblade on June 02, 2010, 05:18:31 PM
Awesome, so do I start with a horse?
'fraid not. You're a bit of a babe in the woods. You're capable, but have never really been out in the world. We're going to start the game with a couple flashback scenes to set the stage. You may be able to acquire a horse in them.
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