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Interest post for a e: I already know & like how the Assassin plays, so let's try something different. Generic Octopus fucked around with this message at 08:37 on May 23, 2016 |
# ¿ May 23, 2016 05:46 |
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# ¿ Apr 29, 2024 03:06 |
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If you're doing discord/live stuff, I'm on holiday with the wife til next Sunday; PbP can start whenever. I'll get the character up this evening regardless.
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# ¿ Jun 18, 2016 19:49 |
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Sorry 'bout not getting the sheet up/inactivity, kinda took a back seat to vacation shenanigans. I like the guild idea for party-building, keeps things simple and open-ended. One thing I wanted to ask was for thoughts on setting; are we looking at Tolkien fantasy? FR? Eberron? Are we all elves/humans/dwarves, or are there magitec robots/kreen/dragonborn? For my 2 cents, I like either the eberronish take on fantasy, or the 4e points-of-light kind of world.
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# ¿ Jun 28, 2016 18:59 |
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Malachi, Student of the Serene Tempest Style They say not all who wander are lost...but many are, as Malachi was in his days before the Guild. An angry youth who lived as a vagabond fighting for scraps, he could have easily ended up part of some bandit gang or pirate crew. Instead, Grandmaster Fiona took pity on him, taking Malachi on as a student after he failed horribly at trying to mug her. Malachi has grown much through the Grandmaster's teachings, and now serves the Guild as a powerful yet level-headed fighter; the calm at the center of the storm of battle. _______________________ HP: 24 Reserves: 4 Trained Skills (+1d10): DEX & AGIL (Performance), Athletics (Adventuring) Proficient Skills (+1d6): CHA (Knowledge), WIS (Adventuring), Influence Monk: Flurry of Blows 1. At the start of each of your turns, roll 1d4, and treat 1s as 4
2. Minor Action: make a reliable basic attack (melee or ranged) 3. No Action: spend one Ki point to either Defend, Withdraw, or Use a Skill; you may spend 3 Ki points to make an additional Flurry of Blows (Standard Action). 3b. Off-turn Action: You may spend Ki points any time before the start of your next turn. (i.e. refreshes at the start of your turn, when you make the roll again) Monk: Perfect Defense 1. Off-turn Action: You have advantage on defense (d20) rolls against Prone creatures 2. Off-turn Action: When you Counter-attack, you can roll make the trade-off using d4s or d20s (roll both, pick either) 3. If you are Prone when you Disengage, you can remove the Prone condition 4. Off-turn Action: When you roll Defense, add 1d4 (treat 1s as 4)
Monk: Leaf on the Wind 1. You can make melee attacks against enemies that have High Ground, even if you don't; if such an attack is successful, you gain High Ground (player's choice)
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# ¿ Jun 30, 2016 22:18 |