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Ryuujin
Sep 26, 2007
Dragon God

The Village of Greenhill

The village of Greenhill is the birthplace of the paladin Gedrick Averness. Averness gained fame fighting the Lich King’s forces when the undead first made strikes against the empire in this age. He held off a legion of zombies with his mace Purifier.

Gedrick Averness fell just before the Emperor’s army arrived to finish off the undead horde and save the town Gedrick had given his life protecting. Gedrick was returned to the village of his birth, where he was placed in a family tomb, and Purifier was displayed in a glass case in the village church.

Of late, the graves in the Greenhill graveyard have begun to be mysteriously emptied. The first sign of this is a grave taking on a sunken appearance. Upon unearthing, the grave is found empty. Recently, and even more disturbing, villagers have disappeared without a trace.


Why am I here?
You have heard the tale of Gedrick Averness, of his fall and internment. You have heard of the recent activity going on in Greenhill. And for whatever reasons you may have you have made your way to Greenhill. You have come across each other on the journey, have spoken together and for the moment have banded together. You each have your own reasons, perhaps pressed on you by an Icon, perhaps something more personal. You may have shared your reason for coming, or kept it close to your vest. Whatever the reasons you are here now, together, to investigate what is going on. And perhaps to deal with it.

What race can I play?
Any race in the base book is okay, races from the SRD, the Bestiary, or the Vault, or possibly other locations, are allowed on a case by case basis. Same if you want to come up with your own race, just run it by me.

What classes can I use?
If it's a homebrew class or one from the Pelgrane blog, just link it in your post, okay? I'm pretty easy about this stuff. I will make spot rulings as needed.

Any houserules?
Breath of the White and Breath of the Green get +1 target every time they rise to the next spell level. Chromatic Destroyer Heritage has the exact same effects as Metallic Protector, just different feats.

You can take any kind of Icon Relationship with any of the Icons. I don't use alignment at all.

How long will this run?

A while. Week or two? I'll announce when I get near closing it.

Anything else?

Anyway, you can contact me on SynIRC! I'll try to hang out in #letsbeheroes more often these days - I've been away because of school, but I'm graduating uh...two days from today, the day this goes up.

(And yes, it's PBP, Level 2.)

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Hashtag Yoloswag
Mar 24, 2013

...I'm sorry. I can't seem to remember any of the rest.
l8r

Hashtag Yoloswag fucked around with this message at 22:48 on Jun 29, 2014

djw175
Apr 23, 2012

by zen death robot

Lash and Gilliam
OUT: The Second True Necromancer of the Age

Everyone knows the one way to weaken the Lich King is the Imperial Burial Rites. The Rites stop the Lich King or his undead servants from raising the dead. Unfortunately they're not perfect. If the ground is broken by a living person, the Lich King can then raise them as zombies or ghouls. There is a better way, though. Once per age, an individual is born capable of being a true necromancer. Able to call the spirits and truly speak to them. Able to raise even those who were given the rites and able to send them on their way permanently.

Both the Lich King and the Emperor fight fiercely for their loyalty. In the Thirteenth Age, the True Necromancer was one over by the Lich King and was then killed by the Empire before he could fully support the Lich King. While the Lich King could just bring him back, the True Necromancer had lost most of his power when he died. And so, the Empire and the Lich King went back to their previous stalemate, neither able to truly strike a powerful blow against the other.

And then Lash was born. As there was already one in the age, no one really paid attention to her abilities until she started to make a name for herself for helping spirits move one. Word of her powers reached the emperor first and he commanded his troops to bring her to him. He convinced her to work for him. Now she travels the land emptying the graveyards of spare spirits and undead.

In her early days, she met Gilliam. Gilliam was a spirit of an old warrior, cursed to wander the earth. Incapable of moving on, he possessed a suit of armor so he could fight to his heart's content. When Lash tried to get him to move on, it just wouldn't stick. He'd come back a day later. So instead, she convinced him to be her bodyguard by telling him he'd get to fight a bunch of Lich King minions by helping her. Since that day he's followed her and defended her loyally.

When word got to the Emperor of what is happening in Greenhill, he sent her there immediately. An empty grave and villagers disappearing is her specialty. Perhaps in more ways than one.
pre:
Lash
Human Necromancer 2

STR 08 (-1)		HP:    20/20
DEX 10 (+0)             Recov: 8/8
CON 08 (-1)		Dice:  2d6+0
INT 18 (+4) (+2 Race)	AC:    12
WIS 14 (+2)		PD:    11
CHA 18 (+4+ (+2 Class)	MD:    17
			Init:  +2
                        Wpn:   2d4-1
		
Backgrounds
True Necromancer +5
World Traveler +3

Icons
Negative 2: The Lich King
Positive 1: The Emperor
				
Class Features
Wasting Away
Ritual Magic
Death's Master
Arcane Implements

Racial Power
Quick to Fight

Class Talents
Skeletal Minion
Redeemer
Death Priest

Powers
Channel Life
Death's Gauntlet
Summon Undead
Chant of Endings
Unholy Blast
Zombie Form

Feats
Wasting Away (A)
Skeletal Minion: E.Die (A)
Channel Life (A)
pre:
Summons and Friends

Gilliam
Level 2 Skeletal Minion
Attack +7 vs. AC
Damage d8
AC 18
PD 16
MD 12
HP 18

Crumbling Skeleton 
1st level mook [UNDEAD] 
Initiative: +6 
Vulnerability: holy
Sword +6 vs. AC—3 damage
Resist weapons 16+: When a weapon attack targets this creature, the attacker 
must roll a natural 16+ on the attack roll or it only deals half damage.
AC 16 
PD 14 HP 6 (mook) 
MD 10 
Mook: Kill one crumbling skeleton mook for every 6 damage you deal to the mob.

djw175 fucked around with this message at 20:43 on Jun 26, 2014

5-Headed Snake God
Jun 12, 2008

Do you see how he's a cat?




Vessel, Forgeborn Sorcerer
One Unique Thing: Vessel shares its consciousness with a demon.

Most people think of the forgeborn as servants, mechanical constructs created by the dwarves, laboring endlessly beneath the earth. For the most part, this is accurate. They tend to be mindless, or at least of limited intellect, and perfectly content to slave away for their creators. But forgeborn are made with a spark of magic, a necessary ingredient in giving them what passes for life. And magic is ever malleable and unpredictable.

Vessel was an experiment. The dwarves who created it were servants of the Diabolist, experimenting with using demonic magic to create an army of artificial servants. They thought that by sealing a lesser demon inside the forgeborn, it would take over the mechanical body and become a vastly mightier fighter. But due to either a miscalculation, intentional sabotage, or simple chance, the demon they called was quite powerful, and did not take its imprisonment well. It also found that the vessel it inhabited had a mind of its own, and one that did not care for company. The internal conflict came with a great deal of unleashed power, annihilating the dwarven demonologists and their forge. In the end, the forgeborn's native personality won out - though the demon within remains, and ever attempts to influence it.

Needless to say, the Diabolist herself was quite interested in this new creature, but the forgeborn - which decided to call itself "Vessel" - had little interest in being a test subject. It fled the Hell Marsh and set off in a random direction, unsure what to do with its existence. It has mostly kept to rural areas and wilderness (lest the demon within suddenly gain control), but word of Greenhill has drawn its attention. Some instinct within it tells it that whatever is happening in Greenhill is important, and that it may find a solution to is possession problem in the home of the famous hero, Gedrick Averness.

pre:
Vessel
Forgeborn Sorcerer

STR: 10 (+0/+2)       DEX: 8 (-1/+1)        CON: 18 (+4/+6)
INT: 8 (-1/+1)        WIS: 14 (+2/+4)       CHA: 18 (+4/+6)
AC:  15               PD:  12               MD:  13

HP: 35/40             Recoveries: 7/8       Recovery Roll: 2d6+4

Level: 2
Incremental Advances:
  [ ]Ability Score Bonus            [ ]Feat              [ ]Skills
  [ ]Icon Relationship Point        [ ]Hit Points        [ ]Extra Magic Item
  [X][ ][ ][ ]Power/Spell

Racial Ability
Never Say Die: Upon dropping to 0 HP, roll a normal save if any 
recoveries are remaining; on a success, roll recovery dice and be set to that 
many hit points.

Backgrounds
Knowledgeable Demon +4: The demon that Vessel houses may not have any of 
its physical abilities, but it still possesses a fair amount of obscure knowledge 
about magic and the Abyss.
Natural Laborer +4: Despite the unusual circumstances surrounding its 
creation, Vessel is still a forgeborn, with a body made for long hours of hard 
physical labor.

Class Features/Talents
Access to Wizardry: Take a wizard spell in place of a sorcerer spell 2 
levels higher.
Dancing Lights 
Gather Power: Gather power as a standard action; casting a spell the 
following round doubles its damage.  Also gain a random effect from casting:
  1-2: You gain a +1 bonus to AC until the start of your next turn.
  3–4: Deal damage equal to your level to all nearby staggered enemies.
  5–6: Deal damage equal to your level to one nearby enemy.
Infernal Heritage: Once per day, as a quick action when the escalation 
die is 1+, you can enter a spell frenzy until the end of the battle.  While in a
spell frenzy, you roll 2d20 for each of your sorcerer spell attacks. Use the 
highest die as your attack roll, but track whether the other die hits.  For each 
die that misses, you take damage equal to double the level of the target of your 
attack.
Blood Link (Diabolist): Choose one of your sorcerous heritage talents.  
You gain 1 relationship point with the icon associated with that heritage; you 
choose whether the point is positive, conflicted, or negative.  This point can 
add to your normal relationship points but you can’t exceed the normal 
relationship maximums with it.
Spell Fist: You gain a +2 bonus to AC.  You can use ranged spells while 
engaged with enemies without taking opportunity attacks.  You use your 
Constitution modifier instead of your Charisma modifier to determine the damage 
you add to all your sorcerer spells.

Feats
Infernal Heritage - Adventurer: Gain resist fire 12+ and resist 
psychic 12+.
Spell Fist - Adventurer: When you miss with a sorcerer spell against an 
enemy you are engaged with, add your Charisma modifier to the damage you deal.

Relationships
Diabolist 3 (Conflicted):  Vessel has no interest in being a test 
subject, but it can't deny the aid the Diabolist could provide, nor her interest 
in keeping it alive.
Dwarf King 1 (Negative): The Dwarf King is naturally quite unhappy that 
there's a demon-possessed forgeborn running around.

Spells Known
Chaos Bolt (1st)
At-Will, Ranged
Deals damage of a random energy type (cold/fire/lightning/thunder) each battle, 
determined when the spell is first cast.
Target: One nearby enemy or one far away enemy at a -2 attack penalty.
Attack: Cha + Level vs. PD
Hit: 1d8 + Con damage, and gain a random Gather Power benefit if the natural 
attack roll was even.
Miss: Damage equal to your level.

Burning Hands (1st)
At-Will, Close-Quarters
Targets: Up to 2 nearby enemies in a group.
Attack: Cha + Level vs. PD
Hit: 1d6 + Con fire damage.

Chaos Pulse (3rd)
At-Will, Ranged
Target: One random nearby enemy.
Attack: Cha + Level vs. PD
Hit: 3d10 + Con random energy damage.
Even Miss: Half damage.
Odd Miss: Damage equal to your level.

Lightning Fork (1st)
Recharge 16+ after battle, Ranged
Target: One nearby enemy; chain spell
Attack: Cha + Level vs. PD
Hit: 3d6 + Con lightning damage.
Miss: Half damage.

Frost Demon's Breath [Breath of the White] (1st)
Daily, Close-Quarters
Target: 1d2 nearby enemies in a group; breath weapon.
Attack: Cha + Level vs. PD
Hit: 3d6 + Con cold damage.
Miss: Half damage.

Resist Energy (1st)
Recharge 16+ after battle, Ranged
Target: You or one nearby ally.
Effect: Until the end of the battle, the target gains resist damage 12+ to the 
following energy type of your choice: cold, fire, lightning, thunder.

Equipment & Magic Items
Big Metal Fists (1d8)

5-Headed Snake God fucked around with this message at 21:31 on Jul 23, 2014

Rhjamiz
Oct 28, 2007


"Brynjolf the Brute", aka "Brynjolf the Bone-Crusher"
One Unique Thing: Bitten by a werewolf, but nothing happened... yet.

"Loooords and Ladies, Boys and Girls, Children of all ages! This is the Fight you have all been waiting for! Two men enter, but only one man leaves as King Of The Ring!

"In the Blue Corner, a man who needs no introduction, the reigning champion and ultimate pugilist, 'MAD MAAAAAAAAN' McCONNELL!

"And over here in the Red Corner, tonight's Challenger. Weighing in at 23 stone, he's been fighting in the pits ever since he could throw a punch. They say he's a wild-man. They say he was abandoned in the woods as a baby. All we know is he's a stone-cold killer who's yet to lose a single match, and he's got his eyes on the prize, ladies and gentlemen. But does he have what it takes to topple the Champion and claim the title? Let's find out...

"Put your hands together and give it up for BRYNJOLF, The BOOOOOONE-CRUSHER!"

pre:
Brynjolf
Human Martial Artist 2 (he's always been a Martial Artist, shut up)

STR 16 (+3) (+2 Race)	HP:    40/40
DEX 18 (+4) (+2 Class)  Recov: 9/9
CON 16 (+3)     	Dice:  2d8+3
INT 08 (-1)		AC:    18
WIS 10 (+0)     	PD:    17
CHA 08 (-1)     	MD:    12
			Init:  +6

Backgrounds
Pit Fighter +4
Survivalist +4

Icons:
High Druid: Positive 1
The Emperor: Complicated 1
The Archmage: Negative 1
						
Class Features
Martial Forms
Qi
Two Weapon Fighting

Racial Power
Quick to Fight

Class Talents
Undisciplined
Grappler
Meridian Master

Forms
Oaken Pole Form
Tumbling Rock Form
Lapping Waves Form
Night Breeze Form

Feats
Undisciplined
Grappler
Martial Forms
Lapping Waves Form (Adv. Feat)


Equipment
Traveling Gear
   Flint and Tinder
   Money Pouch
   Pack
   Rain Cloak
   Rations (5 Days)
   Sleeping Roll
   Waterskin
Good Clothing
Knife x3
16 gold

Rhjamiz fucked around with this message at 08:43 on Aug 3, 2014

Shardix
Sep 14, 2011

The end! No moral.
Adrian, Human Fighter


One Unique Thing: Adrian is destined to marry the Diabolist, ushering in...well, the prophets weren't very clear on what happens after that.

Icons
Diabolist 2 (conflicted) - She's probably very charming, but the whole "demons" thing is a real turn-off.
Crusader 1 (negative) - The Crusader wants Adrian dead. Just to be on the safe side.

Raised in a small village on the outskirts of the Empire, Adrian spent much of his youth escaping his chores. Exploring the countryside, he imagined himself a member of the Crusader's vanguard, hewing down packs of ravenous demons or a mighty sorcerer pitting his wits against a dragon. Anything besides the backbreaking work of aiding his father at the forge or babysitting his little sister.

At the time, a band of brigands had been harassing the village, and the local lord was more concerned with his political machinations than the troubles of peasants. One day a lady made her way to the village, and she was a sight to see when she made her introduction to the elder. Her armor was hardly shining, consisting mostly of dents and hasty patch jobs, and her mount looked like it had seen a few too many summers. Only her banner seemed to fit the ideal of a valiant knight, flapping proudly in the wind.

She introduced herself as a knight-errant and offered to rid them of the bandits. Scarcely without thinking, Adrian immediately volunteered himself as a guide despite his parent's protests, and his destiny was set. The work was quick and brutal, but Adrian proved himself an able assistant. The knight offered him a position as her squire, and with a half-hearted scolding from his father and a tearful hug from his mother and sister, he set out with barely contained joy.

Many years passed. Adrian's time working under Lady Sarah was harsh and dangerous but has instilled in him a strong sense of discipline and honor, and he lacks much of the prideful arrogance typical of many knights. In addition to matters of combat, he has been given a basic education covering the practical matters necessary to ply his trade.

Though he and Sarah were now steadfast companions, it came time for Adrian to seek his own fortune in the world. Though cursory and lacking any pomp, the day he was knighted is his proudest moment. Hearing rumors of trouble in the town of Greenhill, he bid farewell to his friend and spurred his horse onward.

pre:
Adrian
Human Fighter 2

STR 16*(+3)		HP:    44/44
DEX 14 (+2)		Recov: 9/9
CON 16*(+3)		Dice:  2d10+3
INT 10 (+0)		AC:    19
WIS 14 (+2)		PD:    15
CHA 10 (+0)		MD:    12
			Init:  +4

Backgrounds
Blacksmith 2
Hospitaller 2
Chevalier 4

Class Talents
Heavy Warrior
Power Attack
Tough As Iron

Maneuvers
Carve An Opening
Deadly Assault
Heavy Blows
Brace For It

Feats
Deadly Assault
Threatening
Brace For It

Shardix fucked around with this message at 14:14 on Jun 27, 2014

ProfessorCirno
Feb 17, 2011

The strongest! The smartest!
The rightest!
Emilia Plafox


Icons
Archmage: 2 Positive (A proud member of the Eldritch Agency, handpicked by the Archmage to act as his hands in the world)
The Three: 1 Conflicted (The Three know she's been marked by the Green, but not how, or why, or how to even deal with her. She similarly has no idea how to deal with them)

One Unique Thing: Bonded to Cocavesque, a small aspect of the Green.

A graduate of the Overworld Academy for the Gifted, Emilia Plafox spent most her formative years in House Duratres. Terrible cafeteria food, strange living arrangements, arcane duels, constant bizarre and magical misadventures, romantic teenage drama, these were all simply a part of day to day life. These misadventures included saving the world thrice (though two of those threats were at least somewhat her fault), and winning the yearly House competition three years in a row, four if you think House Zanara being given "extra points" right on the last day by their own regent is totally cheating.

And then she graduates, and everyone expects you to get a day job?!

Fie on that! Emilia chose instead to join (and become the youngest member of) the Archmage's eldritch agency. While still technically a probationary agent, joining the agency is nonetheless a grand honor. Indeed, she was invited by the Archmage himself! Now with a knack for solving problems, a keen mind made for magic, and a heart for advancing House Duratres' reputation, she proudly adventures the world!

Word is, the village of Greenhill is seeing potential signs of necromancy. That's illegal use of magic! Emilia the Witch is on scene, ready to act!

Familiar: Cocavesque

Emilia isn't actually sure where Cocavesque comes from. She found the small lizardling on her way to the academy when she was still a very young girl, and kept it hidden as a pet. Once she was advanced enough to bond with an animal and make it into her familiar, she never even hesitated before choosing the lizard - who immediately grew wings and started calling itself Cocavesque.

And that's about it. Cocavesque, as scrying has found, is one of (assumably) many aspects of the Green, captured and then split by (or escaped from) the Elf Queen. If the Elf Queen has any opinion regarding Cocavesque, she's never made it known. Cocavesque remains ignorant of most of this. As far as it's concerned, it's the happy familiar to one of the brighter witches in the land, and it's occasional insight on the ways of dragons confuses it.

pre:
Emilia Plafox
Human Wizard 2

STR 08 (-1)		HP:    36/36
DEX 14 (+2)		Recov: 8/8
CON 16* (+3)		Dice:  2d6+3
INT 18* (+4)		AC:    14
WIS 10 (+0)		PD:    14
CHA 12 (+1)		MD:    15
			Init:  +4

Backgrounds
House Duratres' Best Student 5
LET ME TELL YOU ABOUT DRAGONS 5

Class Talents
Cantrip Mastery (adv feat)
High Arcana
Wizard's Familiar (Flight, Scout)

Spells
Utility x2
Acid Arrow x2
Color Spray
Ray of Frost
Shocking Grasp
Counter-Magic

Feats
Cantrip Mastery
Increased Backgrounds
Utility Spell

ProfessorCirno fucked around with this message at 04:41 on Jun 28, 2014

Evil Mastermind
Apr 28, 2008

Trying to decide between a fighter and a commander, but I don't know how well a commander would work with PbP...

Dedman Walkin
Dec 20, 2006



Will try to whip up a Theurge in a while.

EDIT: I've been busy, so flavor text and OUTs will come in later. Current idea is a guy with something inside of him, kinda semi-possessed, kinda a living host for a quasi-spritual entity. The possession is giving him power, but is concerned if/when the thing inside him decides to pop out.

pre:
Name Undetermined
Level 2 Tiefling Theurge
(Base Stat Array 15 14 14 12 10 10)

STR 10 (+0)		HP:    27/27  
DEX 10 (+0)             Recov: 8/8
CON 16 (+3) (+2 Class)	Dice:  2d6*2+3
INT 17 (+4) (+2 Race) 	AC:    13
WIS 12 (+1)		PD:    13
CHA 14 (+2)     	MD:    15
			Init:  +2
                        
Wpn: 2d6
Melee Attack: +2 Vs. AC
On Hit: Wpn damage
Ranged Attack: +2 Vs. AC
On Hit: Wpn Damage
MAGIC Attack: +5 Vs. AC (Con Stat Used)
On Hit: 2d8+3 On Miss: Level (2)

Class Features
Elemental Proclivity (Fire, Poison)
Touch of Life
Sacrificial Ritual
Mass Enchantment (Feat)

Racial Power
Curse of Chaos

Class Talents
Disruptive Casting (Feat)
Supportive Casting (Feat)
Oracle of Hypnos 


Dedman Walkin fucked around with this message at 03:19 on Jun 28, 2014

Rhjamiz
Oct 28, 2007

Forums are back, post mans.

Ryuujin
Sep 26, 2007
Dragon God
Okay try and get your characters up in the next few days, I am probably closing recruitment Sunday or Monday.

Shardix
Sep 14, 2011

The end! No moral.
Tweaked my application a bit. My OUT is less mind numbingly dull.

5-Headed Snake God
Jun 12, 2008

Do you see how he's a cat?


Shardix posted:

Tweaked my application a bit. My OUT is less mind numbingly dull.

I actually thought your old OUT was really cool.

Evil Mastermind
Apr 28, 2008

I'm putting together a commander, but now I'm wondering how well it'd work in PbP because half of his abilities are interrupts on ally's turns. One allows a rally, the other lets an ally reroll damage. I think I may have to do it as "I can allow this effect, first person who wants it claim it during your turn and work it into your post."

I'll still post him, but I may make a back-up character later if that's okay.

Evil Mastermind
Apr 28, 2008



Quinn Alder was (until a few months ago) a watchman in the human/dwarven city of Handclasp. Founded as a sort of "treaty ratification" between the Emperor and the Dwarf King, it was soon more-or-less forgotten by the Empire's bureaucracy and the Dwarf King's lorekeepers and started a slow slide into corruption. Most of the population is dwarven, but the city watch is mostly human, technically run by the Empire, and actually run on graft and bribes.

Quinn was one of the few uncorrupted people in the Watch, which made him a problem with his superiors. During a protest by members of the dwarven community, Quinn's commanding officer sent him to negotiate with the protesters. The officer's plan was to unleash a marble golem on the crowd, taking out some of the more troublesome townsfolk and (hopefully) killing Quinn "accidentally" in the process.

When the golem attacked, the rest of the guardsmen fled. Quinn stood his ground and tried to defend the civilians, a deed that caused him to lose an arm when the golem ripped it off. The dwarves managed to defeat the golem, and Quinn would have died if he hadn't been saved by dwarven artificer Pallac Greyhammer. Pallac took the arm of the destroyed golem and fused it to Quinn's shoulder.

Disillusioned by the events of the riot, and now certain that his superiors wanted him out of the way, Quinn fled the city before the Watch hunted him down. He is currently doing his best to stay away from large settlements (just in case) until he can get enough proof to tell the world what's been happening in Handclasp.

quote:

Quinn Alders
Level 2 Human Commander

STR: 16 (+3)
DEX: 12 (+1)
CON: 14 (+2)
INT: 10 (+0)
WIS: 8 (-1)
CHA: 18 (+4)

HP: 44
Recoveries: 8 (2d8+2)
Initiative: +3
AC: 17 (light chainmail + shield)
PD: 14
MD: 14

Race: Human
Quick to Fight: At the start of battle, roll initiative twice and choose the result you want.

Backgrounds: Former city watch sergeant +5, Dwarven culture +3

One Unique Thing: Quinn's left arm is actually a replacement limb that used to belong to a marble golem.

Icons: Dwarf King (Positive 1), Crusader (Conflicted 1), Emperor (Conflicted 1)

Class Features:
Command Points - Commanders use command points to fuel some powers. You start each combat with 1 command point.
Fight from the Front - When you hit with a melee attack during your turn, gain 1d4 command points.
Adventurer Feat: Gain 1d4 points instead of 1d3.
Weigh the Odds - Standard action - Gain 1d4 command points.

Class Talents:
Battle Captain:Once per battle, when you have 1 or more command points left after giving a command, you can use another interrupt on a different ally's turn before the start of your next turn.
Adventurer Feat: You only need to have 1 point left, not 2.
Into the Fray: At the start of each battle before initiative is rolled, roll a d4. That many allies gain either +4 to initiative that battle, or +2 AC until the end of the first round.
Combat Maneuver: Gain a fighter maneuver (Carve an Opening).

Commands (these are all interrupts):
Rally Now: interrupt, 1 command point. Target: One nearby conscious ally on the ally's turn. Effect: The target can rally as a free action this turn. Special: Spend an additional command point to target an unconscious ally.
Try Again: interrupt, 2 command points. Target: One nearby ally that made an attack roll on his turn. Effect: The target rerolls the attack and keeps the second result.
Hit Harder: interrupt, 1 command point. Target: One nearby target that hits with an attack. Effect: The target rerolls any of their damage dice and keeps the second result.

Tactics:
Basic Tactical Strike: Quick action, Recharge 11+. Target: one nearby ally. Effect: The target can make a basic attack as a free action.
Outmaneuver: Close-quarters, quick action, once per round At-Will. Can only use when at 0 command points. Target: the nearby enemy with the highest MD. Attack: +8 vs. MD. Hit: Gain a command point.

Melee Basic (shortsword): +5 vs. AC, 2d6+3 damage. Miss: 2 damage. Natrual Odd Roll: Increase your crit range by 1. Crit range resets when you crit.
Ranged Basic (light crossbow): +3 vs. AC, 2d6+1 damage.

Evil Mastermind fucked around with this message at 21:57 on Jul 23, 2014

djw175
Apr 23, 2012

by zen death robot
Oh hey it looks like the necromancer wasn't changed in any significant way. Makes my life easier.

Rhjamiz
Oct 28, 2007

I don't have the book, so my monk will remain UNCHANGED.

djw175
Apr 23, 2012

by zen death robot
Probably for the best all things considered. The lowered the ki the feat gives you to 1 and they took away every way to regain Ki. Although I haven't looked at your build so I don't know how much that effects you.

Hashtag Yoloswag
Mar 24, 2013

...I'm sorry. I can't seem to remember any of the rest.
I don't think I'm gonna be able to finish my background so I'm gonna withdraw. Sorry!

Ryuujin
Sep 26, 2007
Dragon God
Okay we have 6 completed apps, sorry Dedman, so I will take 6 players. Thread is up.

5-Headed Snake God
Jun 12, 2008

Do you see how he's a cat?


Made some face tokens for y'all. Well, except Quinn, who has no picture.

5-Headed Snake God fucked around with this message at 20:56 on Jul 2, 2014

Evil Mastermind
Apr 28, 2008

I'm having a hard time finding a picture of a fighter who's not scowling.

e: Actually I think I like this one.

Evil Mastermind fucked around with this message at 15:13 on Jul 2, 2014

djw175
Apr 23, 2012

by zen death robot
Wow, Lash looks a lot less stupid without that dumb hair/hat thingy.

5-Headed Snake God
Jun 12, 2008

Do you see how he's a cat?


I think we forgot something important, guys.

Relationship Rolls (Diabolist x3, Dwarf King): 4#1d6 2 4 1 2

djw175
Apr 23, 2012

by zen death robot
So we did.

Icons (Lich King 2 Negative, Emperor 1 Positive): 3#1d6 4 6 5

Shardix
Sep 14, 2011

The end! No moral.
Icons (Diabolist 2 Conflicted, Crusader 1 Negative): 3#1d6 5 6 5

ProfessorCirno
Feb 17, 2011

The strongest! The smartest!
The rightest!
Arch, arch, three: 3#1d6 3 3 4

Nada, here

Evil Mastermind
Apr 28, 2008

DK, Crusader, EMperor: 3#1d6 5 3 1

5 with the Dwarf King.

Rhjamiz
Oct 28, 2007

High Druid (P1), Emperor (C1), Archmage (N1) 3#1d6 6 3 1

High Druid, baby.

Rhjamiz
Oct 28, 2007

I think for scenes like this where there isn't a clear point to progress to, we should all indicate when we are ready to "move on", so to speak.

5-Headed Snake God
Jun 12, 2008

Do you see how he's a cat?


Rhjamiz posted:

I think for scenes like this where there isn't a clear point to progress to, we should all indicate when we are ready to "move on", so to speak.

I certainly am.

djw175
Apr 23, 2012

by zen death robot
Yeah, I'm ready.

Rhjamiz
Oct 28, 2007

Time to ask questions and interrogate townspeople, then. Post post post

Rhjamiz
Oct 28, 2007

We seem to be missing two of our peeps.

djw175
Apr 23, 2012

by zen death robot
Sorry things have been slightly hectic for me and my posting in games has suffered.

5-Headed Snake God
Jun 12, 2008

Do you see how he's a cat?


Rhjamiz posted:

We seem to be missing two of our peeps.

Bah, I'm still around. Just haven't had much to do. Also, in general I tend not to post as much as other people due to real life constraints.

djw175
Apr 23, 2012

by zen death robot
I like how at least two of us have official looking poo poo from icons that we can pull out.

Rhjamiz
Oct 28, 2007

Don't forget to edit in an action for your turn, djw!

Edit: or make a new post for the action. Whichever, whatever.

Rhjamiz fucked around with this message at 04:10 on Jul 18, 2014

Evil Mastermind
Apr 28, 2008

Uh, did I not get an action in the first round?

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5-Headed Snake God
Jun 12, 2008

Do you see how he's a cat?


Evil Mastermind posted:

Uh, did I not get an action in the first round?

You do. Those of us acting after the zombies take our first turns in the same "block" that those acting before the zombies take their second turns. Cyclical initiative and all that.

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