Thursday, December 04, 2008
Aeric Twiceborn
I've posted Aeric's stats here, if anyone cares to see. He has so many damned spells, they won't all fit on the page. I'd say that makes him a "Bad Motherfucker" with or without a Bag of Holding.
Wednesday, December 03, 2008
Silas Wyndorf
I've posted Silas stats here, if anyone cares to see. Got everything on there but his gear, which encountered a, uh, transcription problem. I can tell you though that like Rusk, he also has a Bag of Holding that says "Bad Motherfucker".
Saturday, November 22, 2008
That's not in the rules, but it's retarded, so you can't do it.
We finished off the Blood Reavers and moved onto the Duergar. Quij discovered that, unlike Alaric, the Duergar are immune to fire. Dave learned never to borrow my dice. Alaric found a life-drinking scimitar, which he named "Thirsty" and promptly used to destroy a duergar caster utterly. Finjaq learned that Piercing Strike is awesome, but just shanking an orc that someone grappled is its own reward. Bakun was late, so he learned NOTHING. And Brynn... well, aside from discovering that hobgoblin arrows suck and will break easily, she learned that the rest of the table has the senses of humor of ten-year-olds. We all learned to hate invisibility, and next game we're sure to have more duergar coming thanks to the one who got away...
Friday, November 14, 2008
Realms Character: Rusk
Dunmore's Horde
Though Rusk doesn't have a name for it, other than his name for the various branches with pay homage to Tempus (and were mostly refined by Lieutenant General Wildwood), others (especially the Netheril) have come to call his small army "Dunmore's Horde." It began when Rusk received a sign from his god that great conflict would be found in the great desert of Anauroch, and led him to a portal that went from the city of Waterdeep to the Fallen Giant's Rift in the desert. Rusk quickly found a tribe of Bedine battling Netheril forces, and he joined the Bedine in driving them off. He rode with that tribe for several weeks (months?), becoming a respected combat leader in their eyes, before deciding it was time to begin construction on his fortress.
Rusk quickly decided that the Empire of Netheril would provide good fodder for many battles, and that it was a force of evil akin to the Spider Queen's Drow that needed to be wiped out. To that end, he began gathering forces to his banner. With his Bedine allies, he began ambushing Zhentil caravans through the desert, for supplies and men. His earliest recruit was a cleric of Cyric who had begun having doubts about his faith and his life of evil, in whom Rusk found a soul ready for conversion. This cleric became a cleric of Tempus, and began helping Rusk build his temple in the mountains of Anauroch. With the help of this cleric, and his own martial might, Rusk managed to turn a force of two Sternhelms and 15 Stalwarts from the Zhentarim, forming the core of his standing army. He also rescued a bard who began to serve as his chamberlain when he wasn't at the base. With these men, and the help of his god, Rusk created a temple and a barracks, and began construction on the walls that would encircle his fortress.
His seat of power secured, Rusk began leading small bands out of Anauroch and into the Silver Marches and the Dalelands, launching raids against orc tribes as his father once did. During this time, he recruited several half-orcs from those tribes, including a pair of barbarians, a fighter, a rogue and a sorcerer. He viewed this as similar to what his father had done for him, taking a lawless raider out of orcish upbringing and teaching them the ways of Tempus. Rusk also went to the outpost where his father had raised him and recruited two of their half-orc higher-ups, a powerful barbarian and an intelligent, learned wizard. In many ways, these displaced half-orcs are what he considers the core of his new clan. This has caused some friction between them and some of the original troops who flocked to his banner, notably the Zhentarim.
His new clan caused him to build a clanhall, and his wizard counseled him to build a wizard's tower as well. His fortress was growing, as was his reputation, especially with his ventures into the outside world. A bandit lord from the Dalelands made his way to Anauroch, promising his own bandit forces (100 men strong) to Rusk's banner. With the dangers presented by the Netheril, Rusk eagerly accepted the bandit lord's fealty.
Rusk is a war leader, but not a king, and he has no desire to be a king. He spent a great deal of time away from his fortress, leading raids on the Netheril, Zhentil caravans and other dangers in the deserts. His loyal half-orcs, as well as messages from his god, clued him in that the bandit lord was trying to arrange a coup, turning the army to his own purposes. Most of the resources that Rusk was bringing in, instead of being put to the construction of the fortress or tithed to Tempus, were being sent to the bandit lord's own coffers. Rusk put the bandit lord to the sword, and drove out any man who wouldn't swear an oath of loyalty to Tempus and to Rusk.
Some time later, another would-be king found Rusk. An elvish lord who had been cast out from the High Forest for scheming to overthrow one of the councilors there, this elf had heard of Rusk by way of his counselor, Aerys Wildwood, and he brought his cleric, his rangers, his spies, his wizards and his archers to Rusk's service. It wasn't long before the treachery of his elvish lord, who hoped to use Rusk's forces to overthrow his rival in the High Forest, became clear to Rusk as well. In fact, Aerys Wildwood became Rusk's ally, helping him to see the elvish lord's deception, and Rusk executed this elvish lord in a trial by combat. The elves became the core of his intelligence branch, overseen by the pragmatic spymaster. The rangers joined the half-orc who had been the bandit lord's scout and who had become Rusk's blood-brother and member of his new clan, and they became the core of a new scout and hunting force. The cleric, of Corellon, converted reluctantly over to Tempus, and became the assistant to the former cleric of Cyric.
In Aerys Wildwood and her protege Lineer Girant, Rusk found what he needed. Not a would-be king, but an administrator, someone who married her intelligence to Rusk's ambition to turn his undisciplined horde into something more resembling an army. Aerys helped Rusk formalize the branches of his new force, providing everyone with more codified ranks and a change of command, and began to organize the non-battle side of having a fortress. Unknown to Rusk, Aerys had not happened upon him by chance. She is a Harper agent, as is Lineer, and she had heard of the half-orc chieftain battling the Netheril in the Anauroch wastes. The idea of guiding this force ever so slightly into a battle not for the sake of battle, but for the sake of containing the Netheril's evils, lead her to shift her plans to prevent the evil ambitions of the elvish lord she had been "serving." She thought she might have a similar job with Rusk, but after meeting him, she has realized that his wildness and bestial nature bely a basic good intent, and she is loyal to him, even if her first loyalties remain with the Harpers.
The final component of Rusk's warband came when Tempus sent holy warriors to his cause. A group of over a dozen men, all clerics of Tempus (save one paladin), had received a sign that they were to come and help Rusk in his noble cause. They became the core of his new Holy Order, absorbing his two clerical converts into their order and becoming the spiritual advisers to the entire camp.
Leadership Score 27
LEADERSHIP
General Rusk Dunmore
Lieutenant General Aerys Wildwood (his cohort)
(Needs feats, equipment, spells and bonus spells)
Female Elven Bard 10/Ranger 2/Harper 5 (CL 14)
Chaotic Good
Strength 10
Dexterity 17
Constitution 14
Intelligence 18
Wisdom 14
Charisma 18
AC 13 (without armor)
HP 113
BAB +12/+7/+2
Fort +7 (+10)
Ref +11 (+14)
Will +11 (+14)
Skills:
Bluff (Cha) +7
Concentration (Con) +7
Diplomacy (Cha) +20 (+2)
Disguise (Cha) +9
Gather Information (Cha) +20
Hide (Dex) +11
Knowledge (local) (Silver Marches) (Int) +9
(history) (Int) +9
(religion) (Int) +9
Listen (Wis) +13
Move Silently (Dex) +11
Perform (Cha) +20
Ride (Dex) +2
Sense Motive (Wis) +15 (+2)
Spot (Wis) +5
Survival (Wis) +8
Tumble (Dex) +10
Racial Abilities: Immunity to magic sleep effects, +2 racial saving throw bonus against enchantment spells or effects, low-light vision, +2 racial bonus on Listen, Search, and Spot checks.
Class Abilities: Favored Enemy (Evil Outsider), Wild Empathy, Combat Style (Archery), Bardic Music (10/day), Bardic/Harper Knowledge (+21), Countersong, Fascinate (4 creatures), Inspire Courage +2, Inspire Competence, Suggestion (DC 19), Inspire Greatness, Deneir's Eye (+3 sacred bonus on saves vs. glyphs, runes and symbols), Lliira's Heart (+2 sacred bonus on saves vs. compulsion/fear effects), Tymora's Smile (+2 luck bonus on one saving throw/day, after die is rolled), Lurue's Voice (Speak with animals (CL 5) 3/day), Mystra's Boon (+2 sacred bonus on all saves vs. spells)
Weapon Proficiencies: simple weapons, martial weapons, whip, light armor, shields
Feat Abilities: +2 on Fort/Will saves vs. death effects, energy drain and ability drain (Strong Soul)
Feats: Negotiator, Rapid Shot, Strong Soul, Track, Weapon Finesse, 3 others
Spells: (Per Day/Known) (+ bonus spells)
0 - 4/6
1 - 3/4
2 - 3/4
3 - 3/4
4 - 3/4
5 - 1/3
Languages: Common, Elven, Orc, Chondathan, Netherese, Gnoll
Major Lineer Gerant (Her protege) Male Elven Bard 2/Rogue 1
HOLY ORDER OF TEMPUS (Religion)
Some time after he killed the elven lord, a group of pilgrims sent by Tempus came to his banner to help with his organization.
Colonel Belaver Stormhand (Human Cleric of Tempus 5)
Captain Human Paladin 4
Captain Human Cleric 3
Lieutenant Human Cleric 3 - (Former Zhentil Cleric of Cyric)
Sergeant Human Cleric of Tempus 2 (Field Chaplain)
Sergeant Elven Cleric of Tempus 2 (formerly Corellon, from Elven Lord)
(10) 1st level Clerics of Tempus
FIST OF TEMPUS (Military)
*The majority comes from a human bandit lord who tried to turn Rusk's growing army into a bandit raiding party for his own wealth - Rusk figured out that he was sending the tithes away for his own good, and took his head off
Colonel Kevrrak (Half-Orc Barbarian 5) (Recruited from Shadowdale, from his father's outpost)
Captain Half-Orc Fighter 3 - Master at Arms (Survivor of Orc tribe raid)
Sergeant Elven Fighter 2 - Archery Commander (From Elvish Lord)
Sternhelm Human Fighter 2 - Drill Sergeant, Zhentil Sternhelm
Sergeant Half-Orc Barbarian 2 (Field Commander, Survivor of Orc tribe raid)
Sergeant Half-Orc Barbarian 2 (Field Commander, Survivor of Orc tribe raid)
30 Bedine Cavalry (Fighter 1)
30 Elven Archers (Warrior 1)
1 Zhentil Sternhelm (Fighter 1)
12 Zhentil Stalwarts (Warrior 1)
3 Bandit Corporals (Fighter 1)
27 Bandit Privates (Warrior 1)
5 Specialty Troops (Fighter 1)
GRASP OF TEMPUS (Scouts/Hunters)
Colonel Graven (Half-Orc Ranger 4/Bloodhound 2 (Complete Adventurer) (Was Bandit Lord's scout)
Captain Elven Ranger 4 - Bounty Hunter's second (Elvish Lord's scout)
Lieutenant Half-Elf Ranger 3 - Bounty Hunter's operative (Elvish Lord)
Lieutenant Human Ranger 2 - Bounty Hunter's operative (Bandit Lord)
EYES OF TEMPUS (Intelligence)
After the bandit king was killed, a disgraced elven lord wanted to use Rusk's organization to retake his kingdom, but his adviser (the bard) clued Rusk into the evil goals, and Rusk killed him, many of his followers and recruited the rest. Most of them make up the branch of his intelligence service (which Aerys and Lineer watch very carefully, and they know all of them well), but he also has a cadre of archers and some wizards
Colonel Elven Rogue 5/Spymaster 1 (Complete Adventurer) - Head of Intelligence (Was head of intelligence for elvish lord)
Captain Elven Rogue 3 - Spy (Former Elvish Lord spymaster)
Lieutenant Half-Orc Rogue 2 - Spy/Assassin (Survivor of Orc Tribe raid)
Lieutenant Elven Rogue 2 - Spy (Former Elvish Lord spy)
ARCANE ORDER OF TEMPUS
Made up of the remnants of the wizardly orders of the elvish and human bandit kings, with a combat magician and scribe that Rusk recruited - the Chamberlain also oversees the servants, who are under this organizational umbrella
Captain Human Bard 4 - Chamberlain (Rescued from Zhentil slave caravan)
Lieutenant Half-Orc Wizard 4 - Scribe & Arcane Advisor (Tempus Worshipper)
First Sergeant Half-Orc Sorcerer 2 - Combat Magician
Sergeant Human Wizard 2 - Researcher (from Bandit King)
Sergeant Elven Wizard 3 - Alchemist (from Elvish Lord)
10 Cooks
3 Smiths (Armorer, Blacksmith, Weaponsmith)
4 Grooms
Bowyer/Fletcher
Though Rusk doesn't have a name for it, other than his name for the various branches with pay homage to Tempus (and were mostly refined by Lieutenant General Wildwood), others (especially the Netheril) have come to call his small army "Dunmore's Horde." It began when Rusk received a sign from his god that great conflict would be found in the great desert of Anauroch, and led him to a portal that went from the city of Waterdeep to the Fallen Giant's Rift in the desert. Rusk quickly found a tribe of Bedine battling Netheril forces, and he joined the Bedine in driving them off. He rode with that tribe for several weeks (months?), becoming a respected combat leader in their eyes, before deciding it was time to begin construction on his fortress.
Rusk quickly decided that the Empire of Netheril would provide good fodder for many battles, and that it was a force of evil akin to the Spider Queen's Drow that needed to be wiped out. To that end, he began gathering forces to his banner. With his Bedine allies, he began ambushing Zhentil caravans through the desert, for supplies and men. His earliest recruit was a cleric of Cyric who had begun having doubts about his faith and his life of evil, in whom Rusk found a soul ready for conversion. This cleric became a cleric of Tempus, and began helping Rusk build his temple in the mountains of Anauroch. With the help of this cleric, and his own martial might, Rusk managed to turn a force of two Sternhelms and 15 Stalwarts from the Zhentarim, forming the core of his standing army. He also rescued a bard who began to serve as his chamberlain when he wasn't at the base. With these men, and the help of his god, Rusk created a temple and a barracks, and began construction on the walls that would encircle his fortress.
His seat of power secured, Rusk began leading small bands out of Anauroch and into the Silver Marches and the Dalelands, launching raids against orc tribes as his father once did. During this time, he recruited several half-orcs from those tribes, including a pair of barbarians, a fighter, a rogue and a sorcerer. He viewed this as similar to what his father had done for him, taking a lawless raider out of orcish upbringing and teaching them the ways of Tempus. Rusk also went to the outpost where his father had raised him and recruited two of their half-orc higher-ups, a powerful barbarian and an intelligent, learned wizard. In many ways, these displaced half-orcs are what he considers the core of his new clan. This has caused some friction between them and some of the original troops who flocked to his banner, notably the Zhentarim.
His new clan caused him to build a clanhall, and his wizard counseled him to build a wizard's tower as well. His fortress was growing, as was his reputation, especially with his ventures into the outside world. A bandit lord from the Dalelands made his way to Anauroch, promising his own bandit forces (100 men strong) to Rusk's banner. With the dangers presented by the Netheril, Rusk eagerly accepted the bandit lord's fealty.
Rusk is a war leader, but not a king, and he has no desire to be a king. He spent a great deal of time away from his fortress, leading raids on the Netheril, Zhentil caravans and other dangers in the deserts. His loyal half-orcs, as well as messages from his god, clued him in that the bandit lord was trying to arrange a coup, turning the army to his own purposes. Most of the resources that Rusk was bringing in, instead of being put to the construction of the fortress or tithed to Tempus, were being sent to the bandit lord's own coffers. Rusk put the bandit lord to the sword, and drove out any man who wouldn't swear an oath of loyalty to Tempus and to Rusk.
Some time later, another would-be king found Rusk. An elvish lord who had been cast out from the High Forest for scheming to overthrow one of the councilors there, this elf had heard of Rusk by way of his counselor, Aerys Wildwood, and he brought his cleric, his rangers, his spies, his wizards and his archers to Rusk's service. It wasn't long before the treachery of his elvish lord, who hoped to use Rusk's forces to overthrow his rival in the High Forest, became clear to Rusk as well. In fact, Aerys Wildwood became Rusk's ally, helping him to see the elvish lord's deception, and Rusk executed this elvish lord in a trial by combat. The elves became the core of his intelligence branch, overseen by the pragmatic spymaster. The rangers joined the half-orc who had been the bandit lord's scout and who had become Rusk's blood-brother and member of his new clan, and they became the core of a new scout and hunting force. The cleric, of Corellon, converted reluctantly over to Tempus, and became the assistant to the former cleric of Cyric.
In Aerys Wildwood and her protege Lineer Girant, Rusk found what he needed. Not a would-be king, but an administrator, someone who married her intelligence to Rusk's ambition to turn his undisciplined horde into something more resembling an army. Aerys helped Rusk formalize the branches of his new force, providing everyone with more codified ranks and a change of command, and began to organize the non-battle side of having a fortress. Unknown to Rusk, Aerys had not happened upon him by chance. She is a Harper agent, as is Lineer, and she had heard of the half-orc chieftain battling the Netheril in the Anauroch wastes. The idea of guiding this force ever so slightly into a battle not for the sake of battle, but for the sake of containing the Netheril's evils, lead her to shift her plans to prevent the evil ambitions of the elvish lord she had been "serving." She thought she might have a similar job with Rusk, but after meeting him, she has realized that his wildness and bestial nature bely a basic good intent, and she is loyal to him, even if her first loyalties remain with the Harpers.
The final component of Rusk's warband came when Tempus sent holy warriors to his cause. A group of over a dozen men, all clerics of Tempus (save one paladin), had received a sign that they were to come and help Rusk in his noble cause. They became the core of his new Holy Order, absorbing his two clerical converts into their order and becoming the spiritual advisers to the entire camp.
Leadership Score 27
LEADERSHIP
General Rusk Dunmore
Lieutenant General Aerys Wildwood (his cohort)
(Needs feats, equipment, spells and bonus spells)
Female Elven Bard 10/Ranger 2/Harper 5 (CL 14)
Chaotic Good
Strength 10
Dexterity 17
Constitution 14
Intelligence 18
Wisdom 14
Charisma 18
AC 13 (without armor)
HP 113
BAB +12/+7/+2
Fort +7 (+10)
Ref +11 (+14)
Will +11 (+14)
Skills:
Bluff (Cha) +7
Concentration (Con) +7
Diplomacy (Cha) +20 (+2)
Disguise (Cha) +9
Gather Information (Cha) +20
Hide (Dex) +11
Knowledge (local) (Silver Marches) (Int) +9
(history) (Int) +9
(religion) (Int) +9
Listen (Wis) +13
Move Silently (Dex) +11
Perform (Cha) +20
Ride (Dex) +2
Sense Motive (Wis) +15 (+2)
Spot (Wis) +5
Survival (Wis) +8
Tumble (Dex) +10
Racial Abilities: Immunity to magic sleep effects, +2 racial saving throw bonus against enchantment spells or effects, low-light vision, +2 racial bonus on Listen, Search, and Spot checks.
Class Abilities: Favored Enemy (Evil Outsider), Wild Empathy, Combat Style (Archery), Bardic Music (10/day), Bardic/Harper Knowledge (+21), Countersong, Fascinate (4 creatures), Inspire Courage +2, Inspire Competence, Suggestion (DC 19), Inspire Greatness, Deneir's Eye (+3 sacred bonus on saves vs. glyphs, runes and symbols), Lliira's Heart (+2 sacred bonus on saves vs. compulsion/fear effects), Tymora's Smile (+2 luck bonus on one saving throw/day, after die is rolled), Lurue's Voice (Speak with animals (CL 5) 3/day), Mystra's Boon (+2 sacred bonus on all saves vs. spells)
Weapon Proficiencies: simple weapons, martial weapons, whip, light armor, shields
Feat Abilities: +2 on Fort/Will saves vs. death effects, energy drain and ability drain (Strong Soul)
Feats: Negotiator, Rapid Shot, Strong Soul, Track, Weapon Finesse, 3 others
Spells: (Per Day/Known) (+ bonus spells)
0 - 4/6
1 - 3/4
2 - 3/4
3 - 3/4
4 - 3/4
5 - 1/3
Languages: Common, Elven, Orc, Chondathan, Netherese, Gnoll
Major Lineer Gerant (Her protege) Male Elven Bard 2/Rogue 1
HOLY ORDER OF TEMPUS (Religion)
Some time after he killed the elven lord, a group of pilgrims sent by Tempus came to his banner to help with his organization.
Colonel Belaver Stormhand (Human Cleric of Tempus 5)
Captain Human Paladin 4
Captain Human Cleric 3
Lieutenant Human Cleric 3 - (Former Zhentil Cleric of Cyric)
Sergeant Human Cleric of Tempus 2 (Field Chaplain)
Sergeant Elven Cleric of Tempus 2 (formerly Corellon, from Elven Lord)
(10) 1st level Clerics of Tempus
FIST OF TEMPUS (Military)
*The majority comes from a human bandit lord who tried to turn Rusk's growing army into a bandit raiding party for his own wealth - Rusk figured out that he was sending the tithes away for his own good, and took his head off
Colonel Kevrrak (Half-Orc Barbarian 5) (Recruited from Shadowdale, from his father's outpost)
Captain Half-Orc Fighter 3 - Master at Arms (Survivor of Orc tribe raid)
Sergeant Elven Fighter 2 - Archery Commander (From Elvish Lord)
Sternhelm Human Fighter 2 - Drill Sergeant, Zhentil Sternhelm
Sergeant Half-Orc Barbarian 2 (Field Commander, Survivor of Orc tribe raid)
Sergeant Half-Orc Barbarian 2 (Field Commander, Survivor of Orc tribe raid)
30 Bedine Cavalry (Fighter 1)
30 Elven Archers (Warrior 1)
1 Zhentil Sternhelm (Fighter 1)
12 Zhentil Stalwarts (Warrior 1)
3 Bandit Corporals (Fighter 1)
27 Bandit Privates (Warrior 1)
5 Specialty Troops (Fighter 1)
GRASP OF TEMPUS (Scouts/Hunters)
Colonel Graven (Half-Orc Ranger 4/Bloodhound 2 (Complete Adventurer) (Was Bandit Lord's scout)
Captain Elven Ranger 4 - Bounty Hunter's second (Elvish Lord's scout)
Lieutenant Half-Elf Ranger 3 - Bounty Hunter's operative (Elvish Lord)
Lieutenant Human Ranger 2 - Bounty Hunter's operative (Bandit Lord)
EYES OF TEMPUS (Intelligence)
After the bandit king was killed, a disgraced elven lord wanted to use Rusk's organization to retake his kingdom, but his adviser (the bard) clued Rusk into the evil goals, and Rusk killed him, many of his followers and recruited the rest. Most of them make up the branch of his intelligence service (which Aerys and Lineer watch very carefully, and they know all of them well), but he also has a cadre of archers and some wizards
Colonel Elven Rogue 5/Spymaster 1 (Complete Adventurer) - Head of Intelligence (Was head of intelligence for elvish lord)
Captain Elven Rogue 3 - Spy (Former Elvish Lord spymaster)
Lieutenant Half-Orc Rogue 2 - Spy/Assassin (Survivor of Orc Tribe raid)
Lieutenant Elven Rogue 2 - Spy (Former Elvish Lord spy)
ARCANE ORDER OF TEMPUS
Made up of the remnants of the wizardly orders of the elvish and human bandit kings, with a combat magician and scribe that Rusk recruited - the Chamberlain also oversees the servants, who are under this organizational umbrella
Captain Human Bard 4 - Chamberlain (Rescued from Zhentil slave caravan)
Lieutenant Half-Orc Wizard 4 - Scribe & Arcane Advisor (Tempus Worshipper)
First Sergeant Half-Orc Sorcerer 2 - Combat Magician
Sergeant Human Wizard 2 - Researcher (from Bandit King)
Sergeant Elven Wizard 3 - Alchemist (from Elvish Lord)
10 Cooks
3 Smiths (Armorer, Blacksmith, Weaponsmith)
4 Grooms
Bowyer/Fletcher
Saturday, November 08, 2008
Great game tonight...
Bakun got hit in the head so hard it took him an entire combat to recover, Finjaq met his nemesis in the flaming dwarves, Brynn exploded a dire wolf's anus, Alaric ran a marathon in the dungeon, Quij found the Belt of Seven Dicks and turned into a Total Badass, we subjugated Toerag the Torture God to our own use, and we even managed to achieve part of our mission along the way.
I say chalk one up for the Circle of Love.
I say chalk one up for the Circle of Love.
Thursday, October 30, 2008
Don't forget to update
Wednesday, October 29, 2008
oooh, idea!
y'all might have seen this:
when i posted it on the other blog.
if they're cheap as they say they'll be, i'll probably get one anyway, BUT...imagine if it had a character sheet application!!! DUUUUUDE!!!
ok, smart people, get to work!
when i posted it on the other blog.
if they're cheap as they say they'll be, i'll probably get one anyway, BUT...imagine if it had a character sheet application!!! DUUUUUDE!!!
ok, smart people, get to work!
Monday, October 27, 2008
I miss gaming
I really miss having a Friday game with you guys to look forward to each week. Am I the only one? 'Cause damn, it seems like gaming is the exception rather than the rule. I know there's lots of good reasons-- illness, family, job, etc. Would moving to another day help? I thought adding another game "track" would help but I haven't seen much interest in that either.
Thursday, October 16, 2008
Proposal for Dual-Track Gaming
If I get back into GMing then I get to play more often! So I'm proposing a two-track schedule for Friday games:
| GM | Randy | Ben |
|---|---|---|
| 10/17 | 4E (Group A) | Moping |
| 10/24 | cancelled | Moping |
| 10/31 | Trick-or-treating | Moping |
| 11/7 | 4E (Group A) | Moping |
| 11/14 | 4E (Group B) | playing |
| 11/21 | 4E (Group A) | Realms chars |
| 11/28 | Eating leftovers | Moping |
| 12/5 | - | Epic Realms |
| 12/12 | 4E (Group A) | Moping |
| 12/19 | - | Epic Realms |
| 12/26 | playing with presents | Moping |
Saturday, October 11, 2008
Game Schedule - October through December
October 17th - D&D 4e Thunderspire Labyrinth (Dave F., Dan, Max, Joe & Jamie)
October 19th - Star Wars RPG
October 24th - D&D 4e Keep on the Shadowfell (Chris, Jason J., Ben, Dave L., Paul)
October 31st - Halloween - Gaming Off
November 2nd - Star Wars RPG
November 7th - D&D 4e Thunderspire Labyrinth (Dave F., Dan, Max, Joe & Jamie)
November 14th - D&D 4e Keep on the Shadowfell (Chris, Jason J., Ben, Dave L., Paul)
November 16th - Star Wars RPG
November 21st - D&D 4e Thunderspire Labyrinth (Dave F., Dan, Max, Joe & Jamie)
November 28th - Thanksgiving - Memoir 44 and other games at Randy's place
December 5th - Epic Forgotten Realms (Chris, Jason J., Ben, Dave L., Paul)
December 7th - Star Wars RPG (If we're not already finished)
December 12th - D&D Thunderspire Labyrinth (Dave F., Dan, Max, Joe & Jamie)
December 19th - Epic Forgotten Realms (Chris, Jason J., Ben, Dave L., Paul)
December 26th - Boxing Day - Gaming Off
Tentative schedule for the rest of the year. I know holidays always mess with scheduling, so we're definitely very tentative at this point. But as usual, everybody chime in and let me know what your schedule looks like, and I'll adjust from there.
October 19th - Star Wars RPG
October 24th - D&D 4e Keep on the Shadowfell (Chris, Jason J., Ben, Dave L., Paul)
October 31st - Halloween - Gaming Off
November 2nd - Star Wars RPG
November 7th - D&D 4e Thunderspire Labyrinth (Dave F., Dan, Max, Joe & Jamie)
November 14th - D&D 4e Keep on the Shadowfell (Chris, Jason J., Ben, Dave L., Paul)
November 16th - Star Wars RPG
November 21st - D&D 4e Thunderspire Labyrinth (Dave F., Dan, Max, Joe & Jamie)
November 28th - Thanksgiving - Memoir 44 and other games at Randy's place
December 5th - Epic Forgotten Realms (Chris, Jason J., Ben, Dave L., Paul)
December 7th - Star Wars RPG (If we're not already finished)
December 12th - D&D Thunderspire Labyrinth (Dave F., Dan, Max, Joe & Jamie)
December 19th - Epic Forgotten Realms (Chris, Jason J., Ben, Dave L., Paul)
December 26th - Boxing Day - Gaming Off
Tentative schedule for the rest of the year. I know holidays always mess with scheduling, so we're definitely very tentative at this point. But as usual, everybody chime in and let me know what your schedule looks like, and I'll adjust from there.
Friday, October 10, 2008
These look like much better power cards
Plus he includes the source.
http://www.enworld.org/forum/4351249-post718.html
http://www.enworld.org/forum/4351249-post718.html
Sunday, October 05, 2008
Star Wars PC: Kan'nar Strull
Player: Jason Murphy
Duros Scoundrel 5
Str 10
Dex 16
Con 10
Int 16
Wis 12
Cha 16
Fort: 12
Ref: 19
Will: 10
HP: 33
Speed: 6
Initiative: 3
Perception: 6
Base Attack: 3
Force Points: 7
Destiny Points: 1
Attacks: (need a little help here)
+3 melee (1d8+2, mace)
+6 ranged (3d8+2, blaster pistol, heavy)
Skills:
Acrobatics
Climb
Deception +10
Endurance
Gather Information +5
Initiative
Jump
Mechanics
Perception +5
Persuasion +10
Pilot +5
Ride
Stealth +5
Survival
Swim
Treat Injury
Use Computer +5
Use the Force
Feats:
Weapon Proficiency (Pistols)
Weapon Proficiency (Simple Weapons)
Expert Pilot (?)
Point Blank Shot
Vehicular Combat
Precise Shot
Skill Focus (Persuasion)
Skill Focus (Deception)
Talents:
Knack
Sneak Attack
Dastardly Strike
Languages:
Durese
Basic
Binary
High Galactic
Shriiwook
Equipment:
Mace
Heavy Blaster Pistol
Combat Jumpsuit
Toolkit
Medpac x 2
Cape (just because)
Homeworld: Duro
History:
Kan'nar was a legitimate businessman. He owned more shipping routes than he could count and an entire armada of freighters. Working his way up from the bottom, he was well on his way to being known as a galactic tycoon, with a personality as big as his nascent empire. Then the Trade Federation upped their taxes and Kan'nar's wealth and business quickly eroded. Dodging these blockades, Kan'nar honed his skills of diplomacy, deception, and outright stealth. He fell quickly and easily into the lifestyle of a pirate and before long, his income was almost wholly comprised of credits gleaned from smuggling refugees and weapons during the Clone Wars. He became something of a war profiteer, charging extraordinarily high prices to diplomats fleeing the war. One such mission lead him to Kashyyyk, where he encountered Quinlan Vos freeing a camp of Wookies from Trandoshan slavers. Inspired by Vos's actions, he turned his resources to helping the defenseless escape war-torn planets, and began helping Vos by flying covert missions for his black ops team.
Duros Scoundrel 5
Str 10
Dex 16
Con 10
Int 16
Wis 12
Cha 16
Fort: 12
Ref: 19
Will: 10
HP: 33
Speed: 6
Initiative: 3
Perception: 6
Base Attack: 3
Force Points: 7
Destiny Points: 1
Attacks: (need a little help here)
+3 melee (1d8+2, mace)
+6 ranged (3d8+2, blaster pistol, heavy)
Skills:
Acrobatics
Climb
Deception +10
Endurance
Gather Information +5
Initiative
Jump
Mechanics
Perception +5
Persuasion +10
Pilot +5
Ride
Stealth +5
Survival
Swim
Treat Injury
Use Computer +5
Use the Force
Feats:
Weapon Proficiency (Pistols)
Weapon Proficiency (Simple Weapons)
Expert Pilot (?)
Point Blank Shot
Vehicular Combat
Precise Shot
Skill Focus (Persuasion)
Skill Focus (Deception)
Talents:
Knack
Sneak Attack
Dastardly Strike
Languages:
Durese
Basic
Binary
High Galactic
Shriiwook
Equipment:
Mace
Heavy Blaster Pistol
Combat Jumpsuit
Toolkit
Medpac x 2
Cape (just because)
Homeworld: Duro
History:
Kan'nar was a legitimate businessman. He owned more shipping routes than he could count and an entire armada of freighters. Working his way up from the bottom, he was well on his way to being known as a galactic tycoon, with a personality as big as his nascent empire. Then the Trade Federation upped their taxes and Kan'nar's wealth and business quickly eroded. Dodging these blockades, Kan'nar honed his skills of diplomacy, deception, and outright stealth. He fell quickly and easily into the lifestyle of a pirate and before long, his income was almost wholly comprised of credits gleaned from smuggling refugees and weapons during the Clone Wars. He became something of a war profiteer, charging extraordinarily high prices to diplomats fleeing the war. One such mission lead him to Kashyyyk, where he encountered Quinlan Vos freeing a camp of Wookies from Trandoshan slavers. Inspired by Vos's actions, he turned his resources to helping the defenseless escape war-torn planets, and began helping Vos by flying covert missions for his black ops team.
Wednesday, October 01, 2008
Star Wars PC: Greeahnkk
Player: Dave F.
Wookiee Scout 5
Str 18
Dex 15
Con 12
Int 12
Wis 12
Cha 9
Fort: 17
Ref: 19
Will: 15
HP: 40
Speed: 8
Initiative: 4
Perception: 7
Base Attack: 3
Force Points: 7
Destiny Points: 1
Attacks:
+7 melee (2d10, vibro-ax)
+5 ranged (3d10, bowcaster)
Skills: (* = trained)
Acrobatics +2
Climb +9*
Deception -1
Endurance +1
Gather Information -1
Initiative +2
Jump +9*
Mechanics +1
Perception +5*
Persuasion -1
Pilot +2
Ride +2
Stealth +7*
Survival +5*
Swim +4
Treat Injury +5*
Use Computer +1
Use the Force -1
Feats:
Weapon Proficiency (Pistols)
Weapon Proficiency (Rifles)
Weapon Proficiency (Simple Weapons)
Weapon Proficiency (Exotic Weapon: Bowcast)
Weapon Proficiency (Advanced Melee Weapons)
Running Attack
Talents:
Long Stride
Surefooted
Improved Stealth
Languages:
Shyriiwook (only spoken language)
Basic
Rodian
Equipment:
Vibro-Ax
Bowcaster
Quiver of 10 bowcaster quarrels
Shamanic Wookiee Poncho (flavor text!)
Homeworld: Kashyyyk
History: While most Wookiees grow a shaggy coat of brown fur, Greeahnkk was born with an unusual jet-black coat. Unlike the even rarer albino Wookiees, however, Greeahnkk was not shunned for his odd appearance – only teased mercilessly. In combination with his short stature (six feet tall being somewhat laughable by Wookiee standards) his unusual coloration led him to avoid socialization in his youth. Instead, he sought out the gloom of the dangerous lower foliage of the forests of Kashyyyk – sometimes called the Shadowlands, for the sun's light ends far before it reaches the surface. There his coloration was an asset, and he learned to use the shadows to slip swiftly away from predators.
Greeahnkk's only close friend as he grew to maturity was a healer named Huhrak. Huhrak had lost a leg escaping Trandoshan slavers and could no longer scour the forests for the rare plants he needed for his remedies. He turned to Greeahnkk to be his forager, in turn teaching the young Wookiee how to set broken bones, neutralize poisons and make a healing poultice. This effectively became Greeahnkk's job and he gained a reputation for his speed and daring. He warded off predators with his ryyk blade and harried Trandoshan raiders with volleys of bowcaster bolts that seemed to fly from the shadows.
Despite the fact that Greeahnkk had earned a measure of respect from the elders of his forest, he was rarely comfortable around his peers and could never seem to secure a mate. Frustration over this led him to take on his missions with a reckless abandon. This was his state of mind when the Clone Wars spilled over onto Kashyyyk and Separatist forces occupied the planet in hopes of securing the nearby hyperspace routes. Greeahnkk worked alongside Clone troopers as a scout and advised them on how best to use the terrain against Separatist spider droids, snail tanks and the ubiquitous battle droids. They accepted him without a second thought for his unusual features and he grew sympathetic to the Republic. He saw the conflict in Wookiee terms: the Republic as a sort of ultimate familial clan, the Separatists as corrupt schemers looking to tear the family apart for their own gain.
As a follow-up to actions on Kashyyyk, Greeahnkk recently took his first voyage off-world as one of many Wookiees invited aboard an orbiting Venator Class Star Destroyer to meet with Jedi commanders having trouble with Separatist forces on wilderness planets similar to Kashyyyk. On the return journey, Greeahnkk was contacted by a Rodian pilot who explained that he worked as part of a network of talented specialists under the command of the Jedi, Quinlan Vos. He invited Greeahnkk to lend his skills to the network and, when Greeahnkk returned to Kashyyyk and consulted Huhrak, the old Wookiee encouraged him to accept the offer. Huhrak claimed he had dreamt of Greeahnkk leaving Kashyyyk for greater glory among the stars. Whether he spoke with sincerity or simply felt Greeahnkk needed to expand his horizons remains unknown.
What is known is that Greeahnkk has accepted Vos's call and set out for his hidden sanctuary. His equipment is minimal, but he wears a necklace of battle droid fingers to show his allegiance and sports a shamanic poncho sewn by Huhrak, its inset pockets made to carry healing herbs. Slung over his back is his battered, but trusty bowcaster and a newly purchased vibro-ax to replace his traditional ryyk blade.
Greeahnkk is a capable wilderness scout with an eye for danger and the sense to use stealth when necessary. He is exceptionally fast for a Wookiee, darting from hiding to strike at his targets, then just as quickly returning to the shadows. In a pinch he can also serve as a medic, though his version of a medpack tends to be an altogether smellier, more primitive affair than the galactic standard.
Wookiee Scout 5
Str 18
Dex 15
Con 12
Int 12
Wis 12
Cha 9
Fort: 17
Ref: 19
Will: 15
HP: 40
Speed: 8
Initiative: 4
Perception: 7
Base Attack: 3
Force Points: 7
Destiny Points: 1
Attacks:
+7 melee (2d10, vibro-ax)
+5 ranged (3d10, bowcaster)
Skills: (* = trained)
Acrobatics +2
Climb +9*
Deception -1
Endurance +1
Gather Information -1
Initiative +2
Jump +9*
Mechanics +1
Perception +5*
Persuasion -1
Pilot +2
Ride +2
Stealth +7*
Survival +5*
Swim +4
Treat Injury +5*
Use Computer +1
Use the Force -1
Feats:
Weapon Proficiency (Pistols)
Weapon Proficiency (Rifles)
Weapon Proficiency (Simple Weapons)
Weapon Proficiency (Exotic Weapon: Bowcast)
Weapon Proficiency (Advanced Melee Weapons)
Running Attack
Talents:
Long Stride
Surefooted
Improved Stealth
Languages:
Shyriiwook (only spoken language)
Basic
Rodian
Equipment:
Vibro-Ax
Bowcaster
Quiver of 10 bowcaster quarrels
Shamanic Wookiee Poncho (flavor text!)
Homeworld: Kashyyyk
History: While most Wookiees grow a shaggy coat of brown fur, Greeahnkk was born with an unusual jet-black coat. Unlike the even rarer albino Wookiees, however, Greeahnkk was not shunned for his odd appearance – only teased mercilessly. In combination with his short stature (six feet tall being somewhat laughable by Wookiee standards) his unusual coloration led him to avoid socialization in his youth. Instead, he sought out the gloom of the dangerous lower foliage of the forests of Kashyyyk – sometimes called the Shadowlands, for the sun's light ends far before it reaches the surface. There his coloration was an asset, and he learned to use the shadows to slip swiftly away from predators.
Greeahnkk's only close friend as he grew to maturity was a healer named Huhrak. Huhrak had lost a leg escaping Trandoshan slavers and could no longer scour the forests for the rare plants he needed for his remedies. He turned to Greeahnkk to be his forager, in turn teaching the young Wookiee how to set broken bones, neutralize poisons and make a healing poultice. This effectively became Greeahnkk's job and he gained a reputation for his speed and daring. He warded off predators with his ryyk blade and harried Trandoshan raiders with volleys of bowcaster bolts that seemed to fly from the shadows.
Despite the fact that Greeahnkk had earned a measure of respect from the elders of his forest, he was rarely comfortable around his peers and could never seem to secure a mate. Frustration over this led him to take on his missions with a reckless abandon. This was his state of mind when the Clone Wars spilled over onto Kashyyyk and Separatist forces occupied the planet in hopes of securing the nearby hyperspace routes. Greeahnkk worked alongside Clone troopers as a scout and advised them on how best to use the terrain against Separatist spider droids, snail tanks and the ubiquitous battle droids. They accepted him without a second thought for his unusual features and he grew sympathetic to the Republic. He saw the conflict in Wookiee terms: the Republic as a sort of ultimate familial clan, the Separatists as corrupt schemers looking to tear the family apart for their own gain.
As a follow-up to actions on Kashyyyk, Greeahnkk recently took his first voyage off-world as one of many Wookiees invited aboard an orbiting Venator Class Star Destroyer to meet with Jedi commanders having trouble with Separatist forces on wilderness planets similar to Kashyyyk. On the return journey, Greeahnkk was contacted by a Rodian pilot who explained that he worked as part of a network of talented specialists under the command of the Jedi, Quinlan Vos. He invited Greeahnkk to lend his skills to the network and, when Greeahnkk returned to Kashyyyk and consulted Huhrak, the old Wookiee encouraged him to accept the offer. Huhrak claimed he had dreamt of Greeahnkk leaving Kashyyyk for greater glory among the stars. Whether he spoke with sincerity or simply felt Greeahnkk needed to expand his horizons remains unknown.
What is known is that Greeahnkk has accepted Vos's call and set out for his hidden sanctuary. His equipment is minimal, but he wears a necklace of battle droid fingers to show his allegiance and sports a shamanic poncho sewn by Huhrak, its inset pockets made to carry healing herbs. Slung over his back is his battered, but trusty bowcaster and a newly purchased vibro-ax to replace his traditional ryyk blade.
Greeahnkk is a capable wilderness scout with an eye for danger and the sense to use stealth when necessary. He is exceptionally fast for a Wookiee, darting from hiding to strike at his targets, then just as quickly returning to the shadows. In a pinch he can also serve as a medic, though his version of a medpack tends to be an altogether smellier, more primitive affair than the galactic standard.
Star Wars PC: Eennu Xiraj
Player: D3
Togruta Scoundrel 5
Str 12
Dex 18
Con 8
Int 14
Wis 12
Cha 14
Fort: 14
Ref: 21
Will: 17
HP: 26
Speed: 6
Initiative: 4
Perception: 6
Base Attack: 3
Force Points: 7
Destiny Points: 1
Attacks:
+4 melee (1d4+3, fist)
+7 ranged (3d6+2/2d6+2 stun, blaster pistol)
Skills: (* = trained)
Acrobatics +4
Climb +1
Deception +2
Endurance -1
Gather Information +12*
Initiative +4
Jump +1
Mechanics +12*
Perception +6*
Persuasion +7*
Pilot +4
Ride +4
Stealth +9*
Survival +1
Swim +1
Treat Injury +1
Use Computer +7*
Use the Force +2
Feats:
Point Blank Shot
Precise Shot
Skill Focus (Gather Information)
Skill Focus (Mechanics)
Weapon Proficiency (Pistol)
Weapon Proficiency (Simple)
Talents:
Fool's Luck
Knack
Security Slicer
Racial Abilities:
Pack Hunter
Sneaky
Spatial Awareness
Languages:
Basic
Wookie
Huttese
Togruti
Equipment:
Com-link, short range
Audiorecorder
Videorecorder
(2) liquid cable (15m each)
Concealed Holster
Blaster Pistol w/powerpack
Glow Rod
45 credits
Homeworld: Nar Shaddaa
History: Eennu Xiraj was sold into slavery as a child on Nar Shaddaa and never knew his parents. After being rescued by a Republic law enforcement agent during a raid, he was taken in by the agent and raised as the agent's own son. Marshal Semaj Nodrog's compassion is all that kept the toddler, Eennu, from falling prey to the streets of Nar Shadaa.
Marshal Semaj Nodrog had been stationed by the Republic to Nar Shadaa to recruit a local militia tasked with cleaning up the cesspool that is Nar Shadaa. An optimistic and naive do-gooder, Semaj was brutally slain by his own team who had been taking bribes and doing enforcement work for a local slave trader. Now in his late teen years, Eennu swore an oath to bring the men responsible to justice, and he formed his own team to bring law and order to Nar Shadaa. He received official Republic approval but no funding for the project.
Eennu discovered that the slave trader (a local Hutt boss) that was responsible for his own slavery had been the same that had his father figure killed. As naive as his father, he was framed by his own team for collaborating with Separatists before actually uncovering the Hutt's identity. Eennu had to go into hiding as he was now officially a criminal and wanted by the Republic.
After five years of fighting against the slave trade and corruption on Nar Shadaa as a fugitive from the officially sanctioned dirty cops that he had recruited himself, Eennu saw his big chance to redeem his name by uncovering a Sith plot and bringing in Quinlan Vos, who he had mistakenly thought to be working with the Sith.
After some very tense confusion, Vos explained the true nature of his mission to Eennu. He helped Vos with some important local intelligence gathering vital to the Jedi's mission, and the two earned each other's trust. Vos then recruited him for some sort of covert ops team in return for the Jedi's promise that after his term serving with the covert ops team, Quinlan Vos himself would do everything in his power to clear Eennu's name and acquire the resources needed to complete the mission he had inherited from his father... bringing law and order to Nar Shaddaa.
Togruta Scoundrel 5
Str 12
Dex 18
Con 8
Int 14
Wis 12
Cha 14
Fort: 14
Ref: 21
Will: 17
HP: 26
Speed: 6
Initiative: 4
Perception: 6
Base Attack: 3
Force Points: 7
Destiny Points: 1
Attacks:
+4 melee (1d4+3, fist)
+7 ranged (3d6+2/2d6+2 stun, blaster pistol)
Skills: (* = trained)
Acrobatics +4
Climb +1
Deception +2
Endurance -1
Gather Information +12*
Initiative +4
Jump +1
Mechanics +12*
Perception +6*
Persuasion +7*
Pilot +4
Ride +4
Stealth +9*
Survival +1
Swim +1
Treat Injury +1
Use Computer +7*
Use the Force +2
Feats:
Point Blank Shot
Precise Shot
Skill Focus (Gather Information)
Skill Focus (Mechanics)
Weapon Proficiency (Pistol)
Weapon Proficiency (Simple)
Talents:
Fool's Luck
Knack
Security Slicer
Racial Abilities:
Pack Hunter
Sneaky
Spatial Awareness
Languages:
Basic
Wookie
Huttese
Togruti
Equipment:
Com-link, short range
Audiorecorder
Videorecorder
(2) liquid cable (15m each)
Concealed Holster
Blaster Pistol w/powerpack
Glow Rod
45 credits
Homeworld: Nar Shaddaa
History: Eennu Xiraj was sold into slavery as a child on Nar Shaddaa and never knew his parents. After being rescued by a Republic law enforcement agent during a raid, he was taken in by the agent and raised as the agent's own son. Marshal Semaj Nodrog's compassion is all that kept the toddler, Eennu, from falling prey to the streets of Nar Shadaa.
Marshal Semaj Nodrog had been stationed by the Republic to Nar Shadaa to recruit a local militia tasked with cleaning up the cesspool that is Nar Shadaa. An optimistic and naive do-gooder, Semaj was brutally slain by his own team who had been taking bribes and doing enforcement work for a local slave trader. Now in his late teen years, Eennu swore an oath to bring the men responsible to justice, and he formed his own team to bring law and order to Nar Shadaa. He received official Republic approval but no funding for the project.
Eennu discovered that the slave trader (a local Hutt boss) that was responsible for his own slavery had been the same that had his father figure killed. As naive as his father, he was framed by his own team for collaborating with Separatists before actually uncovering the Hutt's identity. Eennu had to go into hiding as he was now officially a criminal and wanted by the Republic.
After five years of fighting against the slave trade and corruption on Nar Shadaa as a fugitive from the officially sanctioned dirty cops that he had recruited himself, Eennu saw his big chance to redeem his name by uncovering a Sith plot and bringing in Quinlan Vos, who he had mistakenly thought to be working with the Sith.
After some very tense confusion, Vos explained the true nature of his mission to Eennu. He helped Vos with some important local intelligence gathering vital to the Jedi's mission, and the two earned each other's trust. Vos then recruited him for some sort of covert ops team in return for the Jedi's promise that after his term serving with the covert ops team, Quinlan Vos himself would do everything in his power to clear Eennu's name and acquire the resources needed to complete the mission he had inherited from his father... bringing law and order to Nar Shaddaa.
Tuesday, September 30, 2008
Star Wars PC: Lan Cai Terek
Player: Nick
Human Jedi 4/Scoundrel 1
Str 14
Dex 12
Con 12
Int 14
Wis 10
Cha 16
Fort: 17
Ref: 18
Will: 19
HP: 63
Speed: 6
Initiative: 16
Perception: 7
Base Attack: 4
Force Points: 7
Destiny Points: 1
Attacks:
+8 melee (2d8+4, lightsaber)
+7 melee (1d6+4, martial arts)
+5 ranged (3d8+2/2d8+2 stun, heavy blaster pistol)
Skills: (* = trained)
Acrobatics +8*
Climb +4
Deception +5
Endurance +3
Gather Information +5
Initiative +3
Jump +4
Mechanics +9*
Perception +7*
Persuasion +10*
Pilot +3
Ride +3
Stealth +3
Survival +2
Swim +4
Treat Injury +2
Use Computer +4
Use the Force +15*
Feats:
Force Sensitivity
Weapon Proficiency (Lightsabers)
Weapon Proficiency (Simple Weapon)
Weapon Focus (Lightsaber)
Martial Arts I
Force Training
Weapon Proficiency (Pistols)
Talents:
Weapon Specialist (lightsaber)
Deflect
Personalized Modifications
Force Powers:
Force Slam
Languages:
Basic
Binary
Wookie
Equipment:
Lightsaber
DT-57 "Annhiliator" heavy blaster pistol
Com Link (short)
Tool Kit
Power Pack x2
Hip Holster
Homeworld: Rion
History: Lan Cai Terek's life-path took an abrupt turn when Jedi Knight, Kadrian Sey, appeared on his homeworld Rion, a once tropical paradise, at the behest of the Jedi Council. Lan's life to that point had been typical of any Rionian, he learned his father's trade, helped his family in any way that he could, and in his free time he muddled around with anything mechanical that he could get his hands on. Before Master Sey had come to his world, he had only heard tall tales about the Jedi and their tremendous amounts of power. Though her true motives for being on his homeworld were completely unknown to Lan, he took a liking to her immediately and began following her. Seeing something in Lan, Master Sey after a time began teaching him the ways of the force, strengthening his mind and abilities. To say that Lan was amazed at the opportunity to become such a fierce and noble warrior would be an understatement. He took to it immediately and became quite skilled, especially with a lightsaber.
And then the war came, and with it brought the likes of Count Dooku to Rion. Once there, Dooku swayed Master Sey to his own cause, turning her against everything and everyone that she had called friend, including young Lan. Enraged, Lan gave into fear and hate, vowing vengeance against Count Dooku and his former Master. With revenge at the forefront of his mind, he fled Rion, hopping from planet to planet for a year or so. He worked along side many people during this year, namely a Wookie that heldd the same level of contempt for the Sepratists and Droid Armies that he did. Hearing a rumor of Kadrian Sey's appearance on the planet Columex, Lan broke all contact with his Wookie compatriot and made haste for the planet's surface.
Instead of finding revenge though, Lan found himself face to face with another Jedi and his young Padawan. Whether it was a ruse on the Jedi's part or sheer luck or destiny, Lan never found out. His anger unchecked though, Lan lashed out at this pair and though formidable, was ultimately defeated. Sensing the Dark Side at play within him, the Jedi brought him back to the Jedi Temple on Coruscant so he could be brought before the Jedi Council. Beaten and beside himself, he told the Council everything that had happened. Much deliberation took place but it was decided that Lan was a risk not only to himself but to others if he was allowed to continue down his path. Therefore he was assigned a new Master, this time being paired with the Jedi Knight Aayla Secura, as she had some understanding of the things that Lan had gone through.
So it was that he trained with her and fought by her side during several battles during the beginning of the Clone Wars, though he had a hard time keeping his anger and need for revenge in check. With that in mind, and the feeling that if he continued to have dealings with the Jedi and Count Dooku's forces he would ultimately crack under the pressure, he left the Jedi Order after a time. With some shame at not being the kind of person that he had always wanted to be, Lan fell back on his ability to manipulate mechanical devices, offering his services to whomever was handing out enough credits to survive on. In his heart he wanted to be a Jedi, but like his Masters taught him, while there was hate there was always a path to the Dark Side. He had to live with that.
Human Jedi 4/Scoundrel 1
Str 14
Dex 12
Con 12
Int 14
Wis 10
Cha 16
Fort: 17
Ref: 18
Will: 19
HP: 63
Speed: 6
Initiative: 16
Perception: 7
Base Attack: 4
Force Points: 7
Destiny Points: 1
Attacks:
+8 melee (2d8+4, lightsaber)
+7 melee (1d6+4, martial arts)
+5 ranged (3d8+2/2d8+2 stun, heavy blaster pistol)
Skills: (* = trained)
Acrobatics +8*
Climb +4
Deception +5
Endurance +3
Gather Information +5
Initiative +3
Jump +4
Mechanics +9*
Perception +7*
Persuasion +10*
Pilot +3
Ride +3
Stealth +3
Survival +2
Swim +4
Treat Injury +2
Use Computer +4
Use the Force +15*
Feats:
Force Sensitivity
Weapon Proficiency (Lightsabers)
Weapon Proficiency (Simple Weapon)
Weapon Focus (Lightsaber)
Martial Arts I
Force Training
Weapon Proficiency (Pistols)
Talents:
Weapon Specialist (lightsaber)
Deflect
Personalized Modifications
Force Powers:
Force Slam
Languages:
Basic
Binary
Wookie
Equipment:
Lightsaber
DT-57 "Annhiliator" heavy blaster pistol
Com Link (short)
Tool Kit
Power Pack x2
Hip Holster
Homeworld: Rion
History: Lan Cai Terek's life-path took an abrupt turn when Jedi Knight, Kadrian Sey, appeared on his homeworld Rion, a once tropical paradise, at the behest of the Jedi Council. Lan's life to that point had been typical of any Rionian, he learned his father's trade, helped his family in any way that he could, and in his free time he muddled around with anything mechanical that he could get his hands on. Before Master Sey had come to his world, he had only heard tall tales about the Jedi and their tremendous amounts of power. Though her true motives for being on his homeworld were completely unknown to Lan, he took a liking to her immediately and began following her. Seeing something in Lan, Master Sey after a time began teaching him the ways of the force, strengthening his mind and abilities. To say that Lan was amazed at the opportunity to become such a fierce and noble warrior would be an understatement. He took to it immediately and became quite skilled, especially with a lightsaber.
And then the war came, and with it brought the likes of Count Dooku to Rion. Once there, Dooku swayed Master Sey to his own cause, turning her against everything and everyone that she had called friend, including young Lan. Enraged, Lan gave into fear and hate, vowing vengeance against Count Dooku and his former Master. With revenge at the forefront of his mind, he fled Rion, hopping from planet to planet for a year or so. He worked along side many people during this year, namely a Wookie that heldd the same level of contempt for the Sepratists and Droid Armies that he did. Hearing a rumor of Kadrian Sey's appearance on the planet Columex, Lan broke all contact with his Wookie compatriot and made haste for the planet's surface.
Instead of finding revenge though, Lan found himself face to face with another Jedi and his young Padawan. Whether it was a ruse on the Jedi's part or sheer luck or destiny, Lan never found out. His anger unchecked though, Lan lashed out at this pair and though formidable, was ultimately defeated. Sensing the Dark Side at play within him, the Jedi brought him back to the Jedi Temple on Coruscant so he could be brought before the Jedi Council. Beaten and beside himself, he told the Council everything that had happened. Much deliberation took place but it was decided that Lan was a risk not only to himself but to others if he was allowed to continue down his path. Therefore he was assigned a new Master, this time being paired with the Jedi Knight Aayla Secura, as she had some understanding of the things that Lan had gone through.
So it was that he trained with her and fought by her side during several battles during the beginning of the Clone Wars, though he had a hard time keeping his anger and need for revenge in check. With that in mind, and the feeling that if he continued to have dealings with the Jedi and Count Dooku's forces he would ultimately crack under the pressure, he left the Jedi Order after a time. With some shame at not being the kind of person that he had always wanted to be, Lan fell back on his ability to manipulate mechanical devices, offering his services to whomever was handing out enough credits to survive on. In his heart he wanted to be a Jedi, but like his Masters taught him, while there was hate there was always a path to the Dark Side. He had to live with that.
Star Wars PC: Quinn Dawnrunner
Player: Casey
Male Human Jedi 5
Str 10
Dex 17
Con 12
Int 11
Wis 14
Cha 14
Fort: 17
Ref: 19
Will: 18
HP: 74
Speed: 6
Initiative: 16
Perception: 9
Base Attack: 5
Force Points: 7
Destiny Points: 1
Attacks:
+8 melee (2d8, lightsaber (green)
Skills:
Acrobatics +5
Endurance +3
Initiative +16/5*
Jump +2
Mechanics +2
Perception +16/4*
Pilot +10
Use the Force +14
Feats:
Force Sensitivity
Force Training (x2)
Skill Focus (Use the Force)
Strong in the Force
Weapon Finesse
Weapon Proficiency (Lightsaber)
Weapon Proficiency (Simple)
Talents:
Deflect
Force Intuition
Force Perception
Force Powers:
Force Thrust
Mind Trick
Move Object
Rebuke
Surge
Vital Transfer
Languages:
Basic
Equipment:
Lightsaber
Comlink (short range)
Aquata breather
Homeworld: Corellia
History: Quinn was tested at a young age just like all children for force sensitivity. Ki-Adi-Mundi administered the test and was surprised how strong the force was in the future pupil. He was a good student during his training as a youngling. He developed his skill with a lightsaber early on and was poised to become a great combatant. He felt a different calling and started down the path of the Jedi Guardian. His first master as a Jedi Padawan was Master Windu. Quinn's current Master is Quin'lan Voss as Master Windu moved him under his guidance.
Male Human Jedi 5
Str 10
Dex 17
Con 12
Int 11
Wis 14
Cha 14
Fort: 17
Ref: 19
Will: 18
HP: 74
Speed: 6
Initiative: 16
Perception: 9
Base Attack: 5
Force Points: 7
Destiny Points: 1
Attacks:
+8 melee (2d8, lightsaber (green)
Skills:
Acrobatics +5
Endurance +3
Initiative +16/5*
Jump +2
Mechanics +2
Perception +16/4*
Pilot +10
Use the Force +14
Feats:
Force Sensitivity
Force Training (x2)
Skill Focus (Use the Force)
Strong in the Force
Weapon Finesse
Weapon Proficiency (Lightsaber)
Weapon Proficiency (Simple)
Talents:
Deflect
Force Intuition
Force Perception
Force Powers:
Force Thrust
Mind Trick
Move Object
Rebuke
Surge
Vital Transfer
Languages:
Basic
Equipment:
Lightsaber
Comlink (short range)
Aquata breather
Homeworld: Corellia
History: Quinn was tested at a young age just like all children for force sensitivity. Ki-Adi-Mundi administered the test and was surprised how strong the force was in the future pupil. He was a good student during his training as a youngling. He developed his skill with a lightsaber early on and was poised to become a great combatant. He felt a different calling and started down the path of the Jedi Guardian. His first master as a Jedi Padawan was Master Windu. Quinn's current Master is Quin'lan Voss as Master Windu moved him under his guidance.
Tuesday, September 02, 2008
Game Schedule - September through October
September 5th - D&D 4e Group A (Dave F., Dan, Max, Joe & Jamie)
September 12th - D&D 4e Group B (Chris, Jason J., Ben, Dave L., Paul, Joe)
September 19th - D&D 4e Group B (Chris, Jason J., Ben, Dave L., Paul, Joe)
September 26th - D&D 4e Group B (Chris, Jason J., Ben, Dave L., Paul, Joe)
October 3rd - D&D 4e Group A (Dave F., Dan, Max, Joe & Jamie)
October 5th - Star Wars RPG First Session (Dave F., Dave M., Nick, Jason M., Casey)
October 10th - D&D 4e Group B (Chris, Jason J., Ben, Dave L., Paul, Joe)
October 17th - D&D 4e Group A (Dave F., Dan, Max, Joe & Jamie)
October 24th - D&D 4e Group B (Chris, Jason J., Ben, Dave L., Paul, Joe)
October 31st - Halloween - Gaming Off
Tentative schedule for September and October. Jamie and Joe might be out for the 19th, we should know for sure this Friday. Other than that, everybody chime in and let me know what your October schedule looks like, and I'll adjust from there.
September 12th - D&D 4e Group B (Chris, Jason J., Ben, Dave L., Paul, Joe)
September 19th - D&D 4e Group B (Chris, Jason J., Ben, Dave L., Paul, Joe)
September 26th - D&D 4e Group B (Chris, Jason J., Ben, Dave L., Paul, Joe)
October 3rd - D&D 4e Group A (Dave F., Dan, Max, Joe & Jamie)
October 5th - Star Wars RPG First Session (Dave F., Dave M., Nick, Jason M., Casey)
October 10th - D&D 4e Group B (Chris, Jason J., Ben, Dave L., Paul, Joe)
October 17th - D&D 4e Group A (Dave F., Dan, Max, Joe & Jamie)
October 24th - D&D 4e Group B (Chris, Jason J., Ben, Dave L., Paul, Joe)
October 31st - Halloween - Gaming Off
Tentative schedule for September and October. Jamie and Joe might be out for the 19th, we should know for sure this Friday. Other than that, everybody chime in and let me know what your October schedule looks like, and I'll adjust from there.
Wednesday, July 30, 2008
Game Schedule - August through September
August 1st - Boardgames
August 8th - D&D 4e Group A (Dave F., Dan, Max, Joe & Jamie)
August 15th - D&D 4e Group B (Chris, Ben, Dave L., Jason, Steven)
August 22nd - D&D 4e Group A (Dave F., Dan, Max, Joe & Jamie)
August 29th - D&D 4e Group B (Ben, Jason, Dave L., Steven - Chris out)
September 5th - D&D 4e Group A (Dave F., Dan, Max, Joe & Jamie)
September 12th - D&D 4e Group B (Chris, Jason, Ben, Dave L., Paul, Steven)
September 19th - D&D 4e Group A (Dave F., Dan, Max, Joe & Jamie)
September 26th - D&D 4e Group B (Chris, Jason, Ben, Dave L., Paul, Steven)
The latest revision to the plan: Two groups. One (Group A) is the group that is currently playing D&D Keep on the Shadowfell, and consists of Dave, Dan, Max, Joe and Jamie. We'll try to meet twice a month, as long as everybody's schedules align.
Group B is the modified Wandering Wolves group, consisting of Ben, Chris, Dave Lamplugh, Jason, Paul and Steven, one of the owners of Epoch Coffee, who Chris indicated might be interested. This group will continue D&D Keep on the Shadowfell, with Steven bringing in a new character to join. This group will also meet twice a month, in theory. Sometimes it might be only four people, sometimes it'll be six, ideally it'll be five more often than not. But this seems like a good way of hedging our bets, with everybody's crazy schedule, and playing twice a month.
August 8th - D&D 4e Group A (Dave F., Dan, Max, Joe & Jamie)
August 15th - D&D 4e Group B (Chris, Ben, Dave L., Jason, Steven)
August 22nd - D&D 4e Group A (Dave F., Dan, Max, Joe & Jamie)
August 29th - D&D 4e Group B (Ben, Jason, Dave L., Steven - Chris out)
September 5th - D&D 4e Group A (Dave F., Dan, Max, Joe & Jamie)
September 12th - D&D 4e Group B (Chris, Jason, Ben, Dave L., Paul, Steven)
September 19th - D&D 4e Group A (Dave F., Dan, Max, Joe & Jamie)
September 26th - D&D 4e Group B (Chris, Jason, Ben, Dave L., Paul, Steven)
The latest revision to the plan: Two groups. One (Group A) is the group that is currently playing D&D Keep on the Shadowfell, and consists of Dave, Dan, Max, Joe and Jamie. We'll try to meet twice a month, as long as everybody's schedules align.
Group B is the modified Wandering Wolves group, consisting of Ben, Chris, Dave Lamplugh, Jason, Paul and Steven, one of the owners of Epoch Coffee, who Chris indicated might be interested. This group will continue D&D Keep on the Shadowfell, with Steven bringing in a new character to join. This group will also meet twice a month, in theory. Sometimes it might be only four people, sometimes it'll be six, ideally it'll be five more often than not. But this seems like a good way of hedging our bets, with everybody's crazy schedule, and playing twice a month.
Wednesday, July 02, 2008
For All You Eberron Folks
The 4E playtest version of The Artificer is up. It looks... interesting.
Labels:
Dungeons and Dragons 4th Edition,
eberron,
rules
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