Brontoforumus Archive
Game Boards => Online Hookers => Topic started by: Lottel on February 15, 2010, 08:42:21 PM
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Let's clean this up a bit:
Times to play-
M-All day
W-11-4
F-10-3
S-10-3
TIME IS CENTRAL
Let me know which time is best.
I would like a Saturday game, honestly, but if it calls for it I can switch to the other times
Game is 4e DnD.
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Time ZONES???
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CENTRAL. Sorry! Edited post!
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Maybe.
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300pm is pretty late dogg
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I have two games in mind. If you join, let me know which you want.
I have a classic 4e game with a decent story already and raring to go.
OOOOOOOOOOOOR
I have a Zelda 4e game. I have the races already made and just need to throw together a quick story. I've got Deku, Zora, and Goron on top of the other races.
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I want to do the Zelda one. I can't do Saturdays. Mondays would be best.
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I am a MONDAY PLAYER, as that is pretty much the only daytime slot where I am nearly guaranteed to not be at work. I want a Zelder game so I can draw/play some horrible zora slut.
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Allright mate. I'm in!
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I'm good 6am-4pm Central any day, except 7am-11am Sundays when I run my own game (http://brontoforum.us/index.php?topic=4586.0). Any of your times are good for me. I would like the opportunity to play a 4E game (I've only DMed 4E so far).
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More than welcome to have you!
That makes... 4!
5 if Doom says definitely.
Maybe one more to join?
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Eh I drop.
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I'd like to join and I might have a non-Bronto friend who's been looking for a 4E game. Monday would be good - is there an exact time when?
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A few people contacted me on IRC to join my game, which is full, so they might be up for joining your game. Ask Parak, Joxam, and Malikial if you need players.
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The more the merrier.
I can run more than one game if that is what is needed!
And whatever is convenient for you guy between the set times, Dogstar
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Alrighty! Here are the custom races I have for you. I tried to keep them as close to the other races in terms of writing and amount/type of abilities. I also made them reflect the games as well as fit in the 4e universe, so the flavor text might be a bit odd.
Race: Deku Scrub
Magical protectors of nature, quiet and nimble
Traits:
Average Height: 2'2"-3'0"
Average Weight:15-30 lbs
Ability Scores: +2 Wis, +2 Dex
Size: Small
Speed: 5
Vision: Normal
Languages: Common, One Bestial Language (Feline, Canine, Ursine, etc)
Skill Bonuses: +2 nature, +2 stealth
Light: You can cast Spirit Skip and Feather Fall on yourself as an ecounter power
Spit: You gain Spit racial power
Scrub Resistance: +5 saving throws against poison
Light Weight: When pushed/pulled/slid, you move an extra 2 squares
Druidic Calling: You gain "Twisting Vines" as a daily power. If you are a druid, you gain an additional ecounter power instead.
Spirit Skip - Ecounter - Move Action
"You twist, spin, and skip ignoring the ground"
Once per ecounter, you can move five squares over land or water while ignoring difficult terrain. If you end in a square filled with water, you fall in as normal.
Spit -Ranged 5/10 - Special
"You lean back and ready a more natural attack."
When you create your Deku Scrub, choose Poison spit or Stun spit.
Poison- At-will- Standard Action-
"Purple blob of stick spit attaches itself to your target"
1d6 poison damage and the target takes ongoing 1d4 poison damage.
Stun -Ecounter- Standard Action-
"You spit a large seed at just the right place"
1d10 damage and the target is stunned until your next turn or until the target is hit by another attack.
Created long ago by a powerful druid, the Scrub races spread across the world to protect the natural at all cost. Agile and magical, they use what they can to aid them in the fight to guard their beloved homes.
Dekus tend to favor the druid, ranger, and rogue classes.
Physical Qualities
Deku Scrubs average 2'6" and are very light. Their ancestors were wooden puppets brought to life and they still share many traits with puppets. They are hollow and filled with pure magical power. Their skin is a magical form of wood and varies in color and texture as much as wood does. Their hair is often green or yellow, though hair the color of autumn leaves is also common. One third of their height is their large, round head which sports a large, tube-like snout. Eye colors are typically gold, red, white, and sometimes purple. Their clothing tends to be simple with patterns of leaves stitched in. They prefer colors that remind them of their forest home. Their voices are reedy and nasally.
Deku Scrubs reach physical maturity at roughly 15 years of age and age slowly and remain active well to 150.
Playing a Deku Scrub
Born of the trees, Deku Scrubs tend to stay close to forests if they can. They favor working outside and being alone in nature to loud streets and the company of others.
Few Deku Scrubs end up as adventurers. Most decide to stay and protect their home from unwanted intruders. Some, however, choose to leave. Whether this is to stop some possible threat to nature or because they got a rare bit of adventure in them and decided to try life in the world outside their small communities.
Deku Scrubs tend to forego worshipping gods and tend to worship nature itself. Those who do find gods often worship Melora, though Pelor, Sehanine, and Corellon are found as well depending on the personal tastes of the Scrub.
Deku Scrubs are often quiet and stay hidden, their clothing and natural camoflauge allowt them to easily hide in the trees. They tend to observe first, then come up with a plan, often using coordinated attacks at weak points. Deku Scrubs only harm sentient creatures if need be and try to persuade the other creatures to live peacefully. Scrubs only eat small vegetation and usually only drink clean water.
Deku Scrub Characteristics
Light, agile, shy, cautious, observant
Deku Scrub Names
Male- Plon, Deesk, Fleen, Neef, Tonn
Female- Tiplan, Flin, Tiff, Pas
Some Deku Scrubs are named twice. Both names are the same and are separated by hyphens.
Examples: Tliff-Tliff, Neesk-Neesk, Tinn-Tinn
Race: Zora
Aquatic Warriors, Swift and Proud
Traits:
Average Height: 5’8”-6’4”
Average Weight:140-160 lbs
Ability Scores: +2 Int, +2 Dex
Size: Medium
Speed: 6
Vision: Normal, Underwater
Languages: Common, Aquan
Skill Bonuses: +2 History, +2 Acrobatics
Swim: Zora can swim at a Speed of 8
Fins: The fins on your arms are Natural Weapons (Deal 1d6 damage)
Gills: Zora can breath on land and in water.
Slippery: Zora gain a +2 bonus to Escape Rolls
A proud race of quiet warriors, the Zora value honor and practice over material matters.
Zora tend to favor the swordmage, fighter, and monk classes.
Physical Qualities
The Zora are pale to the point of almost being translucent. Most are white with spots and ornate patterns, much like fish. They are tall and humanoid with a large long head which ends in something resembling a sharks fin. Their limbs are long and their torso small. Upon their arms and legs are fins that are razor sharp and are used as weapons. The whites of Zora’s eyes are black or blue with no pupil. Zora clothing tends to be blue or a sea green and is very ornate. They often have many different outfits, including several pieces of special armor for ceremonies. Silver and similar colored metals are favored over gold. Same goes for diamonds over other jewelry.
Zora tend to live as long as humans, though they can live up to 150 if the water they live in is cool and clean.
Playing a Zora
Born of water, Zoras tend to stay close to bodies of water if they can although the can live comfortably on land. They have a subtle grace when they move on land, a carryover from their aquatic heritage. As children Zora attend lots of schooling in ways of history and war. They tend to view fighting as an art form and one that you follow strict rules. They follow a strong code of honor and respect for warriors. This often leads to conflict with other races as their way of life can often directly clash with the rules and laws of the others.
Though Zora often live in underwater caves, the caves are typically near the shoreline as the Zora tend to farm a lot of food to supplement their diet of seafood. This is how many Zora come to meet other races. In fact, some Zora end up residing entirely on land, in little houses by the beaches and a few even live in towns and cities on land.
Zora often worship Bahumut, Ioun, Correlon, and Erathis as side deities, while they focus on Mellora.
Zora are often fishermen and farmers although they do offer their services as hired sailors to other races. Their affinity with water makes them perfect boaters as they have a special knowledge that lets them know how to spot oncoming storms and rough water earlier than most others.
In battle as well as life Zora follow strict rules of conduct, not fighting unless honor dictates the need and not fighting for personal glory. They are a cool race that thinks logically and clearly before they attack precisely and deadly.
Zora Characteristics
Noble, fierce, serious, collected
Zora Names
Male- Zorendo, Remor, Yylor
Female- Zuko, Ruzu, Phii,
Race: Goron
Calm Builders of the Mountains
Traits:
Average Height: 5’0”-5’8”
Average Weight 300-400 lbs
Ability Scores: +2 Str, +2 Con
Size: Medium
Speed: 5
Vision: Normal
Languages: Common, Dwarven
Skill Bonuses: +2 Dungeoneering, +2 Athletics
Roll: Gorons can charge at a speed of 7 and do not take Attacks of Opportunity while doing so
Rock Skin: Gain Toughness and Resist Fire +2
Goron Digestion: Gorons can eat rocks with no ill effect and have resist Poison +3
Brewer: Gain Alchemist feat
A calm race that relies on their tough skin wearing their opponents out. Often forgo fighting and curl into a ball.
Gorons tend to favor the Artificer, Fighter, and Warden classes.
(Uh-oh! Missing some Goron Info. Pretend I wrote something here)
Now remember you can choose either one of these three or any of the other races.
Still would prefer you didn't go the Evil route, seeing as you will be fighting evil.
Idea is a mix between OOT/MM and the sailing games. So if you came from another land or something that is fine. Gorons tend to live on Mountainy islands and only a few live on the mainland and Zoras live in tropical islands and rarely live on the main island. Dekus are everywhere. There are several races. The playable race is different than the monster race though, so keep that in mind.
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I'm so rolling a Goron, whether or not I get to punch things.
A bard would be appropriate for someone, given that music is always big in Zelda.
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GOD DAMMIT IT BONGO
YOU ARE NOW THE BEST
STOP BEING THE BEST
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Ho shit, the character builder supports custom races (click the little homebrew icon on top of the menu) and it has monks in it. That's crazy! I'm a Goron Monk. I punch things. One of you other guys can be the defender. No I'm not, I don't know shit about being a monk and I don't have the PHB3 to refer to. Flavor is one thing but having no rules at all just won't fly. I'll be a fighter because that will emphasize being hit a lot.
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Sure why not. A game during the day has been a hope of mine for a while now!
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Water person bard.
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Zora Names
Male- Yylor
How... CONSPICUOUS.
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That's was entirely unintentional. I was sounding out sounds and putting them together.
But the result is...
:nyoro~n:
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Zora Swordmage! Yes! Time for drawrings. >:D
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ROLL CALL!
I have Joxam, Bongo, JD, SoundWave, and Mei confirmed.
Dogstar unconfirmed.
Anymore will be moved to Saturday slot!
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I DIDN'T WANT TO PLAY ANYWAYS JERK :nyoro~n:
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I can play if I can play on mondays
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Lemme step out - my friend wouldn't be able to play in the morning/afternoon, he has to take care of his daughter during that time, and I'm looking to find one game for now to hang out with him in. Maybe next time.
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Okay. That's too bad.
Better luck next time.
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Gonna do a human (Gerudo) rogue (probably)
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That's was entirely unintentional. I was sounding out sounds and putting them together.
I once wrote a PDF with an NPC, a brave tribal leader called Barrack. This was in 2007, long before most people had heard of Obama.
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Hokay. I used Martial Power 2 for a hell of a lot of this character, and that's not in the builder till probably March 2nd. Fortunately for me I started playing this edition well before the builder existed and can still sheet up a character pretty quick if I need to. God, that was a lot of writing. I'm typing up a summary version of all the stuff, and including a pdf of my handwritten scrawlings for good measure.
Nidoora's a Gerudo girl who just didn't have a lot of talent at the more athletic pursuits generally practiced by her tribe. She was good at using a slingshot, sure, and could handle hiding and sneaking around, but put her in a swordfight and she's in trouble. On top of that, she's fairly kind-hearted, and doesn't really like taking every last rupee from someone who might need it. She is, though, pretty smart, so a lot of the other girls thought she should go train with the witches, but Nidoora wanted to show them she could do the bandit thing just as well as they could. Besides, the witches are creepy and have great big heads. Eventually, tired of being made fun of for her kind-heartedness and small nose other failings, she ran away, looking for a way to prove herself.
Name: Nidoora Race: Human Class: Rogue
Age: 17 Gender: Female Alignment: Good
Languages: Common, Aquan
Speed 6
Strength 8 (-1) AC 16 (10 +4(dex) +2(Leather armor) = 16)
Constitution 10 (+0) Fortitude 11 (10 + 0(con) + 1 (human) = 11)
Dexterity 18 (+4) Reflex 17 (10 + 4(dex) + 2 (rogue) + 1 (human) = 17)
Intelligence 16 (+3) Will 12 (10 + 1 (wis/cha) + 1 (human) = 12)
Wisdom 12 (+1)
Charisma 12 (+1)
HP: 22 Bloodied: 11 Surge Value: 5 Surges/Day: 6
Trained Skills: Acrobatics, Athletics, Bluff, Dungeoneering, Perception, Stealth, Thievery
Race Features: Bonus At Will, Bonus Skill Training, Bonus Feat, Human Defenses (+1 to Ref/Fort/Will)
Class Features:
First Strike - Combat Advantage vs foes that have not acted yet this encounter
Cunning Sneak - No penalty to stealth for moving more than 2 squares, penalty to stealth for running reduced to -5.
If you end a move action at least 3 squares from your starting space you can make a stealth check to become
hidden if you have any concealment or cover other than your allies.
Sharpshooter - Gain +1 to attack rolls with slings. Gain Far Shot as a bonus feat.
Sneak Attack - Once per round, add +2d6 damage vs. target you have combat advantage against.
Feats:
Far Shot - increase normal and long range by 5 squares.
Distant Advantage - Gain combat advantage on foes flanked by your allies
Weapon Expertise: Sling - +1 to attack rolls using weapons in the sling group.
Equipment:
Slingshot (as Sling but it's a Zelda themed game so I thought it appropriate) - EQUIPPED
30 sling bullets
Leather Armor - EQUIPPED
Short Sword
Adventurer's Kit
Thieves' Toolkit (+2 to rolls to disarm traps and open locks I believe)
Exploits: (All attacks calculated using slingshot)
At Will:
Gloaming Cut (Martial Power 2) +8 vs AC, d6 damage. Shift 3 squares and make a stealth check to become hidden.
Preporatory Shot (Martial Power 2) +8 vs AC, 7 damage and target grants CA till end of your next turn.
Deft Strike (Player's Handbook 1) Can move 2 squares before the attack. +8 vs AC, d6+4 damage.
Encounter:
Skip the Rock (Martial Power 2) +8 vs AC. 1d6+4 damage, and make secondary attack vs 1 creature within 10 of primary target. Secondary Attack: +8 vs AC, 7 damage and target is dazed until end of your next turn.
Daily:
Confounding Attack (Martial Power) +8 vs AC, 2d6+4 damage. Effect: as a free action, target makes MBA vs one adjacent target of your choosing. If you have not expended sneak attack this round and either you or the primary target have CA versus secondary target, can apply sneak attack to the damage.
Handwritten Character Sheet (http://kayumi.pyoko.org/Nidoora.pdf). Don't make fun of my handwriting, those spaces are cramped!
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Which races are available other than the ones presented in this thread? All? Just human?
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All races.
Be an orc.
Be a goliath.
Be a dragonborn.
I just added the races for more flavor.
Feel free not to play something Zelda-y
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But be prepared to be ostracized!
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Ostracized and mocked.
Unless you're a Moblin Half-orc or something.
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Name: Marni Race: Zora Class: Bard
Age: 28 Gender: Male Alignment: Good
Languages: Common, Aquan
Speed: 6 (Swim: 8)
Str 10 (+0) AC 18 (10 + 6(armor) + 1(shield) + 1 (dex) = 18)
Con 11 (+0) Fortitude 10 (10 + 0(con)= 10)
Dex 10 (+0) Reflex 14 (10 + 3(int) + 1 (bard) = 14)
Int 16 (+3) Will 15 (10 + 4(cha) + 1 (bard) = 15)
Wis 10 (+0)
Cha 18 (+4)
HP: 23
Bloodied: 11
Surge Value: 5
Surges/day: 7
Trained Skills:
Arcana,
Bluff,
Intimidate,
Perception,
Streetwise
Race Features:
Skill Bonuses: +2 History, +2 Acrobatics
Swim: Zora can swim at a Speed of 8
Fins: The fins on your arms are Natural Weapons
Gills: Zora can breath on land and in water.
Slippery: Zora gain a +2 bonus to Escape Rolls
Class Features:
Bardic Training: You gain the Ritual Caster feat as a bonus feat, allowing you to use magical rituals.
You own a ritual book, and it contains two rituals of your choice that you have mastered: one 1st-level ritual
that has bard as a prerequisite and another 1st-level ritual.
Bardic Virtue:Virtue of Cunning: Once per round, when an enemy attack misses an ally within a number
of squares of you equal to 5 + your Intelligence modifier, you can slide that ally 1 square as a free action.
Majestic Word: The arcane power of a bard’s voice can heal allies. You gain the majestic word power.
Majestic Word Bard Feature: You utter words laden with preternatural inspiration, restoring your
ally’s stamina and making wounds seem insignificant. Encounter (Special) ✦ Arcane, Healing Minor Action Close
burst 5 (10 at 11th level, 15 at 21st level) Target: You or one ally in burst Effect: The target can spend a
healing surge and regain additional hit points equal to your Charisma modifier. You also slide the target 1
square.
Multiclass Versatility: You can choose class-specific multiclass feats from more than one class.
Skill Versatility: You gain a +1 bonus to untrained skill checks.
Song of Rest: When you play an instrument or sing during a short rest, you and each ally who can hear
you are affected by your Song of Rest. When an affected character spends healing surges at the end of the rest, that
character regains additional hit points equal to your Charisma modifier with each healing surge. A character
can be affected by only one Song of Rest at a time.
Words of Friendship: Bards use magic to honey their words and turn the simplest argument into a
compelling oration. You gain the words of friendship power.
Words of Friendship Bard Feature: You infuse your words with arcane power, transforming even the
simplest speech into compelling oratory. Encounter ✦ Arcane Minor Action Personal Effect: You gain a +5 power
bonus to the next Diplomacy check you make before the end of your next turn.
Feats:
Advantage of Cunning: When you slide an ally with your Virtue of Cunning, you can also slide an enemy
that was adjacent to that ally into the space the ally vacated.
Equipment:
Guitar 10 gp
Longsword +3 1d8 15 gp 4 lb. Heavy blade Versatile
Light shield 5 gp 6 lb.
Chainmail armor 40 gp 40 lb.
At Will:
Misdirected Mark Bard Attack 1
You conceal your arcane attack, tricking your foe into thinking the attack came from one of your allies
. At-Will ✦ Arcane, Implement
Standard Action Ranged 10
Target: One creature
Attack: Charisma vs. Reflex
Hit: 1d8 + Charisma modifier damage, and the target is marked by an ally within 5 squares of you until
the end of your next turn.
Level 21: 2d8 + Charisma modifier damage.
Vicious Mockery Bard Attack 1
You unleash a string of insults at your foe, weaving them with bardic magic to send the creature into
a blind rage.
At-Will ✦ Arcane, Charm, Implement, Psychic
Standard Action Ranged 10
Target: One creature
Attack: Charisma vs. Will
Hit: 1d6 + Charisma modifier psychic damage, and the target takes a –2 penalty to attack rolls until
the end of your next turn.
Level 21: 2d6 + Charisma modifier damage.
Encounter:
Inspiring Refrain Bard Attack 1
Your weapon hums with an arcane song that helps guide nearby allies to glory.
Encounter ✦ Arcane, Weapon
Standard Action Melee weapon
Target: One creature
Attack: Charisma vs. AC
Hit: 2[W] + Charisma modifier damage, and each ally within 5 squares of you gains a +1 power bonus to
attack rolls until the end of your next turn.
Daily:
Stirring Shout Bard Attack 1
Your shout of wrath stabs into your foe’s mind. Each time your allies hit that foe, they draw strength
from its weakness.
Daily ✦ Arcane, Healing, Implement, Psychic
Standard Action Ranged 10
Target: One creature
Attack: Charisma vs. Will
Hit: 2d6 + Charisma modifier psychic damage.
Effect: Until the end of the encounter, whenever an ally hits the target, that ally regains hit points
equal to your Charisma modifier.
Rituals:
Traveler’s Chant
Your chant lifts your allies’ steps and helps take their minds off the drudgery of the journey.
Level: 1 Component Cost: 10 gp,
Category: Exploration plus a focus worth 5 gp
Time: 10 minutes Market Price: 75 gp
Duration: 8 hours Key Skill: Arcana (no check)
Prerequisite: Bard
For the ritual’s duration, you and up to eight allies who heard the whole performance of the ritual
can travel farther than normal. For the purpose of determining how far you and the allies can travel in an
hour or a day, treat the group’s speed as the slowest member’s speed + 2.
Focus: A musical instrument you play as part of performing the ritual.
Create Campsite
A crackling fire, a hot meal, and a warm bedroll await you after a long day of adventuring.
Level: 1 Component Cost: 15 gp
Category: Exploration Market Price: 50 gp
Time: 10 minutes Key Skill: Nature
Duration: 8 hours
You summon hundreds of diminutive nature spirits to assemble a campsite in a 5-square radius around
you. The spirits clear the area, set up tents, unroll bedrolls, gather water, and prepare a nourishing meal.
They also conceal the campsite, with your Nature check result serving as the DC for Perception checks to
notice the hidden camp. The spirits utilize your and your allies’ gear to make the campsite. If you and your
allies lack the appropriate gear, the spirits gather raw materials from the environment to make the campsite.
At the end of the ritual’s duration, the spirits break down the campsite, pack up your gear, and
restore the site to its original state, removing evidence that you and your allies camped there.
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Well shit! We haven't agreed on how to play this!
Gametable is a must.
We can chat on there, chat in IRC, or use skype/vent.
Whichever is fine.
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I strongly prefer something with text.
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I prefer talking. Like D&D was meant to be played.
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I have mentioned previously that I find the game moves faster with talking, but I'm totally okay with going for a text-only game if that works better for more people.
Gametable is pretty win though. Maptool's more powerful but I found it finickier to deal with for hosting and it was a lot more setup time to make a map with it. Gametable's less pretty but can be mapped on the fly and it definitely does the trick.
Gametable for chat is not as stable as irc for chat, or vent for chat, though.
Edit: also what specific time and time zones are we dealing with here I don't know if that was ever definitively clarified
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11am central time.
And this is how my old Online group went: 4 of us talked and one just listened and typed. This is because he had a girly voice (I believe he was, in fact, a lady.)
So we can do that easily. It's not that weird.
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So, are we starting tomorrow (today)? Oh what the hell, its too late to ask, I'll just be around.
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What day? Zelda or Flumph?
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Yes. Game today unless you want to push it to next Monday. I've got everything ready for today though. UP TO YOU
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Gaaaaame todaaaaaay. Delaying is buttz.
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Name: Marni Race: Zora Class: Bard
Age: 28 Gender: Male Alignment: Good
Languages: Common, Aquan
Speed: 6 (Swim: 8)
Str 10 (+0) AC 18 (10 + 6(armor) + 1(shield) + 1 (dex) = 18)
Con 11 (+0) Fortitude 10 (10 + 0(con)= 10)
Dex 10 (+0) Reflex 14 (10 + 3(int) + 1 (bard) = 14)
Int 16 (+3) Will 15 (10 + 4(cha) + 1 (bard) = 15)
Wis 10 (+0)
Cha 18 (+4)
HP: 23
Bloodied: 11
Surge Value: 5
Surges/day: 7
Trained Skills:
Acrobatics Dex +2 (+2)
* Arcana Int * +8 (+8)
Athletics Str +0 (+0)
* Bluff Cha * +9 (+9)
Diplomacy Cha +4 (+5)
Dungeoneering Wis +0 (+1)
Endurance Con +0 (+0)
Heal Wis +0 (+1)
History Int +5 (+6)
Insight Wis +0 (+1)
* Intimidate Cha * +9 (+9)
Nature Wis +0 (+1)
* Perception Wis * +5 (+5)
Religion Int +3 (+4)
Stealth Dex +0 (+0)
* Streetwise Cha * +9 (+9)
Thievery Dex +0 (+0)
Race Features:
Skill Bonuses: +2 History, +2 Acrobatics
Swim: Zora can swim at a Speed of 8
Fins: The fins on your arms are Natural Weapons
Gills: Zora can breath on land and in water.
Slippery: Zora gain a +2 bonus to Escape Rolls
Class Features:
Bardic Training: You gain the Ritual Caster feat as a bonus feat, allowing you to use magical rituals.
You own a ritual book, and it contains two rituals of your choice that you have mastered: one 1st-level ritual
that has bard as a prerequisite and another 1st-level ritual.
Bardic Virtue: Virtue of Cunning: Once per round, when an enemy attack misses an ally within a number
of squares of you equal to 5 + your Intelligence modifier, you can slide that ally 1 square as a free action.
Majestic Word: The arcane power of a bard’s voice can heal allies. You gain the majestic word power.
Majestic Word Bard Feature: You utter words laden with preternatural inspiration, restoring your
ally’s stamina and making wounds seem insignificant. Encounter (Special) ✦ Arcane, Healing Minor Action Close
burst 5 (10 at 11th level, 15 at 21st level) Target: You or one ally in burst Effect: The target can spend a
healing surge and regain additional hit points equal to your Charisma modifier. You also slide the target 1
square.
Multiclass Versatility: You can choose class-specific multiclass feats from more than one class.
Skill Versatility: You gain a +1 bonus to untrained skill checks.
Song of Rest: When you play an instrument or sing during a short rest, you and each ally who can hear
you are affected by your Song of Rest. When an affected character spends healing surges at the end of the rest, that
character regains additional hit points equal to your Charisma modifier with each healing surge. A character
can be affected by only one Song of Rest at a time.
Words of Friendship: Bards use magic to honey their words and turn the simplest argument into a
compelling oration. You gain the words of friendship power.
Words of Friendship Bard Feature: You infuse your words with arcane power, transforming even the
simplest speech into compelling oratory. Encounter ✦ Arcane Minor Action Personal Effect: You gain a +5 power
bonus to the next Diplomacy check you make before the end of your next turn.
Feats:
Advantage of Cunning: When you slide an ally with your Virtue of Cunning, you can also slide an enemy
that was adjacent to that ally into the space the ally vacated.
Equipment:
Guitar 10 gp
Longsword +3 1d8 15 gp 4 lb. Heavy blade Versatile
Light shield 5 gp 6 lb.
Chainmail armor 40 gp 40 lb.
At Will:
Misdirected Mark Bard Attack 1
You conceal your arcane attack, tricking your foe into thinking the attack came from one of your allies.
At-Will ✦ Arcane, Implement
Standard Action Ranged 10
Target: One creature
Attack: Charisma vs. Reflex
Hit: 1d8 + Charisma modifier damage, and the target is marked by an ally within 5 squares of you until
the end of your next turn.
Level 21: 2d8 + Charisma modifier damage.
Vicious Mockery Bard Attack 1
You unleash a string of insults at your foe, weaving them with bardic magic to send the creature into
a blind rage.
At-Will ✦ Arcane, Charm, Implement, Psychic
Standard Action Ranged 10
Target: One creature
Attack: Charisma vs. Will
Hit: 1d6 + Charisma modifier psychic damage, and the target takes a –2 penalty to attack rolls until
the end of your next turn.
Level 21: 2d6 + Charisma modifier damage.
Encounter:
Inspiring Refrain Bard Attack 1
Your weapon hums with an arcane song that helps guide nearby allies to glory.
Encounter ✦ Arcane, Weapon
Standard Action Melee weapon
Target: One creature
Attack: Charisma vs. AC
Hit: 2[W] + Charisma modifier damage, and each ally within 5 squares of you gains a +1 power bonus to
attack rolls until the end of your next turn.
Daily:
Stirring Shout Bard Attack 1
Your shout of wrath stabs into your foe’s mind. Each time your allies hit that foe, they draw strength
from its weakness.
Daily ✦ Arcane, Healing, Implement, Psychic
Standard Action Ranged 10
Target: One creature
Attack: Charisma vs. Will
Hit: 2d6 + Charisma modifier psychic damage.
Effect: Until the end of the encounter, whenever an ally hits the target, that ally regains hit points
equal to your Charisma modifier.
Rituals:
Traveler’s Chant
Your chant lifts your allies’ steps and helps take their minds off the drudgery of the journey.
Level: 1 Component Cost: 10 gp,
Category: Exploration plus a focus worth 5 gp
Time: 10 minutes Market Price: 75 gp
Duration: 8 hours Key Skill: Arcana (no check)
Prerequisite: Bard
For the ritual’s duration, you and up to eight allies who heard the whole performance of the ritual
can travel farther than normal. For the purpose of determining how far you and the allies can travel in an
hour or a day, treat the group’s speed as the slowest member’s speed + 2.
Focus: A musical instrument you play as part of performing the ritual.
Create Campsite
A crackling fire, a hot meal, and a warm bedroll await you after a long day of adventuring.
Level: 1 Component Cost: 15 gp
Category: Exploration Market Price: 50 gp
Time: 10 minutes Key Skill: Nature
Duration: 8 hours
You summon hundreds of diminutive nature spirits to assemble a campsite in a 5-square radius around
you. The spirits clear the area, set up tents, unroll bedrolls, gather water, and prepare a nourishing meal.
They also conceal the campsite, with your Nature check result serving as the DC for Perception checks to
notice the hidden camp. The spirits utilize your and your allies’ gear to make the campsite. If you and your
allies lack the appropriate gear, the spirits gather raw materials from the environment to make the campsite.
At the end of the ritual’s duration, the spirits break down the campsite, pack up your gear, and
restore the site to its original state, removing evidence that you and your allies camped there.
Updated character sheet. Now includes all skill rolls with modifiers factored in in brackets.
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awesome
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Ach! I thought you meant PM!
Well, having spoken with Lottel over IRC, it doesn't look like I'll be able to make it.
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Today's Logs (http://www.mediafire.com/?jiyjwy42yyw)
Story stars Zoot, the sassy Zora swordmage! Marni the yelly Zora bard! Nidoora the Gerudo Rogue with a heart of gold! Gnilley the REALLY FUCKING OLD wizard!
Fun facts:
Gnilley uses Frocto's face as a pog!
Small noses are big in this group!
Nidoora wants to be the best Gerudo ever but is too nice!
Could still end up being Zelda Rock Band: The Game!
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I talked to you in IRC about it so I'll be making a character for next week.
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Okay I know JD's already said he's not here this week.
I have just been informed that in order to meet everyone and make it to the Muse concert in Toronto, we're going to have to leave between 2:30-3:30 from here. I mean I can probably play until then if we have a short session, but...I might be a bit on the distracted side and definitely can't do the kind of thing we did last week.
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Well! 3 people can't make.
Wait.
4.
I am being forced to work tomorrow at 11!
So no DnD!
We can do a make up session any day this week, if you guys are wanting.
Let me know!
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Any interest (besides Mei) in a Thursday pickup game?
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call me interested.
Unemployment (or self-employment I suppose) leaves my schedule open.
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What time thusrday? I have family night after 6 PM.
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I'd assume morning time. Same as Mondays?
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I'll make an attempt at getting up, but I have a very hard time being up before 2-3PM due to my working overnights for 6 years.... The only reason I manage it on Monday is because James wakes me up. I generally have to go back to sleep for a bit after the game because I only get about 2-3 hours of sleep before hand. It's 1:51 AM as I'm writing this and I'm about to go pop some lunch in the oven so... yeah. I guess if James can blast me out of bed using some sort of violence and copious amounts of water thrown on me I'll try to be around game time but I can't promise much. I sleep pretty hard. I've fallen out of bunk beds into piles of edged objects and not woken up.
I will note that I'm generally not available at any time other than the time I originally planned for, my days are pretty well filled and I schedule them relatively far in advance. I agreed to play this game on Mondays at 11 AM thus I will endeavor to be there at that time but this is the only time I'm SURE I can be there. This week was a fluke because my Ma needed help and I'm sorry about that, but almost everyone else was busy too so it didn't matter much.
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Well! We can fit another person if they'd like to join in our Monday-scheduled shenanigans.
We don't NEED another, mind you. Just pointing out that we have room for another if anyone was shoved out.
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Now that you are out of the main town, you'll be able to get more items. And more treasure. So expect items to start coming your way.
Alright, chums. This is what I want.
Make a list of a few magic items you want. Give me a few different options (And at a few different levels, if you could) so it's not just "I WANT THIS SWORD AND THIS SHIELD AND THIS AND THIS. NOTHING ELSE WILL MAKE ME HAPPY" But feel free to go "I want these shields eventually and these swords. This cape would be neat and so would this hat. All in all, I'd like my character to be more like this."
NOTE: You may not GET these items, certainly not all of them. But I will try to get you them when I can/feel like it. This way you get the items you want and I don't have to repeatedly dig through books to find stuff for you guys.
And of course this is Zelda so you may instead get more Zelda-y items or the same items with Zelda-y flavor.
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Well, cancelling this week. Sorry. But I've got some family shit going on and then I have to work so I won't be home until 3 o'clock tomorrow.
Sorry guys.