Lethal Reword 2: Broken World

Discussion in 'ROLEPLAY GRAVEYARD' started by Boss Frost, Nov 7, 2009.

  1. -Lethal Reword 2-
    Broken World

    It was quiet, for a while. The world, that is. For an entire month... nothing happened. At least, nothing threatening or otherwise interesting. The media found little to do - there was no more war, no more real reason to fight one another. Movie productions stopped, and eventually, so did television broadcasts.

    The reason for this was, of course, the meteor. The massive thing was quickly moving towards Earth, obliterating most in it's path, including several other planets. The Earth had an entire month as it's final days... and that was it. With a flash of light, the searing pain of fire, everything was gone.

    ...Not for everyone, though. The instant that a select few people's eyes closed, they immediately opened once more - as if in a blink. A heartbeat's time, in fact. To a room of white, a desk, several books, a pencil, a piece of paper, and a serene-looking old man in arcane, white-and-gold robes.

    "Ah. You've arrived... well, I apologize, but I must leave introductions short... you're familiar with the Dungeons and Dragons rules-system, right? The three-point-five edition, not that "Four-E" everyone's on about." He pushes the sheet forward. "If you would make a character, I would be most appreciative. See, there's a second world in the making... and I wish for you to play a role in it. You won't remember much of the other world, but... that might be a good thing." He nods. "Feel free to use whatever knowledge you wish - that is, whatever knowledge. Please do not just make things up."

    With that, you decide to write...


    -Creation Rules-
    System: 3.5 D&D
    Starting Level: 2, Max HP for current levels, 30 point buy (3.5 version point buy).
    Prohibited Books: None.
    About Flaws: You may have 2 flaws from the Unearthed Arcana book if you choose, in exchange for 1 feat each.
    About Traits: You may not choose Traits.
    Starting Gold: 1,000
    Backstory: Please.
    Style: Serious fantasy, with humor bits.
    Note: This is a Reword, you actually are playing yourself (which for most of you, is the humor bits).

    New Skill:
    Knowledge (Former Existence), Intelligence-based.
    -A skill used for remembering bits and pieces of your past life on Earth.

    GOOD NEWS! (Now with a character generator)
  2. With a soft sigh, the ex-mortal looks down on the blank page... ignoring the books, he writes down... taking a memory out from his past characters, he begins to write...

    Name: Frost
    Race: Draconic Human (LA +1)
    Class: Dragonblood Sorcerer
    Alignment: True Neutral
    Level: 1

    Str: 12 | +1
    Dex: 10 | +0
    Con: 16 | +3
    Int: 12 | +1
    Wis: 14 | +2
    Cha: 18 | +4

    HP: 28
    Fort: +5 | 3 | 2 | 0
    Ref: +0 | 0 | 2 | -3 | +1
    Will: +4 | 2 | 2 | 0

    Special Defenses: +5 on saves vs. Sleep or Paralysis effects, +5 on saves vs. Cold spells.

    Deity: Astilabor, the Hoardmistress
    Alignment: Chaotic Neutral
    Hair: Brown
    Eyes: Dark Green
    Skin: Pale white, with speckles of white scales.
    Height: 5'4"
    Weight: 89lbs.
    Languages: Common, Orcish

    Racial Traits:
    +2 Str, +2 Con, +2 Cha
    Dragonblood Subtype
    Bonus Feat
    Extra Skill Points
    +1 Natural Armor
    2 Claws: 1d3
    Darkvision 60ft.
    Low-Light Vision
    +2 Intimidate, +2 Spot
    Languages: Common, Orcish

    Class Features:
    -Arcane Insight (Ex): A 1st-level dragonblood sorcerer’s racial talent with magic grants him keen insights into arcane mysteries. Each time he selects a dragonblood sorcerer substitution level, he gains a cumulative +2 insight bonus on Knowledge (arcana) checks.
    -Draconic Heritage: A 1st-level dragonblood sorcerer gains Draconic Heritage as a bonus feat.

    -Draconic Power: Your caster level increases by one, and you add 1 to the save DC of all arcane spells with the descriptor or subschool associated with your draconic heritage.
    -Draconic Skin: Your natural armor bonus increases by 1.
    -White Dragon Heritage: As a swift action, you can spend an arcane spell slot to enter a state similar to that of a barbarian’s rage. You gain temporary hit points and resistance to cold equal to 5 × the spell’s level. Unlike rage, this state doesn’t restrict you from casting spells or performing any other actions, though you can’t activate the ability again while it is already active. The effect lasts for a number of rounds equal to 1 + your Charisma bonus.
    -Draconic Toughness: When you take this feat, you gain 2 hit points for each draconic feat you have, including this one. Whenever you take a new draconic feat, you gain 2 more hit points.
    +Draconic Heritage (White): When you declare your draconic heritage, you gain the skill indicated on the table as a sorcerer class skill. In addition, you gain a bonus equal to the number of draconic feats you have on saving throws against magic sleep and paralysis effects, as well as on saves against spells and abilities with a descriptor that matches the corresponding entry in the accompanying table.

    -Murky-Eyed: In combat, every time you attack an opponent that has concealment, roll your miss chance twice. If either or both results indicate that you miss, your attack fails.
    -Poor Reflexes: You take -3 on all Reflex saving throws.

    Bluff (Cha): +5 | 4 | 1 | 0
    Concentration (Con): +5 | 3 | 2 | 0
    Craft: Cooking (Int): +4 | 1 | 3 | 0
    Craft: Weaponsmithing (Int): +4 | 1 | 3 | 0
    Knowledge (arcana) (Int): +4 | 1 | 3 | 0
    Knowledge (religion) (Int): +2 | 1 | 1 | 0 (Cross-Class)
    Profession (Wis): +2 | 2 | 0 | 0
    Spellcraft (Int): +4 | 1 | 3 | 0
    Hide (Dex): +2 | 0 | 2 | 0
    Sense Motive (Wis): +3 | 1 | 2 | 0 (Cross-Class)
    Intimidate (Cha): +6 | 4 | 0 | 2 (Cross-Class)
    Spot (Wis): +4 | 2 | 0 | 2 (Cross-Class)
    Appraise: +2 | 1 | 1 | 0 (Cross-Class)

    Spells: 5/4 per day
    Cantrips: Prestidigitation, Mage Hand, Message, Ray of Frost

    1st level: Lesser Orb of Cold, Mage Armor

    Equipment: 39gold
    -Shortspear: 1d6 damage, x2 Crit, 3lbs, Piercing
    -Clothes of Agility: Adds +1 to reflex saves.
    +Least Crystal of Adamant Armor: +2 to hardness of armor.
    -Potion of Cure Light Wounds (3): Heal 1d8+1 points of damage.
    -Spell Component Pouch

    Backstory: Born to a married woman in a northern, frostfell village, her obvious draconic traits cast many aspersions to her mother's faithfulness. Even though the birth of a draconic youth would normally be raised with great honor, Frost's mother instead felt the sting of her husband's fists and hands, until eventually she took her young daughter and ran...

    Her mother had the advantage of placing the young Frost in the arms of a young couple before she succumbed to the cold, dying there on the streets of a slightly northern village. Frost's adoptive parents were good, kind people - patient with their new daughter's rages and tantrums - and eventually, Frost had a sibling, though not of blood.

    Frost and her sibling had a strong bond - as few other children wanted to join in and play with the strong draconic youth. The two siblings did not mind, though... since they were both strong outcasts. Frost's adopted father was human - but his adopted mother was orcish, making young Sturm - Frost's brother - half-orc. The half-orc and draconic youth grew up strong, and raised in a loving environment... they grew up to be good.

    Accepted by the city they lived in, Sturm ended up joining the city's guard, while Frost struggled with the sorcerous ability in her blood. Until, eventually, she felt she might become a danger to her family and community, and after a few heartfelt farewells and long talks, made her way off into the world as an adventurer - to better get a grip on his sorcery and eventually come back and shower her loving family with many riches!
  3. Name: Myrydn the Marked
    Race: Gnoll
    Class: Cleric
    Level: 1

    Str: 20 | +5
    Dex: 10 | +0
    Con: 13 | +1
    Int: 8 | -1
    Wis: 16 | +3
    Cha: 9 | -1

    HP: 29
    Fort: +6 | 1 | 5 | 0
    Ref: +0 | 0 | 0 | 0
    Will: +5 | 3 | 2 | 0

    Racial Traits:
    • Strength +4, Constitution +2, Intelligence –2, Charisma –2.
    • Medium size.
    • A gnoll’s base land speed is 30 feet.
    • Darkvision out to 60 feet.
    • Racial Hit Dice: A gnoll begins with two levels of humanoid, which provide 2d8 Hit Dice; a base attack bonus of +1; and base saving throw bonuses of Fort +3, Ref +0, and Will +0.
    • Racial Skills: A gnoll’s humanoid levels give him skill points equal to 5 × (2 + Int modifier). His class skills are Listen and Spot.
    • Racial Feats: A gnoll’s humanoid levels give him one feat.
    • +1 natural armor bonus.
    • Automatic Language: Gnoll, Common
    • Favored Class: Ranger.
    • Level adjustment +1.

    Class Features:
    -Turn/Rebuke Undead
    -Domains: Death, Travel
    -Death Domain Power: You may use a death touch once per day. Your death touch is a supernatural ability that produces a death effect. You must succeed on a melee touch attack against a living creature (using the rules for touch spells). When you touch, roll 1d6 per cleric level you possess. If the total at least equals the creature’s current hit points, it dies (no save)
    -Travel Domain Power: For a total time per day of 1 round per cleric level you possess, you can act normally regardless of magical effects that impede movement as if you were affected by the spell freedom of movement. This effect occurs automatically as soon as it applies, lasts until it runs out or is no longer needed, and can operate multiple times per day (up to the total daily limit of rounds). Add Survival to your list of cleric class skills.

    -Warrior Born: You gain a +1 racial bonus to all weapon damage rolls.
    -Martial Weapon Prof. (Warhammer): You make attack rolls with the selected weapon normally.

    Concentration (Con): +1 | 1 | 0 | 0
    Craft (Int): -1 | -1 | 0 | 0
    Diplomacy (Cha): -1 | -1 | 0 | 0
    Heal (Wis): +0 | 3 | 0 | 0
    Knowledge (arcana) (Int): -1 | -1 | 0 | 0
    Knowledge (history) (Int): -1 | -1 | 0 | 0
    Knowledge (religion) (Int): +0 | -1 | 1 | 0
    Knowledge (the planes) (Int): -1 | -1 | 0 | 0
    Profession (Wis): +3 | 3 | 0 | 0
    Spellcraft (Int): -1 | -1 | 0 | 0
    Survival (Wis): +3 | 3 | 0 | 0
    Listen (Wis): +6 | 3 | 3 | 0
    Speak Language: 2 points (Learn Common)

    Prepared Spells: 3 Orisions prepared, 2 first level spells prepared, plus one domain spell. (Spell list: http://www.dandwiki.com/wiki/SRD:Cleric_Spell_List )
    Orisions: Create Water, Heal Minor Wounds, Inflict Minor Wounds
    1st-level: Bless Water, Cure Light Wounds

    Equipment: 0 gold.
    +1 Warhammer, 1d8+1 damage, +1 on attack rolls, x3 Criticals, 5lbs, Bludgeoning
    Chainmail Armor, +5 Armor Class, 20ft speed.(-5 penalty on Balance, Climb, Escape Artist, Hide, Jump, Move Silently, Sleight of Hand, and Tumble)
    Adventuring Supplies

    Background info:
    Personality Traits: Myrydn has suffered a more human temprament ever since he was cursed by a Human Cleric, many years ago, that same human took him in, teaching him the ways of religion and civilisation. Often harassed and Insulted due to his race, Myrydn has adopted a more passive approach to dealing with others, whereby he will offer advice and support, but more often than not he is reproached by those he is trying to help, and he has gotten used to hearing comments about his 'flesh eating kin' and their barbarity, so much so that he no longer retorts other than to say 'I am not my Kin, nor are they Myself' in a clear calm voice. As such, he is rather adept at controlling his agression, although on the battlefield even his allies are sometimes intimidated by the ferocity with which Myrydn throws himself at the foe, Especially the Undead, for whom the Gnoll has a special hatred bordering on genocidal rage. As such he makes an Excellent Warrior Priest of Kelemvor, though he leaves the comforting of the families of the deceased to others, feeling, perhaps rightly, that no matter how sound the advice, because of his birth he would be an unwelcome cause of pain. However his msot notable and Warlike traits are revealed when he faces his own kind, his hatred for which is only surpassed by his hatred of the Undead, In Battle against his Kind Myrydn is a whirlwind of vengeful violence, though he never quite shows the same lust for battle as his savage, Yeenoghu worshipping kin.
    Mannerisms and Traits: Myrydn Wears a large crimson robe, over which he wears his chainmail armor, the Symbol of Kelemvor hangs at chest level from a chain that the Gnoll wears around his neck, His Visage is as bestial as the rest of his kind, but a sort of savage nobility is evident in all of his expressions, and his eyes glow with wisdom and benevolence. His chosen Weapon, His Warhammer, has a longer handle than an average one handed hammer, and the weight of it's head neccesitates a two handed grip on the weapon. on it's face the weapon brandishes Kelemvor's symbol and the inscription 'For the Dead' is etched in Abyssal just under the Symbol. Kelemvor's symbol its also etched on the othe three faces of the hammer's head, though much smaller. His stride is that of an individual convinced of the rightiousness of their cause, though often he makes an effort to appear more humble and much less threatening, especially when attempting to enter any villiage, town or other place where many innocents are found.
  4. Right, since Angela is part cleric, I need to figure out her deity. I'd like to talk to you about that, since it'll have an effect on her abilities.

    Ideally I can grab a sub-sect of Bahamut, so she can spend one feat for weapon proficiency (bastard sword), get focus for it from the war domain, and have the Law domain for future class qualifying goodness.

    Normally, the War domain gets you free proficiency and focus, but that's for Martial weapons. Really, it's so that she gets a attack roll of not-suck, and worships a dragon whilst in the same party as a dragon-person.
  5. There's a huge list of deities for this world - as it's been touched by a great deal of them. So far, the list includes every deity in the D&D system, including the ones from Deities and Demigods and unique settings.

    The entirety of the Dragon Pantheon exists, including Bahamut. Frost worships Bahamut as well, so it'd be an interesting addition.
  6. So, if I take exotic weapon proficiency (Bastard Sword), and put down my deity as Bahamut, I can get the weapon focus from the war domain and get acess to the law domain?
  7. You would be able to, if Bahamut had access to the War domain. As it is in 3.5, he doesn't.


    Though it IS possible to be a Pantheon Cleric and choose out of the domains of the pantheon, but you'd have to respect and sends prayers and such to the entire pantheon.
  8. Which is why I was asking about an aspect of him or something.
  9. Out of the Dragon Pantheon, none of them or their minor sects have War as a domain, on account of dragons not taking place in large-scale wars (tussles between good and evil within their own kind is common, and the Bahamut vs. Tiamat thing could be considered a skirmishing war, but it's not enough to be considered War domains).

    Not even 'Paladine', Bahamut's aspect from Dragonlance - and by far his most warlike manifestation, has the war domain. I wouldn't be able to pull a Homebrew out of it either - I'm Homebrew about the world, but not about the rules for it.
  10. darn.

    Know of any deities around LG with the Bastard Sword as their favored weapon and access to War and Law?
  11. Let me dig through my big ol' list, here...

    Heironeous has the proper domains and alignment, but he prefers the Longsword...

    In a Pantheon, you could worship the Core (Western) Pantheon - which includes both Bahamut and Heironeous in it, in order to grab the favored weapon and Law domain of Bahamut along with the War domain from Heironeous. You'd just have to roleplay reverence to the other deities when appropriate, as well.

    This does not mean you couldn't oppose the evil gods or feel strongly against a few of the gods you worship, you just have a more open mind than "1" patron. This also means, at higher levels, more than just your patron will ask you for favors, so there's a lot to consider, there.
  12. So I could pull it off, if I went for the western pantheon? Because being devoted to more than one god sounds like it would fit pretty well.
  13. Yup, that's what I'm saying. The Western Pantheon - of the Western Continent, you could probably guess. It's a multi-terrain continent much like Earth's own continent, and the wide range of deities fits that. It's also where the beginning of the game will take place, so there's that, too.
  14. Sweet, that works out great.
  15. Awesome. As soon as your sheet is up, we can probably start the game. ^_^

    We'll still be accepting other sheets, but we can still start.
  16. Any room for a fourth character?
  17. Please! Plenty of room (after all, have you seen the party size for the other two D&D games?).

    As well, two clerics and a sorcerer could use the help! Doubly so for this first mission I have for you lot.
  18. My PsiWarrior is almost ready to be put up - also, in resoponse to Arachy's query about gods, what about Kord? He's NG and his vafored weapon is the Greatsword (in fact I think it could also double as a divine symbol...)
  19. Name: Angela
    Race: Lesser Aasimar (LA+0)
    Class: Cleric 1/Totemist 1
    Alignment: Lawful Good
    Level: 2

    Str: 16 (+3)
    Dex: 10
    Con: 14 (+2)
    Int: 10
    Wis: 18 (+4)
    Cha: 10

    HP: 20
    Ref: +2
    Will: +6
    Attack (sword): +5 to hit, 1d10+4 damage.
    Special Defenses:
    -Resistance to acid 5, cold 5, and electricity 5.
    Racial Traits:
    -Resistance to acid 5, cold 5, and electricity 5.
    -Darkvision (60ft)
    -Daylight (Spell-like ability), 1/day with CL equal to class levels.
    -Stats:+2 Wisdom, +2 Charisma.
    -Angela is affected by abilities that target Outsiders and Humanoids as if she were both Human and an Aasimar. So if she goes up against a ranger with a hatred for Humanoids (human) and Outsiders (native), it promises to be a very messy affair. Charm Person and it's relatives do affect her.

    Languages: Common, Celestial

    Class Features:
    -Aura (Ex)A cleric of a chaotic, evil, good, or lawful deity has a particularly powerful aura corresponding to the deity’s alignment (see the detect evil spell for details).
    -Spells (See Cleric page)
    -War Domain: You gain Martial Weapon proficiency and Weapon Focus with your deity's favored weapon.
    -Law Domain: You cast Law Spells at +1 Caster Level.
    -Wild Empathy: Functions exactly like the Druid ability
    -Turn Undead: Angela can turn undead 7 times a day.
    -Spontaneous healing: Angela can convert already prepared spells into Cure spells of the same level.
    -Meldshaping: Angela can shape any soulmeld from the Totemist list. She must have a good night's rest and meditate for 1 hour in order to shape them. Soulmelds can have essentia investments swapped between them as a swift action. She must shape all her soulmelds at the same time, and cannot change what soulmelds she has shaped until she spends the time to unshape them and shape new ones. Soulmelds cannot be removed from her body.

    -Healing Devotion: Once per day, you can gain fast healing 1, +1 for every five character levels you possess (maximum fast healing 5 at 20th level). This effect lasts for 1 minute. You can activate this feat as an immediate action or, if you have a daily available, it automatically activates if you are reduced to 0 hit points or below (but not killed). As a full-round action, you can transfer this ability to a willing recipient as a touch spell. Doing so counts as one daily use of the ability. If you have the ability to turn or rebuke undead, you gain one additional daily use of this feat for each daily turn or rebuke use you expend.
    -Extra Turning: Angela gains 4 additional turn undead attempts each day.
    -Exotic Weapon Proficiency (Bastard sword)
    -Weapon Focus (Bastard Sword, war domain): Angela receives a +1 bonus to attack rolls with a bastard sword.
    -Martial Weapon Prof (2-handed Bastard Sword)

    -Murky-Eyed: In combat, every time you attack an opponent that has concealment, roll your miss chance twice. If either or both results indicate that you miss, your attack fails.
    -Feeble:You take a -2 penalty on Strength-, Dexterity-, and Constitution-based ability checks and skill checks.

    Skills: (her first level was as a cleric)
    Heal: 2
    Concentrate: 2 (Modifier is +2 total)
    Knowledge (religion): 4
    Knowledge (Arcana): 4 (Totemist)
    Spells Per Day:
    1-1+1 (domain)

    Essentia pool is 1
    Max Essentia invested in a Soulmeld is 1
    2 soulmelds can be shaped at once

    +1 Magic Bastard Sword
    Heavy Steel Shield
    Scale Mail
    Spell Component Pouch
    5 days trail rations
    Wooden Holy Symbol
    Cleric's vestments.
    Before a rather traumatic event in her past, Angela's memory is lacking. It will occasionally come by in brief, hazy flashes, but it soon fades back into darkness. A monastary? Some castle somewhere? A cold river? It's all very vague and somewhat frustrating.

    What she does remember clearly is when she almost died. Angela was running across the snow somewhere, bleeding. A monster was chasing after her, though she couldn't tell if it was what hurt her first. She ran out of energy and fell over, the massive creature about to swallow her whole...

    ..when it screamed in pain and turned to face a dwarf in heavy armor who had just cut one of it's many legs off. The monster attacked the dwarf, only to get a cut on it's side. Deciding that dealing with this annoying metal-clad sharp piece of meat wasn't worth it, the monster turned back to eat Angela. It had managed to nearly tear her legs off before the dwarf got over there and scared it off.

    She lay there, dying in the snow for what felt like an eternity, before the dwarf managed to patch her up. He gave her food, helped her camp out, and eventually brought her to the temple of the Sapphire Eidolon. While he didn't talk much, Angela did learn some things. The monster was something called a Rhemoraz, and the Dwarf had been on a misson for the temple when he took some time out to save her life. Since she wasn't near any real settlements and had no idea where she lived, he decided that the temple might be a good place for her to stay.

    Angela's encounter and subsequent stay at the Temple has led to her pursuing meldshaping and religion. She took up the path of a totemist, as it came most easily to her and offered her a chance to perfect control over herself by first controlling the spirits of magical beasts. Her choice of a deity, whilst rather general and unconventional, has given her more freedom than other clerics might have.

    She eventually found the temple to be rather oppressive, and left it at the first chance. Whilst she supports it's cause of Law and Order, she would much rather pursue those outside of the temple bureacracy. Besides, it offers a chance for her to search for her memories. The temple expects little of her, since she did not stay that long, but would be more than glad to see her join it's formal ranks.

    Angela appears to be in her early 20s. Specifically, 24.
  20. Alrighty, the IC is up. Those of you with a character, feel free to begin.