Play by Post Redux

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The second of Thalric's play by post forums to be created, hopefully this one wont break.


4 posters

    Back to basics characters

    Lucernus
    Lucernus


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    Join date : 2010-11-23

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    Post  Lucernus Wed Nov 24, 2010 12:34 pm

    Back to basics is just that - classes and races from Players Handbook 1, level 5 start, and 9000gp to buy equipment with. It will be a 36 point buy.

    Any attempt to optimize will result in no playing for you (well, first you can make another character. If you do the same, or refuse, you will not be allowed to play). The reason behind this is because we are doing this to have FUN not kick the life out of everything we meet.
    Thalric
    Thalric
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    Post  Thalric Wed Nov 24, 2010 1:43 pm

    http://www.myth-weavers.com/sheetview.php?sheetid=255997
    I bring you Kalus Mion wizard extrodinaire, I'll have background when you tell me more about what the campaign is going to be like.

    Since you can't use mythweavers here it is in text:
    Level 5 Human wizard
    Str: 8
    Dex: 16
    Con: 16
    Int: 19 (21)
    Wis: 8
    Cha: 8

    Hp: 29
    AC: 13

    Int +7
    Fort: +4
    Ref: +6
    Will: +3

    Melee: +1
    Ranged: +5

    Feats: Scribe Scroll (Bonus)
    Improved Initiative
    Spell Focus (Necromancy)
    Spell Focus (Enchantment)
    Empower Spell

    Skills:
    Concentration: 8
    Spellcraft: 8
    Knowledge Arcana: 8
    Spot: 4
    Listen: 4
    Knowledge (Architechture and Engineering) 8
    Search: 4
    Decipher Script: 8
    Knowledge: (Local) 8

    Equipment:
    Pearl of Power (1st level) Headband of intellect (+2) Spell book, Spell component pouch, elemental gen (earth)
    Scroll of Ray of Exhaustion, Scroll of Levitate, Backpack, waterskin, 50foot silk rope, grappeling hook, 5sunrods, dagger, light crossbow with 50bolts. Weasel Familiar.

    Spellbook:
    0 level- Resistance, Acid Spash, Detect Poison, Detect Magic, Read Magic, Daze, Dancing Lights, Flare, Light, Ray of Frost, Ghost Sound, Disrupt undead, Touch of fatigue, Mage hand, Mending, Message, Open/Close, Arcane Mark, Prestidigitation

    1st Level- Grease, Mage Armor, Charm Person, Magic Missile, Disguise Self, Ray of Enfeeblement, Enlarge Person, Featherfall, Chill Touch.

    2nd Level- Levitate, Blur, Invisibility, Blindness/Deafness, Hideous Laughter.

    3rd Level- Ray of Exhaustion, Haste, Deep Slumber

    Spells Prepared:
    Detect Magic, Read Magic, Daze, Light.

    Grease, Mage Armor, Ray of Enfeeblement, Enlarge Person, Chill touch.

    Levitate, Invisibility, Blindness/Deafness.

    Haste, Deep Slumber.
    thefangster
    thefangster


    Posts : 163
    Join date : 2010-11-24
    Age : 29
    Location : If you don't know, then how am I supposed to know?

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    Post  thefangster Wed Nov 24, 2010 3:12 pm

    http://www.myth-weavers.com/sheetview.php?sheetid=256002

    Captain Kensei Zaraki, AKA 'The Hammer'

    Level 5 Fighter

    Str: 18
    Dex 12
    Con: 18
    Int: 8
    Wis: 8
    Cha: 8

    Human
    Medium
    6ft 3in
    27yrs
    113lbs
    Male
    Grey eyes and hair

    Hp: 52
    AC: 19
    Touch: 11
    Init: +5
    Speed: 20ft
    Armour Type: Heavy

    Fort: +5
    Ref: +2
    Will: +0

    Weapon:
    Shock Greatsword
    TAB: +10
    Damage: 2d6 +1d6 lightning +8

    Armour:
    Fullplate
    +1, Armour Spikes

    Feats:
    Power Attack
    Cleave
    Great Cleave
    Weapon Focus- Greatsword
    Weapon Specilization- Greatsword
    Improved Inititave

    Skills:
    Climb +6
    Jump +6

    Other Items:
    Cloak of Resistance +1

    Story is below


    Last edited by thefangster on Fri Nov 26, 2010 9:09 am; edited 2 times in total
    thefangster
    thefangster


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    Post  thefangster Thu Nov 25, 2010 12:43 pm

    Part of a joint effort with Thalric, see the post below this one for his bit and the history on The 13 Court Guard

    Kensei was born and raised in a cruel region of Cathennia. There he learnt to fight to survive. As he grew older he sigend up for the military and was quickly announced a prodigy and eventually chosen to join The 13 Court Guard. The 13 Court Guard are the elite warriors of Cathennia, chosen to protect the country and it's rulers wherever and whenever they are needed. Kensei was assinged to Squad 11- 'The Elite'.

    In Squad 11 he quickly rose through the ranks and became the squad's Captain and was given the title of 'The Hammer' as is tradition in The 13 Court Guard. As The Hammer he led his men to victory over and over again, wherever he strode on the battlefield his allies were filled with bravery and the desire to win and his enemies were filled with terror and normally fled when they saw him.

    Kensei became acquainted with Kalus when he was appointed to be the squads Hand. They quickly formed a strong bond and became a lethal force. If Squad 11 inspired terror in their enemies hearts before, then they caused them to be come so overwhelmed by fear that many died outright the moment they saw the squad and Kensei and Kalus walking the battlefield.


    Last edited by thefangster on Thu Nov 25, 2010 1:19 pm; edited 1 time in total
    Thalric
    Thalric
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    Post  Thalric Thu Nov 25, 2010 1:13 pm

    A joint effort between Fang and Thalric we present to you some background:

    The 13 Court Guard:

    An Elite military organisation seperate from Cathennia's main military force (which is a combination of conscripts and soldiers. It is split into 13 different Squads each of which contains 100 soldiers, 1 Tactician, 1 Captain and 5 healers. Each squad has it's own special purpose but all can be called upon to fight. Each squad is linked with two others and the Tacticians of those two others are co-tacticians of that squad.

    Organisation Structure:
    1st Squad- "The Command" - The nerve centre of the organisation. Not linked to a squad
    2nd Squad- "The Scouts" -Specilising in scouting, tracking and stealth. Linked to 11 and 5
    3rd Squad- "The Blades" -Specilising in the use of the bastard sword and one on one combat. Linked to 8 and 10
    4th Squad- "The Unmovable" -Specilising in the utilisation of heavy armour and tower sheilds. Linked to 6 and 9
    5th Squad- "The Archers" -Almost the entire Squad have dedicated their training to ranged combat. Linked to 2 and 11
    6th Squad- "The Berserkers" -Drawn all from one region of the country, utilise their rage as a weapon. Linked to 4 and 9
    7th Squad- "The Generalists" -The most flexible Squad, able to adapt to most situations. Linked to 12 and 13
    8th Squad- "The Dervish"- Specilising in using two weapons at once. Linked to 3 and 10
    9th Squad- "The Besiegers"- The seige specilists. Linked to 6 and 4
    10th Squad- "The Arcanists"- Flexible Squad with an unusual amount of Mages present. Linked to 8 and 3
    11th Squad- "The Elite"- Seen the most action out of all of the Squads. Linked to 5 and 2
    12th Squad- "The Fresh Blood"- The most inexperienced Squad, new recruits are usually placed here. Some desire to stay in the Squad Linked to 7 and 13
    13th Squad- "The Riders"-Mounted combat specilists. Linked to 12 and 7

    Kalus was growing up in one of the large cities in Cathennia when the conscription started happening. Instead of joining the country army, which at the time was a deathtrap, he quickly joined the Tacticians acadamy and graduated in an extraordinarily short amount of time. "The Child Progidy" as he was known by the Commanders and "The Hand" to everyone else he was assigned to 11th Squad to truely test his skills, under his instruction the already formidable squad was enhanced even further and went on to a string of great victories.


    Last edited by Thalric on Fri Nov 26, 2010 9:05 am; edited 1 time in total
    Thalric
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    Post  Thalric Thu Nov 25, 2010 1:55 pm

    Basic overview of Squad equipment- Note Captains will generally have different and better equipment than their Squad members

    1st Squad- Magical Full Plate, Magical Heavy Sheild, Magical Longsword
    2nd Squad- Masterwork Leather armour, hand/throwing axes, shortbow
    3rd Squad- Masterwork Bastard Sword, Chain Shirt
    4th Squad- Masterwork Full Plate Armour, Towershield, Heavy pick, Heavy crossbow.
    5th Squad- Studded Leather Armour, Masterwork Longbow
    6th Squad- Studded Leather Armour, Masterwork Greataxe.
    7th Squad- Various squads styled after other companies.
    8th Squad- Two Masterwork Kukris, studded leather armour.
    9th Squad- Scale Mail Armour, Glaive, light crossbow- seige equipment
    10th Squad- Same as 7th with a few lightly armed casters.
    11th Squad- Masterwork Greatsword, Masterwork Light Crossbow, Masterwork Breastplate.
    12th Squad- Shortsword, light steel sheild, leather armour- people who choose to stay in the 12th generally get better equipment
    13th Squad- Masterwork Lance, studded leather armour.


    Thalric
    Thalric
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    Post  Thalric Thu Nov 25, 2010 2:35 pm

    Rank Structure:

    Soldiers:

    Recruit- The first stage of training, recruits are placed in 12th Company until they have proven their worth or are dead.
    Soldier- A fully employed member of the organisation
    Lieutenant- The Captain of each Squad nominates one member to be his second in command, who will take over captain's duty if the Captain is killed in the field.
    Captain- The head of each Squad.
    Colonel- There are 4 Colonels each of whom are in direct command of each grouping of 3 Squads (Known as Companys)
    General- Head of the Orginisation.

    Tacticians:

    Recruit- Newly graduated Tactician, usually placed with a more experienced tactician to learn the art of tactics in the field.
    Tactician- In charge of the tactics and positioning of a Squad.
    Cheif Tactician- The Colonel's personal Tacticians decides how each Company is to be deployed.
    Master Tactician- The General's personal Tactician assists in the planning and tactics of the entire organisation.



    The only way to get promoted is through constant testing as the positions are always being fought for, any slip up could leave you demoted all the way back to Recruit level. Only the General and Master Tactician are safe from demotion and the only way for them to be replaced is for their deaths and the most suitable candidate will be chosen to fill their roles.
    Thalric
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    Post  Thalric Fri Nov 26, 2010 8:59 am

    Cathennia's National Army

    All people in Cathennia of able body are expected to serve at least four years in the Cathennian army, the only way out of this service is to be accepted into the 13 Court Guard.
    The people in the Army are given six weeks of basic training before armed, generally with a spear and some sort of light armour, and sent out if there is a war on. After the four years National Service is up those who enjoy the military life can stay on, these men are paid soldiers and have better equipment. There are large divisions of experienced swordsmen andbowmen in the trained army, some heavily armoured spearmen and even a cavalry division. Those that go back to civilian life are expected to keep a weapon in their homes as they can be called upon to fight in a militia in times of dire need.

    About 80% of the Cathennian National Army are Level 1-2 Commoners or Experts and are armed with padded armour and a shortspear. The remaining 20% are higher level Warriors with better equipment.

    Due to the size of Cathennia the Army, while mostly Peasants, is still a formidable force compared to other contries.
    thefangster
    thefangster


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    Post  thefangster Fri Nov 26, 2010 9:01 am

    Another way out of the service is death, but that doesn't seem to be as popular as promotion.

    Can't think why...
    Thalric
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    Post  Thalric Fri Nov 26, 2010 9:43 am

    Economy of Cathennia:

    Due to large deposites of precious metals in the centre of Cathennia the mining industry is very valuable to Cathennia and any gold they do not mint into coins is traded with neighboring countries.
    The Majority of Cathennia is farm land to feed the ever growing population, with most small settlements being dedicated to the collection of food for the masses and the larger settlements being bustling hives of trade with many skilled craftsmen creating items of suprising quality.

    If Cathennia wasnt known first and formost for its Military, especially the 13 Court Guard, it would be known for the quality of its goods and its willingness to trade with almost anyone.

    Social Structure of Cathennia

    Cathennia is a monarchical society run by a King, there is a strong fedal system present. Right below the King are his Council who sort out his orders and advise him on how the country should be run.
    Below the Council are the Governors who are in charge of one of the many provinces that make up Cathennia, each province has a capital city where the province Governor usually lives.
    Below the Governors are his own council, appointed by the Governor of the province they are to assist and advise him on his job.
    Below the Province Councils are the Skilled Craftsmen, those held in high regard by the local area and provide great quality goods for the province to trade with.
    At the bottom of the ladder are the Peasants, the unskilled labourers who might spend their entire lives toiling away in a field.

    Those who come out of the military as a high rank usually take up a position as a Governor or at least a well respected rich man on the level of skilled craftsmen. As a result of this it is often the hopes and dreams on the peasantry to go to war and get promoted to a higher step on the ladder.
    thefangster
    thefangster


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    Post  thefangster Fri Nov 26, 2010 9:45 am

    The 13 court guard are considered equal to the Governers and the Captains are considered equal to the Council, particuarly in matters of war
    Thalric
    Thalric
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    Post  Thalric Fri Nov 26, 2010 9:47 am

    The Government and Concil has no authority in acts of War, only the King does. The Military system works outside the normal Social Structure.
    thefangster
    thefangster


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    Post  thefangster Fri Nov 26, 2010 9:48 am

    It's my idea as well you know, originally in fact, I'm just outting my inout in and trying to make sure you don't get out of control with it
    Thalric
    Thalric
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    Post  Thalric Fri Nov 26, 2010 9:50 am

    I'm not getting out of control, I'm going into detail. It makes little sense to have an elite soldier being on par with a Govenor and it also makes no sense that people who are rich and good at organising goods have a say at war.
    Pefkalos
    Pefkalos


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    Post  Pefkalos Sat Nov 27, 2010 3:37 am

    Katala Stormsong
    Level 5 Human Ranger

    Str: 12
    Dex: 18 (20)
    Con: 14
    Int: 11
    Wis: 16
    Cha: 8 (who woulda thought?)

    HP: 36
    AC: 19 (tocuh 15, FF 14)

    Init: +5
    Reflex: +4 (+9)
    Fort: +4 (+7)
    Will: +1 (+5)

    Melee +6 (WF = +10) , (+8,+8 TWF)
    Ranged +10 (+11 PBS) (+8,+8 RS)

    Favoured Enemy Human +2
    Favoured enemy Undead +4


    Feats
    Endurance (bonus)
    2-Wep Fighting (bonus)
    Track (bonus)
    Point Blank Shot
    Rapid Shot
    Weapon Finesse

    Skills
    Listen 8 (11)
    Spot 8 (11)
    Search 8 (8 )
    Use Rope 8 (13)
    Heal 8 (11)
    Move Silently 8 (13)

    Equipment
    • Mithral Shirt 1100
    • Seeking Composite Longbow (+1 Str) + 500 arrows 2525
    • Rapier + Shortsword 30
    • Silk Rope and Grappling hook 11
    • Backpack, Waterskin, Trail Rations (10) 8
    • Cloak of Res +1 1000
    • Gloves of Dex +2 4000
    • 326gp


    Animal - Dog
    6 Hp (1 HD)
    Str 13, Dex 17, Con 15, Int 2, Wis 12, Cha 6
    Bite +2 melee (1d4+1)
    Jump +7, Listen +5, Spot +5, Survival +1
    Tricks: Attack, Come

    Spell Prepped (I get an almighty one..)
    Entanglement!
    Lucernus
    Lucernus


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    Post  Lucernus Sun Nov 28, 2010 6:00 am

    Donahan, Level 5 Human Cleric of Healing + Sun (Pelor)
    HP = 36
    AC = 23
    Bab = Melee +7, Range +3
    Fortitude +7, Reflex+2, Will+9, Initiative +4
    Str 16, Con 14, Dex 10, Int 8, Wis 19, Cha 10
    Feats = Combat casting, Improved initiative, Weapon focus (shortspear)
    Skills = Concentration 8(10), Heal 8(12)
    Spells/day = 0th - 5, 1st - 4+1, 2nd - 3+1, 3rd - 2+1
    Specials = Turn/destroy undead 3/day, Channels positive energy
    Equipment = Spellstoring shortspear, +1 full plate, +1 heavy steel sheild, +1 Bracers of armour, +1 Cloak of resistance, Silver holy symbol, Masterwork heavy crossbow, 30 bolts, Backpack, Rope (50ft), Sun rod
    Gold = 75

    Prepared spells =
    0 - Light, Guidance, Resistance, Detect Magic, Detect poison.
    1 - Entropic shield, Doom, Inflict light wounds (x2)
    2 - Bull's strength, Inflict moderate wounds (x2)
    3 - Inflict serious wounds, Stone shape

    He had 495 gold spare, so you each also have a light horse with riding saddle. There's also an extra horse with a pack saddle to carry stuff.

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