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Tonash Drahow

Omnipresent Phantom

PostPosted: Sat Aug 04, 2012 1:54 pm


Mazes & Monsters 2.0

A Dungeons & Dragons adaptation

Table of Contents/Directory
1: Introduction/Rules
2: World Information/Recruitment Status
3: Races Information
4: Alignment Information
5: Classes Information
6: Accepted Profiles/Inactive Players
7: Profile Skeleton
8: The Story So Far
9: Thread Status/Waiting List
10: Health Status Explanation/Status Effect Explanation
11: Spellcasting/Combat Information
12: Current Party Health/Gold/Inventory
13: Noteworthy Persons
14: FAQ
15: Feat Listing


Introduction:
This is a role play that derives much of its mechanics from the Dungeons and Dragons experience that everyone has loved and played for years and years. This project is meant for roleplayers who want to get into the game but don't want to deal with the daunting task of dealing with dice rolls constantly for every single action in the story. I will act as the permanent "Maze Master" and provide key information regarding the environment, enemies, treasure, time period for the players. Time will pass primarily when I feel enough action has occurred to warrant a change in the time of day, time will also pass when the party rests or travels.

Further information will be included in lower posts.


Rules
1: Follow Gaia ToS. If you're in this RP and you don't, you don't belong here, let alone on Gaia.
2: No cybering. This should be self-explanatory. Romance is encouraged, however anything more than PG-13, take it to PM's.
3: No God-Moding or Auto-Hitting. Meaning if you are performing an action for example: Running from the town guards after stealing from a shop. You do NOT get to say: "And then *Insert generic name here*, got away." You allow myself, or whomever is controlling the NPC's an opportunity to react and then respond accordingly.
4: Thread Activity will be a goal in this thread. I would like each member to *check* the thread once a day or once every two days.
5: Follow the information that I give you. If your character is tired, it needs to rest. If its been 2 days since you last slept, I'm about to knock you out.
6: Since this will mainly be a Player versus Dungeon Master environment, killing is allowed, and encouraged, however, it must go through proper sequences first (No running up and slaughtering innocent villagers for no reason, I'm looking at you, Chaotic Evil players!)
7. Swearing is fine, just know your limits. One warning, then you're out if it happens again.
8. Copy the profile Skeleton and fill it out, send it in a PM to me titled I wanna cast MAGIC MISSILE!
9. Do not post until after you have received a confirmation message from me saying that you have been accepted.

10. Do NOT post Out of Character (OOC) chat in the main Thread. There will be a separate thread for this purpose.
10. Have fun and enjoy. If you have any questions, PM me.


OOC Thread & Pantheon
Spell & Ability Lists
PostPosted: Sat Aug 04, 2012 2:02 pm


World Information/Recruitment Status

The Role play is currently accepting 1 player(s) at this time. Please follow the directions in the lower portion of this page.

The Land of Faerûn

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Amn

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The story begins in the southern country of Amn.
Amn, also known as The Merchant's Domain, is a tremendously wealthy nation in Western Faerûn. Today, it still controls important trade routes to Calimshan and Baldur's Gate. Its population, mostly human with a large minority population of halflings, has historically been in the range of 3 million. The country's natural resources and wealth, combined with its mercantile nature has led Amn to become one of the most important and influential trading centers throughout Faerûn. The crowning jewel of this powerful state is the capital city of Athkatla, founded in 100 DR or 0 AR in official documents and often known as the "City of Coin."
It is within this great city that many factions work behind the scenes, such as the Cowled Wizards and the Shadow Thieves while other great organizations like the Knights of the Radiant Heart and the numerous temple faithful also practice their trades.  

Tonash Drahow

Omnipresent Phantom


Tonash Drahow

Omnipresent Phantom

PostPosted: Sat Aug 04, 2012 2:17 pm


Race Information

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1. Elves


Racial Information: Elves are the most beautiful and elegant creatures in the world of Toril. They stand about five feet tall and are very lightweight and very attractive to any who behold them. They are highly intelligent and have a strong affinity to nature. They live extremely long lives, most live to the ripe age of 600 or so, but there are some that live significantly longer whether through natural or other means. Due to their long lifespan, they are typically haughty, occasionally arrogant and believe themselves to be better than many of the other peaceful folk.
Racial Abilities:
Darkvision - Able to see up to sixty feet in pitch black darkness.
Enhanced Hearing - Able to hear subtle things from a great distance, such as a trap clicking, eavesdropping on a conversation etc.
Average Age of Adulthood: 100~
Average Height: 5'8"
Average Weight: 110 lbs.
Ideal Classes: Ranger/Druid/Wizard

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2. Dwarves


Racial Information: Dwarves are short and stocky, standing a little more than three and a half feet tall, most are heavy but filled with muscle and attitude. They speak with a thick accent (Scotch-Irish) and have a deep passion for three things: drinking alcohol, the stone and fighting in battle. All male dwarves have a thick beard that grows very early in their lifespan those with longer beards are referred to as veterans and are looked up to with respect. In their solitude within the mountains, they have garnered a resentment for the more outdoor loving folk such as the elves, though they are still at peace and offer trade to all the peoples of Toril. They live to be roughly 180 years of age but some are stubborn enough to last well into their 250's.
Racial Abilities:
Iron Will - There is nothing more stubborn than a dwarf, as such they are highly resistant to mind altering effects such as mind control or confusion.
Low Light Vision - Due to years within the darkness of the mountains, dwarves have adapted and attained a partial nightvision that allows them to see up to thirty feet in the dark.
Average Age of Adulthood: 40~
Average Height: 3'9"
Average Weight: 130 lbs.
Ideal Classes: Fighter, Cleric

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3. Humans

Racial Information: The Humans of Toril are by far the most unusual of the races of the world, they are the second tallest peaceful race in the world, standing at roughly five and a half feet on average. They live only to be in their seventies, yet with enough determination and effort, they are capable of becoming stronger sorcerers or warriors than even the elder races in their prime. Humans are extremely versatile and are capable of following paths that other races cannot, however they are more prone to illness, aging, and exhaustion.
Racial Abilities:
Diplomacy - Humans are natural speakers and are able to make friends very easily. They are able to earn discounts at stores or talk down enemies more effectively than the other races
Versatility - Humans are able to learn at a rapid rate due to their short lifespans, they receive a bonus feat.
Average Age: 25
Average Height: 5'6"
Average Weight: 140 lbs.
Ideal Classes: Fighter, Cleric, Wizard, Paladin

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4. Halflings

Racial Information: Halflings are small, diminutive creatures, that resemble human children, with cherubic facial features and only standing at about two feet in height, though in later years, males tend to be more dwarfish in appearance. While most halflings tend to prefer the quiet life of working on farms or keeping to themselves within the woods, there are many who co-exist with humans on a daily basis and are extremely crafty and filled with dexterity and quick wit. They tend to live roughly 100 years.
Racial Abilities:
Tiny - Halflings are very small and can fit in very tight spaces. Their small bodies allow them to remain much more mobile and harder to hit, increasing their chances to dodge incoming attacks.
Nimble - The small halflings are quick of hand, feet and mind, they are able to spend less time performing actions, such as casting spells, picking locks or swinging weapons.
Average Age of Adulthood: 20~
Average Height: 2'8"
Average Weight: 40 lbs.
Ideal Classes: Thief, Wizard
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5. Half-Orcs

Racial Information: These orc–human crossbreeds can be found in either orc or human society (where their status varies according to local sentiments), or in communities of their own. Half-orcs usually inherit a good blend of the physical characteristics of their parents. They are as tall as humans and a little heavier, thanks to their muscle. They have greenish pigmentation, sloping foreheads, jutting jaws, prominent teeth, and coarse body hair. Half-orcs who have lived among or near orcs have scars, in keeping with orcish tradition. Their lifespan is short however, most only living to the age of 40 or 50 due to poor dietary habits.
Racial Abilities:
Rage - Reaching into their orcish heritage, Half-Orcs can increase the physical damage they can both deal and receive for a short time.
Giant - Due to their natural large size and muscular builds, Half-Orcs are more efficient at intimidating others as well as inspiring others to empowerment.
Average Age: 20~
Average Height: 6'6"
Average Weight: 150 lbs.
Ideal Classes: Fighter, Barbarian


Disclaimer: All images shown in this thread (with the exception of the official 3.0 map of Faerûn which belongs to its respective owner) are from Pox Nora, the online strategy game
PostPosted: Sat Aug 04, 2012 2:29 pm


Alignment Information

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In the world of Toril, there are nine different types of personalities that govern the free folk of the world. This alignment determines the actions of the person whom it is attached to.


Lawful Good: These are the truly benevolent and do-gooders of the world. Lawful Good people will do everything in their power to help the innocent, defend the weak, right wrongs and do what is right in their minds to follow the path in their heart that they believe to be righteous.

Neutral Good: These people are of a simple mindset: Keep your nose out of trouble and no trouble will come to you. While they tend to stray from putting themselves in heroic positions or positions in which they might break the law, they do attempt from time to time to help those who help them.

Chaotic Good: These individuals tend to not think overly rationally about anything. They are highly emotional and will do whatever they think they want whenever they want. Though a bit selfish occasionally, they have a good heart and just want what is best for everyone.


Lawful Neutral: Lawful Neutral persons tend to avoid conflict when they can, believing that the laws of the land are there for a reason and they do not wish to question it, even if it is to their disadvantage.

True Neutral: These individuals are the epitome of balance, every story has two sides, every situation has more than one way out. They believe that one must ride the currents of life as opposed to disturbing nature's balance. On occasion, however, they choose to force balance back into its place if others have disturbed it.

Chaotic Neutral: Those who fall in this category face the belief that nothing is guaranteed, everything must be taken into one's own hands. If one must break the rules, so be it. They will deal with the consequences or run from them, whichever fits their needs.


Lawful Evil: The individuals who consider themselves amongst this crowd often think themselves above the law, overly arrogant and selfish, they tend to seek to bend the wills of others to accomplish their own needs.

Neutral Evil: Those who number themselves with these people tend to view the world as their plaything, others' lives and dreams have no sway over their decisions, they tend to be insensitive and prone to anger.

Chaotic Evil: These men and women are the most diabolical of all the peoples of Toril, they could watch the entire world burn and laugh afterwards. They hold no loyalties, no desire for betterment to anyone other than themselves.

Despite the name of the Evil alignments, they are not truly "Evil" unless proven otherwise. It is simply the label they are given. As such, those who are "Good" have the same capacity to do wrong as the "Evil" players, it would be against their character, however and would need to show great resentment or reluctance in performing such an action.

Tonash Drahow

Omnipresent Phantom


Tonash Drahow

Omnipresent Phantom

PostPosted: Sat Aug 04, 2012 3:03 pm


Class Information

Classes labeled in blue are straightforward classes that are fairly easy to understand and play without much extra knowledge.
Classes labeled in green are more complicated and may require some further explanation and additional research.
Classes labeled in red are very difficult to play and will require a strong role player in order to understand and perform the role to its fullest extent.

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Fighter

The fighter is a powerful frontline combatant who specializes in heavy armor, muscle and tough weaponry. They are very simple-minded while remaining very skilled in hand to hand combat. They are capable of using any weapon or using any set of armor, regardless of weight, the only exception being the usage of two two-handed weapons (You cannot dual-wield halberds/claymores etc.)
Racial Restrictions: None
Alignment Restrictions: None
Weapon Restrictions: None
Armor Restrictions: None
Class Special: None


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Specialty Class: Wizard-Slayer

A Slayer is a fighter who has sworn a vendetta against any who use magic. As a result, each of their attacks has a very high chance of disrupting an enemy's spellcast. However, they are incapable of using ANY magical items(scrolls, trinkets, potions etc). The only exception is magical armor and weapons.
Racial Restrictions: Human
Weapon Restrictions: None
Armor Restrictions: None
Class Special: Interrupts almost any spellcaster with little effort.



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Barbarian
A Barbarian is a warrior who has foregone the standard usage of armor, he can only wear up to splintmail; however, he is much more physically strong, and possesses the ability to go Berserk, causing him to move much faster, hit harder and take more damage. Any damage taken during this period will be applied after the Enrage cycle ends.
Racial Restrictions: Human/Dwarf/Half-Orc
Alignment Restrictions: Chaotic Good/Neutral/Evil
Weapon Restrictions: None
Armor Restrictions: Splintmail or lighter
Class Special: Berserk - The Barbarian goes on a rampage, as the barbarian gains level, the amount of times they may use the Berserk ability as well as what happens during the enrage can change. A high level barbarian is near unstoppable as a melee combatant.



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Ranger

Rangers are the wardens of nature. They are often wanderers and woodsman. They are both strong and wise in the ways of the world, often going out of their way to aid others in the forest. They are highly proficient in the use of the bow and also tend to have an animal companion that they have charmed into their company.
Racial Restrictions: Human or Elf only
Alignment Restrictions: True Neutral, Neutral Good/Evil
Weapon Restrictions: No large weapons
Armor Restrictions: Chainmail or lighter.
Class Special: Racial Enemies and Tracking - Rangers may select one enemy type per five levels that they truly hate. They deal increased damage to these enemies and are very effective against them. Rangers are also able to track more effectively than any other class, they begin being able to track animals but advance to humanoids and then anything that moves.


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Paladin

The Paladin is the epitome of all things good. They are powerful soldiers for justice. They are extremely physically strong, nearly as strong as a full fighter, but also possess a charming personality, quick wit and the ability to banish weaker undead creatures through Exorcism. Additionally, as the paladin grows in strength, they may learn to cast divine magic to heal or empower their allies.
Racial Restrictions: Human ONLY
Alignment Restrictions: Lawful Good ONLY
Weapon Restrictions: None
Armor Restrictions: None
Additional Information: As a spellcasting class, you must rest after a certain number of spells are cast (the amount will depend on your level), or else you will pass out from exhaustion.
Class Special: Lay on Hands and Turn Undead - The Paladin is able to restore a target's health to near full once per day for every 4 levels they attain. Turn Undead for paladins is much weaker than their cleric counterparts, but they may still use it to send undead fleeing in terror depending on their level.

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Specialty Class: Cavalier

The Cavalier is a strong group leader and as such, they are immune to fear and poison effects. Their focus on defenses however prevent them from using any ranged weapons or any healing spells or the use of Turn Undead.
Racial Restrictions: Human ONLY
Alignment Restrictions: Lawful Good ONLY
Weapon Restrictions: No Ranged Weapons
Spell Restrictions: Unable to use magic.
Class Special: Defensive Shouts - As the Cavalier gains level, they are able to command their allies more effectively, increasing their damage, defense and other effects.


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Cleric

The Cleric is the spokesperson of their god or goddess on Toril. Depending on the person, their god will be a different entity than the next cleric. There are clerics for gods of the Good pantheon as well as the Evil pantheon, it all depends on the priest's preference. They are able to cast powerful restorative spells to cure wounds and eventually, as they grow in power are capable of casting devastating spells of power at the request of their patron deity or perhaps even bring back the dead.
Racial Restrictions: None
Alignment Restrictions: None
Weapon Restrictions: May only use Blunt weapons (maces/hammers etc.) No ranged weapons except Slings.
Armor Restrictions: Field Plate Armor or lighter
Additional Information: As a spellcasting class, you must rest after a certain number of spells are cast (the amount will depend on your level), or else you will pass out from exhaustion.
Class Special: Turn Undead - Clerics are the representatives of their deities, they are able to rebuke the undead with ease. They may cast Turn Undead two times per caster level and dependent on how strong the undead is that they are attempting to turn they may cause them to flee in terror or simply crumble to dust. A high level cleric can send even the most powerful undead creatures running.


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Druid

Druids are the keepers of nature. While Rangers are those who watch over the forest's borders, the druids are truly one with nature. They worship her in all her glory and it grants them strength in return. While not as powerful in spells or fighting as other classes, they are a good hybrid and can perform multiple tasks with ease. The strongest of druids are able to also shapeshift, becoming a hybrid beast of amazing strength or agility.
Racial Restrictions: Human or Elf
Alignment Restrictions: True Neutral ONLY
Weapon Restrictions: Spears, staves, clubs or scimitars only
Armor Restrictions: Chainmail or lighter, able to use shields
Additional Information: As a spellcasting class, you must rest after a certain number of spells are cast (the amount will depend on your level), or else you will pass out from exhaustion.
Class Special: Shapeshifting - After druids reach their 5th level, they may transform into any creature of nature they please, having the same abilities and powers that the species owns. This may be cast once per day for every 2 levels after the 5th level.


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Wizard

Wizards are the foremost wielders of magic on the face of Toril, they have dedicated their lives to the study of the arcane knowledge and have armed themselves with it. They are beings of absolute power, though should their magical defenses fail, they are easily dispatched. They are essentially useless in melee combat.
Racial Restrictions: Human, Elf or Halfling
Alignment Restrictions: None
Weapon Restrictions: Daggers, staves, wands and slings only
Armor Restrictions: Robes only
Additional Information: As a spellcasting class, you must rest after a certain number of spells are cast (the amount will depend on your level), or else you will pass out from exhaustion.
Class Special: Arcane Master - Wizards are not restricted by the typical ability scheme put forth for the other spellcasting classes. After their initial character creation, they must learn any additional spells by finding scrolls throughout the adventure, however, they may learn as many as they want instead of being limited to two per spell tier as the other classes are.


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Thief

Thieves are quick in word, sword and foot. They are cunning, nimble and stealthy, resorting to the shadows to accomplish their tasks, for good or ill. They do not make good front line fighters by any means, however if they remain undetected and strike their foes when unexpected, they can deal a massive amount of damage in a single blow. They are able to pick the locks of almost anything non-magically warded and a smart rogue knows to check for traps first!
Racial Restrictions: None
Alignment Restrictions: No Lawful Good
Weapon Restrictions: No two-handed weapons, no shields
Armor Restrictions: Studded Leather armor or lighter
Class Special: Pick Locks, Hide in Shadows, Pick Pockets, Disarm Trap - A Thief is a must have for any party, as they are able to use their multitude of skills to access things that an unprepared party would be unable to get. They are also able to deal bonus damage if they use the element of surprise on their opponents as well as detecting traps if they choose to look for subtle differences when they enter a room.

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Specialty Class: Assassin
Assassins dedicate their lives to taking away the lives of others. They are extremely skilled in sneaking up on their prey and attacking when least expected. As a result, this specialty class gains the ability to vanish into the shadows instantly. This focus on their killing and combat skills leaves their rogue talents wanting, and are far less effective at picking pockets, locks and disarming traps.
Racial Restrictions: Human, Elf or Halfling
Alignment Restrictions: No Lawful/Neutral/Chaotic Good
Weapon Restrictions: No two-handed weapons, no shields
Armor Restrictions: Studded Leather armor or lighter
Class Special: Vanish - Assassins are creatures of the shadow and are able to completely disappear from plain sight twice per day for each 3 levels of the assassin.



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Specialty Class: Bard

WARNING: This is NOT an easy class.

Bards are often depicted as ne'er-do-wells and charlatans who prefer not to meet challenges head on. These folk have moved about the shadows and know their way around the shadows and some minor arcane training as well as proficient at the rumor mill but a bard also can function as a person of deep knowledge and wide experience, a folk hero, a slumming aristocrat, or a general handyman.They are also capable of increasing the strength of their allies by performing with instruments or simply using their voice.
Racial Restrictions: No Half-Orcs
Alignment Restrictions: No Lawful Good/Neutral/Evil
Weapon Restrictions: No Two Handed Weapons, No Shields
Armor Restrictions: Chain Mail armor or lighter
Additional Information: As a spellcasting class, you must rest after a certain number of spells are cast (the amount will depend on your level), or else you will pass out from exhaustion.
Class Special: Perform - The Bard is a masterful talespinner and performer, as such they are able to boost their allies attack, defense and many other effects depending on their performance.



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Monk

WARNING: This is NOT an easy class at all.
Monks are warriors who pursue perfection through contemplation as well as action. They are masters of unarmed combat and are capable of channeling healing magic through their own body to cure their wounds periodically. A Grandmaster monk is a nigh-undefeatable foe, for he has eliminated every possible weakness he could have and has become a perfect being in every spiritual sense.
Racial Restrictions: Human ONLY
Alignment Restrictions: No Chaotic
Weapon Restrictions: Unarmed Combat ONLY
Armor Restrictions: No Armor
Additional Information: At first, the monk is a relatively weak character, unable to sustain much damage or dish out much either. However, as time progresses and the monk learns to hone his skills and purge his weaknesses, he becomes almost godly.
Class Special: Ki - Monks are able to use their minds to work in cohesion with their bodies, as they gain levels they will be able to increase their armor, damage, and much *much* more.
PostPosted: Sat Aug 04, 2012 3:16 pm


Accepted Profiles/Characters Chosen and Inactive Players
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NOTE: Only 6 people will be chosen to play at any one time. Those who go inactive for too long without reason will be replaced and set on the waiting list/departure list. There can only be three of any race in the party at any time. Each party member must have a unique class, there will be no double ranger or triple cleric parties etc. This is to provide diversity and intrigue to the group dynamic.

1 Elf player(s) is/are active
2 Human player(s) is/are active
1 Halfling player(s) is/are active
1 Half-Orc player(s) is/are active

0 Dwarf player(s) is/are active


red = chosen.
green = available

Fighter
Barbarian
Ranger
Paladin

Cleric

Druid

Wizard

Thief

Monk


Active Player Profiles:


Gaia UserName:Astra_Senpai
Character Name: Evangeline Clairmond
Race: Human
Gender: Female
Age: 24
Height: 5'5"
Weight: 130
Alignment: Chaotic Neutral
Class: Wizard
Level: 1
Spells Known: Acid Splash, Dancing Lights, Ray of Frost, Sleep, Endure Elements, Identify, Mage Armor
Feats: Combat Casting, Diligent
Deities Worshiped: None
Appearance:
Possessing waist length naturally spiral curled black hair, heart shaped face, long lashed green eyed angel a tiny beauty mark just below the left eye, full pouty lips- and this is just her face. Possessing an exaggerated hourglass form, slim wait, wide hips and impressive bust- she's been turning heads for a long time.

Background:

He fell in love with the shepherdess the moment he laid eyes upon her. The raven haired beauty captured the hearts of many, yet only had eyes for her flock. Through storm and sun, wind and sleet- she remained still and ever watchful. Her dedication stirred his soul and begged her to see him again once her flock returned for the spring season. She agreed but only in jest, a broad smile on her lips- thinking of what a foolish man he was.
It was a year until she returned and it was within this field, the ice in her heart shattered. Resting on top of a hill in the center of the field was a new mill attached to a grand house, barn and a great fenced in space. The man from the year before stood in the center of the field, patiently waiting for her return.
“Who are you to do this?” she demanded.
He only smiled, “A man in love.”
“A fool. Look how you have ruined this field.”
“You mean made a perfectly good home for a roaming heart to settle.”
She could not argue, his smile contagious- she agreed to stay and be his.
Their tale became local living legend for stubborn hearts and dreamers.

From their hard work came prosperity, not only for them but their little town. From their love came children. And this child- Evangeline Clairmond, second in a set a twins, third of three children was a terror to only those who know her most dearly.
The youngest child of Bernard and Violet Clairmond, Evangeline was ill-tempered, curious, and persistent child. She loved her sister the most, telling her everything and anything she could. No secret was unknown to her sister and when together, Evangeline would hold onto or cling tightly until she grew bored.
Evangeline enjoyed spending a majority of her time exploring the intricate ins and outs of how even the simplest of things worked. She was purely responsible for the loss of several gears and sheep in one grand accident. Which she blamed her sister, unsuccessfully, for it all. Her theory of being discovered based on the blood on her dress, the two fingers on her rights hand which had to be reattached by the town cleric and her older brother, Arthur, who had witnessed the entire event.
As she grew older, Evangeline became very involved in collecting herbs and random ingredients for experiments. Her mother refused to go near Evangeline's room as strange colored smokes and smells began creeping out from under the door, yet enjoyed listening to her prattle on about how she thought the world worked. It helped being partially deaf and knowing when to nod by the girl's hand gestures as she spoke.
Evangeline had no interest in her father, finding his stories long, work dull and presence bothersome. His habit of clearing away her experiments, throwing them away and telling her no good would come of her unholy curiosity. Evangeline would outright ignore him,when she could- clinging to her mother for physical shield or simply hiding until his greater responsibilities took over his enforcement of rules and regulations. The man, fearless and proud, soon found himself unable to speak to his second daughter- turning his focus to his son and first daughter.
Evangeline grew tired of the waiting and left her home. Very tired of the rules set by an overly pious father and busy-minded mother. She told only her twin and left in the middle of the moonless night. Out to seek her fortune and luck in the great world beyond.

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Gaia UserName: Kagetsukiko

Character Name: Mist
Race: Elf
Gender: Female
Age: 181
Height: 5' 5"
Weight: 105 lbs.

Alignment: True Neutral
Class: Cleric
Level: 1
Feats: Persuasive
Deities Worshiped: Labelas Enoreth
Spells Known: Light, Stabilize, Virtue, Cure Light Wounds, Endure Elements, Sanctuary, Aid

Appearance: Eyes reminiscent of the moon with their cold silver beauty. Hair cascading down to the waist like a stream of silver until it is bundled up by a simple white string at the bottom. Skin shaded fair and white, pure as the winter's first snow. A body built for beauty and elegance, slender, and capable of charming even after being covered by the modest, light gray robes of Labelas's clerics.
Behavior: Despite the potential for such haunting beauty in this elf, the only times it can be spotted is when Mist is seen when she thinks she's alone. The rest of the time, she looks so cheery and happy that any "haunting" aspect of her is completely overridden. She doesn't seem like an elf who's lived for 181 years. Most who see her for long enough consider her extremely shallow and inexperienced, maybe even a bit wrong in the head. However, those who only need to interact with her in short bursts find her (strangely enough) quite entertaining and easy to get along with. Despite acting so derpy, she always seems to know just how to act and say things to please the other party and is capable of changing her way of acting on a whim when necessary.
Whenever she has a spare moment, she can be seen writing out everything she has observed in a notebook. She regularly switches between notebooks, storing old ones in any temples to Labelas she happens upon and obtaining a new one to replace it. As expected as a priest of Labelas, her entries are written in common to help spread the knowledge.
Of course, there are things that simply tick Mist off. Normally, she only seems to be pissed for a few minutes, maybe an hour max. Sometimes, people don't even notice when she's been angered. However, her grudge can remain for years if she is vindictive enough. Extremely patient when she needs to be, Mist holds silently to her anger until the opportune moment to strike back arrives.
Despite the capability of clerics to wear heavy armor and carry equally heavy equipment, Mist prefers to travel as light as her behavior. When she can, the only protection she carries are the light gray robes of her order and a quarterstaff (both her and her god's favored weapon). However, should she be required to, she has no qualms with switching to the more armored attire of a traditional in-combat cleric.

Personality: Below the outward enthusiasm hides an extremely perceptive and serious personality. In Mist's opinion, her purpose in the world as a disciple of Labelas Enoreth is to be a mere observer. Combined with her need for freedom and an unwillingness to remain shackled to any one place, person, or thing; Mist has taken her duty to be to wander the world and record all that passes before her eyes. She has taken this duty as far as it could be taken, even replacing her original name with only the elven word for wanderer. In fact, she has very little sense of self, rarely coming up with an opinion for herself.
Then, with this personality, why the happy derpiness that's usually shown? Simple, people are more prone to reveal things to someone who appears to be an idiot than someone who appears to be a stoic scholar.
While her focus may be to only an observer, even going so far as to erase her own sense of self to do it as accurately as possible, Mist does not see that as her only role. In extreme situations, she will raise arms in a moment's notice in order to preserve the balance between lawful and chaos, good and evil. As a true neutral, she believes that a sense of balance must be preserved. In one of the very few Mist has, a heavy disruption of the balance of the world disrupts the changes wrought by the passage of time.

Background: Mist was born as a normal elf enraptured with observing the world around her and unable to be restricted in any sense. She naturally found herself attracted to Labelas Enoreth. With her eagerness to begin wandering the world to record its working and single-minded devotion to Labelas and his teachings, she rose to the rank of full-fledged cleric at record speed. As soon she gained the minimum rank required, Mist set off on her travels. For decades, she wandered the world aimlessly, carefully recording all she observed without fault, exaggeration, or bias. Decades of constant suppression of anything other than what was required to gain and record information formed the current, literally selfless Mist. She no longer even remembers the details of her own past. What she does remember isn't about herself but rather the things she has been witness to. For instance, rather than saying she was present in a war 20 years ago, Mist describes the memory by mentioning that 20 years ago the war happened along with this, that, and other details of the event.
Mist has wandered the world for well over a century already. In that span of times, only once has she donned armor and fought to maintain the balance in the world.



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Gaia UserName: Gareus Fletcher
Character Name: Brello "Toughie" Tuffiksin
Race: Halfling
Gender: Male
Age: 23
Height: 3'2"
Weight: 40 lbs
Alignment: Chaotic Good
Class: Fighter
Level: 1
Feats: Toughness
Deities Worshipped: None.

Appearance: Brello himself is stocky for a halfling, muscled just enough. He has brown eyes, short black curly hair, and pale skin that has tanned. He was scars from blade fights; one long scar across his back, a deep cut of the back of both of his hands, one past his right forearm, and over his left thigh.

Background: Brello comes from a long line of foolhardy halflings with hearts far too large for their bodies and no knowledge of what 'too big to handle' meant. The Tuffiksins were known for many brave deeds in their day, from taking on orcs with their bare fists to slaying dragons to being rewarded by the elves for their chivalry, but the peace of the times had worn down the need to be such. The Tuffiksins became apathetic to the ways of the sword or fist or shield, becoming calmer and more accustomed to farming or living quiet lives. Brello would not feel so inclined.

Since he was a young'un, he had an unquenchable energy and a need to run and unleash said power source. As such, he would find himself far incapable of one or two things he tried, such as trying to jump off of roofs into haystacks and dance around bulls and such. But accompanied with this need to unleash his energy and punch things was another surprising talent... recovery. No matter how badly bruised, cut or mangled, he seemed to have a terrifying talent to get back to his feet with a shocking speed, almost seeming as if he had more energy than before with each rise. His parents, seeing that they would not be convincing him to stop dancing around bulls any time soon, thought it best to move him away from trouble. Giving him over to a halfling swordmaster who still believed in the ways of the Tuffiksins, he was taught the style of the halfling fighter, a way that pitted one against several and focused on quick movement and brutal counterattack. Too jittery to dodge, though, Brello mostly learned the counterattack, but could only dodge a majority of blows by virtue of his small size and need to run around. The swordmaster would chuckle at this tyke even among halflings, but give him a pat on the back and send him on his way into the world.

He has spent at least 3 to 4 years in the open world now, taking on monsters twice his size and even acting as retainer to a few people who couldn't afford anyone else. But no matter what life threw at him, he would remain vigilant, eager to show everyone that the legacy of the Tuffiksins still lives.

"We swing away, we swing all day, a sword about the air
Without a doubt, we're lacking fear, we never stop to care
To sing our bravery and courage into merry song
But singing's not our style, so we'll keep swinging right along~!"

The Fighting Song of the Tuffiksin, Composed by Brello.

--------------------------------------------------------------------------------------------------------------

Gaia UserName: Zulma san
Character Name: Yaguth Goddakk

Race: Half-Orc
Gender: Male
Age: 29
Height: 6’8
Weight: 190 lbs
Alignment: Neutral Evil

Class: Ranger
Level: Level 1
Spells known: Charm Animal
Feats: Two Weapon Fighting
Racial Enemy: Goblins

Deities Worshipped: Gruumsh, Mielikki

Appearance: Taller and heavier than average, Yaguth’s green skin is darker than usual has a very dark green skin which makes him feel at home in the woods. He is not really bald but what’s growing on his head looks more like short black fur than hair. He has very pale blue eyes which are often eclipsed by his pupils when he is angry. His right cheek is stripped by a triple claw mark, one slicing his eyebrow and the corner of his lip. This present from his pet raccoon companion, Teigne, luckily did not leave his right eye injured and he can see just fine from it.

Background: Yaguth lived in a small village south of Murann always following in the footsteps of his father, an orc fervent follower of Gruumsh. Life was as calm and happy as it could be with an orcish father prone to violence, until Yaguth’s younger brother was unfairly accused of stealing food. Their father tried to interfere but his rage scared the crowd which armed itself and killed him, deadly wounding Yaguth’s brother in the same time. Yaguth and his mother escaped at night for the nearby woods. Despite the young orc’s attempt at taking care of his mother, she did not take long to leave him behind to return to the civilization. Since then Yaguth has a deep hatred for humans although he secretly fear them as well.

Yaguth spent several days alone, angry and hungry, calling Gruumsh for guidance and strength. But his call was never answered. Weakened he finally collapsed from eating some poisonous mushrooms. In the mists of fever and unconsciousness, he saw Mielikki, Goddess of nature and forests. Truth was, a wandering human had found the boy and taken pity on him, nursing him back to health. The human disappeared but the young orc was baffled by the generosity of this passing stranger. In the weeks that followed, a game of of cat and mouse occurred. During these events, without knowing it, Yaguth was learning the skills of ranger while he believed he was being helped by the goddess herself who of course did not show herself directly to him.

If he found a new peace in that way of life, his orcish blood and the memory of his father pushed the half-orc to leave the woods to find strength. He started lending his muscles to nearby villages in exchange for training in the art of fighting from the local guard. In these small villages, wielding two weapons was a generational past time and as a result, Yaguth was able to adopt this fighting style as his own.

Despite his faith in Mielikki (faith which he does not openly acknowledge), Yaguth lacks the empathy and the patience necessary to create a deep bound with a living being. This explains why his relationship with his pet raccoon Teigne (‘nasty’) is less than peaceful.

------------------------------------------------------


Gaia UserName:
Tonas
Character Name: Alyssa Fairfield

Race: Human
Gender: Female
Age: 26
Height: 5'6"
Weight: 126 lbs.
Alignment: Lawful Good

Class: Monk
Level: Level 1
Feats: Blind Fight, Combat Reflexes
Abilities: Improved Unarmed Combat, Stunning Fist

Deities Worshipped: Oghma

Appearance: Slim but firmly built, Alyssa is a figure of fitness. Her toned body is the result of constant rigorous physical training. Her taut muscles however do not distract from her long copper hair tied which is tied in a lengthy braid or her exotic violet eyes.

Background:
Adopted as an orphan by the monastery of D'nah Ydeast, Alyssa was raised by the monastic order and found a happy existence living amongst the men and women of the small complex. She was taught a fair and balanced view of life while following a strict code of discipline. As she grew older and stronger, her studies shifted to the advancement of her body. She was taught to pursue the perfection and unification of mind, body and soul.

After twenty five years, Alyssa's tutors, believing she would learn more out in the world than behind the sequestered walls of the monastery, sent her out on her own to find her own path. It has been only a year since her departure but her thirst for knowledge and adventure remains unquenchable.

Tonash Drahow

Omnipresent Phantom


Tonash Drahow

Omnipresent Phantom

PostPosted: Sat Aug 04, 2012 3:21 pm


Profile Skeleton
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Character sheet:

[b]Gaia UserName:[/b]
[b]Character Name:[/b] (Choose one that is thematically appropriate please)
[b]Race:[/b] (Human, Elf, Dwarf, Halfling, Half-Orc)
[b]Gender:[/b] (Male/Female)
[b]Age:[/b] (Choose an age similar to the average age of your race, listed in the above posts)
[b]Height:[/b] (Choose an height similar to the average age of your race, listed in the above posts)
[b]Weight:[/b] (Choose an weight similar to the average age of your race, listed in the above posts)
[b]Alignment:[/b] (Lawful-Chaotic/Neutral/Good-Evil)
[b]Class:[/b] (Choose a class from above, make sure you fit the Racial/Alignment restrictions)
[b]Starting Level:[/b] (All characters will begin at level 1 unless I specifically tell you otherwise)
[b]Feats:[/b] (You may select one Feat from the list provided on the first page of the role play, humans may select two. You will gain more as you progress in level and it will reflect in this profile later on)
[b]Deities Worshipped[/b]: (You may choose a god/goddess or multiple, or [b]none[/b] at all. The only class that requires you select a deity is the Cleric. There is a list provided in the OOC Thread on the first page if you need help choosing one or more.)
[b]Appearance:[/b] (Give a short detailed description of your character, do not list weapons/armor, or post a picture, or it will be ignored outright.)
[b]Background:[/b] (Who is your character? Where did he/she come from? One or two small paragraphs will do. Explain why your character has chosen *or has [b]not[/b] chosen* the life of an adventurer.[/b] I will assist you in working in how your character how to work you into the current story.)


Fill out the skeleton and send it to Tonash Drahow titled "I wanna cast MAGIC MISSILE!"
PostPosted: Sat Aug 04, 2012 3:40 pm


The Story So Far
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Prologue

You don't know when they came. You don't know how they found you.

All you remember was a hot flash of pain before your vision faded to black. As they carried you, you overheard them talking as your feet dragged the ground, causing you to wince despite your grogginess.

"Oi', Malphus! This the last o' the soddin' bastards we need ta throw down the hole?"

"They are," came the curt reply.

"Finally," the flustered voice said as you come to a stop.

"Our employer does not look kindly on the Shadow Thieves as it is, let's get this done and make our way back."

"Aright, aright, aright."

With that, you feel your body being lifted up and falling a short distance as you unceremoniously thud onto the hard floor of what you can only assume is stone. The smell of rot and mold assault your senses and your consciousness finally awakes as the last bit of moonlight that you can perceive from your flour-sack covered eyes disappears from above, leaving you in the minimal light of a nearby torch.
You sense movement nearby and you are not certain who, or what could be the source...


The group survives the encounter in the crypts below Athkatla with the heroic sacrifice of the priest Cedric Goldmire. They ascend into a brightly lit world once more, some parting ways and heading off to their own designs. Where they go now, only time will tell. The question still remains in all their minds however: Who would capture all of them, leave them to die, and why?

Chapter One

Tonash Drahow

Omnipresent Phantom


Tonash Drahow

Omnipresent Phantom

PostPosted: Sat Aug 04, 2012 4:10 pm


Thread Status

8/4 - Construction begins
8/5 - Construction is completed
8/5 - Profiles are now open to being submitted
8/12 - The Role Play is now open and the adventure has begun!


Waiting List

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This area is for the sole purpose of displaying Accepted Profiles who currently are not in the RP but are awaiting their turn to join. These profiles will be notified in the order they are posted in order to provide fairness to those who want to join. If you do not respond within 1-2 days to my notification that a slot has opened up, I will move down the line to the next person.


None

*If struck through, these players have been messaged and have either declined or not responded.*
PostPosted: Sat Aug 04, 2012 4:21 pm


Character Status Information
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How badly hurt Am I?

In the Thread Character Status post, I will keep track of the current health and debuffs that are affecting each character.
Health will be color coded.

If the name is blue, the character has been given a buff that allows him/her to exceed beyond normal performing capabilities.
If the name is green, the character is at full health and is capable of performing all actions at full strength
If the name is yellow, the character has been injured slightly. While only slightly injured, the character can perform all functions to full potential.
If the name is orange, the character is injured. They now have difficulty fighting as well as normal, however they are still able to move at full speed.
If the name is red, the character is badly injured. They are having extreme difficulty fighting, additionally they are now slowed.
If the name is dark red, the character is critically injured. They are almost unconscious or already unconscious. They need immediate assistance or they will die.
If the name is gray, the character is dead. The only way to revive them is with the aid of extremely powerful priests or a cleric or druid of high enough experience.

Status Effect Explanations
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Fear - The character has had its morale shattered, now they cringe in fear and cannot fight back. They must run and hide until they regain their courage.

Poison - The character has been afflicted with a painful venom. It will take damage over time until the duration ends or until they are cured.

Disease - The character has been struck with a disease, this disease will make the character move slowly and take a small amount of damage over time until removed or the disease runs its course.

Exhaustion
- The character has become exhausted through excessive activity and must rest, or risk falling unconscious. Effect ends as soon as successful resting occurs.

Paralyzation/Stun - The character has been paralyzed through some means and is unable to move or act at all. They must be aided by a healer or allow the paralyzation to wear off.

Root/Snare - The character has been somehow immobilized and is unable to move freely. If the effect is caused by physical means, the character must remove the hindrance or receive aid to remove the effect. If the effect is caused by magical means, they must wait for the duration of the spell to end, or be assisted by a Freedom of Movement spell or Dispel Magic.

Confused - The character has been hit with a confusion spell, they are unaware of their surroundings and may attack allies if they are nearby. This can be removed with a simple "Dispel Magic"

Silenced/Deaf - The character is unable to speak or hear, as a result, they are unable to cast any spells. They may still fight without penalty in melee combat, however they will not be able to cast anything until the spell is removed or run its short duration.

Charmed/Mind Controlled
- The character has been magically charmed, they are now at the service of the caster and as such will likely attack allies when commanded. Charms may be removed by using "Dispel Magic", though Mind Control will last twice as long and can only be removed through the higher level spell "Clarity". Both Charm and MC will wear off eventually.

Drained - The character has been affected by an attack that has reduced some area of their fighting potential. These areas include but are not limited to: Strength, Stamina/Constitution, Intellect, Dexterity, Charisma. Can be removed via the spell "Lesser Restoration" or waiting two or more hours (depending on the severity of the Drain). Drain will *not* wear off naturally.

Tonash Drahow

Omnipresent Phantom


Tonash Drahow

Omnipresent Phantom

PostPosted: Sat Aug 04, 2012 4:27 pm


Spellcasting/Combat Information
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Spellcasting

There are several classes that are capable of casting spells that require memorization: Cleric, Druid, Ranger, Paladin, Bard and Wizard
These classes have spells that have differing strengths and effects, though they each take a toll on the user's consciousness.
Clerics and Druids possess seven levels of spells, Rangers and Paladins possess four, Bards have six and finally the Wizard possesses nine.
Each tier of spells will take a heavier toll on the caster in terms of exhaustion.


Combat for Melee/Ranged
I assume you know how to fight properly, but just to clarify, you cannot claim more than one action at a time when fighting an enemy. Meaning: "*Insert Name here* shot an arrow straight for the assassin's heart, then when it missed, *Name* charged head on, and started attacking full force." You must allow your opponent (i.e. Me, the Maze Master) an opportunity to respond to each movement.
NOTE for Ranged combatants: Starting off, you CANNOT shoot multiple projectiles, shoot while moving or fire your ranged weapon in melee range. You learn these Feats as you go.
PostPosted: Sat Aug 04, 2012 4:28 pm


Current Party Health/Gold/Inventory
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Evangeline
Mist
Brello
Yaguth
Player 5
Alyssa

Current Party Gold/Spoils: 404

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1 Potion of Lesser Healing
1 Dagger
1 Scroll of Cure Light Wounds (Usable by Cleric/Druid only)
1 Faintly Glowing Silver Ring (Unidentified)
1 Set of Leather Armor
1 Suit of Chainmail
1 Glowing Sword (Unidentified)
1 Faintly Glowing Crossbow (Unidentified)
1 Brilliantly Glowing Locket (Unidentified)

Current Party Inventory

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Gear Levels:
Black/Gray = Mundane
Green = Common
Blue = Uncommon
Cyan = Rare
Indigo/Purple = Exotic
Orange = Epic

Red = BROKEN




Evangeline Level 2 Human Wizard


Armor: Traveler's Robes - A simple robe made of linen.
Helmet: None
Weapons: Dagger - A small bladed weapon. Short reach.
Shield: N/A
Accessories: None


Mist Level 2 Elven Cleric


Armor: Studded Leather Armor - A reinforced leather tunic offering moderate physical protection.
Helmet: None
Weapons: Club - A simple wooden club. Medium reach.
Shield: Buckler - A small round shield fitting on one arm. Minor protection
Accessories: Ring of Protection - Adds a small defense bonus to the wearer.
Ring of the Adept - Learn and control one additional Level 2 Spell (Wizard/Cleric/Bard/Druid)

Brello Level 2 Halfling Fighter


Armor: Leather Armor - A simple protective armor set made from worked hides, offers minor protection
Helmet: Leather Helmet - A thin leather cap. Reduces damage from critical hits.
Weapons: Short Sword - A medium reach weapon, bladed, thin metal.
Shield: Small Shield - A sturdy round wooden shield, granting increased protection against ranged attacks
Accessories: None

Yaguth Level 2 Half-Orc Ranger


Armor: Studded Leather Armor - A simple protective set of armor made from worked hides and reinforced with metal studs. It offers moderate protection.
Helmet: None
Weapons: Longsword - A medium reach weapon, bladed, thick metal.
Shortsword- A medium reach weapon, bladed, thin metal.
Shield: None
Accessories: None

Player 5 Level 1 Nobody


Armor: -
Helmet: None
Weapons: -
Shield: None
Accessories: -

Alyssa Level 1 Human Monk


Armor: D'nah Tunic - A simple but elegant cloth attire emblazoned with a unique symbol. Offers no combat protection.
Helmet: None
Weapons: Fists - As a disciplined monk, one's own hands are just as strong as standard martial weapons.
Shield: N/A
Accessories: None

Tonash Drahow

Omnipresent Phantom


Tonash Drahow

Omnipresent Phantom

PostPosted: Sat Aug 04, 2012 4:48 pm


Noteworthy Persons

This is where noteworthy NPC's will be listed and a brief description about them can be found.

Lehtninan - Ill-tempered owner of The Copper Coronet located in the Slums District of Athkatla in Amn. He is a gaunt and thin man with a perpetual bad attitude. He is suspected of being involved with the slave trade in western Amn.

Ribald Barterman - Proprietor of The Adventurer's Mart in Waukeen's Promenade located in Athkatla. His store prides itself in selling the most exotic and magical goods in all of Amn, if not the southern half of Faerun. He is a fair albeit advantageous man with a friendly disposition.
PostPosted: Sat Aug 04, 2012 5:24 pm


Frequently Asked Questions

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Q: How do you plan on working a D&D game without rolling dice constantly?
A: In a system without stats or dice, action in which failure might occur (combat and skill use) can be tricky. Here we will use a system of attempt and result where the PC makes an attempt and the GM declares the result. Success of an attempt is based on several factors:

1) Plausibility: could the character logically succeed given stated skills on the character profile and past actions within the RP.

2) Writing: to encourage good writing, a well written attempt can push a borderline plausibility into success. Conversely, a poorly written attempt can push a borderline plausibility to fail.

3) Awesomeness: a clever, cool, humorous, or otherwise awesome attempt can push a borderline plausibility into success. A truly spectacular attempt can bend the laws of physics if well written.

4) Dice: the GM will occasionally use dice when other factors are not present to help decide the outcome.

5) Plot: some things will just happen (or not) for the sake of the plot. This should not be a common occurance but it may happen.

This system should be used whenever there is a real chance of failure. Don't bother with things that should obviously succeed (archer hitting a haybale at short range) but do use it when:

1) The attempt could easily fail: archer hitting an apple off a tree at long range

2) Any combat situation: PvP or NPC

3) Other opposition: sneaking past guards, picking pockets

In all cases the GM dictates attempt results, especially PvP situations. This should lighten up as characters master skills and players become more established in the system.

How to Do It
To make an attempt the player states an action with open ended vocabulary:

Quote:
Player: The squire made a desperate lunge with her sword, aiming for the bandit's heart.
GM: In a feat of newly honed skill, or blind luck, the sword found its target and sank deep into the bandit's chest.
Player: The squire smiled, pleased with her first kill, and jerked the sword back from the bandit's rib cage to turn on another with a slash of her bloodied blade.


Note the outcome is not stated by the Player, only the action. The GM follows with the result of the attempt and the Player then reacts with a new attempt. This example was decently plausible but slightly borderline due to the specific aim and moderate skill level of the PC. The attempt is properly written but neither particularly well nor poorly and there is no awesomeness to help tip the scales. Its result was decided with a die roll (I'll usually mention luck when that happens).


EDIT: I should note, that there will not be any true PvP; as this is a cooperative PvE game in nature and the only PvP may wind up being a duel, at most.

Q: How do I know how many spells I can cast before I pass out?
A: It will depend on your level and the level of the spells you are attempting to cast. For example, a level one wizard who attempts to cast Identify on every item in their bag (for instance, let's say there's 5 unidentified items), they will likely collapse by the third item.
In a different scenario, let's say a level 10 Cleric is in a heavy fight and rushes to cast Cure Moderate Wounds on their ally. They manage to do that, but now, another ally has been killed! They can cast Raise Dead and revive their fallen ally but they are going to be on the verge of collapse.
This kind of combat system where your actions reflect your character's output creates an interesting do or don't situation that should prove interesting.

Q: I didn't join the RP at the beginning, can I still join up?

A: OF COURSE! I will *always* be accepting applications and profiles. The maximum number of players within the RP at any time may only be 6; *however*, we have a waitlist for this very purpose. People sometimes drop out for no reason or for good reason, in any event, the waitlist is there to ensure that if you are interested and active, we will jump you right into the action.
I will raise your level to x-1 of the current party level so that you are not far behind the main group. (For instance, the main group is Level 7 by this point, a new arrival would be Level 6).

Q: If I die, is that the end of my character?

A: Well, no. Not necessarily. Early on, I will provide a safety net until about level 5-7 or so, when the party has gained enough gold to enlist the local temple to revive fallen party members. This safety net will revive your character with minimal health but within the safe confines of the nearest temple.
Once the safety net is gone, however, the only way to return from death is with the aid of a temple's priests or high level clerics and druids.

Q: How do I level up?
A: I will announce to the group when someone gains a level. This will be determined by how well a player manages their character, both in combat and as a unique individual. For instance, if I see a Lawful Good character go out of their way to help an injured man all the way back to town, or a Chaotic Evil person terrify some nearby kids playing in the streets by shouting or growling at them etc.
Early on, the levels will flow fairly easily, but as we progress the level up process will be much rarer.

Q: You said romance was encouraged. I'm not really interested in romance, do I have to pursue a relationship with someone in this roleplay?
A: No, of course not. Romance subplots are wonderful, but that is *not* the focus of this role play. I want everyone to participate and have fun creating an awesome story.

Q: Can I haz cyberz?
A: GTFO. If you *are* going to romance, do it well and do it with dignity and subtlety. Firstly, contact the other player and ask if they want to pursue that same option in game. *IF* you decide to do anything more than PG-13, take it to PM's and keep it there.

Q: I am new to D&D and I don't really know the rules that well, can I still apply?
A: Yes, definitely. This RP was developed with the sole intent of introducing new players into the D&D universe and entertaining the veterans at the same time. Here, you do not have to deal with many stats, dice rolls or most of the other things that can be overly daunting to new players. All you need is a good literate mind and be willing to listen to instructions and constructive criticism.

---More will be added to this list if needed.

Tonash Drahow

Omnipresent Phantom


Tonash Drahow

Omnipresent Phantom

PostPosted: Sat Aug 04, 2012 5:26 pm


Feat Listing

Feats are what make a hero heroic and what transform the normal into the extraordinary. You begin with one feat and gain a new one every three levels. If the feat is struck through then it is not available as a starting feat(unless you are a human and choose the prerequisite skill as well). Choose wisely, as you do not get many and the choices made are final!

Agile - You are naturally fast and are harder to hit than the average person, you are more effective at dodging as well as making quick actions in combat.

Alertness - You are always on your toes, you are able to detect danger nearby before it happens. You cannot be critically damaged by someone who is using the element of surprise against you.

Animal Affinity - You have a natural love of animals and they respond to it. Uncorrupted animals will think twice before attacking or harming you and may even come to your bidding if you possess the right talents.

Blind-Fight - You are a natural brawler, you suffer no penalty while fighting hand to hand with an enemy if you cannot see them and they remain within melee range.

Combat Casting
- Through rigorous training, you are able to continue casting magic while enemies are within melee range and are even able to ignore minor disruptions.

Skill Focus/Spell Focus - You are now able to ignore moderate disruptions, such as nearby explosions or minor area effect spells

Greater Spell Focus - Nothing shakes you from your task, the only way to interrupt your actions are by receiving a successful direct attack.


Combat Expertise - Your work with your weapon has made you very proficient in melee. You now are able to attempt to Disarm your opponent, attempt to fake an attack through Feint or Cripple the target

Improved Disarm - You are able to more effectively disarm your target, causing them to be unable to reach their weapon for an extended period of time.

Improved Feint - You are able to hide your moves more effectively. The target may become vulnerable to fear or morale failure as a result.

Improved Cripple - You are able to hinder your opponent more effectively, your attack always slow a target of equal or lesser size if it is a successful hit.


Combat Reflexes - Your reflexes have been honed to great new heights. You are able to dodge attacks more effectively in combat as well as avoiding traps.

Lightning Reflexes - Your reflexes are the stuff of legends, you are able to react to the slightest subtleties and enemy Feints will no longer work on you.

Deceitful - You are talented at hiding your true intentions, you are able to lie to others more effectively. Only more intelligent individuals can see through your false claims.

Diligent - You are a dedicated student and are able to cast an additional spell per level.

Mobility - You are impossible to pin down, you are highly resistant to being slowed by being encumbered magically or physically. If you are knocked down, you are able to pick yourself up rapidly as you do not remain prone for long.

Spring Attack - You are never caught off guard, any time that you fall to the ground (if not in "Near Death" status), you rise with a spinning attack that knocks back all nearby enemies slightly and damages them.

Endurance - You are extremely tough, you have extra health and it takes longer to make your body tired.

Diehard - You are stubborn beyond comparison, even when you are Near Death, you do not give up and you are able to perform actions as though you are completely Uninjured.


Great Fortitude - Your innards are the stuff of legends, you are highly resistant to poison and disease.

Improved Unarmed Strike - Your fists are treated as strong as standard weapons

Deflect Arrows - You are able to periodically use your wrists to knock away projectiles.

Improved Grapple - You are able to wrestle a target to the ground more effectively, potentially paralyzing it.

Snatch Arrows - You are able to grab flying projectiles with ease and throw them back at their sender.

Stunning Fist - You gain the ability to strike a target's nerves, causing certain enemies to become stunned for a certain amount of time.


Nimble Fingers - You are very quick with your hands, as a result, you are more efficient at picking pockets, opening locks as well as disarming and setting traps. *Does not stack with Halfling Racial bonus "Nimble"*

Persuasive - You are an exceptional talker, people will want to be your friend and give you better discounts at stores. *Does not stack with Human Racial bonus "Diplomacy"

Quick Draw - You have trained yourself to ready your ranged weapon as quickly as possible. As a result, you suffer no penalty when you are drawing your weapon and it is counted as an instant action.

Rapid Reload - You have managed to hone your skills with your ranged weapon and are able to feed ammunition into the vessel more quickly, increasing the speed in which you attack.

Point Blank Shot - You are now able to use your ranged weapon in melee range without suffering a penalty.

Shoot On The Run - You are now able to fire your ranged weapon while moving without suffering an accuracy penalty.
Far Shot - You are able to take aim and hit a target at extreme distances of up to two hundred feet. This ability takes a short time to aim.

Precise Shot - You sacrifice speed to improve accuracy and damage.

Improved Precise Shot - Almost every hit you land while aiming is a critical strike.

Rapid Shot - You sacrifice accuracy for speed, increasing the rate of which you can release projectiles.

Multishot - You are now able to fire up to three projectiles at the same time.


Power Attack - You sacrifice accuracy for strength as you swing your weapon mightily at your opponent for increased damage.

Cleave - You strike at the enemies that surround you. You gain an additional attack for each enemy near you, up to three times.
Great Cleave - You love the rush of adrenaline you feel when you are surrounded, you are gain up to five additional attacks, one for each enemy.
Whirlwind Attack - Your persistence in the thick of battle has taught you how to clear the field. This ability allows you to deal massive damage to all surrounding enemies on all sides.
Sunder - You tear into your opponents armor, weakening its defenses and making it more open to attack.
Bull Rush - You barrel forward, knocking over smaller enemies, leaving them temporarily stunned.
Overrun - You love the sound of an opponent's bones crunching underneath you, your Bull Rush now damages targets in addition to stunning them.


Runner - You are a born athlete, you do not get tired from running.

Stealthy - You feel incredibly at home within the shadows. You are more proficient at hiding than others.

Toughness - You are abnormally strong, you gain even more health per level than a normal character.

Two-Weapon Fighting - You may use two weapons without a penalty

Two-Weapon Defense - You are so at ease with your dual weapons that you now gain a bonus to your defense when wielding two weapons at once.
Improved Two-Weapon Fighting - You now treat your weapons as extensions of your own body. They now grant even more defense and attack speed.
Greater Two-Weapon Fighting - You could not imagine using anything else, you are now able to attack in a chain. Your whirring arms will make short work of any enemy in your path.


Weapon Focus - You have trained yourself with your weapon of choice and gain a bonus when using it.

Weapon Specialization - Your weapon of choice is now treated as a magical weapon, Regardless of its quality.
Greater Weapon Focus - Your weapon of choice now adds to your defense
Greater Weapon Specialization - You are one with your weapon, your weapon is now considered to be a strongly enchanted weapon, able to take on magical enemies with ease.
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