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WotL OOC Thread

This 2E Dragonlance game is set in the city of Haven, during the War of the Lance. Haven is a city undergoing great upheaval. First massive numbers of refugees pour in, then the city is conquered by a draconic army. Can our heroes survive under this dark occupation?

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NoTrammeling
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Re: OOC Thread

Post by NoTrammeling »

The hedges near the Haven Arms Inn sound perfect, and she is all about dumpster diving :)

Class: Priestess of Weerschaal (Fighting-Monk kit, which just applies to normal priests, don't think it's multiclass)

Age: 22 years
Height: 5'5"
Weight: 120lbs
Eye color: Agate
Fur/hair color: Reddish gray

Languages: Common, Hobgoblin, Goblin

Possessions: Well-traveled tan robes and a broad-brimmed hat of woven grass, a utility knife, some provisions, waterskin, a traveling-sack, a pipe and enough pipeweed for a while. Barefoot. Oh and a Maul. Some twine and hooks for fishing. And of course a Holy Item in shaped silver formed in a curling ball of overlapping plates! (Rolled 110 for starting money, figured Coco wouldn't keep more then ~10 steel on her though, so the rest to charity)

Weapon Proficiencies: [2]Martial Arts (Specializing, Bonus), [1]Maul, [1](keeping the last one in reserve)

NWPs: Tumbling (bonus), Riding (land), Public Speaking (does this exist??), Fishing, Dancing

EDIT: Just some quick notes on the Fighting-Monk kit, Coco isn't allowed armor, but she does get 2 bonus WP's to spend on specializing in an unarmed combat method (2 slots to specialize in Martial Arts in this case). The specialization doesn't give her more attacks, but does give +1 to hit/dmg, and a +1 chart bonus. At level 2+ she can keep putting weapon slots into Martial Arts and it'll keep going up, at [3] she gets +2 hit/dmg/chart, at [4] it's +3 hit/dmg/chart, etc...
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Re: OOC Thread

Post by JadedDM »

Oh, she's a straight cleric then? I thought you said something about her being a fighter/cleric, so I got confused.
NoTrammeling wrote:Public Speaking (does this exist??)
Actually, yes. There's a proficiency called Oratory that might be what you are looking for. It costs 1 slot, is based on CHA (no modifier) and can be found in both the Warrior and Cleric subgroups.

Oratory - Through inspiring speech and sheer force of personality, a character with this proficiency can influence the opinion of a crowd. Any size crowd may be influenced, so long as they speak the same language as the orator, and can see and hear him clearly.

To use this proficiency, the orator must address the crowd on one specific topic. For instance, he may attempt to persuade them to rise up against a local despot, leave town because of an impending danger (a monster on the outskirts of town, an advancing evil army), or help search for a missing child.

Before the orator speaks, the DM must determine the size of the crowd, their level, and their general attitude toward the orator and the topic he's addressing. For small crowds--say, less than five members--determine levels and attitude individually. Break larger crowds into groups; decide an average level and attitude for each group. The crowd may be Friendly, Indifferent, Cautious, Threatened, or Hostile.

Before any rolls are made, or the orator begins speaking, the player tells the DM if the orator will be attempting to adjust the crowd's opinion one level up or down one level. The orator then speaks to the crowd; he must speak uninterrupted for at least 10 rounds.

When the orator finishes speaking, roll the Oratory proficiency check. If the check succeeds, the DM will roll an Intelligence check for each individual in a small crowd, or for each small group in a large crowd. Modify these rolls by a -1 penalty for each 1 by which the orator made the Oratory check. For instance, if the Orator needed a 10 to succeed and rolled a 5, each Intelligence check takes a -5 penalty.

Individuals or small groups who fail their throws have their opinions about the topic adjusted one level. An indifferent opinion may become Friendly or Cautious, a Cautious opinion may become Indifferent or Threatening. However, all audience members who fail their rolls have their opinions adjusted the same way. The opinions of those who succeed in their rolls remain unchanged by the character's Oratory; however, practically speaking, peer pressure can produce the same results. The DM may override any die roll that produces inappropriate results; for example, an NPC in the crowd who has a long-standing feud with the orator may be unswayed, regardless of the orator's eloquence.

A character may use this proficiency only once on a given crowd. Should the composition of the crowd change to include many new members, the character may make another oratory attempt, provided he speaks on a different topic.

Note that this proficiency elicits only modest changes in attitude. If a crowd feels Indifferent toward a despot, an orator may be able to stir up some ambiguous feelings about him, but he won't be able to convince them to immediately storm the despot's castle. If the crowd is suspicious of a particular religion, the orator may persuade them to be more tolerate, but he shouldn't expect any spontaneous conversions.
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Re: OOC Thread

Post by Jenara »

Honestly, I wanted a druid, but could handle the true neutral element.

Now, weapons... Are you restricting me on them? If so, Habbuak.. what weapons is she allowed?
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Re: OOC Thread

Post by JadedDM »

Actually, if you check my house rules, I allow druids to be of any alignment.
JadedDM wrote:Lesser Alignment Restrictions - Druids and Bards can be of any alignment.
Jenara wrote:Now, weapons... Are you restricting me on them? If so, Habbuak.. what weapons is she allowed?
Clerics are limited to bludgeoning weapons, although I also allow clerics to take a weapon proficiency, if they choose, of their deity's favored weapon, even if it is not bludgeoning. For Habbakuk, it's a scimitar.
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Re: OOC Thread

Post by NoTrammeling »

The Oratory skill sounds great, that's precisely what she'll have.
I wanted a druid, but could handle the true neutral element
What's so bad about True Neutrals? Huh? Huh? :P
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Re: OOC Thread

Post by JadedDM »

NoTrammeling wrote:The Oratory skill sounds great, that's precisely what she'll have.
Excellent. Only one matter remaining then. Due to her intelligence, she gets two extra non-weapon proficiency slots to add to the four default and the freebie (tumbling). Did you want to fill those or leave them blank for now?
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Re: OOC Thread

Post by Breila »

JadedDM wrote: Sure, that sounds fine. We can assume that the Seeker from his village gave him some kind of papers to get through the gate; otherwise the guards would probably turn him away, thinking him another refugee.

Actually, I was going to start the game in the morning. Did you want him to arrive in the morning instead, or start out on the road, and roleplay him making his way to Haven? He could maybe encounter some refugees on the way, see them get turned away at the gates, and it could sort of be a first glimpse of just how bad things are.
Having a letter of recommendation from the village Seeker was exactly what I had in mind :) . And yes, we can begin in the morning, when he emerges from his hiding/resting place and takes to the road again.


Something about his history and personality:

His human father's family has been living in Esker for generations, they have a small farm.His elven mother stays with his father our of loyalty to her husband and son. It is, after all, just a short time of her life that her husband lives, and she felt it her duty to support her son's morale when he was snubbed by the other villagers because of his frail stature and his seizures. Mother and son were thus quite close, and she taught him the love of beauty imminent to her race, and also crafted many little things with him. The village cobbler was happy to have such a skilled apprentice.

Khush is rather a loner, preferring being alone to being laughed at. He's a good observer and good listener, and friendly when spoken to in a friendly manner. After his vision and the treasure it led to, he became a little more popular at least with the adults of Esker, who started coming to him for advice, instead of to the Seeker. So he's a little wary when he gets sent to Haven, he's afraid to be considered a heretic and he has noticed that this Gods business has a lot to do with power, so that the verdict may depend on his usefulness for the Seekers. On the other hand, staying in Esker is not an option either. He hopes to find a place for himself in Haven.
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Re: OOC Thread

Post by NoTrammeling »

Excellent. Only one matter remaining then. Due to her intelligence, she gets two extra non-weapon proficiency slots to add to the four default and the freebie (tumbling). Did you want to fill those or leave them blank for now?
Cool bananas! I was a bit sad she didn't have more skills. For the remaining two, how about Healing? And in that case, can we add a roll or two of some bandages, plus needle/thread for suturing to her inventory? There's plenty of spare steel, I reckon.
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Re: OOC Thread

Post by Jenara »

Well regardless, I'm happy.

I shall post Calendra on Sunday when she is made, and looks like twin Scimitars it is then :D
Can I trade a few WPs for NWPs?
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Re: OOC Thread

Post by Haahque »

JadedDM wrote:Khush, Coroccoco, and Haahqae most likely are staying somewhere temporary--probably an inn, unless they have friends/family to stay with or are wealthy enough to rent out a room at a private residence.

And the only inn left in the city with any room at all is the Steel Tankard. You can read more about it in the "Places and People" thread.
Friends? Family? Not likely, I’m a gnome! And haahqae isn’t nearly down on his luck enough to try out the streets, so the Steel Tankard it is.
JadedDM wrote: I suppose, to comment that this is the most multi-classed characters I've ever seen before. We have a cleric/thief, an illusionist/thief, a ranger/cleric, and a fighter/cleric. I'm guessing you guys thought to multi-class clerics so that you have something to fall back on while you wait for your powers to arrive? That was my theory, anyway. Not complaining or anything, I just thought it was interesting. Most of my parties have one multi-class character, if any at all.

Whatever the case may be, I'm looking forward to tomorrow!
I was going to say it might be because a lot of us don't fully understand the downside of multi-classing, but then I realized Jenara was multi classing, so I guess that's not the case, furthermore, I may easily be the only non experienced multi classer in our group.
...
Maybe it was a good choice :o
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Re: OOC Thread

Post by JadedDM »

Okay then. I now declare Breila's character to be 100% done and approved.

Just one more question, though. Does Khush make any effort to hide his heritage, the way Tanis did? To try and pass as either an elf or a human? Or is it fairly obvious to anyone who looks at him that he is of mixed race?
NoTrammeling wrote:Cool bananas! I was a bit sad she didn't have more skills. For the remaining two, how about Healing? And in that case, can we add a roll or two of some bandages, plus needle/thread for suturing to her inventory? There's plenty of spare steel, I reckon.
Sure, no problem. I even threw in a hacksaw for amputations.

I now declare NoTrammeling's character 100% done and approved.
Jenara wrote:Can I trade a few WPs for NWPs?
Afraid not. For a Cleric/Ranger, she'd get 4 WP and 5 NWP. Keep in mind, that if you wish to dual-wield scimitars, like Imani does, you'll need to get the Two Weapon Style weapon proficiency; it's the only way you are allowed to dual-wield two M sized weapons.

Also remember you get the Tracking NWP for free as a ranger.
Haahque wrote:Friends? Family? Not likely, I’m a gnome!
Gnomes can have friends and family. But good point, no gnomes currently live in Haven. They're fairly isolationist at the moment, most never leaving Sancrist island.
Haahque wrote:I was going to say it might be because a lot of us don't fully understand the downside of multi-classing...
The only real downside to multi-classing is it takes longer to level up, because your XP is being split between two or even three classes. But as most of the party is multi-classing, there's really not much worry about being left behind.
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Re: OOC Thread

Post by Breila »

Khush has never been out of his native village, where everyone knew he was mixed race, I guess he wouldn't even have thought of hiding it as he set out. But I guess his physique would give him away to most people anyway. He has his mother's slant eyes and pointed ears, and his father's brown curls and large hands...
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Re: OOC Thread

Post by Haahque »

NoTrammeling wrote: (I'm not sure exactly where the Inn and Park are on the map)
To answer NoTramming's OOC question as best as I can... "The Inn", presuming she means the Steel tankard, the only inn yet mentioned, is pretty close to dead center in the map of Haven at http://www.padnd.com/forums/viewtopic.php?f=80&t=2774, it's number 10. I don't see any parks noted on the map or the comments below so I'm not sure where that is, although there appear to be multiple places in the city that could be parks.
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Re: OOC Thread

Post by NoTrammeling »

Thank you for the answer Haahque ^^ But I was referring to the Haven Arms Inn, listed as #23 on the key in the Places and People thread here. Unfortunately the map's legend only goes up to 20 :|
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Re: OOC Thread

Post by Haahque »

Haven's Arms inn is North of #1 and East of #10, there's a number there, but it doesn't have the dark background like the numbers 1-20 in the legend.
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