I've been DMing a live game for around a year now, but I have no other experience playing D&D or any other dice-based RPG. For many years I was a part of a post based free-form RPG game that had spun off of a Java-based game called Dragon Court, so when I was pointed this direction by t_catt11 I had to check it out.
I want to be involved in a classic fantasy game that has room for a bit of lightheartedness. I can do rules or freeform. Only familiar with 3.5 mechanics but I'm a quick study.
Posted on 2014-02-06 at 13:29:22.
Edited on 2014-02-06 at 13:43:12 by Schnozzle
t_catt11 Fun is Mandatory RDI Staff Karma: 349/54 6201 Posts
Welcome to the Inn! I'm only running the one game right now, and due to my crazy life, I'm behind on it. I'm sure that there have to be some openings somewhere, though.
I could add a new character to my Alder Vale game. It's a pretty rules-light, Redwall-esque like game. We're at a place where I could add a new character.
If you like the idea of playing an anthropomorphic animal is a medieval european setting with a moral framework similar to Middle Earth, this could be for you. Most of the game mechanics are in the "Alder Vale Q/A" board or the recruitment thread for the game.
OPTION #2 (and #3)
You could also either:
a) Ask Padre if he'd be willing to add an extra character to his game, "The Duchy of Richmond" OR
b) Ask Padre if it's okay for you to take over my character. I'd be willing to give him to you as I'm in a couple games already.
The game is just getting started, and I've just put an intro post up for the character, but I doubt it would be too hard to make some changes to the character to make it your own.
The game is 3.5, the character must be the princess's martial instructor, and must be a warrior of some type. I chose straight up fighter.
Ask Alacrity if it is okay for you to take over my character (Wembley, Halfling Rogue/Mage) in his game, "The Island of Putnum". Wembley is a pretty established character (a little like Tas from the Dragonlance series) so there would be less room to make the character your "own". Alacrity uses the ADnD rules system, but most game mechanics stuff is handled by him, so it's pretty easy. The benefit here is Alacrity is an established, experienced, top-notched online DM. The players in the game are also awesome and consistent in their posting, which is a super plus when it comes to online games! I love the game, and Wembley, but if you're up for it, and Alacrity is down with it, I think this might be a great entry point into online play-by-post gaming.
Sorry to admit this but I know that I'll have a spot open after this weekend. So if you want in I'll be more then happy to help you create a character or you can take over the pre-existing party member whose stats are listed below. Game is 2nd Edition AD&D but as you already know how to play the more complicated and evil 3.5 Edition you should have no problems in my game. Here are the 3 main threads to check out. Hope your interested.
The Game: http://www.rdinn.com/view_topic.php?topicid=85&page=1
The Q/A: http://www.rdinn.com/view_topic.php?topicid=25
And the other characters:
BERSERKERPLAYER:RACE: Mountain Dwarf GENDER: Male HOMELAND: Erebor WORLD: Trilogy. AGE: 149 HAIR: Stained dark red. EYES: Golden HEIGHT: 4’2” WEIGHT: 145lbs LEVEL: 12th ALIGNMENT: Chaotic Good XP: 1,200,000 NEXT LEVEL: 1,250,00
Base THACO: 9
ARMOR CLASS: -4
+2 Field Plate Armor (Armor is covered in razor sharp spikes that in melee if he is physically attacked will each do 1d4 points of damage. There are 24 such spikes arrayed on the armor. To determine the number that hit roll 1d20 +4)
+1 Medium Shield (Shield is also covered in 12 smaller spikes then the armor that do 1d3 points of damage roll 1d12 to determine how many hit when shield is used to bash enemy)
Ring of Free Action
Boots of Striding & Springing.
Battle Axe (Specialized)
Bastard Sword One Handed
Bastard Sword Two handed
Club NON-WEAPON PROFICIENCIES
Underground Survival NATIVE LANGUAGES
Infravision - Dwarves have infravision to 60 feet - the ability to see heat patterns given off by living warm-blooded creatures in the dark.
Melee combat - Dwarves have a +1 bonus to their attack rolls vs. orcs, half-orcs, goblins, and hobgoblins. Further, when ogres, half-ogres, ogre magi, trolls, giants, or titans fight dwarves, these aggressors suffer a -4 penalty on all attack rolls. Dwarves are small and have defensive tactics against these large foes.
Mining detection abilities - A character with this skill is familiar with mining, tunnelling and stonework. By concentrating for one round the character can:
Determine the approximate depth underground, 1-3 on 1d6.
Detect any sliding or shifting walls or rooms, 1-4 on 1d6.
Detect any grade or slope in the passage they are passing through, 1-5 on 1d6.
Detect stonework traps, pits, and deadfalls, 1-3 on 1d6
Detect new construction in stonework, 1-5 on 1d6.
Saving throw bonuses - Bonus to saving throws vs. poison, rods, wands, and spells based on their Constitution/Health sub-ability score.
CLASS ABILITIES: (Fighter)
Followers - Attracts followers after a stronghold is built and 9th level is reached.
Weapon specialization - Allows specialization in one weapon. KIT: Controlled Berserker SPECIAL BENEFITS
They excel at fighting. Not only are they specialists with battle axe and warhammer, they are able to enter a furious killing rage that is very effective vs. those he considers enemies. Unlike a Battlerager he has complete control over the killing rage and is able to distinguish between friend and foe. When in combat, he will bellow a battle song at the top of his lungs. After five rounds, during which time he can fight or perform other activities, he enters the rage. This lasts until there are no enemies left to slay. Whether enemies are standing to fight or lying wounded on the ground, the Controlled Berserker will hack them apart. During the rage, the Controlled Berserker will continue to sing, pausing only to scream insults at foes.
A Controlled Berserker can try to come out of the rage at the beginning of each round by making a Wisdom check. If he succeeds, his rage ends and he suffers the effects below. If not, he remains enraged. He may attempt withdrawal each round, until he succeeds.
He may attempt to prevent a killing rage by making a successful Wisdom check. If he succeeds, he can control himself for the rest of the encounter. During the next five rounds, he will gnaw ferociously on his shield rim or grind his teeth together in an effort to control himself. If he fails the check, he enters the rage. The Killing Rage: While in a killing rage, the Controlled Berserker receives the following special benefits: +1 to attack, +3 to damage, +10 hp, and -1 bonus to his AC (e.g., AC 4 drops to AC 3).
· Immunity to these wizard spells (no saving throw necessary) charm person, emotion, fear, friends, hypnotism, sleep, irritation, ray of enfeeblement, scare, geas; and these clerical spells command, charm person or mammal, enthrall, cloak of bravery, remove fear, symbol.
· He gets a +4 saving throw bonus, on top of his dwarf bonus, against these wizard spells: blindness, Tasha's uncontrollable hideous laughter, hold person, charm monster, confusion; and against these clerical spells hold person, hold animal.
· While in the rage, he is immune to KO results from the Punching and Wrestling rules and takes only half damage from bare-hand attacks. Killing Rage Disadvantages: A Controlled Berserker suffers the following disadvantages while enraged:
· He is oblivious to pain. The DM takes note of the Controlled Berserker current hit points when the character first enters his killing rage, reducing them as he takes damage. The player is not told how many points of damage he takes from enemy attacks, or how many he has left. He is only aware that he is enjoying himself tremendously. He is told how much damage his character has received when he falls over dead or the rage ends.
He must continue to fight each melee round until all opponents have been killed. He may attack any enemy within range of his weapon. If none are in range once he kills an opponent, he must move to attack the next enemy within a 3 move range. Once all enemies are dead Rage automatically ends and he suffers the post Rage penalties below.
· He cannot take cover from missile attacks.
· He is temporarily unaffected by the clerical spells bless, cure light wounds, aid, cure serious wounds, cure critical wounds, heal, regenerate, and wither. He only gains the benefits of these spells when he is not enraged.
· The taunt spell is automatically successful and causes him to abandon his current enemy and rush to attack the taunting person.
· Once the rage is over, he loses all of its advantages, including the 10 bonus hit points. This could cause him to die instantly, or collapse unconscious, if he has 0 or less hit points remaining.
· After the rage subsides, he suffers a -1 penalty to his attack rolls, a -3 penalty to damage rolls, and +1 penalty to his AC. This effect remains for the same number of rounds that he was enraged.
+3 Battleaxe +4 vs. Orcs and Goblins SM/MED:1d8+9 / LG:1d8 +9 #ATKS: 2/1
+2 Dwarven Thrower (Warhammer) SM/MED:1d4+8 / LG:1d4+5 #ATKS: 1/1 (This appears to be a standard hammer +2. In the hands of a dwarven fighter who knows the appropriate command word, its full potential is realized. In addition to the +2 bonus, the hammer has the following characteristics:
The hammer has a 180-foot range and will return to its wielder's hand like a boomerang. It has a +3 bonus to attack and damage rolls. When hurled, the hammer inflicts double damage against all opponents except giants (including ogres, ogre magi, trolls, and Ettins). Against giants it causes triple damage (plus the bonus of +2) EQUIPMENTIN BACKPACK
2 x Aleskin (Full of 'gutbuster')
Belt pouch (large)
Powder of Coagulation (When placed on an open wound, a pinch of this yellow powder stops all bleeding and heals 6 hit points of damage. Each pouch or packet contains 20 pinches.) .
Flint and steel
Whet Stone ITEMS WORN
+2 Field Plate Armor
Ring of Free Action
Boots of Striding & Springing. ITEMS CARRIED
+1 Medium Shield
Potions Extra-Healing x2
Elixir of Health x2 (This potion cures blindness, deafness, disease, feeblemindedness, insanity, infection, infestation, poisoning, and rot. It will not heal wounds or restore hit points lost through any of the above causes. Imbibing the whole potion will cure all of the above afflictions suffered by the imbiber. Half a flask will cure any one or two of the listed ills) BACKGROUND
Hailing from the land of Erebor, Barreel was always a boisterous person, even by Dwarf standards. From a young age he would be in fights, drinking games and other rowdy activities that earned him both fame and infamy in many groups of his peers. When he reached adulthood, he was trained in the ways of the berserker. Chosen because of his naturally violent behavior and fits of rage they trained him to both intensify his power by condensing the anger into strength and how to control himself when under the influence of the rage. Since, he has traveled the lands looking for bigger and stronger foes to test himself against, hoping to one day meet his match and die in glorious battle. Until such a time he will continue to fight and cause trouble for himself and normally some amount of annoyance to those who travel with him. However, despite all this, he knows when enough is enough and won't go out of his way to hinder friends. Unless he's had one too many flagons of Ale that is!
Posted on 2014-02-06 at 17:30:14.
Edited on 2014-02-06 at 18:09:48 by TannTalas
If Tann's got an opening in his game, and you can create your own character for it... well, that's a pretty sweet deal.
Tann's game, Trilogy, is the longest running game here at the Inn. (7 years now, Tann?) Players have come and gone, but Tann has consistently shown himself to be a DM who doesn't flake out. The current roster of players also has a bunch of solid people in place.
If you like a tough, high level game, you should definitely take Tann up on his offer. A bunch of us could help you with the character creation part.