DND 3.5 all Wizard Game

Started by Cerebellum von Doom, May 01, 2011, 02:10:29 PM

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Cerebellum von Doom

Gauging interest in a 3.5 DND game with 8 players (or more depending on the level of interest) and a DM.

Players: 1 character for each school of magic in the wizard class

Plot Concept: Wizard students under the tutelage of an epic level wizard.  DM's discretion where the plot goes.

DM Applicant: Experience requested.  Plot will be controlled and driven by the DM without player control.

Goal/Purpose:  Smut friendly DnD game, but not focusing on the smut itself.

Players already interested:

Cerebellum_von_Doom- Male Half elf Illusionist, twin of a female half elf Necromancer.

(Unknown Applicant coming)- Female Half elf Necromancer, twin of male half elf Illusionist

Frelance- Male Gnome Conjurer

Ryven- Evoker

ExisD- Female Elf Transmuter

Miroque- Female Human Enchantress

TheGlyphstone- Diviner

SomeGuy- Abjurer


Now all we need is a DM!


TakenAbjuration: Spells that protect, block, or banish. An abjuration specialist is called an abjurer.

TakenConjuration: Spells that bring creatures or materials to the caster. A conjuration specialist is called a conjurer.

TakenDivination: Spells that reveal information. A divination specialist is called a diviner. Unlike the other specialists, a diviner must give up only one other school.

TakenEnchantment: Spells that imbue the recipient with some property or grant the caster power over another being. An enchantment specialist is called an enchanter.

TakenEvocation: Spells that manipulate energy or create something from nothing. An evocation specialist is called an evoker.

TakenIllusion: Spells that alter perception or create false images. An illusion specialist is called an illusionist.

TakenNecromancy: Spells that manipulate, create, or destroy life or life force. A necromancy specialist is called a necromancer.

TakenTransmutation: Spells that transform the recipient physically or change its properties in a more subtle way. A transmutation specialist is called a transmuter.

RubySlippers

Sounds like fun, is this point buy or dice rolls?

I'll consider if point buy and be a female human enchanteress.

PhantomPistoleer

This sounds pretty neat.

Please pencil me in.
Always seeking 5E games.
O/O

Kunoichi

If you play an all-Wizard game, you'll probably want to start out somewhere around the 8-10 level range, at least in my experience.  Earlier than that and your wizards are probably going to run into endurance issues...

*has some interest, but isn't sure if she'll be joining yet*

PhantomPistoleer

Either that or make the game gestalt, forcing everyone to pick wizard.

I'm a little bit leery about making a 10th level character myself.  Most games like this die within a week.
Always seeking 5E games.
O/O

Cerebellum von Doom

As far as point buy goes, so far most people I have talked to want the point buy, so that may be it.  When it comes to plot and gestalt, I really don't like gestalt and neither do the people who have signed up so far.  Also 10 is very high, and overpowered to start with.  This is where a good DM really will make the difference on arranging the different encounters.  We also must consider the fact that there will be 8 wizards.  That's a LOT of firepower.  Anyway, feel free to list concerns and ideas as you like.  Nothing is set in stone yet.

ExisD

I'd be quite interested, but would prefer levels 6-8 for classes. Those are when you can really start doing a lot of different things and specialties.

RubySlippers

We are apprentices not assistant mages odds are most of us will have different goals and plans bases on magical specialty, it seems to me more roleplaying than adventuring planned at first.

My character likely will be working on the trade of making fine spellbooks for the discerning mage and supplying components down the road nothing fancy being a mage is just a must for being taken as a working professional. I might also dabble in trading spells. My two schools I'm dropping is Illusion and Necromancy I figure I can afford to lose them. And to trade in spells to other mages for coin or the like I need to get the schools most care about.

I figure she will just run a nice shop, teach magic for a decent mentoring fee and just need to get to Level 6 to do that in a city or town plus get some money together.

I'd prefer to though GM be a plain old wizard why specialize with a high Intelligence I can make up for lack of focus and not tie myself to one form of magic or another. It would seem to me a legitimate option to.

Miroque

I would love to play Elven Enchantress ( or Diviner, if Enchanter is taken ) (and prefer lv1 to start..)

Cerebellum von Doom

Awesome.  Just need an Abjurer and Diviner now.  Oh, and the almighty DM!

SomeGuy

I'd be interested,  of those two I'd be more interested in Abjurer.

Point-buy would be my choice. I don't really have a level preference for this, it seems like it'd be interesting at any level.

TheGlyphstone

And hey, I was thinking a Diviner could be fun, so that works out nicely. What better use for scrying magic than to be an arcane voyeur?

For level, I'd prefer at least the 5th-7th range, maybe higher - mainly because Scrying is a 4th level spell, and very much a 'signature' diviner power.

Cerebellum von Doom

Awesome!  All 8 players.  Now just need a DM.  And to me it sounds like level 5 sounds the best.  I'll look over the spells lists in a bit and make a comparison here for everyone to see what each level offers a group for individuality without making them too experienced.

Ryven

I'm up for any level which is why I chose 'custom.'

I need to look at the races again.  I'm not sure what race to play just yet, but my character will be male.

Wintercat

If I had spotted this when there was still room, I'd have gladly joined along. At this point though, just saying good luck and give me a shout if someone has to back out (though I doubt that happens at this stage).

Also, good luck in finding a DM then.
I've taken the Oath of The Drake. Remind me of it if you think I act against it.
A&A

Cerebellum von Doom

Thank you Wintercat.  Will keep that in mind.  Also I have been checking through friends for the DM role and may have found one.  Will keep you all abreast of the situation.

Frelance

#16
Glad to here it doom. I hope everything goes smoothly.

As for starting level five makes sense even through starting at level one would be fun.
Evolution is an arms race

Miroque

Should we wait DM/GM to lay down the rules of Char-creation or..?

TheGlyphstone

Yeah, I'm not putting any real effort out until we find a GM.

Cerebellum von Doom

I agree that we shouldn't set anything in stone until we have a DM.  5 is definitely sounding the most successful, though 1 sounds the most fun from an immediate RP aspect.  Again, waiting for the DM is the best idea.  I'll check back on that soon.

TheGlyphstone

Level 1 is not fun at all. It's lame RP when you have to be afraid of housecats murdering you, and can't actually demonstrate any real differences in your respective schools.

Miroque

Quote from: TheGlyphstone on May 02, 2011, 07:59:11 PM
Level 1 is not fun at all. It's lame RP when you have to be afraid of housecats murdering you, and can't actually demonstrate any real differences in your respective schools.
I disagree so much with that statement. When playing from lv1 up, then you get the feeling of gains power, compared to the commoners around you (that are lv1 commoners). And I dont see "spells" being the right way to demonstrate school diffrences at all. I would love to see diffrent "mindsets" and when learned enought, then the diffrences in spells start to appear. But its just my 0.02€ of the matter.. (its like 5 US cent?)

TheGlyphstone

Quote from: Miroque on May 03, 2011, 12:57:06 AM
I disagree so much with that statement. When playing from lv1 up, then you get the feeling of gains power, compared to the commoners around you (that are lv1 commoners). And I dont see "spells" being the right way to demonstrate school diffrences at all. I would love to see diffrent "mindsets" and when learned enought, then the diffrences in spells start to appear. But its just my 0.02€ of the matter.. (its like 5 US cent?)
You can demonstrate those different mindsets just as well at higher levels, though. Roleplaying and being able to back up your roleplay with mechanics are never mutually exclusive, and it's a dangerous trap to think that you can only have one or the other.

Miroque

Quote from: TheGlyphstone on May 03, 2011, 07:34:45 AM
You can demonstrate those different mindsets just as well at higher levels, though. Roleplaying and being able to back up your roleplay with mechanics are never mutually exclusive, and it's a dangerous trap to think that you can only have one or the other.

Exaxtly my point. You dont need fancy spells or abilities, so lv 1 offers more in character personality building wise, that higher levels.

TheGlyphstone

#24
Quote from: Miroque on May 03, 2011, 09:24:57 AM
Exaxtly my point. You dont need fancy spells or abilities, so lv 1 offers more in character personality building wise, that higher levels.

But that's my point - you don't need those fancy spells or abilities, or a lack of them, so level 1, level 5, and level 9001 all offer equally in terms of in-character personality wise. What you can or cannot do mechanically has absolutely no bearing on roleplay or characterization ability; all low-level does is save mechanical work for people who don't like system RPs.

Miroque

Quote from: TheGlyphstone on May 03, 2011, 09:30:49 AM
But that's my point - you don't need those fancy spells or abilities, or a lack of them, so level 1, level 5, and level 9001 all offer equally in terms of in-character personality wise. What you can or cannot do mechanically has absolutely no bearing on roleplay or characterization ability; all low-level does is save mechanical work for people who don't like system RPs.

Actually, taken 3.5ed system, all things magical break the system when levels start to stack up. In low levels things are balanced as mages/clerics/druids dont have means to withstand punishement, where say, level 5, mage can cast Suggestion = spell that totally makes fighter suck, + sick amount of lesser spells, that make fighter useless...
Conjurer (being the most powerful combat mage) can easily blast fighters in lv1 aswell.. if build to combat..
Thats why I like lowlevel games.. so that mages "dont win the game" with few save or win spells...

TheGlyphstone

 There's no denying that full casters/manifesters of any sort are broken in 3.5 once you approach level 10 or so, but they're overpowered even before then if you do it right. You point out Suggestion at level 5 for a save-or-lose vs. the Fighter, consider Color Spray at Level 1 - also a save-or-lose vs. the Fighter, and relative to its level, a more powerful one...it's an AoE spell that can hit multiple people, and can actually cause that fighter to die; unconscious creatures are vulnerable to a Coup De Grace insta-kill, where the worst you can do to someone under a Suggestion is make them stop hitting you, or do something nice. Furthermore, balance is only really relevant in between party members - it's not that a Wizard can cast Suggestion and knock out the Fighter, it's that he can cast Fly and Wind Wall and be invincible to any monster who can't also fly, or cast Fireball and kill entire swarms of enemies in a single hit, or cast Solid Fog and effectively paralyze a group of enemies (or cast Solid Fog, then enjoy several consecutive turns of Fireballs against an enemy who can't counterattack him without magic of their own). All a fighter can do is hit things. As an entire party of wizards, we're all equally powerful (or overpowerful, depending on perspective), and thus the DM can simply ramp up the difficulty of fights.

All that ranting aside, Liking low-levels for their power differential is valid (incidentally, that's why I love the E6 variant - 6th level is probably the single most balanced level in the game in terms of class differentials, and gives everyone a distinctive 'trick' that defines them), but that has nothing to do with the roleplaying, which was your initial claim. Any archtype or character you could play at 1st level, you could play at 5th level or higher, unless "dies to a single dagger stab" is considered an archtype.

Frelance

Quote from: Miroque on May 02, 2011, 08:17:02 AM
Should we wait DM/GM to lay down the rules of Char-creation or..?

I don't see why we don't decided how we want to create characters. It could speed things along then when the DM is picked we can show the characters and if changes need to be made we can easily do them.
Evolution is an arms race

TheGlyphstone

Quote from: Frelance on May 04, 2011, 07:20:39 PM
I don't see why we don't decided how we want to create characters. It could speed things along then when the DM is picked we can show the characters and if changes need to be made we can easily do them.

Except we can't even agree what level to start at, which is kind of the most important detail. Now, I have no issue with making multiple characters - say, a 1st level, 5th level, and 7th level...but I expect to be in the minority there.

Frelance

Quote from: TheGlyphstone on May 04, 2011, 07:23:00 PM
Except we can't even agree what level to start at, which is kind of the most important detail. Now, I have no issue with making multiple characters - say, a 1st level, 5th level, and 7th level...but I expect to be in the minority there.

Ya, true. I say we go with level five just so that everyone has their specialized spells. I agree with you that we can have a good roleplay element with at any level.
Evolution is an arms race

Zaer Darkwail

#30
Is there spot? Or is the half-elf necromancer twin spot confirmed (myself always wanted play necromancer nor mind form shared background with someone)?

Anycase I find it fun if whole campaign focus on epic wizards apprentices, specifically specialist school wizard group. As it kind of creates openign for dynamic teamwork; evoker focus blast things, conjurer/necromancer focus create meatshields (and necromancer can be really scary with few spells as foe disabler or outright 'save or die' spells).

But question; would Master Specialist be allowed from Complete Mage? You can qualify for the PrC after 3th level (or 2th level if you pick feat which allows use 2th level spell once per day). After 10 levels in PrC you need only one feat to qualify for Archmage PrC.

Edit; nvm, as I see your still looking GM and nothing is set in stone yet :P. But I wish good luck with the game and I am still curious for necromancer spot. Also I agree 5th level or 7th would be suitable starting range. Also what comes 'blasting' power or such with mages it depends entirely how they use their spells and what are forbidden schools. Wizards can run out spells quickly if foes resistant against them. So higher level just offers higher curve to survive encounter with lot tough monsters.

Cerebellum von Doom

No news quite yet, but its been a busy week.  As for the Necromancer, yes it is spoken for.

TheGlyphstone

1) Either/or, or maybe both? I can see a game set in a mage's college, with frequent excursions into dungeons for material component gathering, dares, whatever, to have a lot of potential fun.

2) I have way too much time on my hands. Every other day or so would probably be the best reasonable demand I can make.

3) Can there be a middle ground? I prefer system to freeform, so I'd like my stats to actually mean something when it comes down to it. If this is meant to be "how much combat" question...combat just gives us access to more magic, so levels-as-the-plot-demands are best.

4) Wizards are plenty powerful in core - core plus say, Complete Arcane, Complete Mage, and Spell Compendium would be all we'd ever need for an all-wizards game even with supplements.

5) Ambivalent.

Frelance

When we were talking about this in the beginning the idea was for us all to be apprentices to the same wizard so I think a party-based is what we will need but at the same time a bit of the free agent aspect is always nice to have.
Evolution is an arms race

Zaer Darkwail

Well, not seen necromancer player post here and assume spot could be open. So I answer my part questions (or if maybe some random spot as pure generalist wizard with no specialization):

1) Kind of both. Like to have somesort locale/home base but same time go and do traditional adventuring around the world for searching more magic or special components for spells (necromancer going hunting in exotic graveyards for parts for animate dead experiments).

2) I can log on everyday and post often but do not ask that intense activity from others. Fine if once per day (or every two days) is progress post.

3) I prefer system also. I like stats and choosing carefully spells matter. Usually do not care for weight and exact coinage amount in my group where I GM. So part rule savy and part relaxed (but not broken) rule implementation.

4) Core books plus complete arcana, complete mage, spell compendium and magic item compendium.

5) Homebrew or established world does not matter to me much. But homebrew would give creative freedom to GM and no need for players who do not have campaign book search webs for any information about it to 'know' it.

6) I prefer party based myself, but consider number of wizards the group could be sometimes split into two parties.

SomeGuy

Just my rambling thoughts on stuff....

1) I actually kinda like the sound of TheGlyphstones example idea

2) I also have a lot of free time on my hands, so the more the better but whatever works for other people

3) Stats, Spell picks, etc. should all be fairly important, but past low levels being a few gold short doesn't really matter to me, encumbrance almost never matters as long as it's close (no Strength 6 carrying around a stores worth of items)

4) As an Abjurer I actually have a question about Abjurant Champion since apparently whoever wrote it was high, or just didn't care that the class does not work as it's "supposed" to.

Namely,

"Abjurant Armor (Su): Any time you cast an abjuration
spell that grants you an armor bonus or shield bonus to AC,
you can increase the value of the bonus by your abjurant
champion class level. Abjurant champions rely on mage armor,
shield, and similar spells instead of actual armor."

doesn't actually work with mage armor since it's not actually an abjuration spell currently, it's conjuration (creation). How would you rule on this?

5) Homebrew, or possible Eberron.

6) Party

Miroque

1.) Open to anything really, but Single location Sandbox might work best. Being apprentices to same master gives giid starting ground.
2.) 3 times a week ? (I myself can post dayly)
3.) I would like rules to boundaries, so there will not be godmoding, but to make the storyflow better, like in social situations, I would not want see ppl rolling diplomacy/bluff/intimidate/sensemotive on every sentance.. I would be cool if we could use "take 10" as basics (that way, those that are "good" in social skills, would just write their end total on bottom of the post or something, and rest would play it out)
4.) Id have to say, that allow only WotC 3.5 material.
5.) Dont have an oppinion on this, but not Eberron.. (thou I love the world, its has way too many detail levels for PbP game. Maybe an homebrew, where magic is rarity.
6.) Party based, as the starting point was apprentices to same master, but I´m rooting Sandboxing outside that. So there are things we need to do together, and then there is "freetime" to pursuit own intrests, and everyone knows that wizards cant do crap alone :)

PS: and for the starting level debate, I´m going with the flow, even I said I would love to start on level 1.. if the consensus wants other, so be it. (still trying to armwrestle GM to abide the lv1 thou...and using dirty tricks..*flashing boobs*)

TheGlyphstone

Well, you could always start at level 1 and spend your other 4 levels worth of XP crafting scrolls or something. Having oodles of gold brings its own RP opportunities, even if you're weak as a kitten.

Tagan

I have a nice wizard concept from a game that died here...

So I'll keep watching, and see if this develops.

Cerebellum von Doom

Overall I think we're on the right track.  What I envisioned when I proposed this game was a party-centric plot but sandbox situationals.  We're all basically apprentices to a mast Wizard.  It could be a school, and he's our senior thesis advisor...so we are actually allowed out of the tower and sent on quests to do specific tasks as part of our education.  We're competing students for the Master's favor, but at the same time are on the same side.

So what this means for rules and situationals?  I'm thinking WotC 3.5 only books.  The rules themselves are there for guidence and combat, so yes we pay attention to gold and carrying weight and such, as I feel these present a much more realistic limitation on our characters.  Basics of inventory are provided by the Wizard School/Academy/Tower, but some of the quests we go on, as a full party or even in pairs or groups, would involve finding specific artifacts for our specific wizarding specialities.  We have full character sheets for this, with skills and such, but those are a guide other than in combat or a major plot changing attempt, like creating a new spell or breaking past a trap.

Posting rate is something that can be worked out later I think, but honestly my personal schedule has me at once, maybe twice a week at best.  I work full time, and have many other responsibilities, so I am not certain I would be able to keep up with a 4 to 5 post week.

Lastly, as far as levels go, 4 or 5 seem to me to be the best option because of a bit of diversity and showing experience enough to be students nearing graduation.

As far as the Necromancer goes, the player is a personal friend of mine who is in the application process here at Elliquiy and thus has not been able to post yet.

Zaer Darkwail

Ahaa, ok. So no necromancer spot then. Is it be possible be a 'generalist' wizard apprentice? Meaning no specialized school but generic wizard? As there are 9 apprentices so with 10th wizard group could be split egual two 5 man teams some occassion.

Cerebellum von Doom

Forgot to mention there's an excellent site to host our character sheets on.  Example as follows:

http://www.myth-weavers.com/sheetview.php?sheetid=162635

TheGlyphstone

Pathfinder's core Wizard variants would be an excellent addition, but the game really would suffer in feel without the broad extra collection of spells that Spell Compendium, at the very least, offers. The class-specialization abilities that PF Wizards get are almost all combat-related, anyways. I wouldn't call PF rebalanced so much as overbalanced - they improved all the classes, making the weaker melee-types more fun to play without disrupting the dominance of full casters - but that's an argument for another time, and doesn't belong here (particularly since we're all full casters, and thus our relative balance to mundanes is irrelevant).

I'm still vehemently against anything lower than 5th level, but primarily for the sole reason that 5th is when I get access to Clairaudience/Clairvoyance, the lowest-level scrying spell - and scrying is, to me, what makes a divining wizard a diviner, rather than vague premonitions and fortune-telling.

For your specific points:
1) If we're going to be the only students, there's not really any point in having it be a campus or school...that'd basically be eight or nine high-level wizards, each with their own apprentice, who just share a jumbo-sized tower, when any one of them could do the tutoring independently. If we're going to be the only students, stick with the archmage...for a school type setting, there needs to be other NPC students to interact with or scheme against.

2) Following the above - I'd be in favor more of the larger city. There's more room for us to do things that matter while remaining under the radar, and having our own plots and plans to boot.


(Abjurant Champion is from Complete Mage, incidentally).

TheGlyphstone

#43
Animate Dead at 3rd level is ironically something I've always disagreed with as well - Clerics get it as a 3rd level spell, and so does the Dread Necromancer focus-class from Heroes of Horror. If I had to give a list of 'iconics' for magic in the core book, though..

Abjuration: Dispel Magic (3rd)
Conjuration: Summon Monster X (1st-9th)
Divination: Clairaudience/Clairvoyance (3rd)
Enchantment: Charm Person (1st)
Evocation: Fireball and Lightning Bolt  :D (3rd)
Illusion: the Image line (every level up to 6th has at least one, Major Image is the first full-sensory figment at 3rd)
Necromancy: Animate Dead (4th)
Transmutation:...Polymorph (4th)...or, for non-cheese, the stat-boosting spells (2nd)

So Enchantment, Illusion, Conjuration have their 'signature moves' at 1st level, though Illusion doesn't go full force until 5th, and Summoning is a waste of time and actions until at least 3rd level. Transmutation starts actually transmuting at 3rd level (the point when they get buff spells, and when their duration starts being notable). Evocation, Divination, and Abjuration get their specialty abilities at 5th level. Poor Necromancy doesn't become iconic until 7th level (at least, for necromancers, what I believe is a legacy of necromancy being badwrongevilunfun and thus judged as harder for PCs to get).

Tagan

I have in mind a generalist wizard myself, or a transmuter if I need to select a specialty.

I can have a finished sheet in very little time... a few hours at most, and have a solid characitization and backstory written...

But again, I don't see a solid game here quite yet.

I'll keep watching.

PhantomPistoleer

I'm with Tagan.  Figuratively, literally and hopefully. Muahaha.
Always seeking 5E games.
O/O

Cerebellum von Doom

Chronochlasm, I really like where your mind is going with this.  Its very close to what I envisioned when I came up with an all wizard game in the first place.  The specialization to me allows for diversity, but was also the purpose of things in having it be all wizards.  I figure an archmade or academy would have specialists.  Anyway, my favorite setting you've listed is clockwork.  As far as spells and levels and such, those mechanics don't bother me either way.  I'm in it for the story aspect, the self actualization of a world built by a DM.  I like the freedom to move around.  The spells available to me don't seem to be such a big deal, because we will acquire them as time goes on.  Lastly I have to say that a clockwork town in which the mages use magic AND science.  An Evoker could easily be a master of mechanical golems, channeling lightning into experiments and such.  Or even working with the Necromancer to make bigger better reanimated creatures.  Overall, as I said, I'm excited about the possibilities here, and hope that we can come to a group consensus.

SomeGuy

I'm liking the sound of Clockwork, and Abjurant Champion is from Complete Mage.

TheGlyphstone

I can go for a clockwork/steampunky setting.

Zaer Darkwail

I do like steamwork/clockwork setting likewise. Altough I doubt there is room in the game but we shall see is there has been drop outs since start of this thread :P.

Frelance

I am all for a clock work setting.
Evolution is an arms race

TheGlyphstone

Duel to the death with chainsaws at fifty paces?

Aside from that, let's give the people who originally called 'dibs' on a particular school a couple days to respond and confirm their interest, else open it up to the latecomers.

PhantomPistoleer

And then there are people like me, who evidently posted but didn't call dibs.

::sigh::

Maybe I could be a different kind of wizard.  Like the Shadow dude from Tome of Magic.  ::Queue Glyph telling me that that class sucks::
Always seeking 5E games.
O/O

TheGlyphstone

There's worse than the Shadowcaster...it's playable, just not very good.

Now, suggest playing a Truenamer and I'll slap you. ;D

SomeGuy

#54
Truenamers are so broken... and not like, Wizard or spell to power Erudite broken but like a car with one set of wheels put on the roof broken.

I for one don't object to other types of casters joining the group but it does come down to how big a group people are comfortable with.

Cerebellum von Doom

Alright, reitterating on the people who have called dibs on slots:  The only person who I know for sure is a confirmed player that I'm unwilling to bend on is my friend who is playing the necromancer.  You guys all know just how long it takes for the app process here on E.  Other than that, I say we give the people who have 'dibs' but have not posted in since Chronoclasm came along have 3-5 days to post they're still here and interested.  What say you people waiting?  Is that acceptable?

TheGlyphstone

Point buy is the fairest, though honestly I'd find it amusing if you just gave us one 16 or 18 (for our Intelligence, the only stat that matters mechanically) and let us roll the other five to see what comes up (for RP hilarity).

ExisD

Glyph's idea is nice and I'm also a fan of point buy. Sorry about being so quiet, but I've been studying for finals the past few days and haven't had much time to post. I do like the ideas Chrono posted especially clockwork.

As for undead, you could always made a summon undead type spell that uses corpses as a material component. It would be lower level since they would decay eventually unlike Create Undead.

TheGlyphstone

Well, there's always the Summon Undead X line from Spell Compendium (it's a great book for all casters, seriously) - exactly like Summon Monster, only it calls specific (and rather pathetic) undead - gradually building up from kobold zombies to ghouls and shadows.

Zaer Darkwail

Yeah, summon undead is wonderful for necromancer in lower levels. Fits for theme.

Anyways in my games we use presently ruling that one stat; 18 is put, and then you roll 3d6 (choose stat before rolling). Then roll 12+d6 (choose stat before rolling). Then last 3 stats are rolled with 6+2d6, you can roll and then decide which stat it goes but you must place the rolled stat before rolling next one. But I agree that 18 (which matters only in this game) Int should be must and rest stats rolled.

TheGlyphstone

Eh, that sounds kinda complicated. I'd be fine with a 16/18 Int and 4d6 drop lowest for the rest, in order or otherwise.

Miroque

Still intrested for the Enchanteress spot.

Frelance

I am still interested in the Conjurer player.
Evolution is an arms race

TheGlyphstone

To make it official, I still do want to play the Diviner.

SomeGuy

#64
Officially expressing my interest in abjurer, if the abujurant champion questions weren't clear enough.

ExisD

Official interest in transmuting presented.

Cerebellum von Doom

Official Illusionist interest and speaking for the Necromancer.

TheGlyphstone

Taht just leaves the Evoker - and looking through the thread, I can't figure out who claimed it originally...

PhantomPistoleer

Ryven claimed the Evoker, I thought.

I'm also interested in the Evoker.

But on second thought, I think I will withdraw interest from this game.  :)
Always seeking 5E games.
O/O

Zaer Darkwail

Mretz appears fun place :). Also interesting world picture so far. Anycase if person who originally called dibs for Evoker does not show up, then I could take evoker role if no one minds :).

Anycase question; you (or someone) said max 5 books are used. So I presume it's the core books (3), Complete Arcana and Complete Mage for all mage/arcane stuff for wizards. But how about Spell Compendium for spells as sixth book? Beyond that only other book which could be used would be MIC (Magic Item Compendium) for wizard related magic trinkets (healing belt would be kinda a must for everyone for healing).

Also thread vote leans towards 5th level but in end GM decides do we play from 3th or 5th level. Either one is fine for me. As 2th level evoker spell a Scorching Ray I have access to (and burning hands kinda counts as iconic spell as does magic missile).

TheGlyphstone

Sounds great.

Though if there's a 5-book cap, I don't see why any of us would need the Monster Manual unless we're playing some weird subrace, so that frees up a slot for Spell Compendium anyways. Though the lack of the MIC is indeed going to hurt, a lot, especially at low levels like this. I'd have to decide between CArcane and MIC in that case.

And for iconic magic...Magic Missile is an iconic spell of the Wizard class in general, thanks to Dead Ale Wives. For all that it's an Evocation spell, I wouldn't call it or Burning Hands signature evoker magics...they just happen to be Evocations like every other spell in the school. You don't have people making bad LARP videos where they throw pebbles and shout BURNING HANDS!, after all.

Zaer Darkwail

Hmmm, yeah, I would prefer complete mage for just all nice reserve feats and one or two PrC's which are nice for wizards. Complete Arcane has bit less so would sacrifice it for getting MIC.

My suggestion for books would be;
Core (DMG, PHB and MM)
Complete Arcane
Complete Mage
Magic Item Compendium
Spell Compendium (if want more spells what above source books contain and some are updated in SC)

As said, up to GM.

Cerebellum von Doom

I finally had time to read through that intro and it positively gave me chills.  I cannot express how excited I am to have a world builder as a potential DM.  Thank you for your hard work already, and let me know if there are any ways I may be of service.

Ryven

Yes, I'm still interested in evoker.  Has there been discussion of how demanding the time requirements are going to be?  I also have none of those books.  Does anyone have electronic copies?

TheGlyphstone


Cerebellum von Doom

Fun idea! Gonna eventually make my character a little clockwork lab assistant and use an illusion spell to permanently make it look like a goblin!

Ryven


TheGlyphstone

Really, all you need is the SRD.
http://www.d20srd.org/

That's got all the core material you need to play. Other books will just be handy supplements, and you can find them at 4Shared.

Ryven

When is character creation occurring?

TheGlyphstone

Once Chronoclasm tells us the guidelines.

Ryven

Right!  I'm all set then.  Are we allowed other races than just the core rulebook defined ones?  Or is that yet to be determined?

Tagan

Still interested.  Still willing to play the transmuter, and I will say, the 'City of Clocks' looks like a good setting.

Frelance

Count me in, I loved the teaser and can't wait to see more.
Evolution is an arms race

Zaer Darkwail

Oh! Maybe one generalist? Well I am up to be a generalist if no one minds :). So far as I could tell all specialist slots were filled in. I write up my char concept for generalist today. Anycase I lay down to vote for 16 Int and rest rolled (and incase of higher than 16 roll then replace the roll result to Int).

SomeGuy

The 16 with rolling sounds good to me.

Zaer Darkwail

#85
Name: Wilfred (Will) Roesbergh
Race: Human
Class: Wizard (generalist)
Alignment: Neutral Good

Eye Color: Warm brown
Hair Color: Red
Complexion: Fair creamy
Height: 5'4'ft
Weight: 178lb
Gender: Male
Sexual Orientation: Heterosexual, with some Bi curiosity (if transformed into woman he would be Bi), a switch (can be sub or dom)
Age: 26

Appearance:


Personality:
Wilfred is a good pupil who thinks for overall wellbeing of others. He understand there are rules and regulations to keep discipline and things on line but he knows sometimes it's just best to break the rules for good results. He can be proud for his achievements but he holds no illusion that he is grand and powerful mage yet. He likes prefer cunning victories over brute forceful ones.

Character Background:

History:
Wilfred Roesbergh is from a noble family from far north monarch kingdom. His family is from royal line but according charts he is in 210 in line for the throne, so quite distant for royal court but still have royal blood in his veins. He had never seriously thinked lead a kingdom nor have such ambitions. His both parents were respectively in their forties when he was born (both now +60 in age), he has elder brother (35 old) and sister (28 old).

He was tutored early life in all arts and skills suited for nobleman, but he had keen intelect and interest for scientific studies. Alchemy experiments, clockwork constructs disabled and study in outdoors curious animal life all were things what he did free time instead flirt with girls or causing trouble. Or ride in countryside or practice swordcraft or musical arts. Was matter of time before family hired mage house school him to learn basic magic. Not that he had no interest to opposite sex, he lost his virginity in one drunken noble students party in academy almost accidentally in age of seventeen but he did not build any lasting dalliances, just handful short term events. Mostly because his female friends he had little in common in hobbies and life preferences.

He studies eventually surpassed his simple house mentor and he hungered for more. So with permission from his family he departed in age of eighteen to Mretz, to study in the academy in there and he had been there for eight years now. Rapidly advance in his studies with devotion and interest on all forms of magic. Many picked specializations or favor certain spells, he himself likes all spell schools. Even necromancy and he often makes clever combinations. Example disguise undead minions with illusions to look human or something else to trick people. Or use illusion fire but use conjuration magic to create feel of heat and mild burning effect to make illusion look genuine. His own field of speciality is brewing potions but he has in mind someday craft a construct.

Secrets (GM only):
Spoiler: Click to Show/Hide

Secret 1:
Truth about drunken academy student party was that he slept with foreign visitor; Veshana Drul'thiir, a drow. She was from underdark drow merchant house and she had come to visit academy to form deals with surface. She happened sneak in, use illusion disguise as student and he picked slightly drunk Wilfred from the crowd for her amusement. Because unlike rest students he was wizard and so most worthy for her attention. Wilfred himself is not quite sure why she picked him but she definitely made night unforgettable.

However, most people do not trust drow and that can cause some ill rumors go around with Wilfred if it is found out. Also he still ponders what exact reason or plan Veshana put into motion with sleeping with him? Or was it entirely random lucky night for him?

Pic of her ten years ago;


Secret 2:
In a young inpatient age Wilfred, who was studying to become wizard in age of twelve wanted to bolster his study speed whatever means necessary! He felt his life is too short to master magic! So he rummaged one day in his home mentor's house, ended up basement where he kept all his magic books and there Wilfred accidentally stumbled upon pitch black scroll. Altough nothing read in surface nor in gold metal ring which through scroll had been locked tight, he felt scroll calling for him. Curiously he opened the scroll and it caused black mist come from pitch black paper! Turn paper white once again with no writings. In mist pair red eyes gleamed to young Wilfred, mist smelling fire and ash. The mist spoke; "What you desire the most boy? Say it and I shall grant your wish as thanks releasing me."

Wilfred, scared and confused young boy he muttered; "I...want master magic, no need worry die old age before I have mastered everything about magic." The mist makes cackling laugh and disappears. So far Wilfred knew nothing had happened and mist just had played with him. But in older age he shivers each time he remembers the mist encounter and wonders what exactly happened? But because of fear he had not revealed what he had done. But either way he could be blamed for making pacts with demons, devils or efreet or some dark forces for making such a wish even if nothing happened.

Secret 3:
Since age of fourteen when he saw his sister bathing with other women in pond in the garden late night he had fantasized about his elder sister sexually. It's one his perhaps kinkiest thoughts to seduce his sister and sleep with her but his own conscience refuses put anything actually into motion. But he allows himself privilege to fantasize about her and not shame to find women who have similar traits to his sister attractive. But if found out it would break his relations to his family, or very least very upset for him having such shameless lusty thougths.

Pic of the sister;

Enemies:
Wilfred holds friendly rivalry with all other academy students. Mostly in form in harmless pranks to test others wits. So each student has more than once fallen in to his harmless but sometimes humiliating pranks, so each one has own opinion about Wilfred and some may outright hate him. However he does not do pranks out of malice, but more as test and practice of his magic skills.

Motivation:
Wilfred desires master magic, altough world is ruled also science but he wants master the unknown element what is known as magic. Also he likes blend science and magic to make inventions. He takes studying magic as everlasting fascinating journey. He has lots other academy pursuits than magic so he is not searching more magical power for power sake but more as like a researcher and inventor. His biggest dream is probably develop grand new spells or magical invention so his name will be carved in history like Mordenkaine, Bigby and even mischievous Melf.

SomeGuy

You might want to delete the secrets section and PM it. I dunno about others, but I know I almost clicked on it out of habit.

Zaer Darkwail

Well, GM added secret part on write up section. I put it into spoilers because if no one wants OOC know my chars secrets they can do so. But if someone wants learn spoilers they then click them open. I trust those who do so will not abuse OOC lore and metagame it IC wise. But as note none my secrets are easy to find out none the less as all are past events (and one case his mind needed to be read in correct time and place).

SomeGuy


Zaer Darkwail

Yeah, DM eyes only and it means others should not click the spoilers :P. He did not say 'This part send in PM'. But if there is code how to make spoiler part private (so only certain user can click it open) I am all open ears about it.

SomeGuy

Er, I was saying
Quote from: SomeGuy on May 20, 2011, 05:11:43 AMI dunno about others, but I know I almost clicked on it out of habit.

Eh.... whatever.

Cerebellum von Doom

Will have my concept to you shortly, and hopefully my friend's concept.

Ryven

Name: Tym Solarkald
Race: Half-Elf
Class: Wizard (Evoker)
Alignment: Chaotic Neutral

Eye Color: Light brown with gold hues
Hair Color: Golden blond
Complexion: Very lightly tanned
Height: 6'
Weight: 180
Gender: Male
Sexual Orientation: Gay
Age: 28

Appearance:
His standard dress is red robes with gold accents.  His robes are not heavy but rather light and often flowing to allow freedom of movement.  He has a full body tattoo in black ink running up both arms and legs and meeting on his back and chest, each limb representing one element each.


Personality:
He is often overconfident, thinking he can best any of his fellow wizards.  While power does play a key element in the way he works, he does take into account more than just that.  For instance, casting a bigger and badder fire spell will not kill something immune to fire no matter how much power is put into it.  He doesn't do well when others impress upon him that he should do something because he will put every ounce of his being into not doing that particular thing.  He doesn't necessarily always think he should get his way.  He simply believes his abilities far exceed those of others and believes that Evocation is the most difficult school to master.  When dealing with others, he is usually civil until annoyed or otherwise angered.
Character Background:

History: (I have no idea about the setting other than what has been given, so forgive me if I am stating anything incorrectly)
Tym was the middle child in a set of three with an older and younger sister, each set apart by three years.  His father is the only parent left alive and currently makes his living as the assistant stable master at a farm just outside of Mretz, so he does not hold noble blood.  His mother died in child birth when his younger sister was born.  He was particularly close to her, so after her death, he became a more rambunctious child, doing mostly of what he wished and little of what was asked of him. 

He spent most of his time outdoors growing up, exploring the lands around where he lived.  Around the age of ten, he was returning home in the early evening where he found his father setting up a horse to ride.  There was some urgency in the way he prepared the saddle, and when Tym saw the man who was paying for the horse, he became intrigued.  The man was older and lavishly dressed in blues and silvers.  His robes were pristine and flowed down as if they were naturally a part of the man's body instead of covering it.  He remembered the evening vividly as the wizard, as he later learned, mounted the horse and spoke words unintelligible to his ears.  A shining bracelet on his arm began to glow brilliantly before he dropped a bag of coin into his father's hand and rode off.  Tym was captivated by the power of magic from then on.

He spent the next several years learning as much as a peasant boy could about the practice.  He even managed to learn a few cantrips, including lighting candles and fetching objects without even touching them.  It was the evocation that drew him though.  Creating pure energy from seemingly nothing was invigorating, and to later learn to bend such energy to his will only added fuel to his flame for knowledge.  Meanwhile, his father watched him with disappointment and anger.  While his sisters were making a life for themselves, one happily married to a shop keeper and giving birth to his first grand child and the other soon to be marrying as well, he was left with nothing but hopeless dreams.  His father cast him out at 16, unwilling to support him any longer until he gave up his useless dreams of magic.  Tym left and made a living doing odd work in the city.  Somehow, someway, he found himself working at the Academy which was just the start he needed to further his path to learning his passion of Evocation.


Secrets:GM Only
Spoiler: Click to Show/Hide
After being cast out by his father, there were desperate times for Tym.  A few times, he had to sell his body at a couple of taverns to make a few gold coins.  He resents that time in his life and blames both his father and the men that used him.  If anyone found out, it would be a blow to his reputation and pride.  He never wishes to see any of those men again, and should he run into them, his first response would be to avoid them.  If that is not an option, his anger would likely force him to kill them.


Enemies:
The only enemies he has are those he has bested in friendly competition, mostly because he rubbed it in their face and gloated about it afterward.

Motivation:
Mastery of elements and energies.  He is on a pursuit for power and knowledge, but mostly power.  Each time he casts an evocation, he feels a surge of power within him.  It's almost like a rush through his nerves, so one could possibly say he's looking for the ultimate high in magic.


TheGlyphstone

Is it definitely a free 16 and 5 rolled stats then? I know I'll be emphasizing Charisma for my secondary, but other than that, what my stats are will influence the other aspects of my character.

Cerebellum von Doom

I have both my character and Sekhmet's character proposals below.  Hope you all enjoy.  Oh, and we both prefer point buy (thus not having to change the character proposal so much.)

Name: Consulo **** (will be determined later)
Race: Half-Elf (Father was Gray Elf, mother a human)
Class: Wizard, Illusionist (dropping Evocation and Necromancer)
Alignment: Chaotic Good

Eye Color: Amber
Hair Color: Black so dark it appears blue
Complexion: Golden tan
Height: 6’3”
Weight: 155 lbs
Gender: Male
Sexual Orientation: Heterosexual non-homophobic with a tendency towards the more perverse the better (is in love with his sister)
Age: 29 years (half elf equivalent to a human in physical age between 18-21)

Appearance:
Tall and thin, with gracefully muscled features inherited from his father, Consulo looks much frailer than he actually is.  He has a strong hawk like face, with amber eyes and black hair.  His skin toning is a golden brown from hours spent in the sun, without blemish other than a few light freckles on his cheekbones.  His right hand is used most prominently, though he is agile enough with his left and occasionally uses his left for specific activities normal used by one’s dominant hand.  His eyebrows arch sharply, his arms and hands solid.

Personality:
A bit of an oddball in that unnerves others at first glance.  His gaze is intense because he is so analytical.  His sense of humor seems dry to those not of above average intelligence, but those that take the time to get to know him find him funny and very kind…except when he’s not.  He can be very cold and calculating, perceiving the motivations of those around him, always concerned with what’s going on in their minds and hearts.  He concerns himself with the illusion of life as an artform (mechanical simulacrums that are then imbued with illusions to disguise their true nature.)  To him, a good lie is only as harmful as it is perceived as a lie.  The world around him fascinates him, and any knowledge he gets is prized.  At his worst, he is overly sexual and fights his own darker compulsions, those nagging voices that link him to his sister’s personality.

Character Background:

History:
Consulo was born twin of **** to a wealthy Grey Elf Lord and equally powerful Human Lady.  The Lord’s and Lady’s relationship was a blight to both the elf and human communities around them, in particular to their own families.  Racism and rivalry had kept both communities from working together for centuries, and to have such bastard children show up was unforgiveable.  At birth the twins were sent a whole continent away to be raised and tutored at boarding schools, both families having come together on only one thing in their entire history.  The children must never be heard from again, and the taboo offenders to their social order be executed in secret.

As they slowly matured, Consulo displayed a nack for understanding the minds of others beyond expectation.  He was fascinated by the world around him, the motivations of everything.  Inseparable from his sister, the two frequently were in trouble with their instructors, who despite themselves could not fault the talents of the oddball children.  As they reached an age where their inherent talents and desires for magic started to manifest, Consulo found himself drawn to the art of Illusion and chose it as his focus.  With a strong background in sciences, his goal was to make the ultimate clockwork servant, capable of fooling any living.

Secrets:
Spoiler: Click to Show/Hide
In an incestuous relationship with his twin sister.  Secretly invades peoples’ dreams for his own perversion.  Does not know his true heritage, though if either his mother’s or father’s families ever saw him, they would instantly kill him for breaking his unknown banishment.  Uses his illusions to help hide his sister’s more evil experiments.  Occasionally finds himself wrapped up in the fun of doing wrong.

Enemies:
His parents families.

Motivation:
To create the ultimate illusion, artificial life undetectable to even his sister.  To do this he must understand life and reality, the sciences, magic, and everything in between.  Ultimately he struggles with his own darker desires, but is determined to be free and prove his own good to the world, and find the good in his sister.


Sekhmet's character:

Name: Iss ****(will be determined later)
Race: Half-Elf(Father a Gray Elf, Mother a Human)
Class: Wizard,Necromancer (Dropping Illusion and Enchantment)

Alignment:Lawful Evil
Eye Color:Violet

Hair Color: AshBlond
Complexion:Alabaster, almost doll like perfect.

Height: 5'11"(180 cm)
Weight: 121 lbs(55 kg)

Gender: Female
Sexual Orientation:Bisexual. In a relationship with her twin brother. A very sexualbeing at hearth but for all external appearances she does her best torepress it and often displays a disregard for sexuality in generaland may even scoff at, and scorn others for being too frivolous.

Age: 29 years(half elf equivalent to a human in physical age between 18-21)


Appearance:

Tall and thin, with afrail build. Was it not for her straight backed posture and hard,cold gaze most would view her as weak.  Perfect pale, smooth skin andhealthy, shiny mostly straight hair combined with a natural grace;she is a sight of cold beauty. Her serene beauty is contrasted by ahard cold gaze, she can appear almost birdlike with fast head motionsto shift her gaze.





(Note: May disregardthis if quirky undead hand is not allowed, see secret below)
Her left hand dominantshe uses it almost exclusively often keeping her right hand out ofview completely, hidden by long sleeves or kept gloved. When viewedher right hand, while being about the same pale as the rest of hercomplexion, lacks the perfect smooth look. Nails appear sharp, andlacking the other hands healthy shine. Across the back of the hand isa scar going across in a straight line, thickest in the middle of herhand and more thin towards the edges. Circling her right arm alongthe wrist joint is another thick scar, separating the dull white ofher hand from the more vibrant alabaster of her arm.




Personality:
Greets people with anopen mind. Is open and helpful to anyone seeming to do somethingproductive. Eager to step in and bring order in a chaotic situationand to get people to work in the same direction. For Iss progress iseverything and progress comes through order. She strives always toimprove, to understand more, to find more efficient ways of doingthings. She values intellect above all but still harbours a greatfascination with the organic body and what it can and can not do. Sheis very cold in her efforts to find progress; she has no troublesacrificing someone to bring progress that would advance herknowledge. She abhors barbarism in favour of strict rules and laws.She considers killing someone in rage shameful and barbaric, whilesystematically exterminating the poor and diseased can be seen assomething good. Cold and heartless as she may be, that view is atool to an end. She has the worlds best interest at hearth and heradherence to order and harsh utilitarian outlook on life is selfimposed and can be said to be but a means to a better future. Attimes the strict emotional cage breaks however and Iss becomeschaotic and unpredictable acting spontaneously on what she feel isright, much like her brother.







Character Background:




History:
Iss was born twin ofConsulo to a wealthy Grey Elf Lord and equally powerful Human Lady. The Lord’s and Lady’s relationship was a blight to both the elfand human communities around them, in particular to their ownfamilies.  Racism and rivalry had kept both communities from workingtogether for centuries, and to have such bastard children show up wasunforgivable.  At birth the twins were sent a whole continent awayto be raised and tutored at boarding schools, both families havingcome together on only one thing in their entire history.  Thechildren must never be heard from again, and the taboo offenders totheir social order be executed in secret.




As they slowly matured,Iss had noted the differences of her and her brother, the otherpeople around them and the animals. She took an interest in life andthe functions of organic beings. She noted the humans age fast, theelves seemingly not at all and some animals living but a moment.Studying medicine the functions of life and death fascinated her. Deathbecame an obstacle to overcome.


Inseparable from herbrother, the two frequently were in trouble with their instructors,who despite themselves could not fault the talents of the oddballchildren. As they reached an age where their inherent talents anddesires for magic started to manifest, Iss finally found the tool shethought she could use to surpass death in the school of Necromancy.It became her focus, forsaking the schools her brother seemed mostcompetent in on the grounds that they where inseparable and his powerwould always be hers if she needed it. Her quest to bridge the gapbetween living and dead, and to harness the strengths of both hadbegun.




Secrets:
Spoiler: Click to Show/Hide
In an incestuousrelationship with her twin brother. Despite her adherence to law andordered systems often have to go beyond what is generally accepted toget the results she need for her research.




(Let me know if we cannot make this work. Thinking it acts a bit like a familiar, with theaddition of it actually still being a part of her. I find itwonderfully creepy, so I hope we can make it work ^^)

Has cut off andreanimated her own right hand. In a painful but relatively shortprocess the hand can detach (and later reattach) from her arm to actas an extension of herself. Detached the back of the hand-creaturecracks open to produce a single eye. Attached or detached the hand iscold and have a dead feel to it. It is undead after all.



Enemies:
Her parents families.




Motivation:
To bridge the gapbetween life and death. To create a perfect world for her and herbrother. For that one needs to become powerful enough to be able tochange it and the first obstacle to overcome is ones limited timealive. Her brother and her wish for his well being fuels her pursuitsand he functions as her moral compass, ensuring she do not forget thevalues her perfect world will be based on.

Ryven

Oh, I love them both.  How utterly taboo.

Miroque

#96
Name: Yesim Dwreian
Race: Human (easterling)
Class: Enchanter (Wizard spec)
Alignment: Lawful-Evil

Eye Color: Brown
Hair Color: Black, Long
Complexion: Fair
Height: 160cm
Weight: 45kg, slim build
Gender: Female
Sexual Orientation: Virgin, but intrested in both genders.
Age: 16

Appearance:
Yesim is daughter of Count Alexei Dwreian, younger brother of Duke Vladimir Dwreian, and Ishtarian Princess Aishah. Her mixed heritage makes her stand out from the crowd in the court. She dresses within the latest local fashions, when making public appearances, but likes to dress like her mother, in Ishtarian fashion.

Personality:
Yesim s raised to be obidient and pleasant, yet in her heart she desires adveture and exitement. When her magical gift first emmerged, she was alone and never told anyone. From there on, she had learned to harbor secrets, making court spymasters jealous. She plays her role, as court princess and during nights, she studies magic from the rare books and adventurer´s journals, hoping to be able to flee the golden cage.

When her mother found out that she was showing signs of arcane talents, she was send to the school..

Yesim is obidient, but has strong will, when needed. She tries to follow the rules and regulations but sometimes her selfishness takes takes the best of her.

Character Background:
History:
yesim has been raised in the imperial city. Her parrents married in political reasons, tieing Dwreian family with Ishtarian Sultanite. There was never much love between her parrents, but they both played their part. She knows that someday, she too will be married of to some nobleman, to strengthen the family ties, and she dreads the day might be near.

Unknown to Yesim, her mother was halfbreed fey, and in her blood, she carries the gifts of the faerie folk. Her mixed heritage has hided the fact, as her mother is one of the few Ishatians seen so far north.

Yesim was placed into Mretz for arcane schooling, by her mother, to keep her out of the court affairs and her innate gift in magic.

Her mother, being gifted in fey bloodcrafts, made sure, Yesim would get all the schooling the lands could offer.
Money was no objection.

Enemies:
Dwreian family has lot of political rivals, but none that would outright call them enemies.

Motivation:
Yesim has carving for magic. Its her blood that calls her to study the arts arcane and by that calling, she hopes to find freedom.

Spoiler: Click to Show/Hide

Zaer Darkwail

Nice char Miroque, but I wonder why your char is lawful evil? When I read through she did not appear lawful evil. Lawful perhaps with some selfish tendecies but not actually evil. Lawful evil is kind of mafia boss, meaning they use law to their own advantages and follow it up exact on letter with no leewaying it without good clause. Basically abuse the law is what LE does. Also get freedom from binding law sounds more what chaotic or neutral person would do.

So based on above I would guess your char be lawful neutral or true neutral. But that's just me :P.

Miroque

I see Lawful-Evil as being selfish. Using laws and society for her own gain.

But, to be true, Alignments are pretty "dumb" way to portray characters. Cant remember them affecting in-game ever in our TT games.. except of course "prot from X" type of situations..

Zaer Darkwail

Ok, it works also that you use laws and rules for own gain. So would she be perhaps bit spoiled princess who expects certain benefits to fit for her because she's a noblewoman?

Miroque

#100
And not just "some" benefits.. but ALL the benefits...(selfish)

EDIT: And I forgot to mention, that I´m all for the 16INT + rolling rest (hopefully 4d6-lowest, and free to put them where ever?, even into INT if higher is rolled)

Zaer Darkwail

Hehe, ok. All benefits then :).

Zaer Darkwail

Ok, anycase as pointer to folks I plan enter Effigy Master PrC (complete arcana pg30-31?). It allows me create effigy creatures which are basically constructs. But to enter it I need 10 ranks in one craft skill so that happens only after 7th level anyways. But also thinked my char has brew potions feat so he's kind of crafter wizard. But do not plan take more than brew potions and craft wondrous items (craft construct perhaps far in future but need fill in regs for Archmage PrC and get metamagic feat and two).

But as question to GM: Your okay if I take ten level version of effigy master than 5 levels? The features what it offers in ten level version are nice (10th level= able possess effigy as with magic jar spell). It has details of ten level version described in the PrC description.

Cerebellum von Doom

Isn't it a bit early to be worrying about prestige classes?

TheGlyphstone

Unless you're going for Master Specialist (I might), probably yeah.

Zaer Darkwail

Well, after 5th level some PrC's come open, some earlier (master specialist could be entered in by 2th level wizard with a feat which allows cast second level spell). My PrC needs two levels and I thought it can spur some discussion about our builds and interaction and stuff :).

TheGlyphstone

Precocious Apprentice isn't in our list of available sources, I don't think (and good thing, too - I consider all early-entry tricks to be more cheddar than I'm comfortable with).

Zaer Darkwail

Precocious apprentice is from Complete Arcana. As so is the feat which doubles your spells learned per level (in same spot) and gives +2 to K:arcana checks.

TheGlyphstone

Right, I was thinking of Prodigous Spellcaster.

Zaer Darkwail

Well, both the early 2th level slot and extra spell known feat are in Complete Arcana but GM can decide ban either one or both as they are optional feats.

TheGlyphstone

Prodigous Spellcaster isn't the extra spell known feat, it's the feat from one of the Faerun books that gives you +2 to your spellcasting stat for spells/day and save DC, since nerfed to only give a save DC boost - basically an all-schools Spell Focus.


While I'm writing up my character concept/description (since it won't be significantly affected by a yes or no) - Chrono, will you allow me a single item outside the allotted book lists; specifically, the Able Learner feat from Races of Destiny? It lets me buy cross-class skills for 1 skill point per rank instead of 2, and most of my skill purchases are going into social skills that are out-of-class for a wizard.

Zaer Darkwail

Or you can take feat from Races of Destiny which is known as City Slicker. It gives bunch of class skills; disguise, forgery, gather info and K:local. I often had asked other GM's allow use basis of that feat to get four class skills.

So example you could say create feat called 'Noble Born' which means your char borned as noble and so has some extra class skills as he was born noble. You would then have Bluff, Diplomacy, K:Nobility&Royalty, Perform as class skills (nobles need able to be diplomatic, sometimes able to lie to be polite or hide truth, know other nobles and perform for able dance or artistic hobby).

TheGlyphstone

Homebrew would be a better option, but I always trust official sources first even if they'd be less optimal.

Zaer Darkwail

Well, the PrC's are useful so long they focus on specifically for wizardry. Example master specialist is simply specialist wizard which has more extended focus on chosen field (need choose one extra forbidden school upon entry of the PrC). They can do stuff what normal specialist cannot do, or say, do stuff better. Example evoker ignores some energy resistance from his foes when he does spells. Besides that PrC gives free skill focus (spellcraft) and spell focus (chosen specialization school) and greater spell focus.

Effigy Master is basically PrC which specializes in crafting constructs which are weaker than say 'flesh golem' or 'iron golem' but that is up to debate. The effigy template is basically a mechanical version of any animal or humanoid (and was dragons also included?). Basically any living creatures which were not aberrations or completely strange (like slimes). Basic PrC is 5 levels so it does not distract long from being wizard. But at very least archmage PrC should be allowed but I think most wanted Complete Arcana and Complete Mage because of the caster PrC's in them and spells and feats.

But as GM you can of course demand players tell in advance which PrC they aim for and then you give either thumb up or down to the idea. Even if PrC is from allowed source you have right ban ones which do not make sense or does not fit to the setting.

Cerebellum von Doom

So just to clarify since so many books keep being named, which are the DM's chose books?

Zaer Darkwail

Quote from: Chronoclasm on May 19, 2011, 11:09:39 PM
Busy busy week. More details will have to wait until tomorrow or Saturday, but here's the basics:

We'll start everyone at level 5.
Everyone has to be a specialist wizard (I may accept one generalist).
Core books, plus Complete Mage, Complete Arcane, Magic Item Compendium, and Spell Compendium can all be used. All you need is the SRD (http://www.d20srd.org/).

We'll vote on stats: Who wants point-buy and who wants 16 INT and rolls for the rest (switching out higher than 16 rolls with your INT)?

Quoted and bolded for the answer. So far we agreed we use the auto 16 Int and rest stats rolled.

Zaer Darkwail

Well, I rolled my stats. Did not get too shabby I think :).

STR 10, DEX 13, CON 13, INT 18, WIS 15, CHA 16

A academic youth who had not exercised much but did not slack either. Bit stamina and grace thanks his time in outdoors studying plants and stuff and following healthy diet. High mental stats fits for him as he has studied a lot. High charisma also for him being persuasive sort.

Ryven

Are we rolling then placing our stats or are we rolling once for each stat and taking the number we get?

Zaer Darkwail

Yeah, there is sadly no 'five stat only' rolling option. I rolled and I got 16 to wisdom, 13 Int, Str 18 an charisma 15. I re-assigned the numbers around and if Int would beenlower than 16 and there was nothing 16, that case highest stat (like 15) would had been put to Int and raised to 16 and assigned rest as normal.

Miroque

#119
WOOT.. never used Inviscible castle before... but I think it loves me...

Rolled my statline, Ironman style so every stat went into its place,
and INT turns to 16 (as stated) Or can it be changed with...Dex or Str?

AND i was planning to take Master specialist (even its sucky PrC) but fitting to specialist wizards.

SomeGuy

I was planning on Master Specialist as well, actually. So are we officially using that site?

Zaer Darkwail

Quote from: Miroque on May 22, 2011, 06:13:54 AM
WOOT.. never used Inviscible castle before... but I think it loves me...

Rolled my statline, Ironman style so every stat went into its place,
and INT turns to 16 (as stated) Or can it be changed with...Dex or Str?

AND i was planning to take Master specialist (even its sucky PrC) but fitting to specialist wizards.

Hehe, indeed it loved you :). I think this case you can swap either Str or Dex with result what you got in Int. So 11 Str or 11 Dex. 18-19 Int is quite darn high for 5th level apprentice wizard :).

Ryven



Cerebellum von Doom

Alright, did my rolls.  Not too bad.  I would like to point out though that there is little point of us rolling them online, as is evidence by everyone's rolls, we can reroll until we get what we want.  It may be better for the DM to roll for us.  Anyway, here are my rolls:

http://invisiblecastle.com/roller/view/3036462/  Stats
http://invisiblecastle.com/roller/view/3036478/  Hit Dice

so here is my sheet so far: http://www.myth-weavers.com/sheetview.php?sheetid=299941

TheGlyphstone

Well, most people play online with a modicum of trust and honor - it's kind of essential, unless you intend for the DM to roll every attack and check you need to make through the adventure.

That's one reason I used the E roller though - it tracks everything, so you would be able to see if they made retests.

Zaer Darkwail

Well, in Invisible Castle I used my char name which was told well far before I made the rolls.

Cerebellum von Doom

I'm not saying we're not trustworthy.  Was more commenting on the point of rolling.  Might as well have done point buy.  Anyway...Sekhmet and I were curious about a particular rule in DnD, that of there being an exp penalty to magical item creation.  It just seems backwards that one would become LESS experienced with doing work.  Perhaps a modification of this might be possible?  Regardless I am taking Craft Wondrous Item.

Ryven

Quote from: Cerebellum von Doom on May 22, 2011, 10:45:55 AM
I'm not saying we're not trustworthy.  Was more commenting on the point of rolling.  Might as well have done point buy.  Anyway...Sekhmet and I were curious about a particular rule in DnD, that of there being an exp penalty to magical item creation.  It just seems backwards that one would become LESS experienced with doing work.  Perhaps a modification of this might be possible?  Regardless I am taking Craft Wondrous Item.

I kind of agree with this, and I don't blame anyone for rerolling if all their stats are crap.  A 16 in intelligence is hardly going to outweigh getting 6's, 8's, and 9's in everything else.  You don't need all 16 -18 in everything, but really having 10-12 in lesser vital stats is not too much to ask for.

Zaer Darkwail

Yeah, same here (craft wondrous item that is, as it's one preq feats for effigy master and creating effigys).

I also agree it's weird that XP is lost from crafting when actually it would make more sense a craftsman grows more experienced when they craft items. XP gain would not be big (or otherwise every fighter picks blacksmithing and dings in down doing nonstop swords and level up to 20 just doing lots swords under a month). Only what I can think is that there is craft reserve like artificers do have per level. That much items you can invest XP in. Also if making magic items you need just buy magical components to pay up the XP. But you can also burn XP if you like craft item (after craft reserve done nor magic items in hand for disenchanting).

TheGlyphstone

The XP burn is a relic of older editions - in that, XP was a combination of battle experience and life-force...when you crafted a magical item, you were literally imparting it with a fraction of your soul and magical ability in order to make it function.

Zaer Darkwail

Yeah, and that sense XP still makes sense in crafting but it hurts also progress for char to level up if they craft anything. So would be nice if there would be certain side reserve besides XP. Or that you can craft items without slowing down and lagging behind others who gain levels. My own table rule is that per level you can craft (permanent ones, not scrolls or potions) 3 magic items. If you do not craft 3 items they do not stack up and stay up to next level.

In case of potions and scrolls I find XP cost in them quite small (so long their not wish spell scroll or permanency) so I mostly ignore it in my table group. But of course common sense that player is not running around +1K cure moderate wound potions. I mostly say either 3 permanent items (cloak of resistance example) or 30 nonpermament magic items (wands, scrolls, staffs, potions).

Ryven

I was thinking the same thing as you, Zaer.  X permanent items per level, and consumable maybe Y per level per day.  So at 5th level you could create whatever you decide Y is in scrolls scrolls or potions, etc.

The only problem with limiting the number of permanent items you create is it would spike the cost (theoretically) if you bought them from a vendor.  It might just be easiest for the GM to just say "You get X number of permanent and consumable magic items that combined value cannot exceed Y."

Zaer Darkwail

Yeah, there could be limit also said in gold. Of course crafters get more items (and so saves in party found loot cash for something else). But not by much perhaps. Of course they can add further gold to the limit to craft something more complex or expensive item.

TheGlyphstone

Pathfinder just did away with XP costs entirely, which was nice - though it also made crafting feats mandatory for any party, because why wouldn't you want all your gear at half cost?

In 3.5, crafting is a fantastic idea only if the GM hands out XP according to the encounter charts, rather than lump sums or leveling at the speed of plot - because lower-level characters recieve more XP for a given challenge, they'll equalize the level difference fairly quickly while still getting their gear at half price. Otherwise, crafting does have drawbacks, and if it's a plot-level game, crafting is a permanently crippling idea.

Cerebellum von Doom

I'm looking into Artificer as a goal for my character, so this conversation makes quite a significant difference.  Also, I'm having difficulty finding references to making clockwork creations.  Does anyone know what book they were in?  Because that would be relevant to our setting.

TheGlyphstone

In 3.5, there really aren't any...and Artificer is a base class in the Ebberon Campaign Setting anyways.

The closet you'd find to clockwork creations is the Mechanika in the Iron Kingdoms setting books, and those tend to be steam-driven, not clockwork.

Zaer Darkwail

Check Effigy creature template in Complete Arcana. According the text effigy creature = clockwork creature. But if you want make some inteligent clockwork creatures then effigy creature is not for you as they have 0 Int (they can perform any task what is programmed to them but beyond that their thought capacity is limited besides following orders).

Ryven

I haven't decided yet, but I'm looking at elemental savant or master specialist as PrC's for my character.

TheGlyphstone

#139
Master specialist for me, rolling into Archmage once I've completed MS.

Anyone who's planning on Prestige classing should definitely consider the Specialist Wizard variants for trading out familiars - they're all relatively minor bonuses, but with some real gems...the Conjurer Rapid Summoning in particular is fantastic. If you really want a familar for flavor purposes, a feat spent on Obtain Familar from CArcane gets it back, with the bonus that your PrC levels now stack with your wizard levels for determining its Int score and abilities.

@DM: Still looking for an up/down on Able Learner, though Zaer's suggestion is good too if you'd rather homebrew a single feat that adds a couple skills as permanent in-class skills (Bluff, Diplomacy, and Gather Information specifically).

Zaer Darkwail

Some spells are quite handy to be send and used by familiar which may be more mobile than wizard. Or familiar work as scout or even powerful minion when boosted. I myself plan keep/get familiar but also mostly because there is no generalist wizard variant without familiar :P.

TheGlyphstone

#141
Name: Lorosh Vatesi de Caramas
Race: Human
Class: Diviner 3/Master Specialist 2 (Banned Necromancy)
Alignment: Chaotic Good

Eye Color: Blue
Hair Color: Black
Complexion: Pale
Height: 6’5”
Weight:  175lbs.
Gender: Male
Orientation: Straight
Age: 24

Appearance:
Lorosh’s face is long and narrow, with arched eyebrows that seem to give an impression of permanent amusement, or sinister mockery in the right lighting. He enjoys fine dress, favoring robes of dark blue or black trimmed with gold embroidery and finery, sometimes with tiny studded gemstones to show off his wealth. He wears his family signet ring at all times.



Personality:
Cheerful, energetic, and friendly, Lorosh loves socializing and partying with whoever will buy the drinks, and buy the drinks himself if none are forthcoming. He is constantly laid-back and takes a very lax attitude towards his studies, often choosing to sleep in and ‘attend’ lectures via scrying sensor while cuddling one cute tartlet or another from the comfort of his room. His boisterous exterior conceals a keen, attentive mind, though, and he is always on the lookout for interesting or potentially valuable bits of information. For the right price, practically anything about or in Mretz can be found through Lorosh and his network of contacts in the city, though he seldom goes further than arranging a meeting between the aspiring purchaser and whichever black marketer is willing to sell.


History:
Born the third son of one of Mretz’s powerful noble families, Lorosh had much of his life set out in stone before he was even out of the cradle. The first son of the de Caramas was always groomed as the inheriting heir, the second for the clergy, and the third to be trained as a mage. As he grew up, insulated from the outside world but pampered for his every need, the young Lorosh developed an intense curiosity for just about everything. He was always asking questions, and when the answers did not satisfy him, he sought them out on his own, a constant thorn in the side of his bodyguards and servants. When he was old enough, he discovered how to sneak out of the family estates, travelling incognito into Clocktown and partying it up with the best of them. In the process, he made many friends among the lower classes, even a few contacts in the Tick-Tock Men.

It was with heartfelt relief that the de Caramas servants turned him over into the care of the Arcane Academy’s own staff, though this did little to stifle his explorations. Always a friendly, charismatic and outgoing person, he found himself practically besieged by female admirers, providing him with what seemed like a never-ending stream of dalliances and short-term relationships that almost invariably ended amicably. His natural inclination towards information and inquiry made him a natural at the field of divination, and he threw himself into the arts of scrying with every bit as much enthusiasm as he did the arts of love.

Secrets:
Spoiler: Click to Show/Hide

Despite being well-known as a lady’s man and general Casanova, Lorosh still harbors a faint and so far unsatisfied submissive streak – he often fantasizes about being with an aggressive, dominant woman, but concern for protecting his brash and confident reputation has so far stymied any efforts he might have otherwise made to satisfy those urges.

He is also a compulsive voyeur, an unsurprising trait for a burgeoning diviner. On nights where he lacks a companion to warm his bed, he often works his magic to scry on the bedchambers of his favorites from former affairs with other students.

Enemies:
Lorosh has no lack of enemies, either from his bloodline or himself personally. The de Caramas family is a middleweight among Mretz’s noble houses – not powerful enough to challenge for dominance, but too powerful to be ignored. This makes them and those like them targets by rival houses above, equal to, and below them, seeking a void to fill or eliminating a potential competitor. Nor has Lorosh himself gone without forming enmities – for the most part, they are people outside the walls of the Academy who know him only by aliases and in disguises, but he retains one or two jealous and jilted ex-lovers resentful of his ‘abandoning’ them.

Motivation:
Scientia potentia est – “Knowledge is Power” in Draconic, the de Caramas family motto. Lorosh takes this to heart, and adds his own collary – magia scientia est, “Magic is Knowledge”. He aims to become the greatest information broker in Mretz, using his secrets and skills to ensure his family’s permanent ascendancy and secure seat among the Council of Hours.

Sheet: http://www.myth-weavers.com/sheetview.php?sheetid=299747

SomeGuy

I'm just going to drop, not really liking the way this is starting off.

Cerebellum von Doom

How unfortunate.  Why Someguy?  Is there something we've done that has turned you off to the game?

SomeGuy

I can understand wanting good stats, but this, this, this, and this seem like a bad way to start a game. I'm perfectly okay with high powered games, but if you want really good stats have everyone agree on something like, 5d6 keep 3, reroll 1s and 2s.

TheGlyphstone

Quote from: SomeGuy on May 22, 2011, 09:39:22 PM
I can understand wanting good stats, but this, this, this, and this seem like a bad way to start a game. I'm perfectly okay with high powered games, but if you want really good stats have everyone agree on something like, 5d6 keep 3, reroll 1s and 2s.

I am shocked, shocked, to find that gambling stat-stacking is going on in this casino!

Stop the presses! Character-rigging scandal exposed in burgeoning D&D game by fearless whistleblower! Exclusive story at 11!

Ryven

Quote from: SomeGuy on May 22, 2011, 09:39:22 PM
I can understand wanting good stats, but this, this, this, and this seem like a bad way to start a game. I'm perfectly okay with high powered games, but if you want really good stats have everyone agree on something like, 5d6 keep 3, reroll 1s and 2s.

I think that was kind of the problem.  There wasn't, or at least I didn't see, a standardized way of rolling our stats listed so far.  We just did our own thing.  Doom also pointed out previously what you're pointing out right now, and the only reason you're having such a problem is because you have evidence that it was done.  Would it have been easier for you if we just pull numbers out of thin air and say we 'rolled' to get them?

I'm perfectly fine with rerolling my stats if that's a problem, and I'll even do it on the invisiblecastle website to show that I have.  Other than that, I think point buy is the only other way to ensure our 'trustworthiness' as it were even though I see no problem so far.

TheGlyphstone

I'm running on the equivalent of a 29-point buy myself, so I wouldn't object to a point buy restandardization of stats.

Ryven

I don't even know what my stats amount out to in point buy.

TheGlyphstone

#149
Not counting your Intelligence (I didn't either), you rolled the equivalent of a 30-point buy. With Int, that's a 43.

With Int, I had a 39 point buy.

Zaer's final statline equates to a 46 point buy.

'Miroque' decided to be happy with a 59-point buy.

CvD stopped trying at a 38-point buy.

Interesting what everyone felt was the minimum stats they needed, it's a pretty wide spread.

Ryven

I just used the standard 36 point buy on invisible castle and got decent stats.

Cerebellum von Doom

That was pretty much my point earlier, that us rolling now is both without approval, and easy to stack.  I rolled until I had an 18, because in this situation I would have point bought to an 18 anyway.  The other stats didn't matter to me.

Zaer Darkwail

Well, my own basis for those rolls was 'roll until I get 16 or higher' which I would place in Int. In the 4th roll got 18 and 16 which I was happy with. But if roller had been decided to be stubborn (no 16 or higher after 10 or so re-rolls) I would had picked from among first 3-5 rolls.

Of course GM can just checking those charts order us use first rolled stats and place 16 to Int. I would agree if GM rules to do so. Of course if first roll is horrid (three or more stats under 10) then use second or third roll.

Cerebellum von Doom

More than likely Sekhmet and I are withdrawing from the game.  Her membership was denied so we have no way of her playing, and I have no desire to play without her.

TheGlyphstone


Zaer Darkwail

Huh? Denied? How come?

Anycase sad see you guys go tough :/.

Ryven

She wasn't outright denied.  She was put on hold and will be able to reapply at a later time.

Zaer Darkwail

Ahaa, the age issue?

Well, anyways we got 2-3 free wizard slots. I stick with generic char concept.

Cerebellum von Doom

Six months does us no good, and worse yet, none will give her a straight answer as to why she was placed on hold.

TheGlyphstone

The moderators work in mysterious ways...[/sagewisdom]

Frelance

I am withdrawing my interest in this rp. I don't have the time for it.
Evolution is an arms race

Ryven

Seems like the game is at a standstill.  Might as well count me out as well.  I started interest in this because of friends, and now since they're not playing, I don't really feel like going for it if they're not going to be able to.

TheGlyphstone

I like the premise enough that I'm holding firm for now. A fresh thread might be warranted, though, if we end up trying to re-recruit, one started by the GM proper.

Zaer Darkwail

Quote from: TheGlyphstone on May 23, 2011, 09:38:07 PM
I like the premise enough that I'm holding firm for now. A fresh thread might be warranted, though, if we end up trying to re-recruit, one started by the GM proper.

Yeah, consider how many quited the new recruitment thread would be in order. Just include peeps who stick around and their chosen specializations.

Cerebellum von Doom

Well lets not be too rash, which unfortunately I was yesterday.  I hope you all forgive my frustration and dour attitude and words.  It seems Sekhmet has been provisionally approved afterall, so we're both back in, that is if you all don't mind.

Zaer Darkwail

Sure, welcome both of you :). I can understand if you loose interest to join game when you very much wanted her in.

Ryven

>__>  I think my spot has already been taken.

Cerebellum von Doom

Technically your concept was already approved...

Ryven

True, but I don't want to be all like, "Nuh uh!  Mine!"  After I've already said I was going to withdraw.  I probably should have waited.  I guess I could see what Chrono has to say since he's the GM.

PhantomPistoleer

Don't worry. You can have it.
Always seeking 5E games.
O/O

Ryven

Phantom, you are awesome.  Thank you so much.

Sekhmet

Greetings people!

Resident necromancer and general creepy person (that is the intent anyway but we shall see, no?) reporting in. Sorry for any inconvenience my claim by proxy may have caused. Since I already managed to get thoroughly misinterpreted please if anything I say strikes you as odd or rude, don't hesitate to send me a pm. Chances are I was just being weird ^^

Trudging through the thread currently to get a grip how the discussions been going. Just have the first concept from von Doom  and the rough draft by Chronoclasm. Knew I had to be part of that from the get go and with that very awesome draft things shouldn't be able to go wrong. So anyway, I am off to read. So very much to read here to get ones bearings... quite nice.. quite nice indeed!


Ryven


Sekhmet

Thank you for the welcomes!

Quote from: Zaer Darkwail on May 25, 2011, 12:19:00 PM
Just try find nice pic for your char :). I made some search examples for you;

Yeah I always have trouble finding avatar pics I like for my characters. I have such a clear image in my head for what I want it to look like, so I get picky and annoyed when I can not find the perfect match. So, help and suggestions are very appreciated. ^^

So, thank you for the examples!
First and second one are good ones. The staff in the second is all manner of awesome, and I think quite fitting to the setting. Unfortunately she is not what I want. Too.. explicit. For a good creepy feeling I need more contrast between looks and the way she will act. Want the same kind of "off" feel you get from say... the girl from the ring. Second one has some rather nice clothes. A bit too little fabric on the upper portion. Needs better sleeves primarily (also in a material more fitting for the setting). Very nice centre line though, left bare like that and the rest of the outfit fitting snugly. Slits on the lower portion (though looks like it may actually be completely different sections) rock. Lovely little addition with the skull too. But admit it would be all the more a thrilling picture had there been more of a contrast between her and the skull, yes? It looks to fit in with her too well, no? Picky indeed...

Zaer Darkwail

Your welcome :). I know the pain finding suitable pic for chars, but got years experience dig around :). I mostly decide go search pic and then decide actual looks. If soemthing looks good I may decide change image I have in mind.

Cerebellum von Doom

I have sooooo many issues finding avatars all the time.  I think I have found one for here...but we'll see.  The funny thing is if I were making 6 figures annually, I'd probably devote cash to commissions for characters.

Anyway anyone hear from Chronoclasm since he was last on?  For that matter, what happened to the last of our prospective peoples?  I though we had 9 or 10 hopefuls?  Have you guys sent your proposals into him via PM instead?

Ryven

I'm sorry you have to withdraw.

Any other possible GM candidates?

Zaer Darkwail

Probably need start new thread for GM. We got candidates already. Anyways sad see you go Chronoclasm :(.

Cerebellum von Doom

I can't help but feel that its my actions that have driven Chronoclasm away.  Still, Chronoclas, I wish you luck with your new responsibilities and thank you for the time you've already invested in the game setup.  I wish it could've worked out because it really felt like we had something special in the works.

Miroque

Quote from: Zaer Darkwail on May 25, 2011, 04:37:42 PM
Your welcome :). I know the pain finding suitable pic for chars, but got years experience dig around :). I mostly decide go search pic and then decide actual looks. If soemthing looks good I may decide change image I have in mind.

There is allways : Do it yourself.. drawing is fun..

Zaer Darkwail

Yeah, true. But I suck in drawing :P.

Miroque


Zaer Darkwail

Quote from: Miroque on May 27, 2011, 04:06:00 AM
*heh* I just suck...

Do you suck good?

*could not resist making a pun*

Miroque


Zaer Darkwail

Nice :). Anyways we are side tracking on subject; shall we open new GM recruit thread? This one has 8 pages already.