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Author Topic: Let's Play Pirates in Dungeons and Dragons (3.5) - The Shallow Hope [Slots Free]  (Read 22447 times)

Iituem

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Re: Let's Play Pirates in Dungeons and Dragons (3.5)! [1/4 Players]
« Reply #60 on: June 03, 2014, 12:01:54 pm »

Yes, put in feats and specify craft and your sheet is fine.  However, both of you need to specify your character goal, something your character desperately needs to achieve.  For instance:

Personal Goal: The prestigious Admiral Mikkel Richards must either die a horrible painful death or be so utterly humiliated that his reputation would be ruined.

You don't need to reveal the full backstory to everyone if you want, you can PM it to me like Fniff did, or you can leave it partly or mostly unwritten and the gaps will be filled in as we go along.  But you must have a goal, it must be personal in nature, and it must be at least fairly specific (gain power is bad, unseat the king is better, unseat the king who exiled you from your family is good).
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Let's Play Arcanum: Of Steamworks & Magic Obscura! - The adventures of Jack Hunt, gentleman rogue.

No slaughtering every man, woman and child we see just to teleport to the moon.

Iituem

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Re: Let's Play Pirates in Dungeons and Dragons (3.5)! [1/4 Players]
« Reply #61 on: June 03, 2014, 12:50:52 pm »

Religions of the Storm Coast

There are perhaps hundreds of faiths in the world, but for the purposes of this we will consider only those in the Storm Coast and only the three major faiths.

The Suulian Orthodoxy

Presided over by the Archbishop of Suul, Suulian Orthodoxy is a strictly organised monotheistic religion that believes in one god (God).  They don't deny the existence of other gods, they just rebrand them as demons and pagan spirits and attempt to convert or burn those who think otherwise.  Suulian Orthodoxy preaches kindness, justice, humility and fairness to followers, and quick, fiery deaths and retribution to those who aren't.

Suulian Orthodoxy is most favoured along the Mirish Coast, and has fairly strong sway in the western Republic of Groan.


The Mounish Heterodoxy

Mounish Heterodoxy is a slightly more loosely organised religion that schismed from the Suulian faith about two hundred years ago.  It preaches a pantheon presided over by God (the same God as the Suulian one), but with many lesser deities beneath it - unlike the Orthodoxy, the Heterodoxy acknowledges their full divinity.  Many of the formerly independent gods of the Storm Coast have been incorporated into the Church's doctrine, presided over by the Archbishop of Moun.

Mounish Heterodoxy is strongly favoured in the city-states of the Storm Coast and somewhat in the Kingdom of Grune.


The Thousand Gods of Samakhet

Nobody knows exactly how many gods there are in the Samakhet Isles, but a thousand might not be far off the mark.  Every island has its own pantheon of gods, and every village within has its own pantheon of demi-gods and local spirits.  The religion is completely disorganised, and any one god likely only has one or two priests - some pay homage to many gods and act as their general spiritual representative.  There are a handful of famous gods that persist throughout the myths of the Isles; Aegir the Drowner, The Sun-Rider and Dysentras, God of Cesspits are amongst these.  (A common insult in the Storm Coast is to wish Dysentras to favour them with his presence.)

Apart from the Samakhet Isles themselves, the Thousand Gods are mostly favoured by sailors, who hold to the freedom and flexibility the faith affords.  Thus followers and perhaps even priests of the Thousand can be found in any port across the coast.
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Let's Play Arcanum: Of Steamworks & Magic Obscura! - The adventures of Jack Hunt, gentleman rogue.

No slaughtering every man, woman and child we see just to teleport to the moon.

USEC_OFFICER

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Re: Let's Play Pirates in Dungeons and Dragons (3.5)! [1/4 Players]
« Reply #62 on: June 03, 2014, 02:06:39 pm »

Ugh. Any suggestions on classes guys? Everything seems bland to me and honestly nothing is jumping out at me. I could use some opinions/advice.
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Fniff

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Re: Let's Play Pirates in Dungeons and Dragons (3.5)! [1/4 Players]
« Reply #63 on: June 03, 2014, 02:23:21 pm »

If you think they are bland thematically, take a random class and make what you think is the exact opposite of it, but still fitting in with the archetype. For example, a rather uncultured and uncouth mage that is surprisingly acknowledgeable in the less cultured magical arts, or a honest and honorable rogue who served as a scout in the military, hence his perfection of moving unseen. If mechanically, well, I'm not too familiar with the mechanics.

highmax28

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Re: Let's Play Pirates in Dungeons and Dragons (3.5)! [1/4 Players]
« Reply #64 on: June 03, 2014, 02:37:18 pm »

As far as I know, I'm the only melee guy, so how about ranger or barbarian?
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Tawa

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Re: Let's Play Pirates in Dungeons and Dragons (3.5)! [1/4 Players]
« Reply #65 on: June 03, 2014, 02:46:27 pm »

Ugh. Any suggestions on classes guys? Everything seems bland to me and honestly nothing is jumping out at me. I could use some opinions/advice.
May I suggest selecting some literature or media character and making them into a DnD character? My personal favorite is my parody of Indiana Jones, Oklahoma Joe. Selecting modern characters tends to be more fun than medieval ones. For instance, who's more fun to play: Aragorn or James Bond? This sort of thing is something I find rather entertaining.

Otherwise, making a comically stereotypical barbarian could be fun.

Rip and tear your guts!
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Iituem

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Re: Let's Play Pirates in Dungeons and Dragons (3.5)! [1/4 Players]
« Reply #66 on: June 03, 2014, 02:49:45 pm »

Don't let the class define you.  Come up with a character you want to play, and a backstory you want them to have had, with goals they want to pursue - then figure out which class best suits that concept.  If we end up with two sorcerers, a paladin and a bard, we'll find a way to make that party balance work.  Heck, if we end up with a sorcerer, a paladin, a bard and an Aristocrat we'll make it work (NPC class, that.  Doable, but risky.)
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Let's Play Arcanum: Of Steamworks & Magic Obscura! - The adventures of Jack Hunt, gentleman rogue.

No slaughtering every man, woman and child we see just to teleport to the moon.

Tawa

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Re: Let's Play Pirates in Dungeons and Dragons (3.5)! [3/4 Players]
« Reply #67 on: June 04, 2014, 06:15:00 pm »

Well, I think I'm pretty much ready now. I don't think I've really missed anything thus far.
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Iituem

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Re: Let's Play Pirates in Dungeons and Dragons (3.5)! [3/4 Players]
« Reply #68 on: June 04, 2014, 06:25:21 pm »

Well, I think I'm pretty much ready now. I don't think I've really missed anything thus far.

Will wait a day or two more for player four, otherwise we'll start.  Also, do I have your personal goal yet?
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Let's Play Arcanum: Of Steamworks & Magic Obscura! - The adventures of Jack Hunt, gentleman rogue.

No slaughtering every man, woman and child we see just to teleport to the moon.

Tawa

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Re: Let's Play Pirates in Dungeons and Dragons (3.5)! [3/4 Players]
« Reply #69 on: June 04, 2014, 06:29:32 pm »

Yes. Bottom of the sheet, says it in "other information".
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Iituem

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Re: Let's Play Pirates in Dungeons and Dragons (3.5)! [3/4 Players]
« Reply #70 on: June 04, 2014, 06:37:41 pm »

Yes. Bottom of the sheet, says it in "other information".

Ah, got it.  Father pushed you into magical training because of your natural ability as a sorcerer (mostly you just learnt spellcraft and arcana), but you always wanted to be captain of your own sailing ship because, you know, you live on the coast of a gulf.  Only adjustment I'd make to your sheet is that you're going to need to take a skill rank from somewhere (maybe spellcraft or arcana?) because you need at least one rank to be considered trained as a woodworker - otherwise I'll assume that you did work as a woodworker, you just weren't a terribly good one (and you can always put points in it later).

NB:  Woodworking would help you if the ship breaks and the ship's carpenter is dead.

NB2:  You don't actually have a spell to guide winds, you're not skilled enough to do that on the fly.  But particularly wealthy (or spendthrift) merchants can get a guide wind arcane circle burned into their ship - you still need someone with basic magical training to run it, but all they have to do is guide it and make occasional Spellcraft checks.  That's your job, and you get paid a reasonable amount for it, but far less than if you just built and sold them yourself.

Alright, probably give this a shot at starting tomorrow or Friday evening, then.
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Let's Play Arcanum: Of Steamworks & Magic Obscura! - The adventures of Jack Hunt, gentleman rogue.

No slaughtering every man, woman and child we see just to teleport to the moon.

Tawa

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Re: Let's Play Pirates in Dungeons and Dragons (3.5)! [3/4 Players]
« Reply #71 on: June 04, 2014, 06:44:11 pm »

OK then. Hurrah!
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Iituem

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Re: Let's Play Pirates in Dungeons and Dragons (3.5)! [3/4 Players]
« Reply #72 on: June 04, 2014, 06:53:56 pm »

Oops, should've checked these in more detail.  Varg, you need to give yourself some equipment.  You're currently a naked blackguard.  You've got 100gp to spend, anything from the equipment list on d20SRD, keep any change as gold in pocket.

Edit: Aaaand ditto for Caerill, please.
« Last Edit: June 04, 2014, 06:59:25 pm by Iituem »
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Let's Play Arcanum: Of Steamworks & Magic Obscura! - The adventures of Jack Hunt, gentleman rogue.

No slaughtering every man, woman and child we see just to teleport to the moon.

USEC_OFFICER

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Re: Let's Play Pirates in Dungeons and Dragons (3.5)! [3/4 Players]
« Reply #73 on: June 04, 2014, 07:24:06 pm »

Here's my sheet.

I haven't gotten any of the personality/description stuff down yet, but mechanics-wise it's completed so I'd just like someone to look over it for me. Also to reserve my spot so that someone doesn't snipe it.
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Tawa

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Re: Let's Play Pirates in Dungeons and Dragons (3.5)! [3/4 Players]
« Reply #74 on: June 05, 2014, 09:54:08 am »

So who's ready to roll ROOOOOOOLLLLLL?
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