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Re: [D&D3.5] Adventuring School (4 DMs & 20 players wanted)
I am sorry I am not in the right frame of mind for choosing spells and equipment for a high level wizard. And I don't know if I will have time to do so tomorrow even if I am in the right frame of mind.
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Re: [D&D3.5] Adventuring School (4 DMs & 20 players wanted)
Latin draconic potato potato. How does "Qui volunt vivere" sound for a school motto. "For those who wish to live". If that one doesn't do it for you. Qui errare "for those who wander"
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Re: [D&D3.5] Adventuring School (4 DMs & 20 players wanted)
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Originally Posted by TaiLiu
I concur.
[Unless this Earth history is different,] Latin has died out; there was nothing said about Draconic.
Draconic mottoes for everyone!
Latin is still being studied in school, however. Along with grammar, etiquette and the classics.
But if you want draconic the translations are:
For those who wish to live - Ihk nomenes svaust huven ekess waph
For those who wander - Ihk nomenes svaust ossalur
From possibility to actuality -De wer nomagqe ekess wer gewjtok
The power of might, magic, and mind. -Wer vers di janik, arcaniss, vur ricin
Re: [D&D3.5] Adventuring School (4 DMs & 20 players wanted)
Quote:
Originally Posted by Doomboy911
Latin draconic potato potato. How does "Qui volunt vivere" sound for a school motto. "For those who wish to live". If that one doesn't do it for you. Qui errare "for those who wander"
Shouldn't those be "Eis qui volunt vivere" and "Eis qui errāre" respectively?
Re: [D&D3.5] Adventuring School (4 DMs & 20 players wanted)
Quote:
Originally Posted by Jivundus
Latin is still being studied in school, however. Along with grammar, etiquette and the classics.
But if you want draconic the translations are:
For those who wish to live - Ihk nomenes svaust huven ekess waph
For those who wander - Ihk nomenes svaust ossalur
From possibility to actuality -De wer nomagqe ekess wer gewjtok
The power of might, magic, and mind. -Wer vers di janik, arcaniss, vur ricin
well, twilightrealm is useful, but it doesn't only used D&D draconic, but rather rather a pidgen draconic using many different systems and references.
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Re: [D&D3.5] Adventuring School (4 DMs & 20 players wanted)
My apologies school work is a time devouring demon. We`re also waiting on that final student to arrive if I`m not mistaken. I`ll inform each of the teachers the guidelines on character creation on sunday where I`ll be free to work I`ll also submit a map for them on monday when a scanner will be available.
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Re: [D&D3.5] Adventuring School (4 DMs & 20 players wanted)
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Originally Posted by Nightpenguin
I've also changed her character a little: she is now the shy one. The very shy one. As in, Invisibility all around before she is sure that she trusts you shy.
And the giant and incredibly strong guy she's likely hiding from just pretends to not see her.
120 ft. blindsight makes it rather hard to hide from me.
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Originally Posted by Nightpenguin
I wasn't going to say either, but Irian is also a girl, in the habit of using Disguise Self to hide the fact.
Speaking of my blindsight, disguise self doesn't cover sounds, so my sound based blindsight will see clear through your disguise.
Also, I have a very short version of my backstory up, and plan to expound on it a bit later.
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Re: [D&D3.5] Adventuring School (4 DMs & 20 players wanted)
Quote:
Originally Posted by jojolagger
And the giant and incredibly strong guy she's likely hiding from just pretends to not see her.
120 ft. blindsight makes it rather hard to hide from me.
...
Speaking of my blindsight, disguise self doesn't cover sounds, so my sound based blindsight will see clear through your disguise.
Please don't traumatise my character by explaining this too quickly.
Re: [D&D3.5] Adventuring School (4 DMs & 20 players wanted)
So...if this is still open...I would like to give a shot at build idea I had for fun. Though, it does require the ability to extrapolate abilities from unique magic items, and the ability to enhance unique magic items further.
Re: [D&D3.5] Adventuring School (4 DMs & 20 players wanted)
Quote:
Originally Posted by Nightpenguin
Please don't traumatise my character by explaining this too quickly.
Traumatize? Your character is that shy?
But yeah, my character probably wouldn't even mention it. Maybe subtly help you hide it, but never mention it or call you out on it.
Quote:
Originally Posted by Azoth
Though, it does require the ability to extrapolate abilities from unique magic items, and the ability to enhance unique magic items further.
Might I ask which magic item? A build based around 1 magic item seems interesting.
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Re: [D&D3.5] Adventuring School (4 DMs & 20 players wanted)
There is a heavy crossbow in the A&E that redraws itself so you don't have to waste actions or have free hands to draw it. I wanted to couple that with the self loading property on a pistol since most DMG ones are single action revolvers. So I would only ever need to reload my gun's once every 100 shots...so mostly out of combat.
I also wanted to be able to further enhance the Expedition to Castle Ravenloft version of the Sunblade. That wat I could either 2 hand it or 1 hand it without wasting a feat.
So for those who haven't guessed my build inspiration yet...we have a lesser Tiefling running around with dual pistols and a Bastard Sword. Let's add in some trash talking and a red trench coat.
Thinking something along the lines of barb1/swash3/ftr4/ss2
Re: [D&D3.5] Adventuring School (4 DMs & 20 players wanted)
Background
Spoiler
Perfection is simple. It is a goal. It is the driving influence in one's life. It means power.
Mor'itar had been born and raised in privilege. The son of an influential Army Major, who was also an influential figure in Whitehall, Mor'itar was accustomed to having his own way. He had been schooled at Eton, and completed degrees at both Oxford and Cambridge. His money paved the way to entrance, and his charm and academic ability secured his prominence.
Throughout his young life, Mor'itar had looked down upon the "lesser races" as he termed them, and this feeling was encouraged by his father and his associates. This gave him an air of haughty pride that created a strange attraction, as if those not of his race felt compelled to earn his approval and respect, rather than shunning him for his snobbery.
As he grew older, he became more openly disrespectful of authority when it suited him. This has resulted in an estrangement from his father because Mor'itar openly involved himself in the American Civil War, despite instructions to the contrary, and he slaughtered Confederate soldiers in their thousands because of his conviction that the Union cause was the only right. It was in this war that he met his nemesis and rival, Tylar Inglorion, a half-elf half-dragon sorcerer who fought on the side of the Confederates. He is obsessed with power, and will use any means to achieve it.
He also often disagrees with his elder brother, Din'afein. Din'afein chose to ignore the calling of his blood and turn instead to Wizardry in his study of magic. Din'afein and Mor'itar argue constantly, both on their approaches to the Arcane, and on moral grounds. Whilst Mor'itar is pragmatic with his use of force, Din'afein is a steadfast pacifist and he directs his magical energies towards that end.
Mor'itar's younger brother, Tho'sar, is a planeswalker, and Mor'itar fears for his safety more with each passing day, because Sigil is a dangerous place, and one can make many enemies in the City of Doors.
When the Great War broke out in 1914, Mor'itar knew where his place was. He joined the army and fought through all four years of the war, this time with his father's blessing, though the rift still remained. At this time the British Army did not use battle sorcerers, and he was instead grouped with the wizards in tactical planning and control, but every day he yearned to move to the front lines and fight. When he eventually achieved this, what he saw horrified him. This war was not right against wrong as the civil war had been, but politics against politics, and he instead devoted his magics (within such limits as he had) to stopping blood being shed, rather than shedding it himself as he had done in the United States.
After the war, he left his father's home and became a wanderer, roaming the world and reflecting on his life and choices. For more than 20 years, he wandered the world, and he became convinced that the results of the war had been because he had not been good enough. He was now driven by a fiery passion to become the best, to become perfect, so that there was no obstacle he could not overcome.
It was during these wanderings that he came into the possession of a pegasus egg. This egg he hatched and hand-raised, naming the colt Ama'mus Koehdrin, and when he returned to the civilized world on the outbreak of the second world war, he brought Ama'mus with him.
Whilst Mor'itar may have agreed with some of the eugenicist principles of Nazi Germany, he could not bring himself to align with their methods. Thus it was that he rejoined at his former rank and insisted upon joining an artillery company. His commanders could not know that he intended to be the artillery himself. With his new focus, he took the time to completely refocus his energies towards outright destruction, and so he began to rain hell down upon the Axis forces, riding astride Ama'mus and making his region the no-man's-land that he knew in the Great War.
Now that the war is over, he wishes to regain his father's respect, not only because family ties are held in great esteem by the Ar-tel-quessir, but also because he knows that there is great influence to be had by realigning himself with his father's name.
It is to this end that Mor'itar has applied to this Adventuring School. He knows that under master tutelage he can achieve perfection faster, and his father has requested that he apply himself to study and the nature of his blood rather than wandering and learning in the field. Mor'itar also knows that it will spite Din'afein to no end that he is now studying magic in the same vein, but is still far greater than Din'afein.