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[D&D 4E] Tribal Game- The Bering Strait Goto Page: 1 2 [>] [»|]

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Suicidesoldier#1

Fanatical Zealot

PostPosted: Thu Jan 05, 2012 9:46 pm
[ Character Sheets ]




[ Premise/Foreword/Setting/Background/Plot ]
The game is based in North America (or a parallel universe of North America) during the Paleo-Indian period, roughly 47,000 – 14,000 years ago. The people at the time, known as the clovis people, were marked by their characteristic clovis points when designing spears and other pointed weapons, and mysteriously died around 12,900 years ago with virtually no traces of their existence beyond that. Scientists can only predict what happened, although what is known is that a large amount of nano-diamonds and fullerenes, along with strange magnetospheres, are spread all over the north American continent at around the same soil depth along with strange dust in some regions indicating a massive change at a single point in time…

Over 30 species, including one tree, some rabbits, and most megafauna in the North American continent and even the entire world died out after this period (Neanderthals and some other human sub-spcies practically disappeared as well), known as the Quaternary extinction; so they believe. Many of the traces of several species were most likely wiped out due to the power of the extinction (whatever caused it), and it’s relatively difficult to find good samples of species of the period, with entire areas most likely being obliterated, and many areas showed highly specific adaptations in animals (saber tooth cats for instance required specialized jaws and teeth while most cats hunt with their claws, and other animals grew rather dinosaur like straights like horns). Like in real life, there will be large amounts of Pleistocene megafauna, including Mammoths, Mastadons, Rhinos, Horses, Giraffa Rhinos, Giant Sloths, Giant Armadillos, Sabertooth lions, Dire wolves, giant birds, and giant bears, deer, moose, elk, boar, and virtually every other creature will be present. As well, some other, more magical/non-existent species will be present, although they will most likely resemble animals of the time, animals that could have existed or existed in places such as South America, or simply resemble hybrids or mildly changed animals whilst possessing many characteristic of other animals at the time.

While you can be any race or class, this will be more of a tribal/primal based game and backgrounds or characters that reflect this will be greatly appreciated. Well metallurgy exists (as well as various races) it is exceedingly rare, so metal items such as plate armor, scale armor and chain mail or various weapons being made of metal will be rather rare. However, ivory based armor (which, mammoths and other creatures will have it in rather large amount) or rock based armor and weapons are applicable, and virtually any bones or keratin based armor form animals present is available. Hide and leather armor can be from mammoths, elk, large deer or any type of animal fauna, and your specific armor being based on an exotic animal is encouraged. As well, things such as plate armor, chain armor, and scale armor can be replaced by such hide, or ivory (large deer antlers, which reached up to 12 feet wide and several feet high, can serve as a bone base for large armor or shields), as well as wood or natural armor of other animals, armor from giant armadillos being a good example. Chain mail is mostly absent (due to it's complexity in production), although thick hide and other forms of armor can replace it. These types of armor function the same mechanically as other types of armor, except that they are made up of stronger, natural animals for the period. Plate armor for instance would act the same, but simply being heavily tanned extremely thick hide from a mammoth with ivory, metal, or keratin inserts in several places (along with some wood, possibly), with scale armor being more broken up armor with smaller armor, and chainmail simply being thicker leather and hide armor. Due to the varying types of hide and skin present in animals during the period (mammoth hide compared to say wolf hide) as well as armor, it’s conceivable that there are varying levels of hide and therefore can function as varying levels of armor; they still function, mechanically, as each type of armor presented.

Particular tribal flavors are encouraged for your class; Divine individuals for instance would worship spirit or nature gods, and darker classes might be known as witches or “voo-doo” type individuals. Magic exists, and all classes and races are allowed. However, due to the heavy human appearance during the time, more human like races are encouraged, such as a dwarves, halflings, gnomes, elves (half-elves), goliaths, and other similar creatures fitting the bill, with shifters being more human than animal, for instance (in terms of appearance). Other races are allowed, and virtually all “dark” or “shadow” based creatures based from humans or similar creatures are relevant, and things such as Dragons and Minotaurs (half-humans, more or less) were created either from convergent evolution or through magic. Goblins, trolls, Orcs (half-orcs), and other such creatures are easily relatively human like as well. Many sub-species of humans existed at the time, and while generally believed not to be present in the area, sub-species fitting the time period are allowed as well; these sub-species function exactly like humans, mechanically, however they have noted differences roleplay wise. Neanderthals for instance had very stocky builds, with short arms, short legs, and virtually no “waist”. They were generally around 5’6 and had extremely long, very leverage seeking hands and joints, that were ideal for grip and powers; even at similar sizes to humans they were expected to have roughly double the strength in many facets. Neanderthals lacked a great deal of dexterity, however; for such character designs it’s mostly expected that you have your attribute at strength or constitution, rather than something like dexterity. As well, sub-species of varying heights and sizes existed, meaning that races such as halflings could essentially be pygmies (dwarves could be Neanderthals or Neanderthal based for instance, with EXTREMELY stocky builds). Goliaths might be Homo heidelbergensis, who were said to regularly reach 7 foot in some places (although this is somewhat disputed, as their legs may have simply been longer putting them at around 6’ something instead, and it may not have been too common). Other species can be fit as well, and if you are unsure what fits you may ask me.

There are large cities, and these range from large stone cities to more wood or straw based cities or those built into natural formations, such as caves. While your race pretty much possess it’s lineage, there may also be various other lineages and tribal lineages, leading to rather diverse racial background possibilities. Your people may have just been nomadic hunters, or came from a rather large city. Cities of Gold and of strange origins are also mentioned, and it’s possible that more south American places are present as well.

The area is mostly cold, as it’s around an ice age period, although desert and large grass planes do exist that receive very little snow and are of relatively temperate or warm climates. You may have came from a tundra or colder place, however due to the low amounts of vegetation and precipitation it may have been considered a desert, and you adapted accordingly.

Your environment and background depends on your race and circumstances, however tribal or otherwise early human history North American backgrounds are enjoyed and encouraged.

Tribal feats are encouraged as well.





[ Character Creation ]
Level 4 (With stats)
22 stat buy
125 Gold


Available Sources:
All sources are available; that are officialsz, of course.


Backgrounds: Backgrounds are heavily encouraged, and well flavored tribal backgrounds are highly appreciated. Be creative in your armor and weaponry, as they can have many sources.
You may end up choosing certain class paths that represent your characters and their condition, although all paths are allowed and your background does not specifically impair their mechanics.


[ House/Optional Rules ]
Scion of Arkhasia can Fly, and gain a fly speed equal to their movement speed after armor (but no hover). They do gain an overland flight speed equal to double their speed when they gain the proper utility power, however they must land at the end of this movement. The theory is that while they can fly and maintain flight for prolonged periods of time, large bursts wear them down.

Barbarians are now capable of getting chainmail, scale, or plate armor at character generation free of feat cost.

The Melee training feat functions as normal, except that slayers only receive half of their chosen stat instead of the full ability modifier.

Screw it, weapon proficiencies and expertise feats are free too; so you can get say, a MordenKrad and Bludgeon expertise without the cost of a feat but, only one of each, so you can't get proficiency with all weapons for free; armor remains as normal.

Goliath Great-Weapon Proficiency and Dwarven weapon training applies to all two-handed weapons and provides +2, +3, and +4 damage at each tier

As well, you can play an orc. xp
 
PostPosted: Fri Jan 06, 2012 1:41 am
This was seriously tl;dr

Sign me up for a half-orc berserker, defender and striker, aw yeah  

Arc Vembris
Crew


Suicidesoldier#1

Fanatical Zealot

PostPosted: Fri Jan 06, 2012 1:42 am
Arc Vembris
This was seriously tl;dr

Sign me up for a half-orc berserker, defender and striker, aw yeah


lol yeah, I was going to post that if no-one else did. xp

But SHH-YEAH! blaugh


Beserkers be OP dawg.

I got dat other book btw. ninja  
PostPosted: Fri Jan 06, 2012 1:43 am
Also, you guys can communicate among each other for whatever tribal feats you want, if any.  

Suicidesoldier#1

Fanatical Zealot


Southern Cross Nemesis
Vice Captain

PostPosted: Fri Jan 06, 2012 8:52 am
I say we get the tribal feats that allows us to use a nuke and betters sneak... sneak into enemy base and ....KABOOOOOM!!!! burning_eyes

Jk... looking up the tribal feats now  
PostPosted: Fri Jan 06, 2012 9:09 am
Southern_cross_nemesis
I say we get the tribal feats that allows us to use a nuke and betters sneak... sneak into enemy base and ....KABOOOOOM!!!! burning_eyes

Jk... looking up the tribal feats now


Actually there is a stealth one. O_o

Personally I think that the Mountains Endurance (+to healing surge value), Stealth, and Initiative ones are pretty good, and the intimidate one is alright.  

Suicidesoldier#1

Fanatical Zealot


Arc Vembris
Crew

PostPosted: Fri Jan 06, 2012 9:04 pm
Waking Bear

I like the Courageous Heart, bonus to fear and charm saves  
PostPosted: Fri Jan 06, 2012 10:01 pm
Silent Hawk.  

Bedlam Crumpet

Dapper Lunatic


Suicidesoldier#1

Fanatical Zealot

PostPosted: Fri Jan 06, 2012 10:07 pm
TheMoonShadow


Does your character have armor? xp  
PostPosted: Fri Jan 06, 2012 10:19 pm
I don't know why the Arm./Abil number won't change. It's 3 and I'm trying to make it 5. neutral  

Bedlam Crumpet

Dapper Lunatic


Suicidesoldier#1

Fanatical Zealot

PostPosted: Fri Jan 06, 2012 11:05 pm
TheMoonShadow
I don't know why the Arm./Abil number won't change. It's 3 and I'm trying to make it 5. neutral


Well, look below your weapons.

There is an "Armor bonus" place to put your armor score from whatever armor you're wearing; there's a shield bonus next to it, and a check penalty (for your armor) next to that, and then a speed penalty your armor might impose.


Mhhm.

So put your armor stats in there (leather or hide) and it should show up! blaugh  
PostPosted: Fri Jan 06, 2012 11:59 pm
Ah. Never noticed that box. ^_^;;;;;
Fixed it, now.  

Bedlam Crumpet

Dapper Lunatic


Suicidesoldier#1

Fanatical Zealot

PostPosted: Sat Jan 07, 2012 12:34 am
I know, it's awesome right! blaugh

These sheets can get confusing but they can be a real awesome tool once you get it down; like, character designs WITHOUT wasting paper, and it automatically does math, which while easy is still great; awesome imo. xp


And it's stored on a database you an reach anywhere!

Just really amazing; but I usually learn or memorize a lot of my characters so lol. xp  
PostPosted: Sat Jan 07, 2012 1:55 am
I have changed hide armor proficiency to

Quote:
The Hide Armor Expertise feat has been changed to operate how it would normally before the errata, except that you are unable to benefit from the extra AC granted from second skin or hide armor proficiency at later levels.



So if that would effect your decision on it's use, there you go. xp  

Suicidesoldier#1

Fanatical Zealot


Suicidesoldier#1

Fanatical Zealot

PostPosted: Thu Jan 19, 2012 6:03 pm
And done this.
Quote:

Screw it, weapon proficiencies and expertise feats are free too; so you can get say, a MordenKrad and Bludgeon expertise without the cost of a feat but, only one of each, so you can't get proficiency with all weapons for free; armor remains as normal.
 
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