Bleach: Online World is a fun and exciting way to exercise your creativity and escape into a world you help build! It is an expansive roleplay experience depicting the entire Bleach Universe, but this time we control what happens. This is a great place to meet new people, make friends, and come to have fun and relax for a few hours as you lose yourself in the mind of a character that you design!
Here, you decide your own destiny as you forge your way through Soul Society as a Shinigami, or through Hueco Mundo as a Hollow. Travel the world as a human, or corrupt it as a Bount. Hunt your prey and escape your enemies as a Quincy, or put on your mask and roar as a Vizard. Whichever path you choose, your role in this expansive, alternate Bleach universe is up to you! There are no canon characters to deter or impede you, and everyone can help each other build their story! So what are you waiting for? Hop on in, and get started!
As a Hafling, you'll have -2 to Strength and +2 to Dexterity. To determine your scores, we will use the point buy system. If you spend no points in a stat, it has an 8. You have 28 points to spend, and the scores cost as follows:
Post by Myzaraphiston Synderfell on Dec 28, 2012 17:20:15 GMT -5
All right, stats are perfectly in order. Now, before we move onto Skills and Feats, there is one thing I have to get in place. You see, all of the Player Characters in this campaign are initially connected by one thing.
You all have been, at one point in your lives, wronged by a small-time crimelord by the name of Gaedren Lamm. He is a throughly vile man, and your character would ideally like to see him brought to justice in some way, whether it's by the courts or on the edge of a sword. What he did to you can affect the rest of your character creation process, and how you RP. The possible choices of what he did to change your life are as follows:
Drug Addiction - Someone you know has become addicted to shiver, a drug distilled from the venom of dream spiders. The drug induces sleep f illed with vivid dreams, during which the user’s body often shakes and shivers, giving the substance its street name. Shiver is particularly dangerous for the desperate, for its promises of dreams and oblivion are often viewed as the only alternative apart from suicide for escaping a dreary life. You’ve always thought of shiver as a problem of the lower class, but then someone you know overdosed on the stuff. You’ve done a bit of investigating and have learned that the one who got your friend addicted in the first place was a crimelord named Gaedren. Unfortunately, the guards seem to be more focused on the bigger dealers. They don’t have time to devote many resources to what they’ve called, “a bit player in a beggar’s problem.” It would seem that if his operation is to be stopped, it falls to you. (The Addiction could also alternatively involved your character himself.)
Framed - Someone you know and love was accused of murder. A supposed eyewitness account from a local fisherman seemed to be enough to seal the case, but the accused had enough alibis that sentencing wasn’t immediate. Someone confronted the fisherman and discovered he was intimidated into providing false witness and forced into planting the murder weapon by the actual murderer—a local crimelord named Gaedren Lamm. Lamm’s thugs killed the fisherman before he could recant his testimony. Although this removed the key witness and resulted in the accused being set free, the stigma was enough to badly damage his reputation. If you can find Gaedren, you’re sure you can find evidence that ties him to the murder and can clear the accused’s name. (It can either be a family member or yourself who was framed)
Love Lost - Someone you loved was knifed to death in a dark alley one night. You were called to the scene by the Korvosan Guard to identify the body, and as rough as that was for you, you also noticed a ring was missing from the body. Whoever murdered your loved one stole that ring—you’re convinced of it. You’ve done some investigation on your own and recently found the ring for sale at a local merchant. Although, to your great frustration, you can’t afford yet to buy it back, the merchant did tell you from whom he purchased the ring: a man named Gaedren Lamm. It seems likely this criminal is the one who killed your loved one, or at the very least knows who did. The only problem is finding him. (Choices here are the sole surviving parent of your family or a lover)
Missing Child - You suspect that a child you know has been abducted by Gaedren. Whatever the relationship, you’ve heard rumors about Gaedren’s “Little Lamms,” and of how the old man uses children as pickpockets and agents for his crimes. You’ve even heard rumors that the child you’re looking for has been spotted in the marketplaces in the company of other known to be cutpurses and pickpockets. Although the Korvosan Guard has been understanding of your plight, yet it has its hands full with “more important” matters these days, it seems, and has not yet been able to learn anything more about Gaedren. No one else is interested in bringing Gaedren down and rescuing his victims—that task falls to you. Yet where could the old scoundrel be hiding? (Choices are a missing Sibling, or a missing Son or Daughter of your own or somebody you know)
Unhappy Childhood - You spent a period of time as one of Gaedren’s enslaved orphans. Maybe you were abducted from your parent’s home or during a trip to the market. Perhaps the irresponsible matron who ruled your orphanage traded you to him in return for a desperately needed loan of money. Or perhaps you, like most of Gaedren’s slaves, were merely a child of the street who succumbed to his promise of regular meals and a roof in return for what he said would be “a little light work.” Whatever the case, you spent several years of your life as one of his “Little Lamms” before escaping. You’ve nursed a grudge for the old man ever since. (Options here are Tortured and left to die by Gadrean, or running off and joining an organized religion in the city)
Post by Myzaraphiston Synderfell on Dec 28, 2012 18:07:32 GMT -5
All right! Your selected background does not effect this next step, but will change you in a later one. Now we move on to Skills and Feats. You have 8 skills to choose from, and one feat.
For a Spellthief, you have the following Skills to choose from. The ones marked with an asterisk (*) are ones I highly reccomend.
Appraise Bluff Concentration Craft Decipher Script Disable Device * Escape Artist Gather Information Hide* Jump Knowledge (Arcana)* Knowledge (Local) Listen * Move Silently * Open Lock * Search*** Spellcraft Spot* Swim Tumble* Use Magic Device*
As for feats, I am actually choosing to limit your options some here. There's far too many feats, and not all of them are useful. Therefore, I will list only the most helpful ones here.
Improved Initiative (Helps you go first in a fight easier) Dodge (Exactly what it says on the tin) Nimble Fingers (Bonus to checks involving Disable Device and Open Lock) Two Weapon Fighting (For more attacks) Combat Reflexes (For more chances to hit an enemy while they're exposed) Acrobatic (Bonus on checks involving Jump and Tumble) Stealthy (Bonus on checks involving Hide and Move Silently)
Post by Myzaraphiston Synderfell on Dec 29, 2012 17:41:01 GMT -5
All right, next is Class/Racial features and equipment.
As a halfling, you have the following benefits:
Small: As a Small creature, a Halfling gains a +1 size bonus on attacks and Armor Class, and gains a +4 size bonus on Hide checks. However, you use smaller weapons than other races, and have 3/4 of the carrying capacity of those of a medium character.
Base Speed: Halflings have a base speed of 20 feet.
Natural Athletes: +2 bonus on Climb, Jump, and Move Silently checks
Lucky: +1 racial bonus on all saving throws.
Fearless: +2 morale bonus on all saving throws against fear.
Masters of Throwing: +1 racial bonus on attack rolls with thrown weapons and slings.
Keen Ears: +2 racial bonus on Listen checks.
Languages: Common and Halfling. You get one additional language from the following list: Dwarven, Elven, Gnome, Goblin, Orc, Varisian, Shaonti, Thassilonian, and Chelexian.
As a spellthief, you have the following class features:
Weapon and Armor Proficiency: Spellthieves are proficient with all simple weapons and with light armor but not with shields. Because the somatic components required for spellthief spells are simple, a spellthief can cast spellthief spells while wearing light armor without incurring the normal arcane spell failure chance. However, a spellthief wearing medium or heavy armor or using a shield incurs a chance of arcane spell failure (see page 123 of the Player’s Handbook) if the spell in question has a somatic component (most do). A multiclass spellthief still incurs the normal arcane spell failure chance for arcane spells received from other classes, including those stolen from arcane casters (see the steal spell ability, below).
Sneak Attack: A spellthief deals an extra 1d6 points of damage when flanking an opponent or at any time when the target would be denied its Dexterity bonus. This extra damage applies to ranged attacks only if the target is within 30 feet.
Steal Spell: A spellthief can siphon spell energy away from his target and use it himself. A spellthief who hits an opponent with a successful sneak attack can choose to forgo dealing 1d6 points of sneak attack damage and instead steal a spell, or the potential to cast a specific known spell, from his target. If the target is willing, a spellthief can steal a spell with a touch as a standard action.
The target of a steal spell attack loses one 0-level or 1st-level spell from memory if she prepares spells ahead of time, or one 0-level or 1st-level spell slot if she is a spontaneous caster. A spontaneous caster also loses the ability to cast the stolen spell for 1 minute. If the target has no spells prepared (or has no remaining spell slots, if she is a spontaneous caster), this ability has no effect. A spellthief can choose which spell to steal; otherwise, the DM determines the stolen spell randomly. If a spellthief tries to steal a spell that isn’t available, the stolen spell (or spell slot) is determined randomly from among those the target has available.
For example, a 1st-level spellthief who uses this ability against a 1st-level sorcerer could choose to steal magic missile. Assuming the sorcerer knew that spell, a successful steal spell attack would eliminate one 1st-level spell slot and temporarily prevent her from casting magic missile. If the same spellthief stole magic missile from a wizard who had it prepared, the wizard would lose one prepared magic missile spell (but wouldn’t lose any other magic missile spells she might also have prepared).
After stealing a spell, a spellthief can cast the spell himself on a subsequent turn. Treat the spell as if it were cast by the original owner of the spell for the purpose of determining caster level, save DC, and so forth. A spellthief can cast this spell even if he doesn’t have the minimum ability score normally required to cast a spell of that level. The spellthief must supply the same components (including verbal, somatic, material, XP, and any focus) required for the stolen spell. Alternatively, a spellthief of 4th level or higher can use the stolen spell power to cast any spellthief spell that he knows of the same level or lower (effectively, this gives the spellthief one free casting of a known spell). A spellthief must cast a stolen spell (or use its energy to cast one of his own spells) within 1 hour of stealing it; otherwise, the extra spell energy fades harmlessly away.
At any one time, a spellthief can possess a maximum number of stolen spell levels equal to his class level (treat 0-level spells as 1/2 level for this purpose). For instance, a 4th-level spellthief can have two stolen 2nd-level spells, or one 2nd-level spell and two 1st-level spells, or any other combination of 0-level, 1st-level, and 2nd-level spells totaling four levels. If he steals a spell that would cause him to exceed this limit, he must choose to lose stolen spells sufficient to reduce his total number of stolen spell levels to no more than his maximum.
A spellthief can’t apply metamagic feats or other effects to the stolen spell unless the specific spell stolen was prepared with such an effect. For example, a spellthief of 6th level or higher could steal a wizard’s empowered magic missile, but only if he specifically chose to steal empowered magic missile. If he chose to steal an unmodified magic missile, he couldn’t steal an empowered magic missile, a silent magic missile, or any other metamagic form of the spell. A spellthief couldn’t steal an empowered magic missile from a sorcerer, since the sorcerer applies metamagic effects upon casting and thus has no prepared empowered magic missile spell.
Trapfinding: A spellthief can use the Search skill to locate traps with a DC higher than 20, and he can use Disable Device to bypass a trap or disarm magic traps. See the rogue class feature, page 50 of the Player’s Handbook.
Post by Myzaraphiston Synderfell on Jan 1, 2013 15:08:44 GMT -5
All right. We are now on the last step. It is time for the combat block. Before we start that, however, there is the small matter of Ability score modifiers. Determining Ability score modifiers goes like this:
First up is Hit Points (HP). As a Spellthief, your hit-dice is a d6. This means at first level, you start off with 6 HP automatically. You then add in your constitution modifier (+1 from a score of 12) for a total of 7.
Second is attack bonuses. A first level spellthief has no Base Attack Bonus, but you do get a +1 bonus on all attacks due to being a small character. Your melee attacks (with your rapiers or punching dagger) use your strength modifier for the attack roll and the damage roll, while your ranged attacks (with your shuriken) use your Dexterity modifier for the attack roll.
Third is your Armor Class. This is a static value equal to 10+armor bonus from armor+shield bonus+dexterity modifier+size modifier. This determines how easy you are to hit with traditional attacks, such as a sword or a bow. You also must determine your Touch AC, which is equal to 10 + Dexterity Mod + Size; and your Flat-Footed AC, which is equal to 10+Armor+Shield+Size.
Finally, there's your save bonuses. You gain no bases bonus to Fortitude or Reflex as a spellthief, but do gain a +2 bonus to Will saves. In addition, as a halfling, you gain a +1 bonus to all your saves thanks to your lucky nature. Furthermore, your past with Gaedren finally takes effect here. You learned to react more quickly to danger thanks to his mistreatment of you as a child, granting you a +1 bonus on Reflex saves.