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22:47, 3rd May 2024 (GMT+0)

Random Things.

Posted by PsynisterFor group 0
Psynister
GM, 6 posts
Thu 23 Feb 2017
at 04:46
  • msg #1

Random Things

DM:
Common Knowledge Draaken Empire
-It is the homeland of the dwarves and most of the population is such.
-Origin of some of the best arms and armor outside Sigheim.
-No one is allowed outside the trading ports, save dwarves.

Uncommon Knowledge Draaken Empire
-Homeland of a mid-sized population of rock gnomes.
-The primary source of magic that is used in Draaken arms and armor.
-The reason why people aren't allowed further into the city is to hide the above fact.

DM:
Common Knowledge Silver Forest
-Any large force that dares it vanishes.
-Known to house uncounted barbarian tribes that descend to raid the northern lands.
-Krieghold claims the forest as its territory.

Common Knowledge Silver Forest
-Home to a large population of solitary forest gnomes

Uncommon Knowledge Silver Forest
-Forest Gnomes observe a two week long mating ritual in the heart of the Silver Forest each year in mid-summer. This is the only time these gnomes are seen in groups larger than three.
This message was last edited by the GM at 04:51, Thu 23 Feb 2017.
Roscoe Bluebutton
Halfling Sorcerer, 1 post
Sun 4 Jun 2017
at 01:37
  • msg #2

Random Things

Roscoe stood up and wiped the dust from his clothes, just as his companions were being pushed out of the tavern door behind him. "That was completely unnecessary," he said as he turned to look at them.

Verity caught her footing before she went down in the dirt as well, and gave the halfling a little shove, "Shut it, Roscoe! We told you a few spare coins weren't worth the risk. You can't go around doing business of your own, inside someone else's place of business, without their approval."

Roscoe looked up at the she-elf ranger, "If their food didn't taste like last week's scraps, I wouldn't have needed to offer my services! They could have just asked me to stop, and I'd have been happy to leave them to it." He could tell from the hidden smile on her face that she wasn't as angry as she wanted to appear to be.

The dwarven party leader, Khorban Galehammer spoke up then, "They did! TWICE!" His face was nearly as red as his beard, but Roscoe couldn't fathom why.

A bit hurt, Roscoe replied, "Yes, well... They should have asked more nicely, then." Roscoe sighed, and gave up on brushing the dust off manually. He held up his and snapped his fingers three times as he lowered it back down to waist level. At the first snap, his shirt appeared instantly clean as new. His pants followed with the second snap, and his boots with the third.

Khorban's mustaches were flaring out and his angry breathing was quite audible. He looked to be about to say something as Jory arrived, calling out, "Khorban! I found it!"

Jory jogged the rest of the way up to the group and paused as he noticed the color in Khorban's cheeks. The dwarf waved his concern off pointing at Roscoe, and then indicated for Jory to continue.

Jory readjusted his amulet, a symbol of a clean scroll, pulling it back from over his shoulder to rest in its place in the center of his chest. It was the sign of some god, or something, but Roscoe paid little attention to such things as he wanted nothing to do with gods. Especially human gods. "I found it mentioned in another book here as well. The Scroll of Vilfarz rests in a cavern not far from here. The entrance is disguised just as it was described in the other book; green vines with brown and orange blossoms. But, this book also mentioned that the blooms are poisonous, but only to the touch. Fire, it said, is the key to getting past them."

Jory looked as if he was about to say something else, but Roscoe jumped in, "Fire!? I can handle fire!"

Verity reached down and intercepted the halfling's hands as they shot up to demonstrate, "We know, Ross! Calm down, we'll get to that when we find it."

..

Everyone in the group took off at a run, and soon came upon the form of Verity kneeling on one knee, blood running down her side as she fended off three bandits wielding shortswords. Jory shouted at Verity as he ran toward her, and she pushed herself back up to her feet with renewed vigor. He struck out at one of the bandits as he closed in with them, but the man blocked it with ease.

As Khorban rushed in, three more bandits rushed out at him. The first met only his shield, but the second stabbed up into his arm and the third sank his sword hilt-deep into the dwarf's gut, piercing straight through his armor. Khorban fell to the ground, unconscious and bleeding out.

Roscoe stopped his run, sliding forward on the rocky dirt, "Khorban!". The halfling reached into a pouch and pulled out a live cricket, cupping it in that hand until he could pinch it between two fingers on the other. He held up the cricket, uttered a word of power and pointed toward the bandits surrounding Khorban, and then stuck the cricket in his mouth and swallowed.

The bandits dropped their weapons, fell to their knees and then tumbled over to the ground in magical slumber.

The bandits around Verity launched another attack. Two stabbed toward her, but found the elf too elusive for them time around. The third went for Jory and left a large gash in man's right cheek.

Verity retaliated by stabbing her rapier through the first bandit's eye socket, and the man fell dead. She spun and slashed at another bandit with her shortsword, wounding the man deeply.

Jory called out to Khorban, "Khorban, rise up!" He then turned back to the bandit he was engaged with and crushed the man's skull with one solid blow. Khorban awoke thanks to Jory's healing words, took note of his surroundings as he stood, and then killed a slumbering bandit nearby.

Roscoe expended the rest of his arcane energies in the form of three bolts of force energy flew towards the two bandits who still stood. One stabbed into the bandit injured by Verity, killing the man. The other two bolts stabbed into the one facing off against Jory and killed that man as well.
This message was last edited by the player at 03:10, Sun 04 June 2017.
Psynister
GM, 16 posts
Tue 5 Dec 2017
at 19:46
  • msg #3

Random Things

link to a message in another game

Alright, then for my official RTJ

Your level of experience with D&D: I've been playing D&D for over 25 years.

Name : Mok'guleh
Race : Bugbear
Class: Rogue
Backg: Outlander

Brief description of your character's appearance:


Brief summary of their life before deciding to become an adventurer:


Why your character wants to become an adventurer:




BUGBEAR TRAITS
Your bugbear character has the following racial traits.
Ability Score Increase. Your Strength score increases
by 21 and your Dexterity score increases by 1.
Age. Bugbears reach adulthood at age 16 and live up
to 80 years.
Alignment. Bugbears endure a harsh existence that
demands each of them to remain self-sufficient, even at
the expense of their fellows. They tend to be chaotic evil.
Size. Bugbears are between 6 and 8 feet tall and
weigh between 250 and 350 pounds. Your size
is Medium.
Speed. Your base walking speed is 30 feet.
Darkvision. You can see in dim light within 60 feet
of you as if it were bright light, and in darkness as if it
were dim light. You can't discern color in darkness, only
shades of gray.
Long-Limbed. When you make a melee attack on your
turn, your reach for it is 5 feet greater than normal.
Powerful Build. You count as one size larger when
determining your carrying capacity and the weight you
can push, drag, or lift.
Sneaky. You are proficient in the Stealth skill.
Surprise Attack. If you surprise a creature and hit it
with an attack on your first turn in combat, the attack
deals an extra 2d6 damage to it. You can use this trait
only once per combat.
Languages. You can speak, read, and write Common
and Goblin.
This message was last edited by the GM at 19:51, Tue 05 Dec 2017.
Psynister
GM, 20 posts
Thu 4 Jan 2018
at 22:27
  • msg #4

Random Things

Application to another game: link to another game


I'm rules legit.

I started applying a couple of days ago, and life got busy. The game is no longer marked, so I assume you're full now, but if you've got room for one more or a player drops, I'll hang out on the sidelines for an opening.

Name: Kamish Emberforge
Race: Mountain Dwarf
Class: Forge Cleric 1/Wild Magic Sorcerer 2
Background: Soldier (Blacksmith)

Writing Sample 1: Combat round
Kamish reached up to grasp the small, silver hammer that hung around his neck, and uttered a quick prayer to heal the wounds he had sustained against this group of goblin ambushers. As the spell completed, he felt relief and energy flow back into him, bringing a smile to his bearded face.

He then tapped into the wild magic that flowed within his veins, rushing through an incantation and ripping the magical essence straight out of his body in order to send a streak of flames at a nearby goblin. He saw it hit true, but he felt the fire still burning within.

Then the world around him exploded.

Cast Cure Wounds, Quicken Spell: Firebolt, Wild Surge 07 casting Fireball centered on self


Writing Sample 2: Social or Exploration
Kamish climbed back to his feet, spitting blood that flowed from a loosened tooth and cut lip. Smoke curled around him, and his whole body ached and burned, even beneath his armor. It seemed that even quickening the simplest of spells could cause the wild surges of magical power to flood out of him. As he looked around him to take note of the damage it had caused this time, he nearly passed out just from the pain of moving. The silence around him told him well enough that the fight was over, so he let out a deep breath and tried to compose himself.

As his vision cleared, he decided to start small and moved nothing but his eyes and hands. The first thing he noticed was that his beard had been burned to nothing. Again. He'd managed three years of growth since the last time, and he was not looking forward to having to grow it back out again. He could tell just from the feeling alone, that the only thing that kept him alive was the healing spell he'd managed to cast just before the surge.

He heard a voice, but couldn't make out the words over the ringing in his ears. He wiped his eyes carefully, and then sat up to look for the source of the sound. There was no way goblins would have survived that blast, and Jorn would have certainly finished off the two he was facing by now.

He heard the voice again, this time more clearly, "Kamish! You alright over there, buddy?"

Kamish nodded to Jorn, "I'll live...I think."

"You've been holding out on me, man! When did you learn how to cast that!?"

"I didn't. That one cast itself. Remember that time my skin turned blue for nearly three weeks before we found a priest who could fix it? Same thing." Kamish took a few deep breaths, wincing at the painfully burned skill that covered his body, but calming and preparing himself to return to his feet.

Jorn came over to help him up, and retrieve the weapon and shield that had fallen from Kamish's hands. "If you're telling me what just happened here was an accident, then you seriously need to have someone take a look into whatever is wrong with you."

Kamish stood there for a moment, feeling the pain of that fiery backlash of power. He uttered one final prayer for the day to use the last of his magical reserve, removing the burning sensations that covered his skin. The beard would still take months to grow back to anything halfway reasonable, but that was a price he was willing to pay for his life.
Lornax Astraba
Tal'dorei Druid, 1 post
Tue 9 Jan 2018
at 18:25
  • msg #5

Backstory

Backstory

Lornax grew up in and around Terrah, located in the Cliffkeep, where he and the rest of his family served the Ashari tribe in maintaining the earth rift nearby. Their local leader Pa'tice, the Heart of the Mountain, directed the tribe's work and the maintaining of relationships with nearby peoples as well as the other Ashari tribes who served similar roles at the other elemental rifts across the land.

His true calling was interactions with the beasts of the wild, rather than the peoples of civilization. He learned to speak with them at a vary young age, and learned quickly the magical processes of adopting their forms. In that regard, he excelled in his druidic training and was welcomed into the Circle of the Moon at a rather early age.

With his love for his tribe, his nurturing instincts, and his sense of wanderlust made Lornax particularly good at acting as a guide and escort for traders and diplomats for the tribe. Lornax wanted to take part in the actual discussions, but he found at an early age that he was not well suited to interacting with outsiders. It seemed he had a knack for saying the wrong things, causing insult or offense of varying degrees, and he was rather quick to anger, himself. The qualities that made him good at protecting his loved ones, were the same that made him bad at dealing with the outsiders.

Trips to Kraghammer were somewhat common, and always rather tense, as they sought to warn the dwarves about their reckless mining excursions and its potential to upset the balance of the rift. He did as he was told, but he personally found the dwarves themselves to be a likable people with enjoyable personalities (racism aside). Emon was his most frequent destination, and far less tense, while Syngorn was somewhat more rare but the most enjoyable for him as the distance was greater. Lornax was able to visit the air Ashari in Zephra on his fourteenth birthday, and found the trip intriguing but oddly uncomfortable as well.
This message was last edited by the player at 19:39, Tue 09 Jan 2018.
Lornax Astraba
Tal'dorei Druid, 2 posts
Sun 14 Jan 2018
at 16:32
  • msg #6

Backstory

Lornax continued his vigilant observation of the area around them as he listened to the others. Though he didn't often speak much about the Ashari with outsiders, he decided to share a bit about the subject, "In Terrah, we watch over the rift, as always, only more vigilantly and with larger numbers."
Psynister
GM, 41 posts
Thu 18 Jan 2018
at 06:53
  • msg #7

Backstory

Shrade Harcroft

Male, Human, age 27

Height: 6'0". Weight: 203 lb. Eyes: Grey  Hair: Brown  Distinguishing features: facial scars

Class saving throws, skill proficiencies highlighted in blue

Level: 6 (14,000 / 23,000 XP)

Proficiency Bonus: +3
Size: Medium
Speed: 30 ft
Encumbrance: 80 lb
Lift, Drag, Push: 480 lb

Base Melee: +6
Base Ranged: +3
Spell Attack: +6
Spell Save DC: 14

Weapons:

Spell Slots:
  1: 4   2: 3   3: 2  4: 0

Prepared Spells: (Pal Cha+1/2 lv, Sorc all)
  Pal (4): Cure Wounds, Bless, Detect Magic {r}, Shield of Faith
  Sorc 1 : Shield, Expeditious Retreat
  Sorc 2 : Mirror Image, Misty Step

STR 16 (+3) [+3]  HD 2d10+4,4d6+8
DEX 10 (+0) [+0]  AC 19 (Natural 10)
CON 15 (+2) [+5]  HP 44/44
INT  8 (-1) [-1]  PAS.INV -1
WIS 10 (+0) [+3]  PAS.PER/INS. +6/+3
CHA 17 (+3) [+6]

Racial Traits
  Stats: +1 Con, +1 Cha
  Skill: Perception
  Feat : Resilience (Con): +1 Con, Proficiency in Con Saves.
  Languages: Common, Giant

Sage Traits
  Skills: Arcana, History
  Languages: (2) Draconic, Abyssal

Class Traits
  Divine Sense: (Action) locate celestial/fiend/undead within 60 ft. 1+Cha/Long Rest
  Lay on Hands: (Action) pool of 10 hp
  Style: Defense (+1 AC)
  Divine Smite: (free) when you hit, sacrifice a spell slot for 1d8+1d8/SL Radiant
   - deals +1d8 against Undead/Fiends

  Origin: Wild Magic
    Wild Surges: After casting a spell, DM can call for a d20 roll. On a 1, consult chart
    Tides of Chaos: Gain Advantage once per long rest. Recharge if DM makes you surge.
  Font of Magic: 4 points, use them to get slots back or use meta magic
  Meta Magic: Quicken (2), Extend (1)
    Quicken: casts the spell as a Bonus action
    Extend : doubles duration of the spell, max 24 hours
  ASI: +1 Str, +1 Cha

Armour: all
Weapon: all
Tools : none
Languages: Common, Giant, Draconic, Abyssal

Skills

STR +3               WIS +0
Athletics            Animal Handling
                     Insight
DEX +0               Medicine
Acrobatics           Perception
Sleight of Hand      Survival
Stealth

INT -1               CHA +3
Arcana               Deception
History              Intimidation
Investigation        Performance
Nature               Persuasion
Religion
Crafting


Equipment:  5 lbs
  Mace           d6 B    4 lbs
  Dagger         d4 P    1 lbs

Worn/Held: 77 lb
  Longsword      d8 S    3 lbs
  Shield         AC +2   6 lbs
  Chain Mail     AC 16  55 lbs
  Holy Emblem            0 lbs
  Common Clothes         3 lbs

Inside backpack: 1/30 lbs
  Bottle of Ink (black)

Inside Coin Purse
  starting gold +9.5gp for priest pack


Paladin Level 1 Bless (Con, 1 min) Three allies gain +1d4 to attacks & saves Command Wis save vs Single word command Cure Wounds heals 1d8+Cha per spell level Shield of Faith (Conc, 10 min) target gains +2 AC Compelled Duel, Detect Evil/Good, Detect Magic, Detect Poison/Disease, Divine Favor, Heroism, Protection Evil/Good, Purify Food/Drink, Searing Smite, Thunderous Smite, Wrathful Smite Sorcerer Cantrips (4) Booming Blade Melee attack, +1d8 Thunder. If target moves, deal 2d8 Thunder Green-Flame Blade Melee attack, +1d8 Fire. Deals 1d8+Cha to another target w/i 5 ft Light Make things glow like a torch for 1 hour, 20 ft bright, +20 ft dim Fire Bolt Spell attack, 2d10 Fire damage Sorcerer Level 1 (3, -1 relearn at lv 3) Shield (Reaction) +5 AC until start of your next turn Expeditious Retreat (Conc, 10 min) (Bonus) You can Dash as a bonus action Sorcerer Level 2 (2, +1 relearn at lv 3) Blind/Deafen Con Save vs Blind or Deaf, my choice. Repeat save each turn Mirror Image 3 images, d20 when attacked. 6+, 8+, 10+ to hit an illusion. AC 10+Cha Misty Step (Bonus) teleport 30 ft to a place you can see Sorcerer Level 3 (0) ------ Background History: I grew up, I got strong, I learned to kill things, I collected loot. The end.
This message was last edited by the GM at 19:32, Thu 18 Jan 2018.
Psynister
GM, 42 posts
Sat 20 Jan 2018
at 05:42
  • msg #8

Backstory

link to another game

Name: Blackthorn
Race: Half Orc
Class: Barbarian Zealot 5/ Paladin 2
Background: Entertainer (Gladiator)

Backstory
Born by the name of Kushk, this half-orc was sold to an arena master to pay off the debts of the human woman who gave birth to him. The arena he grew up in was one dedicated to the god, (god of war appropriate to the setting). Kushk's life was defined by this transaction, and his master trained his strength and fighting skills from the time he was only four years of age.

He started competing in non-lethal matches at the age of 10, where he quickly became a crowd favorite, earning himself rewards from the matches and gifts from the patrons. He paid a tithe of ten percent to the temple of (war god), and fifty percent to his owner, with the other forty going toward custom-crafted armor to draw more favor from the patrons.

At fourteen his prowess in the arena earned him the nickname of Blackthorn, based on the barbed armor that he'd had crafted for himself from his earnings. Two years later, he won his freedom from the arena by swearing oaths of service to (war god), and setting out into the world to do his god's bidding.

Writing Sample
The Blackthorn wiped his blade clean on the rags of the dwarven corpse in front of him. He still had no idea why the dwarves had attacked them, or what had caused their eyes to glow with that green light. As he stood, he noticed the marks of Antonina's blade across the dwarf's face, and once again felt the envy of that weapon. It was a habit left over from his time in the arena, coveting the physical possessions of the other fighters, seeking to win them through combat, or of having something even more awe-inspiring crafted from your own earnings.

The rage of battle was leaving him, his blood starting to cool ever-so-slightly, and feelings of calm...boredom, settling in over the glory he had felt just moments before. He turned and surveyed the battlefield, seeing that all of his companions were safe, and seventeen dwarven corpses laid at their feet. The fight was a good one, (god) would be pleased at the event and the result, but the unknown reason for the battle left Blackthorn feeling...cheated, like the time he'd met a woman he thought he could love, only to find out that her affections had been bought and paid for by the arena master.

He looked toward Telindra, "Green eyes? Has the giant lord found a new way to enslave minions to his cause? I grow tired of the bastard's tricks."
Psynister
GM, 43 posts
Mon 22 Jan 2018
at 01:20
  • msg #9

Backstory

link to another game

Name: Keagan Malithorn
Race: Half-Elf
Class: Hexblade Warlock

1) Keagan was born and abandoned on the streets of a city he never cared to learn the name of. He heard names, but names meant nothing to him. Names were a thing you put on and took off whenever the notion hit you, and served no purpose beyond gaining control over another. When people didn't know your name, they didn't have such a power.

Stumbling over corpses in a dark alley was a part of life for Keagan, and though the best thugs knew where find the most valuable and easily offloaded items from a mugging, Keagan wasn't afraid of guards or other people spotting him. Time in a cell meant free food. Bad, stale or tasteless food, but still food and still free. If he found something good, he might eat for several days.

Ten years ago, while huddling under the corpse of such a victim in order to avoid the slavers, Keagan saw his reflection in a blade that had been left stabbing into the man's ribcage. His first thought was to grab the blade. To sell it. To defend himself. To hold close to his chest and feel some illusion of safety. As he laid there staring into it though, he found himself unable to move. People were dying around him, that or being taken captive by the slavers, but all Keagan could do was stare into that blade.

2) Something interesting about me? I've been playing D&D for over 25 years. I'm a computer programmer by trade. I made a 3.5 character generator as my final project for one of my college classes. I'm pretty good at cooking bbq ribs, and I'm even better at eating them.
Hallinon Replacement
Tue 3 Apr 2018
at 04:09
  • msg #10

Hal's Replacement

Short Rest Abilities
Favored by the Gods (+2d4)0/1Hexblade's Curse0/1
Long Rest Abilities
Healing Hands (3 HP)0/1Radiant Soul (3 dmg)0/1
Hit Dice3/3Bennies0/6

Spell Info
Sorcerer Spells
Lv 10/2
Lv 0Light, Chill Touch, Firebolt, Prestidigitation, Green-Flame Blade, Guidance, Spare the Dying, Vicious Mockery
Lv 1Cure Wounds, Shield (+5 AC), Magic Missile
Warlock Spells
Slots0/2
Lv 0Eldritch Blast, Friends
Lv 1Armor of Agathys (5 THP), Hex
Lv 2Crown of Madness, Shatter

Rituals: Alarm, Find Familiar

  Basic Information 

 Character Name  : Lyreat                   Height : 6'1"
 Character Race  : Protector Aasimar        Weight : 190
 Background      : Urchin                   Age    : 27
 Alignment       : Chaotic Good             Eyes   : White
 Deity           :                          Hair   : Black
 Total Level     : 4                        Size   : Medium
 Current XP      : 3,479 / 6,500            Speed  : 30 ft
 Downtime Days   : 0/0

  Character Class Information 

 Level  1 Class : Sorcerer                Max HP  : 6+Con2
 Level  2 Class : Warlock                 HP Roll : 5+Con2
 Level  3 Class : Warlock                 HP Roll : 5+Con2
 Level  4 Class : Warlock                 HP Roll : 5+Con2


 Background  : Sage (Wizard's Apprentice)
 -Skill Prof : Arcana, History
 -Tool Prof  : none
 -Feature    : Research (if I don't know it, I can find it)
 -Languages  : Draconic, Giant

  Ability Scores 

 Strength     : 14 (+2)     14 std array + 0 racial + 0 level + 0 misc
 Dexterity    : 14 (+2)     14 std array + 0 racial + 0 level + 0 misc
 Constitution : 14 (+2)     14 std array + 0 racial + 0 level + 0 misc
 Intelligence : 15 (+2)     15 std array + 0 racial + 0 level + 0 misc
 Wisdom       :  9 (-1)     08 std array + 1 racial + 0 level + 0 misc
 Charisma     : 17 (+3)     15 std array + 2 racial + 0 level + 0 misc

 Carry Capacity   : 210 lbs.    Str x 15
 Lift, Drag, Push : 420 lbs.    Str x 30

  Inspiration 

 Inspired : Yes / [No]   Using inspiration gives you advantage.

 Trait 1: I've read every book out there; even the ones I haven't.
 Trait 2:
 Ideals : No limits - there are infinite possibilities. (Chaos)
 Bonds  : I sold my soul for knowledge.
 Flaws  : I am easily distracted by the promise of arcane knowledge.

  Combat Statistics 

 Hit Points    : 29         Current HP : 29
 Proficiency   : +2         Temp HP    : +0
 Initiative    : +2         Total HD   : 1d6+2, 3d8+6

 Base Melee    : +4     2 Prof + 2 Str + 0 misc
 Base Ranged   : +4     2 Prof + 2 Dex + 0 misc
 Base Spell    : +5     2 Prof + 3 Mod + 0 misc

Specific Attacks:
  Firebolt   d20+5, d10 Fire
  Eldritch Blast   d20+5, d10 Force
  Chill Touch   d20+5, d8 Cold
  Green-Flame Blade   d20+4, d8+2 Fire
  Hex   +1d6 Necrotic
  Magic Missile   3x d4+1
  Shatter   Con save vs 3d8 Thunder

 Armor Class   :  12     10 + 0 armor + 0 shield + 2 Dex + 0 misc

 Vulnerability : None
 Resistance    : Necrotic & Radiant

  Senses 

 Passive Perception     :  9  10 + 0 prof +-1 Wis + 0 adv* + 0 misc
 Passive Investigation  : 12  10 + 0 prof + 2 Int + 0 adv* + 0 misc
 Passive Insight        :  9  10 + 0 prof +-1 Wis + 0 adv* + 0 misc
  *Add or subtract 5 to passive based on having advantage or disadvantage.

 Vision : Darkvision 60

  Saving Throws 

 Strength     : +2    0 prof + 2 Str + 0 misc
 Dexterity    : +2    0 prof + 2 Dex + 0 misc
 Constitution : +4    2 prof + 2 Con + 0 misc
 Intelligence : +2    0 prof + 2 Int + 0 misc
 Wisdom       : -1    0 prof +-1 Wis + 0 misc
 Charisma     : +5    2 prof + 3 Cha + 0 misc

 Conditional Bonuses and Penalties :

 Death Saves
 Successes : [-],[-],[-]
 Failures  : [-],[-],[-]

  Racial Abilities and Features 


PROTECTOR AASIMAR
  Stats : +2 Cha, +1 Wis
  Size  : Medium
  Speed : 30 ft
  Vision: Darkvision 60 ft

  Celestial Resistance: Resistance to Necrotic & Radiant damage
  Healing Hands: (Action) touch a creature to restore you Level HP. Long Rest
  Light Bearer: bonus cantrip Light
  Radiant Soul: Fly (30 ft) for 1 minute. 1/turn deal +Level Radiant. Long Rest

  Class Abilities and Features 


SORCERER (Divine Soul)
  Armor  : None
  Weapons: Dagger, Dart, Sling, Staff, Lt Crossbow
  Tools  : None
  Saves  : Con, Cha
  Skills : Deception, Intimidation

  Divine Magic: bonus spell Cure Wounds
  Favored by the Gods: If you fail an attack or save, you can add 2d4. Any Rest

WARLOCK (Hexblade)
  Armor: Light, *Medium, *Shield
  Weapons: Simple, *Martial

  Extended Spells: 1st (Shield, Wrathful Smite)
  Hexblade's Curse: Bonus Action, 30 ft, 1 minute
   - +Proficiency Bonus damage
   - Your attacks crit on 19-20
   - When target dies, you heal Warlock+Charisma HP
  Hex Warrior: gain proficiency in Medium Armor, Shields, Martial Weapons
  Hex Warrior: After a LRest, touch a weapon, it uses Cha for attack/damage rolls
  Invocations: (2)
   - Mask of Many Faces: cast Disguise Self at will
   - Fiendish Vigor: cast False Life on yourself at will (d4+4 THP) dropped at Lv 4
   - Book of Ancient Secrets: Book of Shadows gains 2 Rituals and can inscribe more
  Pact of the Tome: gain a Book of Shadows
   - 3 Bonus Cantrips: Guidance, Spare the Dying, Vicious Mockery
   - 2 Rituals: Alarm, Find Familiar (from invocation)

  Skills and Languages 

 [P] denotes a skill that a character is proficient in

 [ ] Acrobatics         : +2    0 prof + 2 Dex + 0 misc
 [ ] Animal Handling    : -1    0 prof +-1 Wis + 0 misc
 [B] Arcana             : +4    2 prof + 2 Int + 0 misc
 [ ] Athletics          : +2    0 prof + 2 Str + 0 misc
 [C] Deception          : +5    2 prof + 3 Cha + 0 misc
 [B] History            : +4    2 prof + 2 Int + 0 misc
 [ ] Insight            : -1    0 prof +-1 Wis + 0 misc
 [C] Intimidation       : +5    2 prof + 3 Cha + 0 misc
 [ ] Investigation      : +2    0 prof + 2 Int + 0 misc
 [ ] Medicine           : -1    0 prof +-1 Wis + 0 misc
 [ ] Nature             : +2    0 prof + 2 Int + 0 misc
 [ ] Perception         : -1    0 prof +-1 Wis + 0 misc
 [ ] Performance        : +3    0 prof + 3 Cha + 0 misc
 [ ] Persuasion         : +3    0 prof + 3 Cha + 0 misc
 [ ] Religion           : +2    0 prof + 2 Int + 0 misc
 [ ] Sleight of Hand ^  : +2    0 prof + 2 Dex + 0 misc
 [ ] Stealth            : +2    0 prof + 2 Dex + 0 misc (Disadv with armor)
 [ ] Survival           : -1    0 prof +-1 Wis + 0 misc

 Languages : Common, Celestial, Draconic, Giant

 Conditional +/- :

  Feats 



  Money and Equipment 

 Armor     :
 Belt      :
 Body      : Common Clothes
 Chest     :
 Eyes      :
 Feet      :
 Hands     :
 Head      :
 Headband  :
 Neck      :
 Ring #1   :
 Ring #2   :
 Shield    :
 Shoulders :
 Wrists    :

 Weapon    :
 Weapon    : Light Crossbow
 Weapon    : Dagger x2

 Other Equipment :
   Component Pouch, Explorer's Pack
   Book of Shadows (warlock pact item)
   Ink, quill, knife, belt pouch,
   Letter from a dead colleague with a question I can't answer

 Money :  10 GP

  Spellbooks 


SORCERER   *Notes a spell granted by Favored Soul subclass
  Level 0 : (4+1) *Light, Chill Touch, Firebolt, Prestidigitation, Green-Flame Blade
  Level 1 : (2+1) *Cure Wounds, Shield, Magic Missile

WARLOCK    *Notes a spell granted by Pact of the Tome
  Level 0: (2) Eldritch Blast, Friends, *Guidance, *Spare the Dying, *Vicious Mockery
  Level 1: (3-1) Armor of Agathys 10 THP, Hex, Charm Person, *Find Familiar, *Alarm
  Level 2: (1+1) Crown of Madness, Shatter


This message was last edited by the GM at 21:45, Wed 04 Apr 2018.
Psynister
GM, 44 posts
Sun 22 Apr 2018
at 05:31
  • msg #11

Solendiir

High Elf Wizard 2

High ElfBonus
Stats+2 Dex, +1 Int
Speed30 ft
VisionDarkvision 60 ft
LanguagesCommon, Elven
Keen SensePerception Proficiency
Fey AncestryAdvantage vs Charm, Immune vs Sleep
TranceMeditate 4 hours instead of sleeping 8
Elf WeaponsLong & Short Swords & Bows
Bonus CantripMage Hand
Bonus LanguageDraconic

Wizard
  Armor  : None
  Weapons: Dagger, Dart, Sling, Staff, Light Crossbow
  Tools  : None
  Saves  : Int, Wis
  Skills : (2) Arcana, Investigation
  Arcane Recovery: Can be used after a Short Rest. Use resets after Long Rest.
   - Recover spell slot(s) equal to 1/2 Wizard level, rounded up. Any combination.
  Savant: half price/time to scribe transmutation spells
  Minor Alchemy: transmute wood, iron, copper, stone, or silver into another of those.
   - every 10 minutes transmutes 1 cubic ft. Reverts after 1 hour.

  Cantrip: *Mage Hand, (3) Mending, Prestidigitation, Ray of Frost
  Level 1: (6+2) Comprehend Language, Detect Magic, Grease, Find Familiar, Fog Cloud, Mage Armor, Shield, Sleep
Ander Derskan
NPC, 1 post
Undying, Tome Pact
Wed 2 May 2018
at 14:53
  • msg #12

Solendiir

New stuff for leveling Ander to Warlock 3

Pact of the Tome: 3 cantrips (shillelagh, dancing lights, vicious mockery, friends, message)

+1 spell (2nd level spells now)
-Detect Thoughts, Hold Person, Misty Step, Earthbind, Silence
-drop Ray of Sickness for Earthbind
This message was last edited by the player at 15:00, Wed 02 May 2018.
Psynister
GM, 45 posts
Thu 28 Jun 2018
at 12:54
  • msg #13

Solendiir

If you've decided you're interested in joining a game in Kaldaran, then I would appreciate if you would provide the following.

Player Name: Jason G.
Player Age: 35


Player's affirmation that they are 1). Above the age of 18. 2). Legally permitted to view Adult content in their current place of residence. 3). Have read and will abide by RPoL's Adult Games Policy.

Yes, yes, and yes.

Also, I would be happy to play both short term and long term characters, so I'm filing out both portions. If you'd rather I pick one or the other, then ignore the short term portion.


If you are interested in a shorter adventure or 1-on-1 adventure, please complete the following:

Preferred Tier of Play (Ex. lv. 1-5, 6-10, Heroic, God-slaying etc.): I'm happy to play in any tier. Most games I'm in are low level, so I'm slightly more interested in 6+, but I love making characters and I love playing, so I'm open to all experiences.
Preferred Play Style (Roleplaying, Combat, Exploration): Combat > RP > Exploration generally speaking. Exploration can be really hard on RPoL as some people don't know what to do next and so they just don't post anything which slows the game and eventually kills it. RP can have the same problems if some of your characters who can't post as frequently get left behind. The more downtime you have here, the higher the chance of losing players.
How Frequently you will be able to post: Unless I'm traveling, I can post every day, multiple times per day.

I'm open to having several characters in one shots or solo groups. Here's one example, but I could literally go on forever making new characters.

Vorastroth, Male Dragonborn Sorcerer (Divine Soul) [Any tier]
Born of the isle of Bourkstat, Vorastroth was infused with elemental magics at birth that granted him a natural control over elemental magics. He was studied by several practitioners of both arcane and divine magics throughout his childhood, and the spells he wove himself were in all ways similar to what they could cast themselves, but the application and practice of the magic was completely foreign to them. This young dragonborn was somehow able to manipulate his salivary glands and his natural breath weapon as a dragonborn to produce the effects of multiple elements as well as to bring forth magical healing.



If you are interested in a longer campaign, please complete the following:
Preferred Play Style (Roleplaying, Combat, Exploration): Combat > RP > Exploration generally speaking. Exploration can be really hard on RPoL as some people don't know what to do next and so they just don't post anything which slows the game and eventually kills it. RP can have the same problems if some of your characters who can't post as frequently get left behind. The more downtime you have here, the higher the chance of losing players.
Themes You're Interested In: (Love, Good vs. Evil, Law vs. Order, Faith vs. Magic, etc): Love is good - I generally stay away from that in group games so it would be cool to see that pulled off successfully. War of Alignments is a classic, also good. Law vs Chaos I've never tried before...could be interesting. Faith vs Magic I've read in books but I don't think I've ever actually played such in a D&D game. Contradictions are nice, races/classes breaking their traditional roles or pairings. Actual dungeons with literal dragons is nice to revisit from time to time.
How Frequently you will be able to post: Unless I'm traveling, I can post every day, multiple times per day.
Character Name: Vorkos
Character Class/Race: Male Half-Orc, Cleric (Death or Life)
Character Backstory:
The classic story tells of women of one race raped by raiding parties of the other, that result in hideous crossbred children; but Vorkos's story is not so classic. Vorkos's father was an orc, and he did participate in raiding parties throughout his life, but that was not how he met his mate. Vorkos's mother was a fine warrior in her own right, a woman who was able to embrace the natural fury of a mother's protective instincts without having yet been a mother. When it came time for her to choose a mate, she did not look for charming good looks, she sought physical strength, combat experience, and haakasta - the essence of pride.

The two met at a battle near the treeline of the Banshee Stands, three armies meeting in a skirmish that cost many lives on all fronts, for not long after the battle had started, before anyone was able to calculate their chances of victory, creatures sprang from the forest and began to slaughter all three armies with absolute disregard. Weapons bounced harmlessly from the creatures' flesh, or slipped through them as they weren't even real, yet their teeth tore through the soldiers' armor and flesh all the same.

The three armies joined together in a temporary, unspoken alliance to fend off the terrible creatures. In the end, the creatures were turned back to the forest, and some actually killed. One of the armies was destroyed entirely, the smallest and weakest to begin with, and they carried no banners, so at the end of the day no one even knew for which side they had fought.

Vorkos follows the guidance of the divine to prevent the coming of another cataclysm by saving the lives of those who would fight against it, and ending the lives of those who would usher it in through their actions.
This message was last edited by the GM at 06:15, Fri 29 June 2018.
Psynister
GM, 46 posts
Mon 2 Jul 2018
at 03:53
  • msg #14

Solendiir

----------------------------------------------------------------------------

MuleMedium BeastUnaligned
AC10HP11 (2d8+2)
Spd40 ftPerc10
STR14 (+2)INT2 (-4)
DEX10 (+0)WIS10 (+0)
CON13 (+1)CHA5 (-3)
AttackHooves +2, 1d4+2 bludgeoning

Beast of Burden Considered to be Large for carrying capacity.
Sure-Footed Advantage on Str/Dex saves vs Prone.
Psynister
GM, 48 posts
Tue 3 Jul 2018
at 14:53
  • msg #15

Solendiir

Vorkos strolled through the streets of town, oblivious as ever to the looks and occasional remarks made by the fine folk who lived there. Those who recognized the symbols that covered his equipment knew him for what he was, and treated him with some amount of respect despite his orcish heritage. Those who did not, or those full up on liquid courage, rarely saw passed his skin color, the tusked lower jaw, or the abnormally large muscles.
Garrin
Tue 17 Jul 2018
at 15:16
  • msg #16

Solendiir

----------------------------------------------------------------------------
Name  : Garrin Greensparrow    Classes: Rogue/Ranger    Levels: 1
Align : Neutral                Deity  : None            Exp   : 0 / 300
Race  : LF Halfling            Size   : Small           Speed : 25 ft
Height: 3 ft                   Weight : 35 lbs          Gender: Male
Age   : 33                     Hair   : Black           Eyes  : Green
----------------------------------------------------------------------------
ABILITIES                                 |  SAVING THROWS
     Final        Base   Racial  Magic    |       Final  Ability  Prof?
     (Mod)               Bonus   Items    |                Mod     Y/N
STR : 12 (+1)      12     --       --     |  STR : +1      +1
DEX : 17 (+3)      15     +2       --     |  DEX : +5      +3       Y
CON : 10 (+0)      10     --       --     |  CON : +0      +0
INT : 12 (+1)      12     --       --     |  INT : +3      +1       Y
WIS : 14 (+2)      14     --       --     |  WIS : +2      +2
CHA :  9 (-1)       8     +1       --     |  CHA : -1      -1

Passive Perception: 14
----------------------------------------------------------------------------
        Total   Current      |         Total     Dex   Misc
HP    :   16                 | Init  :   +3    =    +
----------------------------------------------------------------------------
DEATH SAVES
  Success: [ ] [ ] [ ]
  Failure: [ ] [ ] [ ]
----------------------------------------------------------------------------
        Total         Armour   Shield   Dex   Misc
AC    :       =  14 +        +        +    +
----------------------------------------------------------------------------
        Total   Prof   Str   Misc |         Total   Prof   Dex   Misc
Melee :     =     +    +      | Range :     =     +    +
---------------------------------------------------------------------------
RACE ABILITIES
-Brave. You have advantage on saves against being frightened.
-Halfling Nimbleness. Move through the space of larger creatures.
-Lucky. Reroll 1s on d20.
-Naturally Stealthy. Hide behind creatures larger than you.

----------------------------------------------------------------------------
CLASS ABILITIES
-Favored Enemy. You have advantage on survival checks to track undead creatures
and on INT checks to recall info about them.
-Natural Explorer. Your favored terrain type is grassland. Related to the terrain type:
2X proficiency bonus for INT and WIS checks for which you are proficient, difficult
terrain doesn't slow your group, always alert for danger, can move stealthily alone at
normal pace, 2x food when foraging, while tracking learn exact number, size, and
when they passed through.
-Sneak Attack. 1d6 extra damage on attack where you have advantage or another
enemy of creature is within 5 ft. (use once/turn).
-Thieves' Cant. Convey secret messages hidden in normal conversation.

----------------------------------------------------------------------------
FEATS
-Defensive Duelist. Add your proficiency bonus to your AC as a reaction.

----------------------------------------------------------------------------
LANGUAGES: Common; Dwarvish; Halfling; Sylvan
----------------------------------------------------------------------------
SKILLS    Proficiency Bonus: +2

---Strength---
[x] +3 Athletics
---Dexterity---
[x] +5 Acrobatics
[x] +5 Sleight of Hand
[x] +7 Stealth
---Intelligence---
[ ] +1 Arcana
[ ] +1 History
[ ] +1 Investigation
[ ] +1 Nature
[ ] +1 Religion
---Wisdom---
[ ] +2 Animal Handling
[ ] +2 Insight
[ ] +2 Medicine
[x] +4 Perception
[ ] +2 Survival
---Charisma---
[ ] -1 Deception
[ ] -1 Intimidation
[ ] -1 Performance
[ ] -1 Persuasion
----------------------------------------------------------------------------
WEAPON             Attack  Damage  Crit  Range  Weight  Type  Notes
Shortsword
Shortbow
----------------------------------------------------------------------------
                        Armour  Max  Stealth
ARMOUR            Type  Bonus   Dex  Disadv.  Weight  Notes
Leather
----------------------------------------------------------------------------
SPELLS

              Total   Base   Prof   Ability Mod
SPELL SAVE:         =  8   +  2   +
ATTACKS   :   +     =  -   +  2   +

 --CANTRIPS--
 1.
 2.
 3.
 4.

 --LEVEL 1--
 1.
 2.
 3.
 4.

 --LEVEL 2--
 1.
 2.
 3.
 4.


----------------------------------------------------------------------------
MONEY    PP:      GP:  15    SP:      CP:
----------------------------------------------------------------------------
EQUIPMENT
Arrow (20); Leather (1); Quiver (1); Poisoner's Tools (1); Waterskin (1); Bedroll (1);
Thieves' Tools (1); Rations (1 day) (10); Rope, hempen (1); Tinderbox (1); Mess kit (1);
Backpack (1); Torch (10)
----------------------------------------------------------------------------
MAGIC ITEMS

----------------------------------------------------------------------------
PHYSICAL DESCRIPTION

----------------------------------------------------------------------------
BACKGROUND INFO

Background   :

Garrin was born into a simple life in the Halflings lands, farming and building
his own home with his bare hands as was tradition among the Lightfoot. He had yet to
choose a bride but he was cunning and strong and was sure to find a beautiful wife. However
 it was not to be, Garrin made a mistake, committed a terrible crime. He had to flee, to leave
his fields and his partially built hall behind, to run before the accusing stares and whispers
could be turned towards him, before they turned to anger and calls for justice.

Leaving the oasis of the halfling lands, Garrin was exposed to the true nature of the world.
Take or lose, fight or die. This has left him bitter and angry at the world around him while
denying his longing for the cool green hills of his home. Garrin spent the majority of the next
10 years amongst a group of woodland thieves, they were reluctant to accept the Halfling at
first but taught him the skills of both the Ranger and the Rogue that were needed to survive
their world.

However for the last two years Garrin has remained solitary, he has had to lie, cheat and
steal to survive and has found he is quite adept at it. He continues to hone his skills while
 living a fruitless life with no true meaning.

  Proficiencies:

Tool Proficiencies: Poisoner's Tools; Thieves' Tools

Weapon Proficiencies: Martial; Simple

Armor Proficiencies: Light; Medium; Shields

  Languages    :
Language Proficiencies: Common; Dwarvish; Halfling; Sylvan

  Trait 1:  Pessimistic, Negative, Cynical
  Trait 2: Little respect for others, their property, privacy or personal space
  Ideal  : Nothing matters
  Bond   : Halflings
  Flaw   : -Prone to stealing anything that catches his eye
-Despite his attitude, he will attempt to assist another Halfling in need

  Special Feature:
  Description:
----------------------------------------------------------------------------
Psynister
GM, 54 posts
Fri 9 Nov 2018
at 18:26
  • msg #17

Rael's Replacement

NAME:                  Finnan Orcsbane
SEX:                   Male
HEIGHT:                3'4"
WEIGHT:                42 lb.
AGE:                   35

RACE:                  Strongheart Halfling
CLASS:                 Barbarian
LEVEL:                 3
ALIGNMENT:             Chaotic Good
BACKGROUND:            Urchin

XP:                    900
XP TO NEXT LEVEL:      2,700

ATTRIBUTES
Strength               13 (+1)
Dexterity              16 (+3)  +2 race
Constitution           16 (+3)  +1 race
Intelligence           10 (+0)
Wisdom                 12 (+1)
Charisma                8 (-1)

ARMOR CLASS:           18 (Dexterity: +3, Constitution: +3, Shield: +2)
INITIATIVE:            +3 (Dexterity: +3)
SPEED:                 25 feet (Racial feature: can move through spaces of larger creatures)
PROFICIENCY BONUS:     +2

Hit Points:            35 / 35
Temporary Hit Points:  0
Hit Dice:              3d12 / 3d12
Death Saves:           0 successes / 0 failures
Inspiration:           No

SAVING THROWS
Strength               +3 (Class feature: +2)
Dexterity              +3 (Class feature: advantage vs effects I can see)
Constitution           +5 (Class feature: +2, Racial feature: advantage vs poison)
Intelligence           +0
Wisdom                 +1
Charisma               -1
RESISTANCE: Poison (Racial feature)

SKILLS
Acrobatics (Dex)       +3
Animal Handling (Wis)  +1
Arcana (Int)           +0
Athletics (Str)        +1
Deception (Cha)        -1
History (Int)          +0
Insight (Wis)          +1
Intimidation (Cha)     -1
Investigation (Int)    +0
Medicine (Wis)         +1
Nature (Int)           +0
Perception (Wis)       +3 (Class proficiency: +2)
Performance (Cha)      -1
Persuasion (Cha)       -1
Religion (Int)         +0
Sleight of Hand (Dex)  +5 (Background proficiency: +2)
Stealth (Dex)          +5 (Background proficiency: +2)
Survival (Wis)         +3 (Class proficiency: +2)

PASSIVE PERCEPTION     15 (Wisdom: +1, Perception proficiency: +2)

PROFICIENCIES
 Simple Weapons (Class proficiency)
 Martial Weapons (Class proficiency)
 Light Armor (Class proficiency)
 Medium Armor (Class proficiency)
 Shields (Class proficiency)
 Thieves' Tools (Background proficiency)
 Disguise Kit (Background proficiency)

LANGUAGES
 Common
 Halfling

ATTACKS
 Rapier              | Att +5 | Dam 1d8+3 piercing | Finesse


EQUIPMENT
 Rapier                         | 2 lb.    |
 Javelin x4                     | 8 lb.    |  *2.0 each
 Shield                         | 6 lb.    |
 Small knife                    | 1 lb.    |
 Common Clothes                 | 3 lb.    | 20 lb.
 Belt Pouch                     | 1 lb.    |
   10 Gold Pieces               | 0.2 lb.  | 1.2 lb.
 Explorer's Pack                | 5.0 lb.  |
   Bedroll                      | 7.0 lb.  |
   Mess kit                     | 1.0 lb.  |
   Tinderbox                    | 1.0 lb.  |
   Torches x10                  | 10.0 lb. |
   Rations x10                  | 20.0 lb. |
   Waterskin                    | 5.0 lb.  |
   Hemp Rope 50 ft              | 10.0 lb. | 59.0 lb.
   Map: Neverwinter             | -        |
                                             80.2 lb. (ENCUMBERED)

FEATURES AND TRAITS
 Lucky: reroll 1's on d20's        [PERMANENT] (racial feature)
 Brave: advantage vs Frighten      [PERMANENT] (racial feature)
 Nimble: move through spaces of larger creatures  [PERMANENT]  (racial feature)
 Stout: advantage vs Poison, Resist vs Poison  [PERMANENT]  (racial feature)

Rage:                             (Class feature)     [2/2]
 - advantage on Str saves/skills
 - +2 weapon damage w/ Str
 - Resistance vs Slash/Pierce/Bludgeon
 Unarmored Defense: AC 10+Dx+Con               (Class feature)
 Reckless Attack: advantage w/ Str weapons     (Class feature)
 - enemies have advantage against you too
 Danger Sense: advantage on Dex saves          (Class feature)
 Primal Path: Totem Wolf                       (Class feature)
 - when Raging, allies have melee advantage against targets adjacent to me

City Streets (Background feature)          [PERMANENT]
 - move at double speed in cities when not in combat

PERSONALITY TRAITS
 I bluntly say whatever's on my mind, or whatever others seem to be thinking. Also, my table manners are terrible.
IDEALS
 I help those who help me, that's what keeps us alive.
BONDS
 I owe Gundren a debt I can never repay for taking pity on me, and giving me work instead of turning me into the guard for stealing from him.
FLAWS
 I'd rather kill someone in their sleep than fight fair.

PERSONAL GOAL:
This message was last edited by the GM at 05:00, Mon 12 Nov 2018.
Ailthanas Synduril
Wed 5 Dec 2018
at 19:21
  • msg #18

Ailthanas Synduril

The Cleric/Wizard variant of the character.

----------------------------------------------------------------------------
Name  : Ailthanas Synduril    Classes: Clr 1/Wiz 4    Levels: 5
Align : Chaotic Good          Deity  :                Exp   : 6,500 / 14,000
Race  : High Elf              Size   : Medium         Speed : 30
Height: 6'1"                  Weight : 129            Gender: Male
Age   : 213                   Hair   : White          Eyes  : Blue
----------------------------------------------------------------------------
ABILITIES                              |  SAVING THROWS
     Final      Base  Racial  Other    |       Final  Ability  Prof?
     (Mod)            Bonus   Bonus    |                Mod     Y/N
STR : 13 (+1)    13     --     --      |  STR : +1      +1
DEX : 18 (+4)    16     +2     --      |  DEX : +4      +4
CON : 16 (+3)    15     --     +1      |  CON : +5      +3       Y
INT : 18 (+4)    17     +1     --      |  INT : +4      +4
WIS : 13 (+1)    13     --     --      |  WIS : +4      +1       Y
CHA : 13 (+1)    13     --     --      |  CHA : +4      +1       Y

Passive Perception: 11
----------------------------------------------------------------------------
        Total   Current      |         Total   Dex   Misc
HP    :  43       43         | Init  :   4   =  4  +
----------------------------------------------------------------------------
DEATH SAVES
  Success: [ ] [ ] [ ]
  Failure: [ ] [ ] [ ]
----------------------------------------------------------------------------
            Total   Armour   Shield   Dex   Misc
Base Armor:  17   =   11   +   2    +  4  +
----------------------------------------------------------------------------
        Total   Prof   Str   Misc |         Total   Prof   Dex   Misc
Melee :  +4   =  3   +  1  +      | Range :  +7   =  3   +  4  +
---------------------------------------------------------------------------
RACE ABILITIES

  Stats: +2 Dex, +1 Int
  Darkvision 60 ft
  Keen Sense: Perception Proficiency
  Fey Ancestry: Advantage vs Charm, Immune vs Sleep
  Trance: Meditate 4 hours instead of sleeping 8
  Elf Weapons: Long & Short Swords & Bows
  Bonus Cantrip: Message
  Bonus Language: Dwarven

----------------------------------------------------------------------------
CLASS ABILITIES

 CLERIC 1
  Armor  : Light, Medium, Shields
  Weapons: Simple
  Skills : (2) History, Insight, Medicine, Persuasion, Religion
  Saves  : Wis, Cha
  Divine Domain: Knowledge (Domain Spells: command, identify)
  Blessings of Knowledge: two bonus languages (giant, draconic)
  - proficiency and expertise in two skills (Arcana, History)

 WIZARD 4
  Arcane Recovery: once per day, during a rest, recover 1/2 Lv spell slots round up
  Arcane Tradition: Evocation
  - Evocation Savant: 1/2 price and time to copy evocation spells
  - Sculpt Spells: create safe pockets in AoE, 1+SL creatures are safe
  ASI: Resilient (Con) feat

----------------------------------------------------------------------------
FEATS

  Resilient (Con): +1 Con, gain proficiency in Con saving throws

----------------------------------------------------------------------------
LANGUAGES: Common, Elven, Dwarven, Giant, Draconic
----------------------------------------------------------------------------
SKILLS    Proficiency Bonus: +2

---Strength--- +1
[B] +4 Athletics
---Dexterity--- +3
[ ] +3 Acrobatics
[ ] +3 Sleight of Hand
[ ] +3 Stealth
---Intelligence--- +4
[C] +10 Arcana       *Expertise
[C] +10 History      *Expertise
[ ] +4 Investigation
[ ] +4 Nature
[C] +4 Religion
---Wisdom--- +1
[ ] +1 Animal Handling
[ ] +1 Insight
[C] +1 Medicine
[R] +4 Perception
[ ] +1 Survival
---Charisma--- +1
[ ] +1 Deception
[B] +4 Intimidation
[ ] +1 Performance
[ ] +1 Persuasion

[B] +3 Gaming: Dice
[B] +3 Land Vehicles
----------------------------------------------------------------------------
WEAPON            Attack  Damage  Range   Type    Notes
  Mace              +4    1d6+1    ---    Blunt
  Lt. Crossbow      +7    1d8+4   80/320  Pierce

----------------------------------------------------------------------------
                         Armour  Max  Stealth
ARMOUR            Type   Bonus   Dex  Disadv.    Notes
  Leather         Light   11      -   No
  Shield          Shld    +2
----------------------------------------------------------------------------
SPELLS

              Total   Base   Prof   Ability Mod
SPELL SAVE:   15    =  8   +  3   + 4
ATTACKS   :   +7    =  -   +  3   + 4

Spell Slots:  4, 3, 2

Default Prepared Lists:
  Cleric: 2 = 1 Wis + 1 Level, +2 *Domain
    1st: Bless, Healing Word, *Command, *Identify
  Wizard: 8 = 4 Int + 4 Level
    1st: Shield, Magic Missile, Fog Cloud, Expeditious Retreat
    2nd: Misty Step, Levitate, Flaming Sphere, Shatter
    Rituals: Comprehend Languages, Detect Magic, Find Familiar

 --CANTRIPS-- (1 Elf, 3 Cleric, 4 Wizard)
  Message           (Action)  V,S,M  120 ft   1 round     Transmutation
   - pseudo-telepathy, works through barriers
  Guidance          (Action)   V,S   Touch    Con, 1 rnd  Divination
   - before the spell ends, target can add +1d4 to an ability check
  Spare the Dying   (Action)   V,S   Touch    Instant     Necromancy
   - stabilize a living creature at 0 hp
  Mending           (Action)  V,S,M  Touch    Instant     Transmutation
   - repairs a single break/tear up to 1 ft
  Firebolt          (Action)   V,S   120 ft   Instant     Evocation
   - Hit for 2d6 Fire, ignites unattended objects
  Acid Splash       (Action)   V,S    60 ft   Instant     Conjuration
   - Dex save vs 2d6 Acid, can hit a second target w/i 5 ft
  Light             (Action)   V,M    Touch   1 hour      Evocation
   - object sheds bright light in 20 ft radius, dim +20 ft
  Minor Illusion    (Action)   S,M    30 ft   1 minute    Illusion
   - create a sound or image, no larger than 5-ft cube

 --LEVEL 1-- (Wizard: 6, +2.  Cleric: all)
CLERIC
  Bless (Action, Conc 1 min): 3 allies gain +1d4 on attacks and saves
  Healing Word (Bonus): heals target w/i 60 ft for 1d4+1
  Create Water (Action): Make or destroy 10 gallons of water
  Sanctuary (Bonus, 1 min): opponents must Wis save in order to attack the target
WIZARD
  Shield           (Reaction)  V,S    Self    1 round      Abjuration
   - gain +5 AC until the start of your next turn
  Detect Magic      (Action)   V,S    Self   Conc, 10 min  Divination       **Ritual**
   - sense magic w/i 30 ft, (Action) to see an aura of the school
  Magic Missile     (Action)   V,S   120 ft  Instant       Evocation
   - Three darts that auto-hit for 1d4+1 Force damage each. +1d4+1/SL
  Exped. Retreat    (Bonus)    V,S    Self   Conc, 10 min  Transmutation
   - you Dash as a bonus action, and as part of casting the spell
  Thunderwave       (Action)   V,S    Self   Instant       Evocation
   - A 15 ft cube originating from you Con save vs 2d8 Thunder and 10 ft Push
   - 1/2 damage on save, no push. Audible sound 300 ft away. +1d8/SL
  Fog Cloud         (Action)   V,S   120 Ft  Conc, 1 hr    Conjuration
   - 20 ft radius cloud, causes heavy obscured, 10 mph wind disperses it
  Find Familiar     (1 hour)  V,S,M   10 ft  Instant       Conjuration      **Ritual**
   - summon a companion, telepathy w/i 100 ft, (Action) sight/smell through it
   - (Action) to dismiss or resummon from dismiss
  Comprehend Langs. (Action)  V,S,M   Self   1 hour        Divination       **Ritual**
   - understand the meaning of any spoke or written language

 --LEVEL 2-- (2, +2)
  Misty Step        (Bonus)     V     Self    Instant        Conjuration
   - teleport 30 ft to a place you can see
  Levitate          (Action)  V,S,M   60 ft   Conc, 10 min   Transmutation
   - raise target up to 20 ft, lifts up to 500 lbs, Con save to avoid
   - (Move) to move yourself 20 ft up/down, (Action) to move to move target 20 ft up/down
  Flaming Sphere    (Action)  V,S,M   60 ft   Conc, 1 min    Conjuration
   - 5 ft sphere, ending turn w/i 5 ft prompts Dex vs 2d6 Fire, save for 1/2
   - (Bonus) move the sphere up to 30 ft, ram a target to prompt a save
   - sheds light as the spell, ignites flammables. +1d6/SL
  Shatter           (Action)  V,S,M   60 ft   Instant        Evocation
   - 10 ft radius, Con save vs 3d8 Thunder, save for 1/2. Unattended objects damaged too.
   - Creatures of inorganic material have disadvantage on the save. +1d8/SL

 --LEVEL 3-- (0)
 1. Fireball          (Action)  V,S,M  150 ft   Instant    Evocation
    - 20 ft sphere, Dex vs 8d6 Fire, save for 1/2, ignites flammables. +1d6/SL
 2. Slow              (Action)  V,S,M  120 ft   Conc, 1 min   Transmutation
    - up to 6 targets in 40 ft cube, Wis save vs 1/2 speed, -2 AC, -2 Dex saves
    - targets lose Reactions, and can only take either an Action or a Bonus
    - casting a spell of 1 Action roll d20, 11+ spell is delayed until next turn
    - Wis save at end of each turn to overcome

----------------------------------------------------------------------------
MONEY    PP:      GP: 10     SP:      CP:
----------------------------------------------------------------------------
EQUIPMENT

  Bolts: 20
  Component Pouch
  Spellbook
  Holy Symbol
  Explorer's Pack
  --Backpack
  --Bedroll
  --Mess kit
  --Tinderbox
  --Torches x10
  --Rations x10
  --Waterskin
  --Hemp Rope 50 ft

  Rank Insignia
  Trophy Dagger
  Bone Dice
  Common Clothes
  Pouch (coins)
----------------------------------------------------------------------------
MAGIC ITEMS


----------------------------------------------------------------------------
BACKGROUND INFO

  Background   : Cavalry Soldier (Hermit mix)
  Proficiencies: Athletics, Intimidation

  Trait 1: I have lost so many friends that I find it hard to make new ones.
  Trait 2: I am utterly serene, even in the face of disaster.
  Ideal  : Independence - blindly following a tyrant is what destroyed my people.
  Bond   : I will never forget those whom I lost, nor those who took them from me.
  Flaw   : I harbor dark, bloodthirsty thoughts that no amount of study, meditation,
           or isolation is able to quell.

  Special Feature: Military Rank
  Description: You have the bearing of a professional soldier and a voice that speaks
               to the very soul of other men of similar mettle. Soldiers who are not
               actively hostile to you and speak your language defer to you almost
               instinctively. You can requisition simple equipment or horses for
               temporary use. You can also usually gain access to friendly military
               encampments and fortresses by sheer force of personality.

----------------------------------------------------------------------------
This message was last edited by the GM at 20:07, Wed 05 Dec 2018.
Kraelix
Human PalSorc, 1 post
Sun 20 Jan 2019
at 20:19
  • msg #19

Goliath, Cleric, Arcana, Soldier, Dark Sun

Used Resources
Fighter HD0/2Cleric HD0/5
Second WindUnusedStone's EnduranceUnused
Action SurgeUnusedChannel Divinity0/1
Spell Slots1st:[ ][ ][ ][ ] 2nd:[ ][ ][ ] 3rd:[ ][ ]

Prepared Spells (8 = 3 Wis + 5 Lv)
0Guidance, Light, Toll the Dead, Word of Radiance
1*Charm Person, *Disguise Self, Bless, Cure Wounds, Healing Word, Create/Destroy Water
2*Mirror Image, *Pass Without Trace, Lesser Restoration, Spiritual Weapon
3*Blink, *Dispel Magic, Spirit Guardians, Animate Dead

  Basic Information 

 Character Name  : Kraelix                  Height : 9'7"
 Character Race  : Goliath                  Weight : 294 lbs
 Background      : Soldier                  Age    : 28
 Alignment       : Lawful Neutral           Eyes   : Silver
 Deity           :                          Hair   : Black (bald)
 Total Level     : 7                        Size   : Medium
 Current XP      :                          Speed  : 30

  Character Class Information 

 Classes    : Fighter 2/Cleric 5

 Background : Soldier

  Ability Scores 

 Strength     : 20 (+5)     16 point buy + 2 racial + 2 level + 0 misc
 Dexterity    : 12 (+1)     12 point buy + 0 racial + 0 level + 0 misc
 Constitution : 18 (+4)     17 point buy + 1 racial + 0 level + 0 misc
 Intelligence : 12 (+1)     12 point buy + 0 racial + 0 level + 0 misc
 Wisdom       : 16 (+3)     16 point buy + 0 racial + 0 level + 0 misc
 Charisma     : 13 (+1)     13 point buy + 0 racial + 0 level + 0 misc

 Carry Capacity   :   570 lbs.    Str x 15 x2
 Lift, Drag, Push : 1,140 lbs.    Str x 30 x2

  Inspiration 


 Trait 1: I have a crude and insensitive sense of humor.
 Trait 2: I face my problem head-on.
 Ideals : Might - in strength lies victory.
 Bonds  : I serve my sorcerer queen.
 Flaws  : I obey the queen's commands, no matter the end result.

  Combat Statistics 

 Hit Points    : 69         Current HP : 69
 Proficiency   : +3         Temp HP    : 0
 Initiative    : +1         Total HD   : 2d10, 5d8

 Death Saves
 Successes : [-],[-],[-]
 Failures  : [-],[-],[-]

 Base Melee    : +8     3 Prof + 5 Str + 0 misc
 Base Ranged   : +4     3 Prof + 1 Dex + 0 misc
 Base Spell    : +6     3 Prof + 3 Wis + 0 misc

 Armor Class   : 19     18 armor + 0 shield + 1 Dex + 1 misc
 *Disadvantage on Stealth rolls

  Senses 

 Passive Perception     : 16    10 + 3 prof + 3 Wis + 0 misc
 Passive Investigation  : 11    10 + 0 prof + 1 Int + 0 misc
 Passive Insight        : 16    10 + 3 prof + 3 Wis + 0 misc

 Other Senses:

  Saving Throws 

 Strength     : +8    3 prof + 4 Str + 1 misc
 Dexterity    : +2    0 prof + 1 Dex + 1 misc
 Constitution : +8    3 prof + 4 Con + 1 misc
 Intelligence : +2    0 prof + 1 Int + 1 misc
 Wisdom       : +4    0 prof + 3 Wis + 1 misc
 Charisma     : +2    0 prof + 1 Cha + 1 misc

  Class Abilities and Features 


FIGHTER
  Armor   : All
  Weapons : All
  Saves   : Str, Con
  Skills  : Perception, Survival
  Great Weapon Fighting: reroll 1's and 2's on melee damage dice
  Second Wind: (Bonus) regain 1d10+2 hit points, 1/Rest
  Action Surge: take an additional action, 1/Rest

CLERIC
  Divine Domain: Trickery
  Blessing of the Trickster: (action) touch target has Adv on Stealth for 1 hr
  Channel Divinity: Turn Undead, Invoke Duplicity
  -Invoke Duplicity: (action) make an exact copy of yourself w/i 30 ft
   -(bonus) move the illusion up to 30 ft (w/i 120). Cast spells through it.
   -gives you Adv on Attacks if you're both w/i 5 ft of a target
  Destroy Undead: destroys them instead

  ASI: +2 Str

  Skills and Languages 

 [C] Means a character gained Proficiency from Class
 [B] Background [R] Race [T] Trained

 [ ] Acrobatics         : +1    0 prof + 1 Dex + 0 misc
 [ ] Animal Handling    : +3    0 prof + 3 Wis + 0 misc
 [ ] Arcana             : +1    0 prof + 1 Int + 0 misc
 [R] Athletics          : +8    3 prof + 5 Str + 0 misc
 [ ] Deception          : +1    0 prof + 1 Cha + 0 misc
 [ ] History            : +1    0 prof + 1 Int + 0 misc
 [ ] Insight            : +3    0 prof + 3 Wis + 0 misc
 [B] Intimidation       : +8    3 prof + 5 Str + 0 misc
 [ ] Investigation      : +1    0 prof + 1 Int + 0 misc
 [ ] Medicine           : +3    0 prof + 3 Wis + 0 misc
 [ ] Nature             : +1    0 prof + 1 Int + 0 misc
 [C] Perception         : +6    3 prof + 3 Wis + 0 misc
 [ ] Performance        : +1    0 prof + 1 Cha + 0 misc
 [ ] Persuasion         : +1    0 prof + 1 Cha + 0 misc
 [B] Religion           : +4    3 prof + 1 Int + 0 misc
 [ ] Sleight of Hand ^  : +1    0 prof + 1 Dex + 0 misc
 [ ] Stealth            : +1    0 prof + 1 Dex + 0 misc (Disadv with armor)
 [C] Survival           : +6    3 prof + 3 Wis + 0 misc

 [B] Dice
 [B] Water Vehicles

 Languages : Common, Giant

  Feats 



  Race & Class Features 


Goliath
  +2 Str, +1 Con
  Natural Athlete: Athletics
  Stone's Endurance: Reaction to reduce damage by 1d12+4, 1/rest
  Powerful Build: considered Large for push/pull/drag
  Mountain Born: Acclimated to high altitudes. Adapted to cold climates.
  Languages: Common, Giant

  Money and Equipment 


Attuned, Un-Attuned
 Armor     : Smoldering Plate Armor (18 AC, giant crustacean shell)
 Weapon    : +1 Flint Greatsword with a Ruby of the War Mage attached
 Weapon    : Bone Dagger of Warning (Adv on Initiative, cannot be surprised)

 Other Equipment :
 - Diamonds (300g, component for Revivify)
 - Silver dust (100g, component for Magic Circle)
 - Dragon Vertebra Rings x2 (one with Continual Flame, components for Warding Bond)

 common Magic Item: Scroll of Bless
 common Magic Item: Ruby of the War Mage (greatsword counts as a spell focus)
 common Magic Item: Smoldering Plate Armor (gives off harmless smoke)
 Uncommon Magic Item: Cloak of Protection (+1 AC, +1 Saves)

 Money : 549 gp
 -500g Greatsword +1
 -400g Dagger of Warning
 - 50g Ruby dust, already used on Continual Flame

  Magic 

 4/3/2 Spell Slots     +3 Spell Attack Modifier     14 Spell Save DC

 Cantrips
    Arcana: Booming Blade, Green-Flame Blade
    Known : Guidance, Light, Toll the Dead, Word of Radiance

 Level 1
    Domain: Detect Magic, Magic Missile
    Known : all

 Level 2
    Domain: Magic Weapon, Nystul's Magic Aura
    Known : all

 Level 3
    Domain: Dispel Magic, Magic Circle
    Known : all

* Means prepared
Background:







Backstory
Kraelix "Twinpeaked" Ilynyspiret, Nganga Templar of the Forest Goddess Lalali-Puy, The Oba, Mother of Trees and Beasts.

Unlike the civilians of so many other places across the world, The Oba watched over her people and saw that their needs were met as far as food and water were concerned. This allowed him to focus on his training rather than his survival, with a goal of becoming one of the greatest headhunters to have ever served The Oba. Kraelix was raised as a third generation jugada, learning to fight from the age of three and already earning a name for himself in the Field of Spears at just nine years old. Fighting was his life, and life was good.

He would spend the next twelve years in service as a jugada, supplementing his income and alleviating his boredom in the Field of Spears. While doing so, he also refocused his training to lean somewhat away from simple combat to matters of a more divine nature. He saw how well the Forest Goddess cared for her people, and he saw how superior his city was compared to others, and so he dedicated his life to her service in a more profound way.
At the age of 21 he was called to a higher station, leaving the ranks of the jugada behind to assume the mantle of the Nganga in its place. As was the tradition among his people, he removed himself entirely from society and even his family, when he answered the call. He assumed that the jagada and his family held a funeral for him, but he was not there to see it if they did, and he would not be sent to interact with them again from that point onward.
Since that time, he has served his Goddess to the best of his ability. Though most of the Nganga are known for their lithe builds and superior stealth, Kraelix breaks that mold as a very imposing half-giant. Nevertheless, The Oba has blessed him with skills beyond his body’s natural capabilities, and he serves her well with those blessings.

Not long ago, he was sent to kill a wizard who was dabbling too strongly in the arcane arts, causing The Oba some discomfort. The wizard used some strange magic that teleported himself, Kraelix, and everything in the room that surround them, to this strange new realm that he now found himself in. The Oba had send him to kill the man and destroy the magic that he accessed so that it could not fall into the hands of others. Kraelix did his best to do just that, destroying the man, the scrolls that had teleported with them, and the man's spellbooks. The one thing he could not destroy was a strange amulet the man wore, and so he carries it with him now to be destroyed later when he finds the means to do so.

His prayers are still answered, his connection to the magic of the Forest Goddess is still intact, and so he continues on in this strange new place, seeking the means to return to his home realm, and serving Her as best he can until then.

Magic Item Wish List

I'm just going to throw all kinds of things at you here, whatever appeals to me off the top of my head.

Amulet of the Planes (the item the wizard used to get us here. I'd like him to have it for a good long while, resting in his pouch, long before he ever finds out what it is. If it were given to him, that's when he would figure it out, if not then he never discovers it)

Combat Inspired
Animated Shield because what a giant sword wielding giant needs is a giant shield that he doesn't have to hold to make use of.
Magical armor because who likes dying, right?
Magical Weapon I like the idea of him having a giant flint sword, so it would be cool if the sword just manifested new powers rather than finding a replacement.
Pearl of Power because I can't get my spells back without a long rest otherwise.
Wand of the War Mage because DC's are hard to raise without them.

RP Inspired
Boots of Elven Kind because Lalali-Puy likes her nganga quiet.
Ring of Invisibility again, for nganga.
Mithral armor to remove the stealth disadvantage.
Wand of Binding because sometimes the Goddess wants to talk to the person before we kill them.
This message was last edited by the player at 20:18, Fri 22 Mar 2019.
Barden Flintblade
Tue 22 Jan 2019
at 16:28
  • msg #20

Goliath, Cleric, Arcana, Soldier, Dark Sun

+2 Constitution, Darkvision, Dwarven Resilience, Dwarven Combat Training, Stonecunning

Light Cleric, Insight & Religion

13,12,14,10,15,8

Faction Agent (Order of the Gauntlet), Perception/History, Goblin/Draconic
Psynister
GM, 55 posts
Wed 27 Feb 2019
at 05:29
  • msg #21

Goliath, Cleric, Arcana, Soldier, Dark Sun

I went back and forth a lot on character ideas. I love dragonmarks, so it was a toss up between Cannith and Sentinel. Here's the one that appealed to me a bit more in the end:

Arklon d'Vorles (House Cannith)
Human Wizard 5 (Necromancer)

What is your character's background?
 - Guild Artisan, turned soldier

What did you do during the Last War?
 - Production of weapons and armor for several years before joining the fighting myself some 19 months before the war ended.

Where do they come from, what have they been doing? How long have they been in Stormreach?
 - Born in Cyre, but spent most of my life in Korth.

You have a connection to an organization, guild, or secret society. What is it?
 - House Cannith and the Bloodforge, a Karrnathi sect who are trying to combine the magic of necromancy with the technology of warforged.

You have a religion, or you do not. What do you believe? Are you a true believer, or do you feign worship? Weak faith? Fallen?
 - Blood of Vol, but not deeply. There's no denying that Vol exists, he's just not especially devout and doesn't really believe all that strongly that death is truly the end.

What is the nation of origin?
 - Cyre

What of your family? Why did you leave home? Can you go back?
 - My immediate family were all killed in the Mourning, save for one sister, Nyvistrie, who I know is alive but have lost all contact with. There are many relations within House Cannith overall, of course, and he has a number of extended relatives.

How does your character feel about being in Stormreach?
 - There are far too many opportunities in the land of Xen'drik to pass them up. There is no better place for an adventurous, inquisitive mind to be.

Is it a reward? A punishment?
 - ...Both, but hopefully it will turn out more of a reward.

There's one race you don't get along with. Which race? Why?
 - Changlings. You can never trust those bastards.

There's one class you don't get along with. Which class? Why?
 - Monks. They're weird, they're creepy, and they're stupid enough to bring their fists to a spell fight.

What is your attitude towards pirates?
 - Sometimes the best way to get something you need or want, is to let someone else go through all of the hard work to get it for you. Pirates attacking me? Hate 'em. Pirates I hire or worth with myself? Convenient, smart business.

What is your attitude towards outsiders?
 - I'm a necromancer from Karrnath - I am the outsider.

Talk about your first love interest. Why did it end? Any love interests afterwards?
 - Zhera Deneith. My decision to embrace necromancy drove here away. I have had three women since then that I have loved. One killed in the war, one died studying the Mourning while researching living spells, and my current interest is Lilian Molkvof, a human Karrnathi cleric of Vol.

You've been betrayed. By whom? And did you betray someone?
 - Lilian has betrayed him, but Arkon doesn't know that. Yet. Arklon is generally a man of his word, particularly in business dealings. Sometimes war requires a little betrayal.

What do you owe? To whom do you owe it?
 - Nothing, to no one, at the moment. I always pay my debts.

What was your greatest failure, so far?
 - I was responsible for the death of a woman I loved, for being careless in our research of living spells.

What is your goal in life?
 - I want to either find, or design, a new group of elite forces by combining undead and warforged technologies.

What is your biggest regret?
 - The Mourning. I don't regret that the war ended because of it, but I do regret everything else about it.
This message was last edited by the GM at 07:08, Wed 27 Feb 2019.
Psynister
GM, 57 posts
Sun 31 Mar 2019
at 07:28
  • msg #22

Mercenary Guild RTJ

Interesting spin on the WM setting. I like it.

1. Name: Llywelyn Gruffydd
2. Race: High Elf
3. Class: Wizard
4. Background: Sage (Scientist)
5. Nationality: Wales
6. Religion: Roman Catholic
7. Description: Tall and lithe, with sunkissed skin, this elf is imposing to none but short little kids. His hands are large enough that he can touch both ears at the same time, with the same hand, but give him a nice grip. Otherwise he looks like any other normal peasant, though the slouched shoulders and spectacles do hint toward the many hours he has spent leaning over books.
8. Writing Sample:



Total Stats: 8, 16, 14, 16, 13, 10
This message was last edited by the GM at 21:15, Tue 02 Apr 2019.
Psynister
GM, 58 posts
Fri 5 Apr 2019
at 16:26
  • msg #23

Mercenary Guild RTJ

link to another game

Arcane RecoveryUnused
Magecraft CantripMessage (signet ring)
Spellsmith ItemUnusedcasting time 1 minute, duration 1 hr
Character Name : Arklon d'Vorles Character Race : Human (Mark of Making) Place of Origin: Cyre, raised in Korth Background : Guild Artisan turned-Soldier Deity : Vol Class/Level : Wizard 5 Proficiency : +3
Racial Traits Mark of Making : +2 Int, +1 Dex (Human) Age : 27 Alignment : Lawful Neutral Size : Medium Height : 6'1" Weight : 174 lbs Eyes : Gray Hair : Blond Speed : 30 Artisan Intuition : +1d4 to tool checks Maker's Gift : learn the Mending cantrip, proficiency in Alchemy Tools Mage Craft : 1/LRest invest a magic item to grant access to Wizard cantrip Spellsmith : 1/LRest, make weapon/armor +1 until used again Languages: common, +1 (human), +1 (guild artisan)<other>
Ability Scores Point Buy: 27 points yields 8, 12, 14, 15, 13, 10 Name Score Mod Base Strength : 8 (-1) 8 Dexterity : 13 (+1) 12* Constitution: 14 (+2) 14 Intelligence: 19 (+4) 15**†† Wisdom : 13 (+1) 13 Charisma : 10 (+0) 10 *Racial Ability Score Increase †Ability Score Improvement: 4th level
Class Features for Class Hit Die : 5d6+2 Saves : Int, Wis Skills : (2) Arcana, History Proficiencies : Dagger, dart, sling, staff, lt crossbow Level 1 : Ritual Casting, Arcane Recovery (1/rest, restore 1/2Lv spell slots) Level 2 : Necromancy Savant (half price scribing for necro spells) Grim Harvest (regain HP on level 1+ spell kills) -heal 2xSL for non-Necro spells, 3xSL for Necro spells. Null vs Undead/Construct Level 3 : nothing Level 4 : ASI (Int +2) Level 5 : nothing
FEATS
Combat Armor Class : 11 = 0 Armor + 1 Dex Hit Points : 30 / 30 Hero Points : 7/7 = 5 + 1/2 Lv (add d6 to a d20 roll) Initiative : +1 Attacks Weapon Range Attack Damage Type Properties/Notes Dagger 20/60 +4 1d4+1 P Light, Thrown, Finesse
Saves Str : -1 = -1 +0 Dex : +1 = +1 +0 Con : +2 = +2 +0 Int : +7 = +4 +3 Wis : +4 = +1 +3 Cha : +0 = +0 +0
Skills Total Ability Proficiency Acrobatics +1 (Dex +1) Animal Handling +2 (Wis +2) Arcana +7 (Int +4) +3 Wizard Athletics -1 (Str -1) Deception +0 (Cha +0) History +7 (Int +4) +3 Wizard Insight +5 (Wis +2) +3 Background Intimidation +0 (Cha +0) Investigation +4 (Int +4) Medicine +2 (Wis +2) Nature +4 (Int +4) Perception +5 (Wis +2) +3 Human Performance +0 (Cha +0) Persuasion +3 (Cha +0) +3 Background Religion +4 (Int +4) Sleight of Hand +1 (Dex +1) Stealth +1 (Dex +1) Survival +2 (Wis +2) Tools: Smithing +3 ( -- ) +3 Background
Spells Spell Attack : +8 = 3 Prof + 4 Int +1 Item Save DC : 16 = 8 + 3 Prof + 4 Int +1 Item Spells Prepared : 9 = 4 Int + 5 Wizard Lv Spellbook: Lv 0: (4+1) Dancing LightsM [Concentration] MendingM Minor IllusionM Mold Earth Toll The Dead Necro Wis DC 16, d12 vs inured targets Lv 1: (8) Comprehend LanguagesR,M written or spoken, for 1 hour Detect MagicR [Concentration] IdentifyR,M Hideous LaughterM Wis DC 16 vs Prone & Incapacitated [Concentration] Mage ArmorM AC becomes 13+Dex for 8 hours Magic Missile Ray of Sickness Necro Con DC 16 vs Poisoned, save each round Shield Reaction grats +5 AC Lv 2: (4) LevitateM Con DC 16, raise a target 20' up [Concentration] Misty Step 20' cube, 60' range SuggestionM Wis DC 16 WebM Dex DC 16 [Concentration] Lv 3: (2) Animate DeadM Bonus action to command FearM Wis DC 16 vs Frighten, drop items, move & dash away
Equipment Dagger Spellbook Smithing Tools Letter of Introduction from House Cannith Traveler's Clothes Belt Pouch (coins) Explorer's Pack Signet Ring (House Cannith) [invested with Message cantrip] 410g +d10*25g Wand of the War Mage (+1 to spell attacks and saves) Pearl (identify component, 100g) Component Pouch (all non-costly components) - Mending: pair of lode stones - Minor Illusion: grave moss (bit of fleece) - Dancing Lights: glowing maggot (a glowworm) - Comprehend Languages: pinch of soot and salt - Hideous Laughter: grave dirt (tiny tarts and a feather) - Mage Armor: cured zombie flesh (a strap of leather) - Levitate: a leather noose (a leather loop with a shank on the end) - Suggestion: a snake's tongue and sweet oil - Web: a bit of spider's web - Animate Dead: drop of blood, piece of flesh, and a pinch of bone dust - Fear: a white feather and heart of a hen
Notes

Arklon d'Vorles (House Cannith)
Human Wizard 5 (Necromancer)

What is your character's background?
 - Guild Artisan, turned soldier

What did you do during the Last War?
 - Production of weapons and armor for several years before joining the fighting myself some 19 months before the war ended.

Where do they come from, what have they been doing? How long have they been in Stormreach?
 - Born in Cyre, but spent most of my life in Korth.

You have a connection to an organization, guild, or secret society. What is it?
 - House Cannith and the Bloodforge, a Karrnathi sect who are trying to combine the magic of necromancy with the technology of warforged.

You have a religion, or you do not. What do you believe? Are you a true believer, or do you feign worship? Weak faith? Fallen?
 - Blood of Vol, but not deeply. There's no denying that Vol exists, he's just not especially devout and doesn't really believe all that strongly that death is truly the end.

What is the nation of origin?
 - Cyre

What of your family? Why did you leave home? Can you go back?
 - My immediate family were all killed in the Mourning, save for one sister, Nyvistrie, who I know is alive but have lost all contact with. There are many relations within House Cannith overall, of course, and he has a number of extended relatives.

How does your character feel about being in Stormreach?
 - There are far too many opportunities in the land of Xen'drik to pass them up. There is no better place for an adventurous, inquisitive mind to be.

Is it a reward? A punishment?
 - ...Both, but hopefully it will turn out more of a reward.

There's one race you don't get along with. Which race? Why?
 - Changlings. You can never trust those bastards.

There's one class you don't get along with. Which class? Why?
 - Monks. They're weird, they're creepy, and they're stupid enough to bring their fists to a spell fight.

What is your attitude towards pirates?
 - Sometimes the best way to get something you need or want, is to let someone else go through all of the hard work to get it for you. Pirates attacking me? Hate 'em. Pirates I hire or worth with myself? Convenient, smart business.

What is your attitude towards outsiders?
 - I'm a necromancer from Karrnath - I am the outsider.

Talk about your first love interest. Why did it end? Any love interests afterwards?
 - Zhera Deneith. My decision to embrace necromancy drove here away. I have had three women since then that I have loved. One killed in the war, one died studying the Mourning while researching living spells, and my current interest is Lilian Molkvof, a human Karrnathi cleric of Vol.

You've been betrayed. By whom? And did you betray someone?
 - Lilian has betrayed him, but Arkon doesn't know that. Yet. Arklon is generally a man of his word, particularly in business dealings. Sometimes war requires a little betrayal.

What do you owe? To whom do you owe it?
 - Nothing, to no one, at the moment. I always pay my debts.

What was your greatest failure, so far?
 - I was responsible for the death of a woman I loved, for being careless in our research of living spells.

What is your goal in life?
 - I want to either find, or design, a new group of elite forces by combining undead and warforged technologies.

What is your biggest regret?
 - The Mourning. I don't regret that the war ended because of it, but I do regret everything else about it.
This message was last edited by the GM at 22:33, Fri 05 Apr 2019.
New Necro
Wed 26 Jun 2019
at 02:37
  • msg #24

Mercenary Guild RTJ

Name: Tourmaline
Race: Earth Genasi
Class: Wizard 2
Background: Criminal (grave robber)
Picture: Male Demihuman, last page, bottom row

Activity Level:
I can typically post every day, multiple times per day. I do have to travel for work now and then, and I do volunteer work on the side so I occasionally have periods where my posting is impacted for a few days, but I usually know about them in advance. Not always, but usually.

Backstory:
Tourmaline was abandoned as a child for his shocking appearance. His father tried to kill him, thinking the child was cursed, but the priest intervened and stayed the man's hand with a warning that killing the child would spread the curse of his affliction onto all of them. The child's life was spared, but not before the man's blade claimed an eye and left him scarred for life. His light skinned parents were not ready to give birth to a child with rough, black skin and glowing ruby eyes. The man was convinced the boy was a devil and sought the source of the curse. The mother cried when her child was taken from her; not because she was sad, but because the god who she had loved would be pleased.

Rather, the dao genie who had coerced her weak little mind. The priest removed the child with claims of a ritualistic sacrifice that would not only kill the child while containing the curse, but also bring blessings to the family. The father agreed without hesitation, and the mother wept with relief. The priest was actually an earth cultist, sworn to serve elemental beings who wished to lay claim to the world and promised blessings to those who served as their agents in the prime material plane.

The cult priest gave him over to a monastery of the earth cultists, lead by a human man named Mordramael. Mordramael and his followers offered healing for the poor or desperate, but served primarily in the service of funeral services and burials. For the first fourteen years of his life, Xynn learned the arts and rites associated with burial ceremonies, and studying the tomes that Mordramael offered to him. Tomes that contained secret ways to manipulate the currents of power that simply existed in the world around them, and to twist that power into an instrument of his own will. That magic let him move earth with the wave of his hand, send death to knock at the door of a dying man's soul, and the cultists made use of those skills.

Xynn grew into a strong young man, stronger than average, wide of chest and hip, and taller than others of his own age. They made use of his size in digging graves as part of the burial ceremonies, and after the cover of darkness settled in they used his affinity for earthen magics to silently unearth the graves once more, claim the valuables of the deceased, and then cover all traces of their crime. Being raised in a cult did interesting things to one's morals, and though things seemed awkward at times, his cult family made everything seem perfectly fine and assured him that their doings were justified.

In the summer before his fifteenth birthday, trouble arrived at the temple in the formed of armed men and women who carried torches in addition to their blades. The family that Xynn had known were all dead within minutes, and the monastery set ablaze. Xynn himself had been out in the nearby hills practicing the arcane secrets that Mordramael had taught him. When he came back to the burning monastery the magic he did have access to was of little help against such a large fire, and though he was filled with emotions that made him want to lash out at them, their numbers were simply too many for one teenage genasi to face on his own.

With everyone he knew and trusted falling to sword and flame, Xynn made his way into society. Finding a place to call home was not easy, for everywhere he went people looked at his black skin, scarred face, and glowing eye with distrust, disgust, or outright hostility. He had to eat, and to eat he had to work, so he did the best he could. He stole when he had to steal, he continued to rob graves or people's homes when the opportunity presented itself, and he was not above ending a life that was already near to death. Well, near enough, anyway.

Xynn continued to study the book that Mordramael had given him, and it was the one item he refused to sell no matter how hungry or desperate he became. He moved when he had to, which was quite often, and he continued to look for more reliable lines of work than robbery and murder. He found the answer to his search in the form of mercenary work, which in turn led him to the Adventurer's Guild where the newest chapter in his journey awaits.
This message was last edited by the GM at 04:45, Wed 26 June 2019.
Mikal Mosely
Deadlands, 1 post
Huckster
"Reverend"
Fri 10 Jan 2020
at 18:15
  • msg #25

Mercenary Guild RTJ



Deadlands
Name:NAMEOccupation:---
Wind:  __________ 
Pace:  Grit: 
Wounds:
Location:Severity:Penalty:
Head----
Right Arm----
Left Arm----
Lower Guts----
Upper Guts----
Right Leg----
Left Leg----
Traits & Aptitudes
CognitionxdxDeftnessxdx
ArtileryXBowX
ArtsXFannin'X
ScrutinizeXFilchin'X
Search1Lockpickin'X
TrackingXShootin':X
________XShootin':X
KnowledgexdxSleight o' HandX
Academia:XSpeed LoadX
Area KnowledgeXThrowin':X
--Home County2_________X
DemolitionXNimblenessxdx
DisguiseXClimbin'1
Language:XDodgeX
Language: Native Tongue2Drivin'X
MedicineXFightin':X
Professional:XHorse Ridin'X
Science:XSneak1
Trade:XSwimmin'1
________XTeamsterX
Mien:xdx_________X
Animal Handlin'XStrengthxdx
LeadershipX_________X
OveraweXQuicknessxdx
Performin':XQuick DrawX
PersuasionX_________X
Tale Tellin'XVigorxdx
________X_________X
Smarts:xdxSpiritxdx
BluffXFaithX
Gamblin'XGutsX
RidiculeX_________X
Scroungin'X
SurvivalX
StreetwiseX
Tinkerin'X
________XBounty:X

Shootin' Irons and Such:
Weapon:Shots:Speed:Rate of Fire:DamageRange
_________________________________
_________________________________
_________________________________
Weapon:Defense:Speed:Damage:
_______________________
_______________________
_______________________

EdgesHindrances
________________
________________
________________
________________
________________
________________

Arcane Abilities
1. (Ability Name)
2. (Ability Name)
Etc.
Equipment
Item 1
Item 2
Etc.
Worst Nightmare
           


Askance
Tue 28 Jan 2020
at 14:36
  • msg #26

Mercenary Guild RTJ

Loot from rat dude
1x [Leather Talisman]
1x [Carved Wooden Puzzle Box]
2x [Potions (described above)]
1000 Silver, 61 Gold

The Cave of Vadu
Mission: Kill the Dragon in the cave above Tuirensbury.
Time Limit: Unlimited (Unless dragon is slain by another party or vacates it's lair)
Rewards:
-Whatever found is yours to keep courtesy Count Minneti of the Region of Ravensford
-A Count's Pardon for any crime (accept murder of any kind) in the Region of Henricksport courtesy of Count Baranrite
-900 Gold

20/20 Magical Arrows, longbow +1 attack
[ ][ ][ ] New Moon Arrows
[ ] Inspiration
Lucky: [ ] [ ] [ ]
Blessed: +d4 to attacks, saves and skills

Quick Reference Usage
Extra Vestige[ ]Action, 1 min, poor binding on a trusted vestige
Armor of Agathys[ ](racial) Action, 1/LRest, 10 HP/Dmg

  Leraje [Good]
  - Prof: shortbow, longbow
  - Archery: +2 ranged attack rolls
  - Leraje's Quiver: if you attack with a bow, (bonus) make another attack. Free arrows, ignore ammunition.
  - Mask of the Wild: can hide when only lightly obscured, Adv on Stealth when naturally obscured
  - New Moon Arrows: per rest, make 1d4 Moon arrows, lasting 1 minute. Deal +1d8 Radiant. Shapers Con save vs revert

  Pixie (Minor Spirit)
  - Minor Illusion at will, Disguise Self at will
  - Poison Dart (Bonus) 60 ft, 1d10 Poison

----------------------------------------------------------------------------
Basic Information

Character Name  : Askance                   Height : 5'11"
Player Name     : Jason                     Weight : 190 lbs
Character Race  : Levistus Tiefling         Eyes   : Blue
Alignment       : C/N                       Hair   : Black
Deity           :                           Size   : Medium
Total Level     : 5                         Speed  : 30
----------------------------------------------------------------------------

Class and Level : Binder 5

Experience : 6,601 / 14,000

----------------------------------------------------------------------------
Ability Scores
  Strength     : 10 (+0)     10 roll result + 0 racial + 0 ASI + 0 misc
  Dexterity    : 12 (+1)     12 roll result + 0 racial + 0 ASI + 0 misc
  Constitution : 16 (+3)     15 roll result + 1 racial + 0 ASI + 0 misc
  Intelligence :  6 (-2)      6 roll result + 0 racial + 0 ASI + 0 misc
  Wisdom       :  9 (-1)      9 roll result + 0 racial + 0 ASI + 0 misc
  Charisma     : 19 (+4)     15 roll result + 2 racial + 2 ASI + 0 misc
----------------------------------------------------------------------------
Saves   Prof Abil | Hit Points  : 42/42
STR  +0 = +0   +0 | Hit Dice    : 5d8+4 [ ][ ][ ][ ][ ]
DEX  +1 = +0   +1 | Initiative  : +1 = 1 (Dex)
CON  +3 = +0   +3 | Armor Class : 12 = 11 (Armor) + 0 (Shield) + 1 (Dex)
INT  +1 = +2   -2 | Prof. Bonus : +3
WIS  -1 = +0   -1 | Inspiration : No
CHA  +7 = +2   +4 | Pass Percep : 00 = 10 + 0 (Perception bonus) + 0 (Misc)
----------------------------------------------------------------------------
Attack/Spell
  Ray of Frost    +6    1d8 Cold and -10 Speed
  Light Crossbow  +4    1d8+1 Piercing
  Dagger          +4    1d4+1 Piercing

----------------------------------------------------------------------------
Skills

Source                 Bonus    Abil.  Misc.  Prof.
[ ] Acrobatics          +1   =   +1     +0     +0
[ ] Animal Handling     -1   =   -1     +0     +0
[ ] Arcana              -2   =   -2     +0     +0
[ ] Athletics           +0   =   +0     +0     +0
[C] Deception           +7   =   +4     +0     +3
[ ] History             -2   =   -2     +0     +0
[ ] Insight             -1   =   -1     +0     +0
[ ] Intimidation        +4   =   +4     +0     +0
[ ] Investigation       -2   =   -2     +0     +0
[ ] Medicine            -1   =   -1     +0     +0
[ ] Nature              -1   =   -1     +0     +0
[ ] Perception          -1   =   -1     +0     +0
[ ] Performance         +4   =   +4     +0     +0
[C] Persuasion          +7   =   +4     +0     +3
[ ] Religion            -2   =   -2     +0     +0
[B] Sleight of Hand     +4   =   +1     +0     +3
[B] Stealth             +4   =   +1     +0     +3
[ ] Survival            -1   =   -1     +0     +0

[C] Ritual Implements   +6   =   +4     +0     +2  Cha
[B] Thieves' Tools      +4   =   +1     +0     +3  Dex
[B] Disguise Kit        +7   =   +4     +0     +3  Cha

----------------------------------------------------------------------------
Trait 1: I eat like a pig and have bad manners.
Trait 2: I sleep with my back to the wall and all my possessions bundled in my arms.
Ideal  : People - I help those who help me.
Bond   : I owe a debt I can never repay to a person who took pity on me. (Mok'guleh)
Flaw   : If I'm outnumbered, I will run away from a fight.
----------------------------------------------------------------------------
Feats

  Lucky: 3 d20-rerolls per long rest

----------------------------------------------------------------------------
Features and Traits

Levistus Tiefling
  +1 Con, +2 Cha
  Darkvision 60 ft
  Resistance vs Fire
  Legacy of Stygia: Ray of Frost, (3rd) Armor of Agathys Lv2, (5th) Darkness

Urchin
  Skills: Sleight of Hand, Stealth
  Tools : Thieves' Tools, Disguise Kit
  City Secrets: when not in combat, I can travel twice as fast in a city

Binder
  Weapons: Simple
  Armor  : Light
  Saves  : Wis, Cha
  Skills : (2) Arcana, Deception, History, Persuasion, Religion
  Tools  : Ritual Implements
  Soul Binding: After a long rest, perform a ritual for 1 minute per vestige
  - After the ritual, Cha Check vs Vestige DC. Result is Good or Poor pact
  - Lasts for 24 hours
  Renegotiation: 1/day after a rest, change your vestiges
  Suppress Sign: (Bonus) if you have a good pact, hide or show physical traits
  Minor Spirits: (Bonus) summon or dismiss spirit companion
   - Pixie: Minor Illusion at will, Disguise Self at will, (Bonus) Poison dart (60 ft, 1d10 poison)
  Trusted Visage: always have a good pact with (Aoskar)
  Binder's Fate: Occult Fate
  Trusted Vestiges: (2) Shax, Leraje
  Extra Vestige: (Action) Bind a trusted vestige with a poor pact
  - duration 1 minute, does not count against vestige limits
  - usable once per long rest
  ASI: +2 Cha
  Minor Spirits: (Bonus) summon or dismiss a second spirit companion
  - Blade Spirit: After a melee hit (Bonus) to deal +1d6 psychic, Spiritual Weapon 1/Rest, (Bonus) becomes a magical weapon

----------------------------------------------------------------------------
Equipment and Money

Worn Items
  Common Clothes
  Leather Armor
  Longbow
   - Quiver: 20
  Light Crossbow
  - Bolts: 20
  Dagger x3
  Component Pouch
  Copper Dogtag (Askance)

Carried Items
  Belt Pouch
  - coins
  Scholar's Pack
  - Book of Lore
  - Bottle of Ink
  - Ink Pen
  - Parchment x10
  - Small bag of sand
  - Small knife
  - Ritual Implements (tool)
  - map of my city
  - rations x6
  Bedroll

Alabaster Puppy (Figurine of Wondrous Power
-becomes a tiny Mastiff for 8 hours (bite 1 damage, no knock prone
-after use, inactive for 2 days. If killed, inactive 4 days

  0 PP, 209 GP, 0 SP, 0 CP

----------------------------------------------------------------------------
Other Features and Languages
  Languages: Common, Infernal
----------------------------------------------------------------------------
Spells & Bindings

Spell Casting Ability: Cha
Spell Save DC        : 15 = 8 (Base) + 3 (Proficiency) + 4 (Cha)
Spell Attack Modifier: +7 = 3 (Proficiency) + 4 (Cha)

Max Vestiges : 2
Vestige Level: 3

---Cantrips---
  Ray of Frost

---Level 1 Vestiges---
  Amon, DC 10
  - Physical Sign: curling ram horns grow from your head
  - Trait: I have an unnaturally foul temper
  - Ideal: Anarchy - I disapprove of faiths and factions
  - Darkvision 60 ft
  - Ancient Rivalry: Advantage on attacks vs targets with Pact Magic or Soul Binding
  - Amon's Horns: unarmed attack deals 1d4, Str vs Prone if you moved 10 ft first
  - Breathe Fire: 10 ft cone, Dex vs 1d6 Fire (1/2)
  - Impervious Flames: reroll 1's on fire spells that you cast, once per die
  - Hellish Rebuke: once per rest

  Aoskar, DC 10 Trusted Vestige
  - Physical Sign: a random patch of your skin looks flayed
  - Trait: I am fidgety around blades. Clerics, tall women, and temples scare me to death.
  - Bond: I go out of my way to protect travelers, though hesitant to women.
  - Divine Influence: Message, Sacred Flame, Thaumaturgy at will
  - Dimensional Leap: Action to teleport 1/2 your speed to a location you can see
  - Teleport w/o Error: no chance of error
  - Protection Good/Evil: as the spell, once per rest

  Dahlver-Nar, DC 10
  - Physical Sign: teeth grow from your scalp
  - Trait: I have a very short attention span
  - Bond: I am fascinated by teeth and will harvest new ones that I find.
  - Foul Breath: Poison Spray at will
  - Natural Armor: AC 13+Dex
  - Share Harm: (Reaction) give your attacker Advantage, target in 30 ft Cha vs taking 1/2 as much damage
  - Maddening Moan: Dissonant Whispers once per rest

  Naberius, DC 10
  - Physical Sign: Voice deepens, sounds hoarse, tone more harsh/intimidating.
  - Trait: I relish the sound of my sophisticated voice. I could listen for hours.
  - Trait: I will take any opportunity to speak to a large group, and not share the opportunity.
  - Proficiency in artisan tools of your choice
  - Naberius's Snarl: Vicious Mockery at will
  - Leverage: Advantage on Int/Cha checks to deliver, discover, withhold info
  - Noble Bloodhound: know general locale of highest authority in 1 mile
  - Disguise Self: at will, cast time 1 minute
  - Persuasive Words: Charm Person once per rest

  Ronove, DC 10
  - Physical Sign: Frown if good pact, Smile if poor pact
  - Trait: Despite what anyone says, I must constantly prove my worth.
  - Ideal: Denial - Abstaining from pleasures such as food/drink is key.
  - Magic Attacks: your unarmed strike count as magical
  - Ronove's Fists: have 1d4 attacks, Dex or Str, as a Monk
  - Sprint: +10 speed
  - Ronove's Endurance: You need 1/3 as much rest, food, drink. -1 Exhaustion level
  - Feather Fall: cast the spell at will
  - Far Hand: Mage Hand at will, but 10 lbs, Bonus action, Cha vs Athl/Acro to Push for 1d6 Force

  Shax, DC 10 Trusted Vestige
  - Physical Sign: a scar forms around your neck
  - Trait: I am highly possessive and territorial.
  - Ideal: Equality - I demand payment for any service I provide.
  - Proficiency with nets and trident
  - Aquatic: breath underwater, swim speed, and Advantage on Athletics to swim
  - Spirit of the Storm: Chill Touch and Shocking Grasp at will
  - Word of the Waves: Speak with Animals to aquatic creatures
  - Resistance vs Lightning
  - Fluidity of Movement: Reaction vs Melee damage, move 10 feet w/o provoking

LEVEL 2 VESTIGES
  Aym, DC 12
  - Physical Sign: star-shaped brand on left palm or forehead
  - Trait: I feel generous/guilty around dwarves, giving money or buying them gifts feels natural.
  - Ideal: Equality & Greed. Everything we own is to be kept, never shared.
  - Prof: Medium Armor, Shields
  - Golden-Fisted Rule: Adv. on Intimidate vs Dwarves. Disadv. on Persuade vs Dwarves.
  - Golden Plate: speed is not reduced by armor
  - Ruinous Strike: Adv. on melee vs inanimate objects, and double damage
  - Golden Halo: (bonus) Until beginning my next, touch or melee against Dex vs. 1d10 Fire
  - Ruinous Degree: cast Shatter once per rest

  Haagenti
  - Physical Sign: small physical changes to make you uglier
  - Trait: I feel ashamed of my appearance around beautiful creatures.
  - Bond: I always seek an alliance with the most attractive/charismatic creature around.
  - Prof: Medium armor, battleaxe, greataxe
  - Great Weapon Fighting: reroll a 1-2 on your melee damage dice with 2-hands
  - Immunity to Transform: Immune to petrify. (Action) end any transmutation effect on you
  - Cleave: on your turn, if a melee crit kills a target, make an attack
  - Minotaur Size: (bonus) once per rest, cast Enlarge

  Ipos
  - Physical Sign: you grow long, black, claw-like nails
  - Trait: if someone shows interest in a topic I am knowledgeable about, I mist educate them at length
  - Ideal: Intelligence. I think highly of my intellect, and contempt for those who question me
  - Planar Attenuation: choose another plane, you can move and act there as a native
  - Cold Iron Claws: 1d4 slashing, magical. (bonus) attack w/ the claws if you took attack action
  - Rend: If you hit with two claw attacks in one turn, deal an extra 2d6 slashing damage
  - Flash of Insight: once per rest (bonus) gain 60 ft Truesight until beginning of next turn
  - Ipos's Influence: when a vestige power requires a save, impose Disadvantage. Long rest restores.

  Leraje Trusted Vestige
  - Physical Sign: skin appears sickly, pock-marked
  - Trait: I am too timid to speak my mind, or jump to conclusions.
  - Trait: I feel guilty around elves and other fey.
  - Prof: shortbow, longbow
  - Archery: +2 ranged attack rolls
  - Leraje's Quiver: if you attack with a bow, (bonus) make another attack. Free arrows, ignore ammunition.
  - Mask of the Wild: can hide when only lightly obscured, Adv on Stealth when naturally obscured
  - New Moon Arrows: per rest, make 1d4 Moon arrows, lasting 1 minute. Deal +1d8 Radiant. Shapers Con save vs revert

  Malphas
  - Physical Sign: your teeth and tongue turn jet black
  - Trait: I fall in love easily, even a friendly gesture turns my affections.
  - Ideal: Power. Poison is my tool of choice for getting whatever I want.
  - Prof: poisoner's kit, shortsword
  - Turnfeather's Skill: ignore Disadv on Stealth for armor. Per rest, Dash, Disengage, or Hide as Bonus
  - Sneak Attack: as a rogue of 1/2 your Binder level
  - Bird's Eye View: 1 min ritual to summon a celestial dove or raven, works like a familiar
  - Invisibility: Once per rest, cast Invisibility

LEVEL 3 VESTIGES

  Focalor
  - Physical Sign: both eyes weep constantly, regardless of emotion
  - Trait: I feel morose and rarely laugh/smile
  - Trait: After killing a creature, I'll find a quiet moment to say a few words of sorrow
  - Aquatic: swim speed, breath water, Advantage on Athletics (Swim)
  - Electrifying Touch: shocking grasp at will
  - Aura of Despair: start each turn, creatures w/i 5 ft Cha vs Grief (no bonus actions, Disadv on mental checks)
  - Inestimable Grief: Insight/Percep against you have Disadv. Adv vs Detect Thoughts saves
  - Spark Gap: single target Lightning spells jump to another w/i 5 ft, Dex vs 1/2
  - Focalor's Breath: once per rest, cast Blind/Deaf
  - Lightning Bolt: once per rest, cast Lightning Bolt

  Paimon
  - Physical Sign: one side of your mouth is wider, as though being stretched/pulled
  - Trait: The first thing I do when arriving at a new place, is court a damsel
  - Trait: I cannot resist the allure of music and dance
  - Proficiency: rapiers and shortswords
  - Dancer's Grace: add 1/2 proficiency to Dex checks you're not trained in
  - Dance of Death: (Bonus) Dance, do not provoke OA's, 1/round add 1d8 Piercing to a melee attack
  - Lord of the Dance: Advantage on all dance based Perform/Acrobatics checks
  - Masterful Footwork: while dancing, (Reaction) Performance DC ToHitRoll to avoid the attack, 1/rest
  - Dancer's Celerity: cast Haste 1/LRest

  Primus
  - Physical Sign: patches on your arms/legs become gold/silver/bronze
  - Trait: Ruthlessly efficient, an eye toward ultimate goals, no frivolity/distraction
  - Ideal: There is nothing higher than the law.
  - Prof: medium armor, morning stars
  - Archive of Law: Adv. on Int checks vs written agreements. (Action) consult Primus
  - Lawful Strike: once per turn, deal +1d6 Force on a melee attack
  - Unyielding Code: immune to Charm
  - Primus's Decree: Command 1/24 hours
  - Rule of Law: (Action) issue a law, all w/i 30 ft Cha vs following the law for 1 minute, 1/LRest
    - Speed Limit (speed 10 ft), Banned School (can't cast or concentrate on that school), Pacifism (only 1 attack per round)

  Xanathar
  - Sign: Eyes fixed open wide, can never blink
  - Trait: I've the mind of a crime lord. I horde info, hold grudges, no mercy. Screw laws.
  - Ideal: Perfection. I am perfect and have no equal. I resent the perfection of other's.
  - Antimagic Influence: Advantage on saves vs magical effects
  - Ray of Flame: fire bolt at will
  - Eyes of the Beholder: after any rest, regain the use of any expended Eye
  - Slow Ray: Slow 1/LRest
  - Sleep Ray: 1 creature w/i 60 ft, Wis vs Unconscious for 1 minute, 1/LRest
  - Fear Ray: cast Fear 1/LRest
  - Death Ray: (Action) make a ranged attack 60 ft, deals 8d6 Necrotic, 1/LRest

----------------------------------------------------------------------------

Cleric of Order
Mon 8 Feb 2021
at 06:18
  • msg #27

Mercenary Guild RTJ

link to another game

<a href=#Basic>Name                                                         </a>
  <a href=#Ability>Ability Scores</a>      <a href=#ClassInfo>Class Info</a>             <a href=#Personality>Personality</a>
  <a href=#Racial>Racial Feats</a>        <a href=#Class>Class Feats</a>            <a href=#Background>Background Feats</a>
  <a href=#Combat>Combat Stats</a>        <a href=#Feats>Feats </a>                 <a href=#Inspiration>Inspiration</a>
  <a href=#Senses>Senses </a>             <a href=#Saves>Saves </a>                 <a href=#Languages>Languages</a>
  <a href=#Weapons>Weapons </a>            <a href=#Death>Death Saves</a>            <a href=#Worn>Worn Items</a>
  <a href=#Armor>Armor </a>              <a href=#Skills>Skills </a>                <a href=#Money>Money </a>
  <a href=#Equipment>Equipment </a>          <a href=#Spells>Spells </a>                <a href=#Associations>Associations </a>
  <a href=#Description>Description </a>                               <a href=#Backstory>Backstory </a>
  <a href=#Conditions>Conditions </a>                                <a href=#MagicItems>Magic Items</a>
                                             <a href=#Scrolls>Scrolls </a>
[anchor Basic]


BASIC INFORMATION
 Character Name  :                          Height :
 Character Race  :                          Weight :
 Background      :                          Age    :
 Alignment       :                          Eyes   :
 Deity           :                          Hair   :
 Total Level     : 1                        Hand   :
 Current XP      : 000 / 300                Size   :
                                            Speed  : 5
[anchor Conditions]
--------------------------------------------------------------------------------
CONDITIONS



[anchor ClassInfo]
--------------------------------------------------------------------------------
CHARACTER CLASS INFORMATION
 Level  1 Class : Cleric             Hit Die : 1d8
[anchor Ability]
--------------------------------------------------------------------------------
ABILITY SCORES
 Strength     :  00  +0      00 + 0 racial + 0 level + 0 misc
 Dexterity    :  00  +0      00 + 0 racial + 0 level + 0 misc
 Constitution :  00  +0      00 + 0 racial + 0 level + 0 misc
 Intelligence :  00  +0      00 + 0 racial + 0 level + 0 misc
 Wisdom       :  00  +0      00 + 0 racial + 0 level + 0 misc
 Charisma     :  00  +0      00 + 0 racial + 0 level + 0 misc

 Eucumbered        : 000 lbs     Str x  5
 Heavily Eucumbered: 000 lbs     Str x 10
 Carry Capacity    : 000 lbs     Str x 15
 Lift, Drag, Push  : 000 lbs     Str x 30

 Conditional Bonuses and Penalties :
[anchor Inspiration]
--------------------------------------------------------------------------------
INSPIRATION
 Inspired : Yes / [No]   Using inspiration gives you advantage
[anchor Personality]
--------------------------------------------------------------------------------
PERSONALITY TRAITS
 Trait 1:
 Trait 2:
 Ideals :
 Bonds  :
 Flaws  :
[anchor Combat]
--------------------------------------------------------------------------------
COMBAT STATISTICS
 Hit Points    :          Current HP :
 Proficiency   : +2       Temp HP    : +0
 Initiative    : +0       Total HD   : [dice=d memo="hit die" text="1d"]  [ ]

 Base Melee    : +0    2 prof + 0 STR + 0 misc
 Base Ranged   : +0    2 prof + 0 DEX + 0 misc
 Base Spell    : +0    2 prof + 0 Wis + 0 misc

 Armor Class   : 17   10 armor + 0 shield + 0 DEX + 0 misc

 Dmg Resistance:
 Dmg Immunity  :
[anchor Saves]
--------------------------------------------------------------------------------
SAVING THROWS
 Strength     : +0    0 prof +  0 STR + 0 misc
 Dexterity    : +0    0 prof +  0 DEX + 0 misc
 Constitution : +0    0 prof +  0 CON + 0 misc
 Intelligence : +0    0 prof +  0 INT + 0 misc
 Wisdom       : +0    0 prof +  0 WIS + 0 misc
 Charisma     : +0    0 prof +  0 CHA + 0 misc

 Conditional Bonuses and Penalties :
[anchor Death]
--------------------------------------------------------------------------------
DEATH SAVES
 Successes : [-] [-] [-]
 Failures  : [-] [-] [-]
[anchor Racial]
--------------------------------------------------------------------------------
RACIAL ABILITIES & FEATURES

High Elf


Cleric of Order


[anchor Class]
--------------------------------------------------------------------------------
CLASS ABILITIES & FEATURES

  Armor  : Heavy, Medium, Light, Shield
  Weapons: All Simple
  Saves  : Wis, Cha
  Skills : (2)

[anchor Background]
--------------------------------------------------------------------------------
BACKGROUND FEATURES


[anchor Feats]
--------------------------------------------------------------------------------
FEATS

[anchor Skills]
--------------------------------------------------------------------------------
SKILLS
Prof Skill             Ability  Bonus   Prof  Ability  Misc
 [ ] Acrobatics          DEX   :  +0      0  +   0    +
 [ ] Animal Handling     WIS   :  +0      0  +   0    +
 [ ] Arcana              INT   :  +0      0  +   0    +
 [ ] Athletics           STR   :  +0      0  +   0    +
 [ ] Deception           CHA   :  +0      0  +   0    +
 [ ] History             INT   :  +0      0  +   0    +
 [ ] Insight             WIS   :  +0      0  +   0    +
 [ ] Intimidation        CHA   :  +0      0  +   0    +
 [ ] Investigation       INT   :  +0      0  +   0    +
 [ ] Medicine            WIS   :  +0      0  +   0    +
 [ ] Nature              INT   :  +0      0  +   0    +
 [ ] Perception          WIS   :  +0      0  +   0    +
 [ ] Performance         CHA   :  +0      0  +   0    +
 [ ] Persuasion          CHA   :  +0      0  +   0    +
 [ ] Religion            INT   :  +0      0  +   0    +
 [ ] Sleight of Hand ^   DEX   :  +0      0  +   0    +
 [ ] Stealth             DEX   :  +0      0  +   0    +
 [ ] Survival            WIS   :  +0      0  +   0    +

 [r/c/b/f] denotes skill proficiency (race/class/background/feat)

 Conditional Bonuses and Penalties :
[anchor Senses]
--------------------------------------------------------------------------------
SENSES
 Passive Perception     : 10  10 + 0 prof + 0 Wis + 0 adv* + 0 misc
 Passive Investigation  : 10  10 + 0 prof + 0 Int + 0 adv* + 0 misc
 Passive Insight        : 10  10 + 0 prof + 0 Wis + 0 adv* + 0 misc
  *Add or subtract 5 to passive based on having advantage or disadvantage

 Vision :
[anchor Languages]
--------------------------------------------------------------------------------
LANGUAGES
 Common, Elven
[anchor Weapons]
--------------------------------------------------------------------------------
WEAPONS
 Name           Attack   Damage   Type   Range   Properties



[anchor Armor]
--------------------------------------------------------------------------------
ARMOR
 Name                    AC       Strength      Stealth         Properties



[anchor Spells]
--------------------------------------------------------------------------------
SPELLS
 Spell Save DC:
 Spell Attack : +

Spell Slots Used: 1st [ ] [ ]
Prepared (? = X Abil + X Lv)  {C}oncentration, {R}itual
 1st:

Cantrips:

Level 1


[anchor MagicItems]
--------------------------------------------------------------------------------
MAGIC ITEMS

[anchor Scrolls]
--------------------------------------------------------------------------------
SCROLLS

[anchor Equipment]
--------------------------------------------------------------------------------
EQUIPMENT
 Item                       Qty        Location   Weight 

 =========================================================
 TOTAL WEIGHT                                     0.00 LBS

[anchor Worn]
--------------------------------------------------------------------------------
WORN
 Armor     :
 Shield    :
 Body      :
 Head      :
 Headband  :
 Eyes      :
 Neck      :
 Shoulders :
 Chest     :
 Wrists    :
 Hands     :
 Ring #1   :
 Ring #2   :
 Belt      :
 Legs      :
 Feet      :
[anchor Money]
--------------------------------------------------------------------------------
MONEY
 PP:
 GP:
 EP:
 SP:
 CP:

 Gems:
[anchor Associations]
--------------------------------------------------------------------------------
ASSOCIATIONS


[anchor Description]
--------------------------------------------------------------------------------
DESCRIPTION

[anchor Backstory]
--------------------------------------------------------------------------------
BACKSTORY
"Stuff"
--------------------------------------------------------------------------------
Psynister
GM, 63 posts
Mon 22 Feb 2021
at 00:14
  • msg #28

Mercenary Guild RTJ

[ ][ ] Level 1 spell slots
[ ] Spirit Guardians (racial)
[ ][ ][ ] War Priest (bonus attack)
[ ][ ] Regeneration Dice
[ ][ ] Luck Points

CHARACTER
Name       : Kraelix                         Folk: Dunmer (Elf)
Class/Level: Cleric 1                        Sign: The Warrior
Experience : 0                   XP to next level: 300
Languages  : Dunmeris, Altmeris

----------------------------------------------------------------
PERSONAL DATA

Gender   : Male
Height   : 5'11"
Weight   : 162 lb
Eyes     : Red
Hair     : White
Skin     : Pale
Age      :
Birthdate: Seventh day of Last Seed

----------------------------------------------------------------
ABILITIES  17, 12, 15, 12, 10, 10
              Max. Base  Folk  Level  Misc.  Total  MOD   Save
Strength       21   15 +  0   +  0  +   1  =  17    +3    [ ] Str
Dexterity      21   12 +  0   +  0  +   1  =  13    +1    [ ] Dex
Constitution   18   12 + -2   +  0  +   0  =  10    +0    [ ] Con
Intelligence   21   10 +  1   +  0  +   0  =  11    +0    [ ] Int
Wisdom         21   17 +  1   +  0  +   0  =  18    +4    [X] Wis
Charisma       21   10 +  1   +  0  +   0  =  11    +0    [X] Cha

Luck points maximum: 2  (restore 1/Long rest)

----------------------------------------------------------------
PROFICIENCY                             Proficiency bonus: +2

Skill proficiencies: Str Dex Int Wis Cha
 Athletics, Religion, Science

Tool kit proficiencies:


Weapon and armor proficiencies:
Simple weapons [X]   Martial weapons [X]   Shields     [X]
Light armor    [X]   Medium armor    [X]   Heavy armor [X]
Specifics:

Passive Perception: 14
Passive Investigation: 10
Passive Insight: 14

----------------------------------------------------------------
COMBAT

Hit points : 8
Regeneration Dice: 2 (> of Con/Prof)
Resistance to Fire

Initiative : +1
Speed: 30ft

Armor worn : Chainmail
Shield used: Shield
Armor class: 16 (Armor) + 1 (DEX) + 2 (Shield) + - (Misc) = 18

ATTACKS
Name          Range  Atk  Damage and type     Properties
Unarmed        ---   +5   4 Bludgeoning
Shillelagh     ---   +6   1d8+4 Bludgeoning   Counts as magical
Roll d20+6,d10 120   +6   1d10 Force
Staff          ---   +5   1d6+3 Bludgeoning   Versatile (d8)


OTHER ACTIONS
  Reactions: Shield, Hellish Rebuke, Absorb Elements

----------------------------------------------------------------
CLASS ABILITIES

Cleric
  Spellcasting: house ruled spell list to be handled as a wizard
  Ritual Caster
  Divine Domain: War
  - Bonus Profs: heavy armor and martial weapons
  - War Priest: when Attacking you can attack again as [Bonus], uses Wis/Long Rest

----------------------------------------------------------------
SIGN POWER

  Abilities: Str +1, Dex +1 (also increases max)
  Skill: Athletics, Intimidation, or History
  Power: You have very little patience and must succeed on Wis DC 20 to choose a
diplomatic or indirect approach to an issue you could solve in a more physical way.

----------------------------------------------------------------
FEATS  (max Feats is 1/4 levels, cannot increase same ability twice in a row)

Level 2  :
Level 4  :
Level 6  :
Level 8  :
Level 10 :
Level 12 :
Level 14 :
Level 16 :
Level 18 :
Level 20 :

----------------------------------------------------------------
SPELLCASTING

Spellcasting Attribute: Wis
Spell Save DC         : 14
Spell Attack Bonus    : +6


          Known  Daily   List
Cantrips    3     -      Shillelagh, Mold Earth, Eldritch Blast
Level 1     7     2      *DF, *SoF, Bless, Shield, Healing Word, Hellish Rebuke, Comp Languages
Level 2     -     -      *Magic Weapon, *Spiritual Weapon
Level 3     -     -      *Crusader Mantle, *Spirit Guardians
Level 4     -     -      *Freedom of Movement, *Stoneskin
Level 5     -     -      *Flamestrike, *Hold Monster
Level 6     -     -
Level 7     -     -
Level 8     -     -
Level 9     -     -

Spells Known
0 - Shillelagh: [Bonus] mace/staff deals 1d8+Wis damage & is magical
0 - Mold Earth: move loose dirt, draw/paint on dirt/stone, cause difficult terrain
0 - Eldritch Blast: 120 ft ranged attack, 1d10 Force damage

D - Divine Favor: {C} [Bonus] weapon damage increased by 1d4
D - Shield of Faith: {C} [Bonus] target in 60 ft gains +2 AC
1 - Bless: {C} up to 3 allies get +1d4 to attacks/saves/skills
1 - Shield: [Reaction] +5 AC until your next turn
1 - Healing Word: [Bonus] restore 1d4+Wis HP to a target in 60 ft
1 - Hellish Rebuke: [Reaction] Dex vs 2d10 Fire, half on save
1 - Absorb Elements: [Reaction] Resist an element, deal 1d6 of it on next melee attack
1 - Comprehend Languages: {R} for 1 hour, understand all written/spoken tongues
1 - Tensor's Floating Disk: {R} for 1 hour disk can carry 500 lbs, stays w/i 20 ft of you

----------------------------------------------------------------
VALUABLES

gp: 107    sp: 2   cp: 8

Other valuables:

Total value    :                    Total weight   :

----------------------------------------------------------------
NONMAGICAL GEAR

1  Shield               6.00 lb       10.00 gp
1  Chainmail           55.00 lb       75.00 gp
1  Quarterstaff         4.00 lb        0.20 gp
1  Amulet (focus)       1.00 lb        5.00 gp
1  Backpack             5.00 lb        2.00 gp
1  Blanket              3.00 lb        0.50 gp
1  Waterskin            5.00 lb        0.02 gp


Total value    :  92.72                 Total weight   : 79.00 lb

----------------------------------------------------------------
MAGICAL GEAR

Name                              Location    Weight    Value


Total value    :                        Total weight   :

----------------------------------------------------------------
ENCUMBRANCE

Total carried weight:

Unencumbered         : 0 - 5x STR (80)
Encumbered *         : >5x STR - 10x STR (160)
Heavily encumbered **: >10x STR - 15x STR (240)

* Speed drops by 10'
** Speed drops by 20', Disadvantage on d20 checks linked
to STR, DEX and CON

----------------------------------------------------------------
MISCELLANEOUS

This message was last edited by the GM at 15:03, Mon 22 Feb 2021.
Pavel Aemon
Wed 24 Feb 2021
at 01:49
  • msg #29

Mercenary Guild RTJ

Pavel Aemon

Though he was born in Darktow, and spent most of his childhood bouncing around the Menagerie Coast, Pavel and his family are actually citizens of Zadash. His family members have a natural gift for the arcane arts. Both of his parents served in the Cerberus Assembly, along with five of siblings. Pavel’s father, Margus, was renowned for his work in the school of evocation and its military applications. His mother, Qturra, did not specialize in any one school, but instead sought to catalogue and unearth spells and artifacts from across the empire. His mother’s work meant the family had easy access to a wide array of knowledge, and his father’s impressive displays filled the children with wonder and awe.

Pavel possessed the arcane knack, but he did not make for a good student and he hated book-learning. From the time he first learned to read, and for the next three years that followed, his parents tried to push him into following the demanding schooling required to prepare him for the Assembly. Though unsuccessful up to that point, they were determined to see his potential realized. Their efforts were cut short on the night after Pavel’s ninth birthday, when Margus and Qturra had something go terribly wrong while researching items that they had recently recovered from the ruins of Molaesmyr.

Pavel’s oldest brother, Jorgen, had walked into the research room with their parents, and moments later their home was filled with an otherworldly sound of high-pitched shrieking-squeal mixed with stones grinding against one another, then ending with a hollow thump and a fading hiss almost like someone slapped a hand against their chest and then drug it across their clothing. The walls and floors of the home were rocked as if it had been hit by an explosion, items falling off shelves and counters, art falling from walls, but there was no evidence of flame or smoke, and all sound had ceased.

Most of the children hid, all but Pavel and Mikal. The two middle brothers raced to the research room and threw open the door to see what had happened. Furniture and other items remained in the room in almost the exact position they had been in before, except for things made of glass which had all shattered into nothing more than fine dust. The bodies of his parents and Jorgen were a different story. Only their skeletons remained, all signs of flesh, blood, and clothing were gone. Jewelry remained, it too unharmed by the event. But the skeletons were bent in half as though they had been folded over backwards. The bones themselves shined and reflected light as if they were made of silver.

Pavel and his remaining siblings moved in with their uncle Phaedrik, who worked for the Assembly, but was not a member himself. They traveled a lot over the next several years, spending significant time in Nicodranas and Port Domali, but moving often otherwise. Most of the details of that time are lost to Pavel’s mind, either forgotten or locked away by his mind or safety. The deaths of their parents and brother would not be the end to their trauma, however.

In the summer of 816 AP, the uncle moved with the kids to Rexxentrum. Phaedrik changed his role with the Assembly and was no longer required to be on the move so much, giving the children some stability once more. Those siblings who were inclined toward arcana took to attending the Soltryce Academy, and there they flourished. Early into the fall disaster struck once more. The four youngest siblings- Mikal, Sayl, Pavel, and Zimn - were out on the streets of Rexxentrum shortly after nightfall. Merchants were packing up their wares and crowds were dispersing to homes or taverns, and the like. Mikal was showing off for one of the merchants’ daughters, displaying some of the skills he had learned from the academy. As a man rode his horse behind them in the street, Mikal’s display spooked the horse causing it to rear. The rider was thrown onto an oil merchant’s table, knocking jars of oil down onto the street and onto Pavel and little Zimn. As people rushed out of the way, a torch-bearing man who was lighting sconces along the street was toppled, and the torch fell right into the oil. Pavel suffered serious burns to his back and his left arm and leg, but Zimn had been covered in the splashed oil and died there in the street.

In the aftermath of this accident, people in the community came together to help and support them. They brought food and asked to help fill the family's needs as opportunity allowed. The time that Pavel spent recovering from the burns lead him to discover his passion for food. Being unable to move while the burns healed meant that food was one of the very few things he could actually enjoy in his life, and food brought a special comfort, as did knowing that there were people nearby who were not of his family but had cared for them regardless. It was the first time he felt a part of a community.

Once he had healed enough to move about, he started to learn about cooking. As his health improved, he began traveling to sample and collect recipes from all across the empire. As his siblings had been absorbed by their studies at the Academy, so too had Pavel been with his new obsession. By this point, Pavel's older siblings had all gone off as part of their work at the academy, or in service to it. Mikal, whose guilt at causing the death of their sister and Pavel to be scarred for the rest of his life, was particularly absent as he ran from his own shame and guilt into anything that might take his mind off of it. The few times that Mikal did return home he would stay for little more than an hour before he found an excuse to rush off once more.

As his own family disperse, Pavel found new family by way of communities. As he sought out new recipes, he also found new communities. Where common folk would share their food with him, he returned the favor by cooking recipes or sharing bottles of wine and ale from other regions. For a while he considered the idea of becoming a merchant, doing the same but in larger quantity, but as much as he loved the food and drink himself, the business of it did not matter to him. He was there for sharing, not for profit.

[This is the point where I stopped writing the first night. The concept is heavily tied to his backstory, but I'm going to throw a novel at you if I don't watch it. I don’t think you want the full backstory, so I’m cutting a lot of things out from this point onward, but I know the rest of it if you do want it.]

It was on one such trip that he was approached by a Golden Grinner, an elven gentlemen who called himself Harvest. He told Pavel that they had crossed paths numerous times before, and that it was his passion for serving and connecting with the common people that had prompted him to reach out. They discussed what the organization was, how they operated, and why. Harvest asked if he could accompany him for a time, and Pavel was happy to agree. He embraced the ideals of the Grinners almost right away, as he found that the one thing he had been missing in his travels so far, were stories. Food always brought people together, but after the food was gone, the people went with it. They might think back on the food for a time, but before long they would forget. The thing that really stuck with them was stories, and the best way to make a story stick in someone's mind was to put it to music.

Harvest showed him how to read people's emotions, how to notice that the kinds of stories someone told, or the ones they requested, related to their real emotions. It told you how desperate times really were, what kinds of things they hoped and prayed for in their futures, or what things they took pride in and wished to celebrate. He taught him that sometimes people didn't do anything to express their emotions, they simply kept to themselves, and how your own choice of stories and music could prompt those people to open up, or how you could influence emotions to become what you wanted them to. All of this through simple means.

These things together would lead Pavel to become the man he is today.
Psynister
GM, 64 posts
Mon 1 Mar 2021
at 04:16
  • msg #30

Mercenary Guild RTJ




   SECTION 1:  THE BASICS



Character Name  : Kaa
Race / Class    : Half-orc Cleric
Level / Exp Pts : 5
Background      :
Alignment       : Chaotic Neutral



   SECTION 2:  ABILITIES



Strength     =     18   (+4) 14 Base +2 race +1 ASI
Dexterity    =      5   (-3)  5 Base
Constitution =     14   (+2) 13 Base +1 race
Intelligence =     11   (+0) 11 Base
Wisdom       =     14   (+2) 13 Base +1 ASI
Charisma     =     10   (+0) 10 Base

Proficiency Bonus = +3
Perception (passive wisdom) = 12

Racial (Race)
  Abilities: +2 Str, +1 Con
  Darkvision 60 ft
  Menacing: prof with Intimidation
  Relentless Endurance: when reduced to 0 HP, you're instead reduced to 1
  Savage Attacks: when you crit with a weapon, roll an extra damage die
  Languages: Common, Orc

Class (Class)
  Armor: All
  Weapons: All
  Saves: Wis, Cha
  Skills: (2) History, Insight
  Spellcasting (Wis)
  Ritual Caster
  Divine Domain: Tempest
  Bonus Proficiencies: Heavy Armor, Martial Weapons
  Channel Divinity: (1/rest) Turn Undead, Destructive Wrath, Destroy Undead (CR 1/2)
  - Turn Undead:
    - Destroy CR 1/2: if turned,
  - Destructive Wrath: a Thunder or Lightning spell deals max damage
  Wrath of the Storm: (Reaction) when hit by melee in 5 ft, Wis/Long Rest
  - Dex vs 2d8 Lightning or Thunder damage, 1/2 on success
  ASI: +1 Str, +1 Wis



   SECTION 3:  SAVING THROWS



( )Strength     =      +3
( )Dexterity    =      -3
( )Constitution =      +2
( )Intelligence =      +0
(X)Wisdom       =      +4
(X)Charisma     =      +2



   SECTION 4:  SKILLS



( )  Acrobatics (Dex)      +0       ( )  Medicine (Wis)        +0
( )  Animal Handling (Wis) +0       ( )  Nature (Int)          +0
( )  Arcana (Int)          +0       ( )  Perception (Wis)      +0
( )  Athletics  (Str)      +0       ( )  Performance (Cha)     +0
( )  Deception (Cha)       +0       ( )  Persuasion (Cha)      +0
(C)  History (Int)         +0       ( )  Religion (Int)        +0
(C)  Insight (Wis)         +0       ( )  Sleight of Hand (Dex) +0
( )  Intimidation (Cha)    +0       ( )  Stealth (Dex)         +0
( )  Investigation (Int)   +0       ( )  Survival (Wis)        +0



   SECTION 5:  COMBAT & HEALTH   



Armor Class          : 16-18 = 16 Armor + 2 Shield
Initiative (passive) : -3
Speed                : 30

Hit Dice             : 5d8+2
Max Hit Points       :
Current Hit Points   :
Temporary Hit Points :

ATTACKS
Weapon type(M or R)   /   Bonus   /   Damage (Type)
  Warhammer(M)  +6   1d8+3(B)   1d10+3(B) Versatile

** {M}elee or {R}anged



   SECTION 6:  BACKGROUND



Age / Gender       : 33 / Male
Height / Weight    : 6'6" / 347 lbs
Eyes / Skin / Hair : Black / Tan / Black
Description        :

Background          :
Skill Proficiencies :
Tool Proficiencies  :
Languages           :

Features      :
Con of Choice :
Traits        :
Ideal         :
Bonds         :
Flaws         :

Backstory:

Description:



   SECTION 7: EXTRAS   



   Equipment List
Description                 Cost       Weight
Chain Mail
Shield
Explorer's Pack
Holy Symbol

                                          lbs

   Wealth
PP =
EP =
GP =
SP =
CP =

Gems =

Jewelry =

Other =

  Magic Items



   SECTION 8: SPELLCASTING



Spell    Spell SV     Spell      Spell
Lvl         DC       ATK MOD     Slots


Spellbook Spells Known = All
Cantrips: 4
Spell        Ref Page     Casting Time     Range     Duration     Components
Guidance                       1 action       Touch     1 minute
Resistance
Spare the Dying                1 action       Touch     Instant
Thaumaturgy                    1 action        30       1 hour

Level One
Spell        Ref Page     Casting Time     Range     Duration     Components   Ritual?
*Fog Cloud
*Thunderwave

Level Two
Spell        Ref Page     Casting Time     Range     Duration     Components   Ritual?
*Gust of Wind
*Shatter

Level Three
Spell        Ref Page     Casting Time     Range     Duration     Components   Ritual?
*Call Lightning
*Sleet Storm

Level Four
Spell        Ref Page     Casting Time     Range     Duration     Components   Ritual?
*
*


Psynister
GM, 66 posts
Mon 8 Mar 2021
at 15:38
  • msg #31

Mercenary Guild RTJ

link to another game

1. I love playing the game, and I like your goal of keeping things moving and having the leader position to support that. I also haven't run any of the adventures you're considering, so I'd be happy to try them out.

2. (If we do Saltmarsh, Aulkhor is a Lizardfolk Death Cleric) Aulkhor is a bonecrafter of the (setting appropriate) lizardfolk clan. Though all lizardfolk are proficient in crafting items from the remains of others, Aulkhor has a particular knack for it. As he entered his teenage years, his study of bones and their practical uses led him to having a curiosity in less mundane uses. How could he put bones to use if he already had all the tools that he needed?

If we play Candlekeep, I may keep the necro but swap him to a wizard and a different race to something more suitable for the setting. If we do Sunless Citadel, I'll swap to a Fighter/Warlock multiclass whose background I would work with you to make because how much you would want to utilize my patron in the narrative of a premade would influence how much or in what direction I developed it.

3. Aulkhor stabbed the corpse again, hilt-deep into the torso, to make sure the thing had stayed dead this time. Of all the creatures who wandered the marshes, undead were by far the worst, and zombies were the worst of the worst as even the bones were often spoiled by the rotten flesh. ~Zombies. Worthless, waste.~" They had done enough damage to those three zombies to kill half a clan worth of lizardkin, but they refused to stay dead.

He let out a frustrated sigh and tossed his spoiled bone dagger to the ground before turning to the corpse of Charithek, who had been his hunting partner. He flipped her over onto her stomach, drew the dagger from her leg sheath, and ran the blade up her spine and across her shoulders to expose the back muscles. He sliced the muscle free then sat on his knees and leaned back onto his heals as he ate the tender back muscle and caught his breath. Feeling refreshed, he set to work on gathering more meat from the legs and arms, using pieces of the leather armor that had covered those areas to bind and carry the meat back to the clan. He would replace his own dagger with bones from the arms, and make an extra for the next time he encountered such creatures.

As he made his way back to the village, Aulkhor's thoughts wandered deeply into the topics of death and undeath. He couldn't make tools out of fouled corpses, but could he make tools of the corpses themselves? It took time for the meat to turn foul, could he make the meat carry itself? Could they be effective hunting partners? So many questions. None in the clan would know, but perhaps the gods of death would answer those questions themselves.

4. Certainly. I never want the game to stall because I'm unavailable. If you haven't seen a post from me in even just 20 hours or so, you're free to take control of him to keep things moving.

5. I've been doing PbP games for almost 20 years, most of that time here, so I would be willing to fill the leader role specifically because I've seen so many times, how much a lack decision making in games can lead to stalling and ultimately killing the game. I'm happy to keep us going by calling the shots when necessary.

6. Twenty years of PbP experience. The shortest games I've participated in were technically "active" for a couple of weeks, with players posting in OOC, but where the DM disappeared shortly after adding players to the game and then the game itself never actually happening. I've also had a few games that died shortly after play started from players dropping out, and once when giving a new DM some constructive criticism and he rage deleted all three of his games (I was in all three).

7. I'm in Central Standard, with most of my evenings wide open from 5 PM until 1-2 AM. I check games for updates throughout the day and can often post while I'm at work too, or during my lunch break. I do have big overtime days on occasion, but I usually know when those might be coming up and can give you a heads up on my limited availability and a rough idea of how long that might last.

8. Absolutely put me on the waiting list if I don't make it. I don't mind taking over other people's characters. I might ask to change up some of their personality traits if they went with something wonky or something that I just wouldn't enjoy roleplaying.

9. I haven't played either: Saltmarsh >= Candlekeep > Sunless Citadel
This message was last edited by the GM at 23:04, Mon 08 Mar 2021.
Kawlso Horizons
Sun 4 Apr 2021
at 03:09
  • msg #32

Character RTJ

Kawlso Horizons, Half-Orc Druid (Circle of Stars) L/N

Kawlso spent all of his pre-adventuring life as a sailor, in a huge mixed family full of sailors. A little more than a year ago, his ship was destroyed by a sea creature that left him mentally scarred and afraid to return to deeper waters. Boats that do not go out too far from land make him anxious, but he can cope with that. Mostly. Usually. Sometimes.

His druidism developed naturally without the aid of a mentor (see backstory). That magic saved his life and the lives of his family and friends, and he has since dedicated his life to being a druid. There are evils and danger to be found on land, probably even more so than on the sea, and that has lead him to taking up the adventuring life.

He tells himself that, but honestly the fear of being out at sea is simply too much for him to face right now. [Mechanically, I'd like him to have to make a Wisdom save vs Fear any time we're on the water and there's an attack. Something similar to that, anyway. Whether or not anything comes up that allows him to overcome that, we can consider when/if we reach that point.] Everyone in the family has a strong sense of wanderlust, and since he cannot satisfy that as a sialor right now, he's treating it with adventuring instead.

Kawlso is a very dedicated team-player, and he's been a look-out and scout all his life, so that's where he shines. Mechanically speaking, he's going to be focused on control and utility spells that buff the team or hinder the enemy, along with some healing. He's not designed to be a major contributor to the damage numbers. Not directly, at least. His wild shapes will probably be used for Familiars to assist with scouting, or to allow him to fit into locations the group otherwise can't access.

Backstory:
Kawlso hails from the sea itself. For four generations the Horizons family have sailed the seas, and tradition dictates that all children of the family be born aboard a boat while out at sea, in order to obtain the blessings of the Storm Lord. The family is large and as mixed as one could possibly be, and this too is tradition. Everyone is free and encouraged to chose their own path in life, leading to quite a variety of professions to be found among his kin. Some even choose to live a life on land, but those few that do are always filled with a sense of wanderlust. A reunion of the family members is celebrated any time they happen to find themselves at port together. Though the family is very tightly knit and close to one another emotionally, physically they are often far from one another, as each seeks to share in their own travels and adventures in life, so that they have something worthy of being shared during the reunions. For those who carry on the tradition of sailing, within the first few years of reaching adulthood, they are encouraged to find work on other ships, or ships of their own.

Kawlso's youth was spent with his parents and three of his six siblings, aboard a merchant ship named Reefstalker. It was a long ship, shallow enough to go where larger vessels could not, and light on the water. The captain was an elven woman who called herself Sylf, though all of the crew simply called her Captain. The ship had one room open for passengers, with beds enough for three, but rarely did Captain agree to take passengers; even when more than fair amounts of gold were offered.

Kawlso's primary duty aboard Reefstalker was to be the nighttime lookout from the crow's nest. He got to sleep through the afternoons, for which he was thankful since he hated to be hot and afternoons were the worst. In the morning hours, he would climb back down the mast to take on his daytime duties. In his youngest years, he worked above-deck cleaning or checking and mending ropes and nets. When he hit his growth spurt though, his arms and legs soon outgrew the rest of him, and he struggled with maintaining his balance when the waves were high. For his own sake, he was reassigned to working below-deck, helping with the cooking and cleaning, securing the cargo, or tending to passengers.

Most of his time off was honestly spent sleeping. As his firolg mother liked to say, 'Kawlso can sleep through a hurricane'. If he wasn't sleeping, he was usually fishing. Captain didn't like to stay at port for long, so rarely did they spend more than a single evening tied to a dock. When they did venture onto land, he sought out bakeries above all else. Baking aboard a boat like Reefstalker was near impossible, but Kawlso loved sweet breads. When people told stories of treasure, young Kawlso imagined piles of sweets rather than gold and jewels. That changed, of course, as he got older, but there was little he needed to spend his coin on otherwise, so in the end his treasure often turned into sweets regardless.

All of the Horizons worshiped the gods of sea and storms. Kawlso took comfort in prayers to the gods, but in his heard he felt his deepest connection to night sky, the stars above, and the sea itself. The gods were real, there was no denying that, but Kawlso felt the real power was there in the things that he could see and feel more directly. While sitting atop his perch in the nest, Kawlso always did his duty of keeping watch for land, pirates, obstacles, and so forth. When there was none of that to see, though, he would gaze up into the stars in awe and his imagination would run wild.

At the age of twelve, Kawlso developed his true connection to nature, though...not in the way one might expect. It happened on one of the rare nights that Captain had agreed to take passengers. Just as the sun touched the horizon, Kawlso spotted a ship to the north, heading in their direction. He called down to Captain and the crew below, and continued to watch the ship was he was directed. Captain adjusted their heading, but the other ship did the same. Captain adjusted a second time, and so did the other. Soon the sleeping crewmen were roused and all hands were called to the ready. There was no flag flying on the other ship, but their actions proclaimed them well enough on its own - pirates!

The attack came moments after the sun dipped below the horizon, and the Reefstalker's main mast and sail were set aflame with Kawlso still in the nest above. He had a sword and shield to fight someone with, but nothing he could do about the flames racing up toward him. He could jump, but from this height the fall would likely kill him if he hit the deck. He could go overboard off the starboard side, but the ships were moving too quickly, he'd be abandoning everyone to save himself from a fight and then hope he could swim to shore without freezing to death. He was terrified, and every option that came to mind would lead to his death.

He looked up into the night sky, wishing he could fly. It was the only thing that could save him from this. As he hopelessly spoke the wish in his mind, he saw a star streak across the sky, with a tail of fire. Sailors were a superstitious lot, and the Horizons were no exception. For a shooting star to happen just as he was making a wish? Clearly it was meant to be. He felt a change somewhere inside of him, and he knew he could fly. He knew it! But...how? How was he supposed to fly? The light around him flared, and he looked down to see the flames were only a few feet below him. He flapped his arms, the only thing he could think of that would make him fly, but he went nowhere.

He looked up at the sky again, where the star had been, and he flapped his arms like a madman, but nothing was happening. "Come on! Come ON!" Nothing. The light changed again, and he looked down again, but this time he saw the flames being pushed down away from him as though they were climbing back down. He froze as he saw it happening, absolutely confused and not believing his eyes. A moment later, it stopped and the flames started climbing once more.

Eyes wide with panic, he flapped his arms again as he stared down at the flames - and again they were climbing down instead of up. He felt a peace inside of him and that feeling of his wish coming true was tied to that peace. He kept flapping his arms, looking down at the flames, and they continued to retreat until they were gone all together. The Reefstalker crew, with the aid of their adventurer passengers, were able to defend against the pirates, with only a single casualty. Flat-foot Jimme had always been nice guy, a strong worker, and a good sailor. He also had the smarts of a barnacle, and only half the speed. They were able fix some of the damage to the mast, provide additional supporting structure to it, and they had another sail on hand already which allowed them to finish their voyage safely and get the necessary repairs taken care of when they did.

Kawlso spent the next full cycle of the moon testing and studying his control over fire. It hadn't been the ability to fly that he had wished for, but it had saved his life, and likely saved the ship and its crew as well. He found he could do other things with the fire as well; causing it to grow, to burn brighter, or to dim, and even how to make it form shapes and dance. And all of this required nothing more than a wave of his hands and the Will to do it. By the end of the year, his studies even led him to being able to create fire of his own, out of nothing. Not just a little fire though, a large blaze, wider and nearly as tall as he was. He could sustain those flames, but he could not manipulate them in the same way as a normal fire.

At the age of fifteen, Kawlso said goodbye to his family, Captain, and the rest of the Reefstalker crew, to start his own journey on a merchant fleet-defending battleship called The Blockade, captained by a Tabaxi who called himself "Smoking Clouds at Midnight", or Captain Smoke. (Kawlso didn't understand it either, don't worry.) Things were very different abord the Blockade, certainly more of a military feel than he was used to, and the captain demanded respect rather than earning it. Larger ships meant they could go places the Reefstalker couldn't though, and that meant Kawlso was willing to put up with a little change in atmosphere in exchange for seeing more of the world.

It took some getting used to, but life on The Blockade wasn't too bad. Work assignments were handled a bit differently, and he didn't always get assigned the night watch up in the nest, but he still had ample opportunity to spend time out under the stars. When he had his first run-in with pirates on The Blockade, he was able to put his fire skills to use, setting fire to the pirates' mast that no ordinary water could douse, and magically dismissing all of the flames that the pirates tried to use against them. It was the most thrilling night of Kawlso's life, and not a single crewman had even suffered so much as a moderate injury.

Eight months later, Kawlso and The Blockade faced a far greater danger, and one he could never have prepared for. The Blockade, and the merchant ships it was defending, the Leaping Lady and Merry-Gold, were all completely obliterated by a fantastical nightmare of the sea. He didn't even need to sound an alarm that night, as the creaking-crashing sounds and flying splinters of wood from Merry-Gold announced it well enough. The moon's light reflected off an oily-black tentacle that was easily twice the size of Merry-Gold's mast, crashing through the deck and into its hull. Several more of the tentacles jutted out of the water around it as well, slamming into The Blockade and Leaping Lady.

All manner of weapons and magic were employed to fight off the monster. The captain of Leaping Lady turned the ship and sailed to the east. They had taken casualties and damage in the attack, but the defenders were clearly aboard The Blockade and they had managed to thoroughly grab the monster's attention enough for the small merchant ship to make its escape. The crew held nothing back in defense of the ship, but orders could barely be heard, if at all, over the sounds of shouting and massive tentacles slamming into wood and bodies alike. It seemed like several minutes, but in reality it was only seconds before The Blockade was battered into near nothingness.

Kawlso had taken to the mast, hoping hoping to avoid the deck-sweeping tentacles. Pirates liked to target the mast and sails so that they could disable the ship, but this beast knew that there was no need for "tactics", it would simply destroy everything. And that's exactly what it did. Kawlso's magic did nothing against this thing. He could start fires on solid surfaces, but not on water, and swords seemed to do nothing to it. As Kawlso looked to the stars to beg for their help again, he barely had time to look up before he felt the mast snap and the rushing of wind. He was falling toward water, giving him a hope of a chance to swim to safety, but a piece of Merry-Gold was just surfacing in the water below, and instead of meeting water, he was met with a portion of the deck surfacing directly into his face. He sensed the impact against his skull, and then nothing.
Falling Paladin
Sun 11 Apr 2021
at 23:14
  • msg #33

Character RTJ

My RTJ for this game: link to another game

Paladin/Fiend Warlock - https://www.dndbeyond.com/prof.../characters/48343296

Swashbuckler - maybe with Eldritch Adept for perma-mage armor, maybe a dwarf so I can just use med armor. Possibly Shadow Touched for invisibility, or Magic Initiate for Booming Blade using hit & run

Name: Svandrics
Race: Bronze Dragonborn (+2 Cha, +1 Con)
Class: Paladin (Vengeance)/Warlock (Fathomless)
Background: Knight (Noble)

Abilities:
 Str 15 Dex 10 Con 13+1 Int 8 Wis 12 Cha 14+2

Feats:
 - Eldritch Adept (Fiendish Vigor)

Proficiencies:
 - Athletics(C), Medicine(C), History(B), Persuasion(B)

Spells Known:
 - None, yet

Personality:
Svandrics is a black knight. He's a skilled fighter, but he's not above cheating to secure a win, and smart enough not to go into a fight without the upperhand when given the option. He knows his way around most social encounters, and how to fit in with the crowd. Insults may be met with words, an offer of a duel, or he may hire a small group to mug you in the dark of night and then shove a dagger through your ribs himself.

Motivations:
Svandrics is motivated by power and greed. In recent years, the draconic blood in his veins has burned hot, driving him toward possessions. He's become a collector of interesting weapons, with a special interest in those with a history. He desires a hoard of his own, but one of shining armor and sharp blades rather than glittering jewels and gold.

How I want to play the character:
I want to play him as a tank. He's tactically minded when it comes to fighting, but he's also big on saving face and keeping up appearances, so if there is a red button that others fear to push, he's going to push it to prove his bravery.

RPG Experience:
I've been playing D&D for almost 30 years, and have been on RPoL since the early days. I've played in a lot of different game systems and game settings, but I prefer D&D to all of them. Once I started playing 5E it became my favorite system, dethroning 3.5 after many years.

Describe your preferred style of game.
My preferred style is anti-slapstick. I can get in on those games now and then as one shots, have some laughs, and call it a game. However, I prefer a game that allows me to be a character in a story. I run/play D&D because I like to read, and this lets us all write and star in a story together. Comedy has its place, but too much of it means everything gets derailed and we lose our sense of progression, or we introduce unnecessary obstacles that delay our progression for no reason. Heavy RP is great. Hack and slash is fun. Intrigue and Horror are too easy to fall flat in PbP because you can't read tones, and the natural slowness of PbP means you lose the flow or forget details too often for it to hold up very well. Slapstick can go die in a fire. Dark is good.

What's your preferred posting rate?
I like posting every day. Like everyone else, I do have times that I can't post because of real life stuff, or I'm on vacation in areas that don't have internet, but as a general rule I like my games to keep moving. It's not uncommon to end up in games here where things are slow enough that even though you enjoy it, you notice your character is only level 4 but you've been in the game for 4 years.

What drew you to apply for this game?
I look at every 5E game that gets posted here, with the intent of applying. Then I read over the info and rules to get a feel for what the DM is wanting to do and how he's going to handle the game. If something puts me off or nothing draws me in, then I leave. What got me to apply to this one was the prep that you've put in and the feel you're going for. In this style of game, you always run into half the players being Outlanders, Rangers, Druids, or Warforged, so that they can ignore the annoying rules, which takes away from the entire setting for everyone. I like that you're putting things in place to discourage that. It's one thing to optimize a character, it's another to minimize the game.
This message was last edited by the GM at 01:50, Tue 13 Apr 2021.
Svandrics
Wed 14 Apr 2021
at 01:53
  • msg #34

Weapon Names & Histories

Sweet Biscuit "Heen'krar" (Claymore/Greatsword) - "Nothing completes a meal like a nice, sweet biscuit." When everyone wants to come and have a piece of me, I pull out Sweet Biscuit, and just like that meal time is over and everyone's ready to go home.

The Inspector "Molik" (sickle) - He's good for having a look around, takin' a peek inside.

Masticator "Balotemas" (great axe) - chews through the mast of any ship

Awl Bear "Alguyya" (heavy crossbow) - it can punch a hole through anything

Penetrator? "Resk'ultha" (rapier)

Chipper "Aryvim" (war pick) -

? "?" (longsword) -




Grunthor's weapons: Digga (shovel), Friendmaker (3 bladed sword), Lopper (rapier), Lucy (shortsword), Salutation "Sal" (poleaxe),
This message was last edited by the GM at 05:09, Wed 14 Apr 2021.
Cyre
Sun 25 Apr 2021
at 21:02
  • msg #35

Warforged Barb/Cleric of The Mourning

Name: Cyre
Race: Warforged
Class: Barbarbian (Wild Magic) / Cleric (Order)
Background: Haunted One
Trait 1: The destruction of my homeland has left me numb to all but the strongest emotions.
Trait 2: The gods are a fallacy, and those who follow them, fools.
Ideals: Order, in a house of Order, is dead. The times that Order is truly alive is in the midst of Chaos.
Bonds: My homeland is gone, but a piece of it lives on inside of me. I must survive until I can rebuild it.
Flaws: That magic that infused my body on the Day of Mourning has tied me to the souls of those who died around me. We speak often.

Backstory: (The changes in tense, perspective, capitalization, and plurals vs singular are all intentional. Hopefully it makes sense. Read it kind of like a collection of journal entries where his intentions with writing it changed frequently, with no breaks other than those changes.)

Five years ago, His ears heard humming sounds; humming caused by vibrations that moved up and down in pitch. Words and descriptions of the words entered His mind with no knowledge of what any of it was, and yet a perfect understanding at the same time. A hissing sound came next, as gases moved quickly from one location to another; caused by changes in pressure as seals were moved and opened. As that thought finished His eyes translated light for the first time. Everything was white - the color that was no color - and yet it moved. Shadows formed within, then faded to a reality beyond as the moisture was absorbed into the air and the gas dissipated. The world came into view, energy and agency surged through His body and movement was now possible. He was a mixture of metals and organic matter; plants but not plants, a thing He did not fully understand, and something He did not know the word for. That seemed strange. Could things be strange? He was new, He had no experience yet for strange to have received a definition. Strange.

With his body able to move, he did so, and took a moment to view his surroundings. There were humans all around Him. No, not just Him, but Them; twelve humans and six other Warforged besides Himself. Warforged. Forged for war. One human stood out from the rest, She was the Commander, He knew this without thought. He stood facing Commander, already on the side nearest to her, while the other Warforged walked up to form a line to either side of him. Order. Commander gave them orders for movements, maneuvers, and feigned strikes at the air, and each of Them performed as she commanded. Order.

Once satisfied, Commander spoke at length, giving status reports, briefing on general assignments, and giving commands. Commander described Them as shock troops, meant to hit hard and fast, breaking through defenses to strike at key tactical units beyond. Then Commander game Them a collective name, Cyraff. He felt this name resonate through His body, like it belonged, like it was a part of what made Him whole. Commander then gave each of Them individual names: Aff'Inasone, Aff'Inastwo, Aff'Inasthree, Aff'Inasfour, Aff'Comone, Aff'Comtwo, and then His own, Aff'Command.

This name caused feelings as well, but not ones of completeness... He did not know the word for this feeling. It fit, it worked, but...it was wrong. It was correct, but also wrong. Feelings were strange. But still, the name changed something within him; a shifting of His...of his, perspective. He did not know the words to explain. Or, maybe, it was not a thing that could be explained. Strange.

Cyraff received their orders, and were sent out to follow them. First they would have to gather their weapons. Some, like Aff'Inasthree, had weapons already built into their bodies, while others had additional layers of armor. Cyraff thought it strange that he should have neither of these when his job was to lead the charges at the tip of the spearhead formation. It gave Aff'Command advantages, however, and he had not yet seen how well he could perform, so he would hold his judgement for a while yet.

Not for long, however, as two hours later he joined his first skirmish. Enemy forces were wiped out to the last man. The Cyran army suffered minor casualties of their own, but the Cyraff all survived with little more than surface wounds. It was a thrilling experience with a jumble of emotions that he had not expected. Aff'Command had instinctively known how to deal with the emotions, but having never experienced them before he did not know what to expect. It was strange, and it was exciting. It was also a source of power, like a wave that he could ride that would carry him to places he might not easily reach otherwise, able to overcome obstacles with ease that a normal being might not. That made it even more exciting, and Aff'Command realized the he like exciting.

For the next year, Aff'Command lead his Cyraff into battle. Tactics in larger battles provided even greater excitement, increased now with anticipation as Cyraff was always positioned to strike through key points, breaking defenses in order to strike at the heart. In those twelve months Cyraff took part in forty-seven enemy engagements, and not a single Cyraff was lost. Severe wounds were another matter, even lasting wounds for some, but all of their lives continued.

Then came the Day of Mourning.

All of the Cyraff were in Cyre that day. It...

...

Much of that day, We cannot share. The Cyraff were decimated, along with everyone else throughout the entire nation. Death on a scale that We cannot comprehend. Everything We thought We knew...

People who...

No, that is too much already. We do not speak of that day.

Peace came some time after. Peace is strange. No, peace is a word with a false meaning. Peace is just another world for "wait" or "hold". It is a thing We would call out to the Cyraff to wait patiently until the opportune moment to strike. We relent. Time passed, but We do not know how long. The world changed, and tracking time changed with it. We were found and restored, but the Cyraff and the people of Cyre were destroyed. [Aff'Commone and Aff'Inastwo survived, but Cyre doesn't know that.]

We were given "freedom" to choose what We wanted to do with Our lives. What in the nine hells of Baator were We supposed to do with Our lives without war? We were not simply born as all other forms of life. We were designed, with one purpose - War! Now peace? What are We supposed to do with peace? Our people were annihilated, and the answer to that was peace? PEACE!?!??

The Cyran souls that were near Us during the event called The Mourning were fused into Our core, and live on inside of Us. We sought purpose in this peace. Something, anything, to keep us busy while we held. And held. And held, waiting for the command to charge. A command that to this day still has not come.

We first sought normalcy, to bring some amount of Order to our lives. It helped. It brought Us purpose and focus.

It brought us complacency. The war might be over, but the battles never stopped, they only became smaller, more secretive. Skirmishes in abundance. The fleshborn now blame the Forged for the war. They even blame us for The Mourning. They place all of it upon our shoulders so that they can take out their anger on us, so that they can sleep at night. The only thing that dies easier than a fleshborn is a sleeping fleshborn. Nighty-night! HA!

Well, that is a part of Our history that cannot be erased. I would strike it from the pages, but it cannot be removed from my memory so I shall leave it here as well. It was war, even after the war, and things happened. It is not my excuse, it simply...is.

We returned to Order once more, looking for a new alignment of Our purpose. The Voices of Cyre haunt us to this day, and we have accepted them now for they are as real a part of Us as this metal plating. Through Order, We came to realize that Our purpose was not war, even if that was our creator's intent. Our true purpose was the service and protection of Cyre. The Cyrans who survived The Mourning are those who were not present on the day that it happened. Many of them are conflicted as to who they are now. We understand this, but too many of them refuse to be united, having their own ideas of what should be done. Fle People are strange. We understand them better now, but some things still make no sense. We shall leave the squabbling to them.

Over the next two years, he continued to fight in battles here and there, when a cause was worth fighting for. He had found his true purpose upon aligning himself with the souls of those who had been forced to bind with his in the events of The Mourning. It was not the commanders he served, the army, the nation, or the king, it was the people. And he knew, now, that warforged were also people. A completely different type of people, in many ways, but similar enough that they were still all one people. Now that he understands this it is Cyre that he serves once again. The people of Cyre.

He is a part of the Cyran people. The people of Cyre are a part of him.

He is Cyre.
This message was last edited by the GM at 00:47, Mon 26 Apr 2021.
Psynister
GM, 68 posts
Dungeon Master
Jason
Sat 1 May 2021
at 04:37
  • msg #36

Warforged Barb/Cleric of The Mourning

[ ] Healing Hands (heal 6), LRest
[ ] Necrotic Shroud (6 Necro, 1/round), LRest
[ ][ ][ ] "Embrace the Dead" - Rage +2, LRest


----------------------------------------------------------------------------
Basic Information

Character Name  : Arklon Halfdauðr          Height : 6'3"
Player Name     : Jason                     Weight : 240 lbs
Character Race  : Aasimar                   Eyes   : White
Alignment       : C/N                       Hair   : Black
Deity           :                           Size   : Medium
Total Level     : 6                         Speed  : 30 (40)
----------------------------------------------------------------------------
Character Class Information
  Class and Level: Barbarian of the Beast 5 / Rogue 1
----------------------------------------------------------------------------
  Inspiration         AC       Initiative       Speed
      No              22           +5             40

Health points           Hit dice             Proficiently
 75   /   75            5d12 1d8                 +3


Stats
      Strength  Dexterity   Constitution   Intelligence   Wisdom   Charisma
        18         20           20             13           15        15
Saving throws
        +7         +5           +8             +1           +2        +2
Advantage on DEX if I can see the effect
Rage: Advantage on STR saves
Resist: Radiant, Necrotic
----------------------------------------------------------------------------
Attack/spell               Attack bonus          Damage/type

Rapier       +8     1d8+5      || Raging Rapier  +8    1d8+6
FoB: Tail    +7     1d8+4      || Raging Tail    +7    1d8+6   Reach
FoB: Claws  +7/+7,  1d6+4/1d6+4  || Raging        +7/+7  1d6+6/1d6+6
FoB: Bite    +7     1d8+4      || Raging Bite    +7    1d8+6   (Heal 3 if < 1/2 HP)

Sneak Attack: 1d6
Necrotic Shroud: +6 damage
----------------------------------------------------------------------------
Skills

 +5    Acrobatics (dex)
 +2    Animal handling (wis)
 +1    Arcana (int)
+10    Athletics (str) **
 +2    Deception (cha)
 +1    History (int)
 +2    Insight (wis)
 +8    Intimidation (cha) **
 +1    Investigation (int)
 +2    Medicine (wis)
 +1    Nature (int)
 +5    Perception (wis) *
 +2    Performance (cha)
 +2    Persuasion (cha)
 +1    Religion (int)
 +5    Sleight of hand (dex)
 +8    Stealth (dex) *
 +5    Survival (wis) *

----------------------------------------------------------------------------
Person

Traits
  I live for the Thrill, ignoring risk in favor of glory.
  The dead speak to me, and grant me strength.

Ideals
  Mastery - I am a predator of land and sea.

Bonds
  I will see that my clan's warriors reach Valhalla, even if I have to steal their
  souls from the in-between to let them fight through death for one final chance of
  glory.

Flaws
  When I drink, the dead become more than just voices and start to gain control.

----------------------------------------------------------------------------
Features and traits

Aasimar
  Darkvision 60 ft
  Celestial Resistance: Resist vs Necro & Radiant
  Healing Hands: [Action] touch to heal (Level=6) HP, 1/LRest
  Light Bearer: you learn the Light cantrip
  Necrodic Shroud: [Action] 1/LRest for 1 minute, transform: black eyes & skele wings
  - All w/i 10 feet must Cha DC 13 vs Frightened
  - Once per round, one of your attacks deals extra (Level=6) Necro damage

Barbarian
  Skills: Intimidation, Survival
  Rage: [Bonus] for 1 minute, +2 Str damage, Adv Str checks/saves. 3/LRest
   - Resistance vs Blunt/Pierce/Slash. Cannot cast/concentrate on spells.
  Unarmored Defense: AC = 10 + Dex (5) + Con (5)
  Reckless Attack: Declare on first attack each round, gain & grant Advantage
  Danger Sense: Adv on Dex saves against effects that I can see.
  Primal Path: Path of the Beast
  Form of the Beast: when you rage, transform to gain a natural weapon
  - Claws: make two attacks as a single attack action, 1d6 each
  - Fangs: 1d8 Piercing, heals for Prof (+3) if I'm below 1/2 HP
  - Tail: Reach attack for 1d8. [Reaction] when hit, gain d8 AC to stop it
  ASI: Fighting Initiate (Two-Weapon Fighting) - can add ability mod to off-hand damage
  Extra Attack: take 2 swings when you use the attack action
  Fast Movement: +10 speed

Rogue
  Skills: Stealth
  Expertise: Intimidation, Athletics (double proficiency)
  Sneak Attack: +1d6 once per turn when using finesse or ranged weapons

TRINKET
  Prison of Bone: squeeze the caltrop, take 1d4 damage, target creature w/i 20 ft
   sized medium/large is imprisoned. Speed 0, but can act.
   Prison has 25 HP and Resist vs Non-Magical


----------------------------------------------------------------------------
Equipment and Money

  Rapier
  Handaxe x2
  Javelin x4

  Shield
  Common Clothes

  Backpack
  - Bedroll
  - Mess Kit
  - Rations x10
  - Hemp Rope
  - Silk Rope
  - Tinderbox
  - Torch x10
  - Waterskin

Trinket: a single caltrop made of bone

----------------------------------------------------------------------------
Other features and Languages
  Common, Celestial, Thieves' Cant

----------------------------------------------------------------------------
Spells

  Light (Aasimar)

----------------------------------------------------------------------------
Psynister
GM, 69 posts
Dungeon Master
Jason
Mon 3 May 2021
at 23:23
  • msg #37

Warforged Barb/Cleric of The Mourning

App to game: link to another game

Name: Saelenon
Home: Elven Kingdom
Height: 6'1"
Weight: 152 lbs
Activities: Blacksmithing, puzzle-making, painting, and calligraphy

Quote: "The heavy hand gets the job done, but the light touch makes it complete."

Relationships: Saelenon's passion is blacksmithing, and he owes that to the woman who taught him, Nyevnen Nailocient. Nyevnen is 600 years his senior, and almost as excellent a teacher as she is an elven blacksmith. They worked very close for thirty years, and have a familial closeness to their relationship. With the different races of this world keeping their secrets so close to home, Saelenon has not had the opportunity to train under a dwarven smith. Much of the goods that Saelenon produces ends up being sold into the Free Lands, through a human merchant friend named Bendish Fortham. It's mostly a business relationship, but they've both been to one another's homes, spent time with their families, and they've gone hunting together on several occasions. If there was a nemesis in the blacksmithing world, it would be Mhorgnin Felnammer, a dwarf from the mountain kingdoms who does very impressive work, but Mhorgnin shines in quantity where Saelenon's focus is quality.

Description: One or two paragraphs max please.

Personality:
Saelenon likes to be productive, and doing things with his hands. He's not impatient, but he doesn't like time to be wasted when he can invest it into doing something or learning something new, instead. In his crafting he is absolutely meticulous and focused on detail. Because of this he takes great pride in his work.

History: One or two paragraphs max please.
Young by elven terms, Saelenon recently celebrated his 106th birthday. Born to loving parents Solentis (M) and Lythenia (F), he and his older sister Vystrie were raised with a reverence and focus on art. Saelenon had a knack for drawing while his sister was keen on painting. Solentis was a musician who loved and appreciated all of the arts, but had affinity for wind instruments. Lythenia had no artistic talents to speak of, but she was a soldier in the city guard and patrolled the forests to protect us all. It was her armor and swords that got him interested in blacksmithing to begin with.

Saelenon started to learn smithing when he was thirty-five years old. He was apprenticed to a smith who did mostly repair work and household items for fifteen years. The blacksmith's name was Lestinsi, and he loved building puzzles and toys for children. He loved his work, and Saelenon enjoyed and appreciated everything he was able to learn from him, but he was a simple man who enjoyed bringing smiles to faces and knowing that he'd done good in a given day. Perfectly fine qualities, but not necessarily what Saelenon was looking for in his own work. That's when he sought out Nyevnen and dedicated the next three decades of his life to studying under her.

Strengths/Virtues:
Saelenon is honest, reliable, and resourceful. When he doesn't know how to do something, and wants to learn, there's no limit to how much time and energy he is willing to devote to figuring it out.

Faults/Weaknesses:
Saelenon hates wasting time, and he does not appreciate people speaking poorly of the things he has crafted. You can talk poorly about him all you want, people don't always get along no matter how hard you try, but don't talk bad about his work.

Powers:
Saelenon has a gift for crafting and access to the fey magic of the elves. (In 5E terms, he's like a forge cleric or conjuration wizard, able to make things out of raw materials.) He can fight, but he's better at making the tools men need for fighting rather than doing it himself. He's new to the fey magic, but is learning ways in which he can incorporate that into his crafting.

Who is your favorite epic fantasy hero, and why?
You expect me to pick one!? Pfft....alright, Rand al'Thor from The Wheel of Time because he had some serious moments that helped me develop my love for the genre and I still get goosebumps when I think of some of those scenes. He's in the process of being replaced with Kaladin Stormblessed from The Stormlight Archives, though.
This message was last edited by the GM at 02:41, Sat 08 May 2021.
Psynister
GM, 70 posts
Dungeon Master
Jason
Wed 5 May 2021
at 03:49
  • msg #38

Warforged Barb/Cleric of The Mourning

App to another game: link to another game


Name: Therdalynn Delmirev
Race: Mountain Dwarf
Class: Wizard (Conjuration)

Appearance:
Physically speaking, Therdalynn Delmirev is rather average for a dwarf; short, stocky, dark hair, sexy beard. He has weapons as well as tools, and the coloration of the skin on his face tells you he's used to working in bright environs with protection over his eyes. That plus the dots of burn scars along his forearms gives you a pretty clear picture that he works the forges. He does not give off wizard vibes at all when you're just looking at him. In fact, even the wizard's staff that he carries is made out of a solid steel bar, and you might even mistake the spellbook for something else entirely as it would seem so out of place compared to everything else.

Personality:
Therdalynn loves to make things, and he loves to see people enjoy and appreciate the those things. He doesn't have the best people skills, and he knows that, but there's not much he can do about it so it's a sad fact but it is what it is. He loves crafting things with his hands and figuring things out with his mind, so he has started to combine those two things into metal puzzles. Therdalynn is certain that he is destined to create great things. He doesn't know yet whether that's in the realm of blacksmithing or that of arcane magic - for that matter it could be both or neither - but he knows it's something he is going to have to work for and stretch himself to achieve, so that's what he's trying to do.

Roleplay/Combat/Puzzles: 40/50/10% I like puzzles, but I like them as a highlight rather than a consistent part of the story so that they matter.

How/Why Athkatla:
Athkatla is where the money is at, which means it's where the knowledge and experience is too. I came here to learn new crafting techniques, met a wizard who taught me a few things about how magic could enhance and expedite the process, and showed me a few things. As I started to get a real feel for what he was talking about, I put took the money from my first passion of blacksmithing and invested it into my second passion of arcane research. I thanked my guild for sending me here in the first place and getting established, but the people here are horrible and I need time away from forge and anvil if I'm going to really excel in the arcane anyway.

Plans for 1-4?
I think I'm going Wizard straight through. I may consider dipping to a martial class if I feel he needs more of that side of him to come through. I fully intend for him to wear medium armor and wield a melee weapon in addition to his spells. I may also consider a dip into sorcerer for metamagic if I feel like his journey is taking him deeper into a specialization in arcane and the weapon becomes just an ornament. I'll let the gameplay guide him.
This message was last edited by the GM at 07:04, Thu 06 May 2021.
Moares Blackmare
Fri 14 May 2021
at 05:18
  • msg #39

Fighter or Sorcerer

link to another game

Moares Blackmare/ Human / 27 / Fighter (Bettlemaster)


Moares Blackmare is the adopted son of Natran & Moanly Blackmare; the latest in multiple generations of farmers and horse breeders. From the age of five, Moares worked after the example of his father tilling the soil, planting and harvesting crops, feeding and tending to the animals, and hunting and trapping for additional meat for the family. Most people came to the farm when they wanted to buy horses, but when there was a long stretch where no customers had come, Moares would accompany his father to a larger town, or a city on rare occasion, to try to find buyers.

About five years ago, the farming village that Moares comes from was attacked by an orc raiding party. Everyone in the village who could fight at all did what they could to fend off the orcs, but Moares and Natran were the two most valuable. Natran was a champion archer of the local festivals, and Moares was a decent shot himself. The orcs had come anticipating little-to-no resistance, and armed with mostly melee weapons, so fighting hunters with longbows put them at a disadvantage. Natran managed to wound and kill several of them before he took a throwing axe to the knee and could no longer get the leverage he needed to use the bow properly. Moares managed to kill the orc that had thrown the axe, then helped his father to safety, armed with the orc's axe, and went to go help the rest of the village.

The village had several casualties, more than the orcs, but in the end they had survived and won. It was largely thanks to Moares and Natran that they did so, with Moares being labeled as a hero for saving Natran's life as well as helping to save the village. It was a sad day, but people thought highly of him that day, which also made it one of the best days of his life.

The event showed them that they needed better defenses, and more people to provide that defense, so Moares and Natran spent more time selling horses in other places, and also recruiting new people to come back with them to work the farms, and bring new families in who could start up other businesses that they would no longer have to travel to obtain. As the village grew to more of a little town, they were able to help bolster defenses as well as the population and local resources, allowing the place to thrive.

As the town became more secure, and Moares travelled more frequently, he found life outside of the town more fulfilling. His father had hired two young men to help take care of the horses, and there were plenty of young folks to hire for planting and harvesting, making it easier for Moares to seek out other things to do. He liked getting to see other places, and he liked feeling the hero, which ultimately lead him to leave the farm life behind in search of a more fulfilling career. He sought real combat training so he could fight with more than just a bow and a club, and started training with armor and how to move around while wearing the weight and bulk of it on his body.

Then he sought out opportunities to get that hero feeling back again. Waiting for a raid wasn't practical, but he could seek out opportunities where people were already need of a hero, and he was able to chase that thrill and good feelings that followed. Just like that, live as an adventurer had begun.

Sorcerer Alternative: Moares Blackmare/ Half-Elf / 27 / Sorcerer (Dragon)
If you've got your fighter already, he can become a Sorcerer instead.

Same basic story, but Natran was the hero, and Moares became an entertainer making an extra wage by telling that story, and others like it, at taverns everywhere they went to sell their horses, and helped to recruit and inspire new people to join the town.
This message was last edited by the GM at 17:04, Sat 15 May 2021.
Raddik, Forge Cleric
Fri 14 May 2021
at 23:27
  • msg #40

Fighter or Sorcerer

Character Name: Raddik

Race: Dwarf (Hill)
Height:  4'4"
Weight: 183 lbs
Black hair, green eyes.
Age: 83
Alignment: CG
Background: Clan Crafter (SCAG)
Class(Path) & Level: Cleric (Forge Domain) 8

Str: 10  (+1)
         Athletics []
Dex: 14  (+3)
         Acrobatics []
         Sleight of Hand []
         Stealth [] Disadvantage in Heavy Armor
Con: 16  (+4)  Adv vs Poison
Int: 10  (+1)
         Arcana []
         History [B] History: Stonecunning
         Investigation []
         Nature []
         Religion [C]
Wis: 16  (+7) Saves
         Animal Handling []
         Insight [B]
         Medicine [C]
         Perception []
         Survival []
Chr:  8  (+) Saves
         Deception []
         Intimidation []
         Performance []
         Persuasion []

Passive Perception:  13

Feats:
Skilled Feat: Vehicles (Water), Leatherworker's Tools, Weaver's Tools
Magic Initiate (Druid): Shillelagh, Control Flames, Absorb Elements

Languages:
Common
Dwarf
Giant

Tool Proficiencies:
Mason's tools
Carpenter's tools
Smith's tools
Vehicles (water)
Leatherworker's tools
Weaver's tools

----------------------------------------------------------------------------------
Speed: 25'
Initiative: +2
Armor Class:  19 (+1 if soul of the forge)
Base(16) +shield(2) +Dex(-) +Cloak(1) +Class (1) if in heavy armor +Class (1) if soul of the forge

Resist fire, Poison
Max HP:  75
Current HP: 75
Temp HP:
Class (8,5x7) +Conx8(24)+Level(8)


Hit Dice: 8, d8+3

Death Saves:
Successes: | |  | |  | |
Failures:  | |  | |  | |
-----------------------------------------------------------------------------------
Attack                  Attack Bonus          Damage Type
Weapon: club            +3 = Str(-)+Prof(3)   1d4+Str(-) Bludgeon versatile(1d8)
Weapon: Shillelagh      +6 = Magic Attack     1d8+MagicAtt(3) Bludeon Magical
Weapon: crossbow, Lt    +3 = Dex(2)+Prof(3)   1d8+Dex(2) Pierce Ammo, 80/320, loading, 2H
Once per Turn: Divine Strike, +1d8 Fire on weapon damage
------------------------------------------------------------------------------------
Spells:
save DC:    14 = 8 +(3)prof bonus +(3)Wis mod
Attack mod: +6 = (3)prof bonus +(3)Wis mod

Druid:
Cantrip:
1: Shillelagh (Bonus action)
2: Control Flames  (Xan 152)
1st:
1: Absorb Elements (Xan 150, Reaction,  1/d)

Slots:
1: 4
2: 3
3: 3
4: 2

Known: 11 = Level(8)+Wis(3)

Cantrips:
1: Guidance (Conc 1 min)
2: Mending
3: Toll the Dead (Xan 169)
4: Word of Radiance (Xan 171)

1st:
Domain: Identify (Ritual, 100 gp pearl)
Domain: Searing Smite (Bonus Action, Conc 1 min)
1: Bless (Conc 1 min, Holy water)
2: Create/Destroy Water
3: Healing Word (Bonus Action)
4: Purify Food/Drink (Ritual)

2nd:
Domain: Heat Metal (Conc 1 min, manufactured metal object)
Domain: Magic weapon (Bonus action, Conc 1 hour)
5: Aid
6: Spiritual Weapon (Hammer, Bonus Action)

3rd:
Domain: Elemental Weapon (Conc 1 hour, non magical weapon)
Domain: Protection from Energy (Conc 1 hour)
7: Create Food/Water
8: Dispel Magic
9: Spirit Guardians (Conc 10 minm, holy symbol)
10: Water Walk (Ritual)

4th:
Domain: Fabricate
Domain: Wall of Fire (Conc 1 min)
11: Control Water (Conc 10 min)  Whirlpool version

--------------------------------------------------------------------------------------
Features/Traits by race/class/background:

Background: Clan Crafter
Feature: Only if Dwarves are found.
History, Insight
Tool: Carpenter
Language: Giant

Class:
Light and medium Armor, Shield
Simple Weapons.
Ritual Casting if memorized
Focus use: Holy Symbols
Channel Divinity (2/rest):
    Turn Undead: 30' must see or hear, Wisdom Save or move away with limited actions
       Destroy Undead: CR 1 or lower destroyed on failed save (improves at 11th)
ASI 4th:Skilled Feat: Vehicles (Water), Leatherworker's Tools, Weaver's Tools
ASI 8th:Magic Initiate (Druid): Shillelagh, Control Flames, Absorb Elements


Domain: Forge
Heavy Armor
Smith's tools
Blessing of the Forge: End of long rest: 1 suit of armor or weapon becomes +1
Channel Divinity: Artisan's Blessing (Xanth page 19)
Soul of Forge: Resist Fire, +1 AC in armor
Divine Strike: +1d8 fire damage on weapon hit 1/turn

Race: Dwarf(Hill)
Darkvision to 60'
Advantage on poison saves, resist poison
Battleaxe, hand axe, throwing hammer (light hammer), warhammer
Mason's tools
Stone Cunning: Training and Expertise equivalent on Stonework based History checks
+2 Con, +1 Wis
+1 hit point per level
Speed not reduced by heavy armor

--------------------------------------------------------------------------------------
Money:
CP: 8
SP: 8
EP
GP: 4
PP
gems:

---------------------------------------------------------------------------------------
Equipment:       Weight         Description         Cost

Crossbow, lt            5 lbs
Bolt case               1 lb
 Bolts x20              1.5 lbs total
Cloak of Protection     2 lbs      AC: +1 Attuned
chain mail             55 lbs      AC 16, stealth disadvantage
club                    2 lbs
shield                  6 lbs      AC +2
holy symbol(Amulet)     1 lb
traveler's clothes      4 lbs
pouch                   1 lb     6 pounds capacity
  Candles x10           1 lb total
  Tinderbox             1 lb
  incense x2             .2 lbs total
  maker's mark chisel    .5 lb
  Holy water and flask  2 lbs full

Worn weight: 83.2 lbs


backpack                5 lbs       30 pound internal capacity
 blanket                3 lbs
 Carpenter's tools      6 lbs
 Alms Box               1 lb         as pouch
 Censer                 2 lbs
 Vestments              4 lbs
 Rations x2             2 lbs
Waterskin               5 lbs full

Pack weight: 28 lbs

                                                    Total Cost:
---------------------------------------------------------------------------------------
Personality Traits:
-I believe that anything worth doing is worth doing right. I can't help it-I'm a perfectionist.
-I'm well known for my work, and I want to make sure everyone appreciates it.
   I'm always taken aback when people haven't heard of me.

Ideal:
Aspiration. I work hard to be the best there is at my craft.

Bond:
One day I will return to my guild and prove that I am the greatest artisan of them all.

Flaw:
I'm never satisfied with the fame I have-I always want more.

---------------------------------------------------------------------------------------
Physical Description:


---------------------------------------------------------------------------------------
Personality:




Background:
Karozak Stormfist
Tue 8 Jun 2021
at 06:36
  • msg #41

Fighter or Sorcerer

link to another game
https://www.dndbeyond.com/prof.../characters/51900352
https://docs.google.com/docume...OKGWdQPsM0SlJlo/edit

Name: Karzok Stormfist
Race: Goliath
Class: Fighter/Monk

Appearance:
Karzok stands 8'3", and weighs around 355 lbs. He is strong and muscled like the rest of his kin, but after leaving the tribal life where food was restricted to vegetables and whatever meat the hunters managed to bring in, he now spends a good deal of his coin on food and drink as though he's making up for lost time. Because he's not as agile as he was before these new eating habits, he's taken to wearing chain armor for protection and carries only a bow for weapon which he rarely uses.

Personality:
Karzok is a friendly goliath who loves friendship and food above all else. He can't cook worth a stuffed goblin, but he knows where to find the good stuff made by the people who can. He enjoys wrestling and fight, and pitting himself against opponents in sport or combat. He's started to get a little full of himself after the appearance of his tattoo, thinking it's a sign that he's been chosen by some higher power, but none has reached out to him so he's a bit lost as well.

Brief Background
Karzok Stormcursed Anakalanathi is a warrior of the Bloodfist tribe. He was large for his age even by normal goliath standards, and began training to fight from the age of four. He was good with his hands, a fairly skilled wrestler, and took well to the sword as his weapon of choice. The skilled warriors could best him, of course, but those of his own age and even a year or two his senior could rarely match him.

Karzok grew to loathe the life of a tribesman over time, especially once he got a taste of civilization and what they had to offer him there. There was as much food and drink as you had coin to purchase, people were willing to give you money to fight other people, and there were walls and men to provide enough protection that you could drink yourself stupid and not have to worry about being killed in your sleep.

A little over a month ago, having grown quite used to this life, he decided that he would need a more steady source of income. He was also growing a bit restless inside the city walls, despite its many comforts, and that’s when he stumbled onto the idea of adventure and exploration. It gives him the best of both worlds, freedom to roam and gold for his gluttony when he gets back to town.

During one outing, they had successfully tracked a goblin raiding party back to the cave and cleared the whole place out. They were celebrating with drink back at the camp later that night, digging through all of the loot that had been collected. Karzok didn’t know what they were drinking, something gnomish with one heck of a kick, and at some point he passed out. When the party woke up the next morning, Karzok found an ice-blue tattoo covering his right fist and forearm up to the elbow (Eldritch Claw Tattoo magic item). It looked like cracked ice, and his arm ached as if stabbed or burned, but otherwise it felt fine. Upon returning to the town he did some more prize fighting, and discovered that he hit harder and faster, and he could tell that it was linked to the tattoo.

He experimented with it afterward, and discovered that he could will the tattoo itself to come to some semblance of life, causing his hands to farm large fists of ice and snow that could reach out some fifteen feet and do so with increased magical force. Karzok has no idea how he got the tattoo, or why, only that it happened on that celebratory night with the weird gnomish spirits. Whatever the reason, he replaced his nickname of Stormcursed with Stormfist, shed his family ame, and gave up fighting with swords to focus on this newfound power in his fists.

In a Dungeons and Dragons game what % of the following are you seeking?
45% Roleplay, 45% Combat, 10% Puzzles

How and why is your character in the Bloodlands?
Karzok was born in the Bloodlands. As Dragonsbane came into power, the region grew more unsettled. Goblin tribes took to raiding and hunting more aggressively, which caused the tribes to increase their defenses and enlarge their own hunting grounds. Soon the tribes were crossing established borders to feed their people, sparking fights between tribes as well. The goblins were just the start of the troubles, though. There were far worse things to face in the frozen lands, and with the tribes at one another's throats, Karzok sought help against the growing threats from outside the tribes.

What are your future plans (3rd to 5th level) for the character?
Mechanically: either Fighter 4/Monk 1 or Fighter 1/Monk 1/Barbarian 3
This newfound power that Karzok has been given convinced him to leave his swords behind and embrace this raw strength of self. He knows that there is more to it, but does not know where to go find the source, so for now it must simply be him. With no other path to take, he will continue to challenge himself against the world to see how strong he can become, and if another purpose reveals itself at some point down the line, he'll see where it takes him.
This message was last edited by the GM at 03:42, Wed 09 June 2021.
Psynister
GM, 71 posts
Dungeon Master
Jason
Thu 8 Jul 2021
at 04:32
  • msg #42

Lost Worlds character

Lost World: link to another game

I'm very flexible on characters. I love playing the game, and making characters, so if you end up with 9 apps for the same kind of character, I can have another one whipped up in an hour.

Concept:


Writing Sample:


About Me:
I've been playing D&D for 30 years, and I've been playing here on RPoL for nearly 20. I started playing when I was 9 years old (39 in a few months), when my mom came home from a garage sale with a copy of the 1E AD&D PHB she bought for $0.25. I had no idea what I was doing, but I read it cover to cover twice and then talked a few of my friends into playing. I didn't even know the DMG existed, so I just made up all kinds of things and monsters died when the players did something cool enough. Two weeks later I was at another garage sale with my mom this time, and I found the DMG for $0.50, and that sucker was mine.

I love D&D because I love reading and I love being creative. I love fantasy because it lets me do things that I can't see/do/experience in real life. What I hate, is slapstick. I like a good comedy show as much as the next guy, but I don't want stupid, silly crap in my D&D games; either as the DM or as a player. Some fun comic relief sometimes is fine, but in general I'm here for serious stories and characters.

I work in computer programming and databases, but I also volunteer as a coordinator for high school foreign exchange and au pair programs, so I work with teens and young adults from around the world who come to live with an American family for a year to experience our culture. We fell into that by accident, and it immediately became a passion.
Infused
Warforged Barb, 1 post
Mon 12 Jul 2021
at 01:34
  • msg #43

Lost Worlds character

Time never was a thing that Fetcher had cared about. To him, it had no meaning. He was alive, but birthed through magic breathing life into metal, stone, wood, and other plant fibers. He had neither need, nor want, of food and drink, sleep, or most anything that living creatures shared. Save companionship, perhaps. No living creature truly wished to be alone. Not for the sake of happiness, at least.

While time itself meant nothing, dates certainly did. Dates were data, and data could be used. Different ingredients expired at different times, and the date told you if it was good or bad, reduced in potency, changed from restorative to poisonous, or perhaps worthless all together. Master Kraelix cared a great deal for dates, and so Infused did as well. Master Kraelix was a Wizard, a master of transmutation magics, and he had a true passion for alchemy and enchanting. Fetcher had no talent for magic, but he hadn't been built for that anyway. Instead, he'd been designed to help with all manner of the physical crafting process; fetching different ingredients, mixing, stirring, and so forth. He had to learn about ingredients, so he learned languages pertaining to the manuals that Master Kraelix had on hand.

A great many things were made in Master Kraelix's laboratory, and that is where Fetcher happily lived his construct-life. He had purpose there, he did served it well, and Master Kraelix was quick to praise or celebrate, and slow to anger. He was strict, but the strictness made sense, it too served a purpose, and Fetcher grew from following the instructions he was given. In the hours that Master Kraelix was not working in the lab, and Fetcher had no specific duties to attend for crafting or research, he busied himself with reading through all of the books at hand. He learned of animals and herbs, and all the many known uses for each. Different methods for processing and preserving ingredients, how to harness different elements. He learned the words and actions required for some minor spells, though he could never get any of them to work. He wasn't supposed to be learning how to cast spells, either on his own or under supervision, but the books were there and he had not been forbidden to look through them, so...he did. Other times he would spend days on end making preparations, tending to a brewing potion, caring for plants or animals that needed something harvested from them for a spell, or digging through old books for references that might have been forgotten or overlooked due to missing information in a previous read-through.

On [a date 57 years ago] Fetcher and Master Kraelix were working in the laboratory with another wizard by the name of Nyevnen. She was an ambitious high elf, very talented in the arcane, and invaluable when it came to obtaining rare materials. The project of the day was to study the triggering mechanism of an amulet that had sort of a small, somewhat heart-shaped trio of rubies held by molded bronze hands, which they called "The Periapt" (of wound closure). The amulet was capable of stopping the wearer from dying when their bodies had sustained enough damage to potentially bleed out and die. It triggered a form of natural restoration, not exactly healing, that would close the wounds well enough to prevent death; assuming the wearer's body did not sustain further damage. Though it did not provide any actual healing, it would also increase the body's natural healing process to nearly double the normal rate.

For the time being, their goal was to replicate the automatic monitoring of the wearer's status. If they could recreate that, then there would be countless opportunities for enchanting other items with similar triggers. Command words were easy. Application-activation was easy. Providing the item with the sense to trigger itself as-needed, though? That was something else entirely. They discovered how the magic item worked on the first day. There was no trigger at all, it simply cast a spell over and over, repeatedly, without ever stopping. It was an answer, but not the one that they had been searching for.

They immediately redirected their study to the spell that the item was replicating, spare the dying. The spell would save a dying person's life; simple enough. How did it have such an impact on a dying person, but do nothing otherwise? Some spelled worked on living things, others worked on objects, and others just on a point in space. So what was it about this spell that made it affect dying people, and only dying people? You could cut someone, cast the spell, and nothing would happen. Cut someone to the point that their body gives out and they risk death, and suddenly the wounds would begin to close with the aid of the spell.

A number of days passed, with no headway being made. It was such a simple spell that a novice could learn it, yet they could not define how the spell worked the way that it did. Discouraged and in need of a mental cleanse, Master Kraelix and Nyevenin decided to return to the original direction of studying the continual application of the same spell repeatedly. Enchanting items so that they had a permanent effect was something they could already do, but repeated casting with no need to recharge the spent magic? That was something unique to the periapt as well.

The first three spells they tried it on did not take the enchantment at all. They were somewhat able to recreate the effect with the light spell, but every six seconds the spell would turn off completely, then back on six seconds later, back off, and so on. They expected the light to dim, or flash momentarily at the six second interval, and could not explain why it did this instead. They were still able to come up with some use for such an enchantment, even if it was not what they had intended. However, one hour after the light spell enchantment had been set, it turned off completely and there was no trace of the enchantment ever existing in the first place.

They took note to return to the light spell later, and moved on to testing other spells. The next one that had any notable effect was one they called eldritch blast. Fetcher had heard of the spell before, but never seen it used. The item they were using it on was a glove woven from a giant spider's silk, slid onto a rough replica of a human hand made of hardened clay on top of an iron core. The enchantment took, but instead of repeating blasts of force energy, the cloth of the glove visibly vibrated and rippled in a wave pattern accompanied by a soft whistling sound, but nothing else happened. They touched it, moved it, and eventually even removed it from the fake hand and Nyevnen put it on her own to try to direct or trigger the blast, but nothing more happened.

Frustrated, Nyevnen removed the glove and tossed it down onto the work table. When it landed, the glove exploded with enough force to shatter to the table and blow everyone back across the room twenty feet in different directions. The force of the explosion and being flung into a nearby wall had caused Fetcher to go inert and unconscious. When his consciousness returned, he found himself in the midst of smoke and debris. He could see Nyevnen's broken body near the door, open eyes dull and lifeless. Master Kraelix, he could not see.

Fetcher sat up and noticed a stiffness and pain at the base of his sternum. Looking down, he saw that the periapt has been imbedded in the metal plating of his chest, glowing with a pale silver light. He tried to remove it, but found it stuck fast not only by the pressure of the impact, but also by heat having melted the metal plates of his body to those of the amulet's casing, fusing them together. "Master Kraelix, I must report an error." He said it out of habit, having noticed something was wrong, but having never experienced anything like this, he knew no other words to express what had happened.

With some difficulty, Fetcher stood and saw a number of disturbed crates and broken vials. Behind the crates he found Master Kraelix, unconscious and clearly injured, but still alive. Lifting crates of supplies was one of Fetcher's many tasks, and Master Kraelix weighed barely more than a teenage human, so the warforged lifted him with ease and made for the door. Nyevnen's twisted legs were blocking the door, so he kicked the obstacles out of his way and proceeded through the door and up the long series of steps to arrive back above ground. He came out in the stock room at Master Kraelix's shop. The locking mechanism on the door was not one that could be undone with one hand, nor with his arms full of unconscious human, so Fetcher kicked the door.

The door did not open, being magically warded against such, but that did not stop him from trying. The shop's keeper rushed to check on the door, and opened it for him. She was an adult female wood elf, who he was told males found attractive. Her hair was the color of wet mud, having a perfect ratio of water to dirt, with a some trace amounts of iron oxide. Her eyes eyes were a vibrant green, not unlike the needles of a hemlock tree. Her face was...elven female.

Examining Master Kraelix, she asked, "This was the explosion?"

Fetcher, in that moment, felt that was the most ignorant question ever spoken from the mouth of a living creature. Nevertheless, his head nodded in agreement of its own accord. Vystrie had Fetcher set Master Kraelix on the shop counter in the front room, pushing items off to the side or onto the floor, to make room. "Fetcher, one of the red potions over there. Quickly, now."

Fetcher did as she said, "An explosion of force energy. Ingestion or topical application? Nyevnen is a high elf body near the door, downstairs."

"If he's out bad enough reflexes might not take over and he could suck it into his lungs instead. Topical." Fetcher parted Master Kraelix's robes to reveal his master's torso, and poured a line of the red liquid from the top of the naval up to base of the throat, then gently ran his hands through it to spread it across the surface.

The two of them waited for what felt like a very long period of time.

Time. The word now had meaning.

Master Kraelix began to stir, showing clear signs of agony despite the healing potion working its way into his system. Master Kraelix looked around, his eyes landing on Vystrie. He stared at her for a moment, blinked his eyes four times, and then looked at Fetcher. "Secure the lab. Keep it safe."

"Yes, Master Kraelix," the warforged replied.

Master Kraelix saw damage to the warforged body that Fetcher himself had not bothered to assess, and his face twitched with surprise as he saw the periapt buried into Fetcher's sternum. "Infused?"

"Yes, Master Kraelix," the warforged replied.

Master Kraelix had a fit of coughing, and the pain of bruised and broken ribs shocked him into unconsciousness. The potion would heal them, with time. But it was too soon. Fetcher had Master Kraelix's instructions, so he followed them by going back down the stairs to secure the lab. He main sure there were no fires present, cleaned up spilled chemicals and broken potions or half-potions, and moved the high elf body away from the door, and into a presentable position akin to a sleeping high elf body. What he thought one should probably look like, anyway. The books down here did not cover sleeping positions, but books on development and birth suggested a curled S-shape, so that was what he used. It looked natural enough.

With that taken care of, Fetcher sat and waited for Master Kraelix to return. Until then, he would keep it safe.

Much time passed. Fetcher knew how to count time and track time, but all of the devices they had for that would work for no more than one hour, and being deep beneath the ground's surface, there was no way for him to track the natural progression of time.

What Fetcher did not know, was that Master Kraelix had sustained internal injuries that a simple healing potion could not cure, even if it had been ingested, and he died within the hour. Vystrie knew, but she did not think of the warforged waiting down in the laboratory for his master to return, she thought only of what money she could make from selling the items in the shop, and how she would load them into a wagon, and which cities she would travel to in order to sell them. And that is just what she did.




Seven years later...

Infused still sat in the laboratory, along with the decayed high elf body, keeping it safe until Master Kraelix returned. Somewhere in the middle of all that time, Fetcher had taken the last word that Master Kraelix had spoken, 'infused', and chosen it as a new name. It had been a very long time since he last fetched anything, the periapt still infused him, a shining reminder of the day everything had changed.

Then another explosion happened, except this time it was the world, and the laboratory collapsed.

I'm going to rework my original idea for what followed, as I don't think it's plausible from a survival standpoint, even with the periapt of wound closure attuned and keeping him stabilized repeatedly. I'll get it added as I get the plan reworked. He's going to become conscious covered in various alchemical mixtures and ingredients, half finished enchantments, and shrouded in shadow essence from the Shadowfel, all of which are being absorbed into the open wound at the periapt, which is the catalyst for his wild magic.

I'll get it added, but for now it's almost 1 AM and I need to get some sleep.

This message was last edited by the player at 05:40, Mon 12 July 2021.
Psynister
GM, 72 posts
Dungeon Master
Jason
Fri 16 Jul 2021
at 06:45
  • msg #44

Lost Worlds character

link to another game

Experience with RPGs: I started playing D&D 30 years ago

Experience with RPoL: I've been on RPoL for nearly 20 years. I don't recall which year I started, early 2000s. At the time I thought it was kinda crap and I wouldn't stick with it, but then I moved away from my gaming group, moved again, moved again, and had nobody local to play with in the small town, so it became my primary way to play.

What gaming styles you most prefer (RP/combat heavy; Grimdark/Noblebright; plot/player focused; etc): I enjoy all forms of games except for silly/slapstick. I don't mind a well placed joke, a pun, or a good pop culture ref, but as a general style of play I feel comedy is stupid and pointless and only serves to derail the game.

Preferred Posting Rate: 1/day. I'm fine with slower, but I won't be able to go faster for another couple of months.

What DM habit do you enjoy most: In PbP games, communication and momentum are the key. If you're going to be gone, tell us. If you're waiting on something from the players or just one player, say something. When the game grinds to a halt, death comes knocking.

What DM habit do you enjoy least: Posts that give nothing for us to react to. In a live game you can feel the room and tell that the DM is looking for you to say/do something. In PbP, we have to have prompts that give people something to react to.

Writing Sample:
Svandrics wiped the last of the oil off of the dagger's blade and slid it back into its sheath, setting it down on the counter with all of the others as he stood and stretched. The bronze scales of his dragonborn form made the comforting rubbing-swishing sound as his clothes rubbed against them. Nostrils flared as he drew in a deep breath, pride drawing a smile to his face as he looked over the assortment of freshly cleaned and oiled weapons.

He stretched his neck to either side, unleashing a string of popping sounds each direction, then bent down to pick up the quilted tunic draped over the bedframe, slipped it over his head, and tied it off to hold it in place. The scalemail armor itself came next, bronzed scales trimming the edges and outlining the image of his crest in the center of his chest. The armor was the most expensive item he owned, and served as the oft-overlooked crown of his collection.

If the armor was his crown, the weapons were the jewels. He strapped on the primary belt, holding the armor in place, with twin scimitars already strapped to it; Ooblimaka on his left hip and Harkaj'lex on his right. Daggers in wrist-sleeves came next, Stabytha on his right and Stabastian on his left. They had been a gift from twin elves, and he had kept the names they had given him; two of only a very small number whose names he had not replaced with draconic. The third dagger was the first blade he ever owned, the beginning of his hoard, and was strapped to his right thigh. He rarely used Donotreska these days, but it had earned its place in the display.

Another, smaller belt went around his waist next, looser and hanging at an angle so that it sagged down two inches lower on the left. He secured the right side with two strands of leather that he looped around the other belt and tied off against themselves. The rapier named Resk'ultha went to the lowered left side, while the right was balanced by Aryvim.

Some people considered Svandrics to be a collector of blades, but few could understand the intricate compulsions of hoarding and appreciate it for what it really was. Aryvim was no blade, but the war pick could certainly cut someone deep in its own way. The metal loop that held Aryvim's head had a leather strap hanging down, in which he nestled Diristori, The Kraken, a whip made of braided seal skin that had earned its place for having cut his dragonborn skin with no need for a blade at all.

It was a lot of weight to carry around on one's waist, but Svandrics had built and carried this horde for over a decade, adding and removing pieces as worthiness changed. To him, the weight was comforting and felt like being home. Two more blades remained, on the table. First was his newest blade, which a longsword that had not yet earned its name. He appreciated the craftsmanship of the blade, and had seen the smith save a drowning boy caught in the current of a rushing river. For a hero to have forged it, it must have been worthy of a place. It would likely find its place on his belt eventually, but for now, untested as it was, he wore the scabbard on his back to keep it up and out of the way.

The final blade did not have a scabbard, as even if one were to be made, you would never be able to get it out in order to use it in time when you needed it. Heen'krar was a greatsword of elven design and craftsmanship. There was no visible adornment on it whatsoever, it was a very plain and simple blade. Beneath the leather grip, however, the hilt was crafted from heartwood that grew from the top of his grandfather's grave. Heen'krar, or "Sweet Biscuit" as it translated to common, was his favorite blade and the one he wielded most often into battle. The fact that he had no place to put it while using other weapons had a little something to do with that, but he also enjoyed it for the reactions it got from others whether they were to be on the receiving end of it or just spectators observing him use it. It always brought a smile to his face.

With his hoard properly displayed, Svandrics set Sweet Biscuit over his shoulder, the handguard keeping it in place and the pommel giving him a nice handle with which to hold it, and left his room at the inn and went on outside to rejoin the others of his party. The rest were already settling their own possessions on horses or in the bed of the wagon, and all but Perkson were now present. Maxim, a human barely out of his teens gave him a greeting and said, "Svandrics, some day you're going to have to tell me why you would name a sword that big sometimes as unfitting as 'sweet biscuits'."

Svandrics gave him a look that contained a mix of annoyance and amusement, "Biscuit, young Maxim. Sweet Biscuit. It is only one sword, singular. I call him Sweet Biscuit so that you can pronounce it. Heen'krar is his real name. I call him this because nothing completes a meal like a nice, sweet biscuit. When people decide they want to fight me, yes? When I draw Sweet Biscuit out for them to see the length of his blade, just like that," Svandrics lifted his left hand and snapped his fingers, "meal time is over and everyone is ready to go home for a nice sleep in their comfy beds." The young man had a look of concentration for a moment before he started to laugh

The dragonborn smiled at Maxim and gave him a wink of his eye before he climbed up into the seat of the wagon and set Heen'krar down in the bed, resting the hilt on the back of the seat in case they had need for it on the trip. Today was a day to look forward to, and hopefully one that would lead him to finding a fitting name for the longsword. If he was truly lucky, they might even fight something that had a weapon worthy of a place among his hoard. ~Hmm, I might need to buy another belt, though.
This message was last edited by the GM at 06:45, Sun 27 Mar 2022.
Psynister
GM, 73 posts
Dungeon Master
Jason
Thu 5 Aug 2021
at 04:20
  • msg #45

Lost Worlds character

1. I've seen the "you get out what you put in" idea used several times in my 20 years on this site, and I can think of maybe two games that it was really true. Still, it's always appealing. A lot of games here tend to be premade modules, and while I enjoy those as well, they're also rather robotic and boring at times, so there's more appeal here.

2. I've been playing D&D for 30 years, since my mom bought me a 1E AD&D PHB at a garage sale for $0.25. She had no idea what it was, and neither did I, but there was a wizard on the cover so she figured I would enjoy it. I can certainly handle managing my own sheet.

3. For Influences, I'm a bigger fan of Marven than I am DC, always have been. Elder Scrolls is kinda meh, I have limited experience with it. D&D is obviously big on my list. Diablo 2 is my favorite game of all time, so that one's big. Pokemon/Avatar are things I know about but don't care about. Though the system was super simple for the sake of the game, D2's runewords (magic item crafting) is one of the reasons why it's still #1 for me, so magical crafting is a big draw for me.

4. Character concepts are for an Echo Knight, and an Artificer.

4a.

4b.


5. Please provide me a one-paragraph minimum writing sample. Any source is fine but I want to know your personal style and capabilities.

6. When I read "spaghetti engage", I was sincerely thrown for a loop and wondering what in the world you were trying to say. Cauliflower & Blueberry.
Psynister
GM, 74 posts
Dungeon Master
Jason
Thu 2 Sep 2021
at 05:18
  • msg #46

A'zom

A combination of the Otyugh and Swarm of Zombie Limbs. Though the otyugh abilities only appear in the larger ones, which I'm not building right now.
https://www.dndbeyond.com/monsters/otyugh
https://www.dndbeyond.com/mons...warm-of-zombie-limbs

AC: 10
HP: 50 (5d10+20)
Speed: 30 ft, Climb 30 ft
Damage Resistances: Bludgeoning, Piercing, Slashing
Damage Immunities: Poison
Condition Immunities: Charmed, Exhaustion, Frightened, Grappled, Paralyzed, Petrified, Poisoned, Prone, Restrained, Stunned
Senses: Blindsight 30 ft. (blind beyond this radius), Passive Perception 9
Languages: --

STRDEXCONINTWISCHA
14 (+2)10 (+0)19 (+4)3 (-4)8 (-1)5 (-3)

Proficiency: +2

Undead Fortitude: If damage reduces the A'zom to 0 hit points, it must make a Constitution saving throw with a DC of 5 + the damage taken, unless the damage is radiant or from a critical hit. On a success, the creature drops to 1 hit point instead. If the creature has used its Fragmentation ability in the last 24 hours, increase the saving throw DC by an additional 5.

Fragmentation: As an action, the A'zom can separate itself into individual Zombies, each acting on their own initiative. One zombie (with 5 hit points) is formed for every 5 hit points the A'zom has left. Any remaining hit points not evenly divided by 5 are lost. Individual zombies can reform back into an A'zom by standing within 5 ft of an existing A'zom or another zombie, and using its action, adding its hit points to the other's. The zombies created by Fragmentation do not have the Undead Fortitude feature of normal zombies. Any zombie can merge with an A'zom, even if it came from a different A'zom, or was just a regular zombie to start with.

ACTIONS
Multiattack: While at, or above, half of its hit points, the A'zom makes one Undead Mass attack and one Grasping Limbs attack. When Fragmented, it looses this ability as long as any fragmented zombies remain active.

Undead Mass: Melee Weapon Attack: +4 to hit, reach 5 ft., one target in reach. Hit: 4 (1d4 + 2) bludgeoning damage, or 2 (1d4 + 0) bludgeoning damage if the A'zom has half of its hit points or fewer.

Grasping Limbs: Melee Weapon Attack: +4 to hit, reach 5 ft., one creature in reach. Hit: 7 (2d6) necrotic damage, and the creature must succeed on a DC 12 Strength saving throw or be restrained. The creature can repeat the saving throw at the end of each of its turns, taking 7 (2d6) necrotic damage on a failed save. The creature is freed if it succeeds on this saving throw, the swarm moves out of the creature’s space, or the swarm dies.
This message was last edited by the GM at 06:11, Thu 02 Sept 2021.
Kraelix
NPC, 2 posts
Thu 9 Sep 2021
at 02:01
  • msg #47

A'zom

On the road, heading back to New Braelig, Kraelix came across two men. They were friendly enough, claimed to just be travelers, and asked to accompany him for a bit for safety in numbers. He had no reason to be suspicious of them, so he agreed. They made small talk along the way, and at one point one of the men even offered to sell him an "ancient artifact". It hadn't looked particularly special to Kraelix, and while they claimed it could tell you the time of the day and predict the upcoming weather, he had no real need for such a thing. Either the sun was out or it wasn't, the "time" was unimportant. As for predicting the weather, it had been a sunny day without a cloud in the sky, even a blind fool could have predicted the weather that day, of all days.

As Kraelix turned off to head to his hometown, he bid the pair farewell as they continued on their own way. That night, while sitting at his camp fire, he heard the sound of footsteps behind him, making a failed attempt at stealth. It drew his attention enough that he noticed a second pair of footsteps, and then a third, neither of which he would have likely noticed had the first not given away their presence. His armor was still on, as it always was when he was anywhere other than home, but his flail was a good eight feet away.
Psynister
GM, 75 posts
Dungeon Master
Jason
Thu 17 Feb 2022
at 03:54
  • msg #48

Privateers

I'm going a little bit back and forth on prioritizing, so I'm sending you all three. There are things that I look forward to playing in all of them. I'm leaning slightly more toward one of the druids because I like the idea of being a captain of my own ship and having my reputation include the fact that I can turn into a bear and bite your face off. At the same time, tempest cleric is just dripping in flavor for the setting and I've only really played tempest in a one-shot, while I've got druids in 4 other games.

All three of these are different takes on the same general character. They're all capable of healing, and they all have ambitions of becoming a captain of their own ship. The mechanics are different, and personalities are different, but they're all built for the same role.


Name: Rastellarc Caerengale
Race: Wood Elf
Gender: Male
Age: 229
Class: Druid 2, Circle of Stars
Background: Acolyte (more shamanistic/druid version)
Personality:
Rastellarc is a man of signs and omens, and one who follows the signs that he sees. He has spent two centuries studying the stars and the the portents that they hold. He believes that by staying in one place for too long, you deny yourself the view of other perspectives, both in life and in the stars. He is a man deeply rooted in traditions and following the old ways that have been handed down through is order. Though different perspectives can grant us new or better insights, the stars themselves are unchanging, so he upholds all of the traditions of old. Rastellarc is seeking knowledge. Knowledge of what? He's not entirely sure himself. He knows there is something in the world that he is meant to uncover, but not what it is or where to find it.

Why Caer Callidyr?
Rastellarc came to Caer Callidyr in search of special ingredients he needed to craft his star chart and glowing inks for the constellation tattoos that cover his body.

Why the Tempest?
Because it had an opening. Traveling from place to place is a passion and a directive of his order, so he never stays on land for more than one full turning of Selune: 30 days, 10 hours, and 30 minutes. Since locations are always changing at sea, there is no time limit on how long he will stay aboard a boat.



Name: Vaneiros Kesstorah
Race: High Elf
Gender: Male
Age: 194
Class: Cleric 2, Tempest
Background: Sailor
Personality:
Vane is likes to approach life head-on, and isn't afraid to lead with a punch. He's reliable and trustworthy, with strong work ethics. He thrives when he feels like he's part of a unit, where everyone is working together to accomplish a common goal. He aspires to become a ship captain himself one day, with a ship he can proudly call his own and a tightly bonded crew. He is very committed to the team concept, both in terms of the people on his crew and in following a captain's orders. He might question himself about orders that he's received, but unless they conflict with those of a higher authority, he'll see that they're carried out.

Why Caer Callidyr?
A high elf he may be, but Vane has lived with Northlanders and their culture for over a century, and traveled throughout the Moonshae isles. As a follower of Valkur, he loves life on the sea and being a part of a crew. He happens to be in Caer Callidyr because his most recent captain was arrested and the ship was seized. He's been standing on solid ground now for the last eleven days, which is three too many and nine more than he would prefer.

Why the Tempest?
Having no authority whatsoever to demand information about the charges or sentencing of his former captain, and having had his fill of being beached, Vane is happy to take whatever work is offered on whatever ship happens to be leaving the soonest. "The Tempest, you say? Looking for help right now? Today? I'm on it!"



Name: Ruaraketh (no sir name)
Race: Halfling
Gender: Male
Age: 21
Class: Druid 2, Circle of the Moon
Background: Urchin
Personality:
Growing up in the streets and orphanages has lead Ruaraketh to developing a somewhat blunt or tactless approach to dealing with other people. More abrasive than insulting, he sometimes says things that might rub someone the wrong way even if it may be true. He knows better than most that it takes people relying on other people, helping one another, to get us through life in one piece. Some call it a family, some call it a pack, others call it a crew; many names exist but that is the secret to life and happiness. Ruaraketh has some odd quirks from his early days, but he's generally a likeable person. He likes to help people, but he hates feeling taken advantage of, and cannot stand those who take advantage of the generosity of others purely for selfish reasons. He's happy to help someone who is unable to help themselves, but someone who refuses to help themselves is on their own.

Why Caer Callidyr?
This is the city that he calls home, and where he sponsors and orphanage to help people like him.

Why the Tempest?
The orphanage needs the money. He doesn't know much about sailing, and Tempest is just looking for able bodies to do some work. Seems like a win-win.
Kursak
Sat 19 Mar 2022
at 22:05
  • msg #49

Mercenary Guild RTJ

https://www.dndbeyond.com/prof.../characters/70096488

Vigilant Blessing:  (advantage on Initiative)
[ ] Eyes of Night (Action): 4 (wis) targets in 10 feet gain Darkvision 300 ft for 1 hour (Long Rest, or a spell slot)
[ ] Silvery Barbs (Reaction): once per day, 60 ft range, when target succeeds on a d20, force a reroll and give another target Advantage

-0-: Sacred Flame, Word of Radiance, Chill Touch, Druidcraft, Thaumaturgy
1st: [ ][ ] Bane, Bless, Cure Wounds, Faerie Fire, Inflict Wounds, Protection vs Evil, Silvery Barbs, Sleep

Healer's Kit Healing: Action restores 1d6+4+HitDice to a creature. A creature can only benefit once per rest.
Weapons: Warhammer +4, d8+2, Crossbow +2, d8+0


https://www.worldanvil.com/w/e...blightshore-location
This message was last edited by the GM at 04:09, Sun 20 Mar 2022.
Kursak
Mon 21 Mar 2022
at 06:45
  • msg #50

Mercenary Guild RTJ

some public text for the boys
Psynister
GM, 76 posts
Dungeon Master
Jason
Sat 26 Mar 2022
at 17:59
  • msg #51

Mercenary Guild RTJ


Cult name is The Dead Three (Bane, Baal, Murlke)
Cultists are acting out of a bath house
Bathhouse runs from dawn to midnight, is fairly popular and has some decent plumbing
can do just a bath, or include a massage
Run by the VanThemper family, who is a councilman of Baldur's Gate
Cultists wear garb associated with their god when doing culty things
Andrin would likely recognize them if he was able to see their symbols

Bane's worshipers are a marshal group with a mace in a black fist
Baal, crimson skull, associated with murder and able to reach anybody, dagger wielders
- followers work well in darkness, and are good at disappearing afterward
Myrkle is god of necromancy, power over corpses and souls, they claim skulls to question the dead
- always hunting for magical lore and arcane secrets. favored weapon is the flail

The bathhouse is a one-story stuccoed building with stained-glass windows and clay roof tiles. Ten-foot-tall walls enclose a large courtyard outside the southeast corner of the building. The closed wooden doors to the courtyard are engraved with images of smiling nymphs dancing and frolicking in water.

This L-shaped courtyard features a trimmed lawn and nicely manicured shrubbery. The yard is decorated with white marble benches and stone fountains, each in the form of a smiling nymph tipping a jug that spills water into a circular stone basin.

A group of 5 Myrkle followers came out after dark
Then 4 Bane followers followed, who we trailed and then attacked
We killed 3 of them, 1 of which was armored while the others were not, the 4th we knocked out and brought along as a prisoner
We returned to the bath house and stepped inside, where we were immediately attacked
Eden (barb) was stabbed by two guys with daggers and each dagger did 12 damage to him "because he wasn't raging" (????)
- DM said that if he had been raging he would have taken far less damage, even less than just half (??)
- he let me roll Religion to see if I could discover why that was, but I rolled low so no idea. mechanically, I have no idea what protection rage would give that would make those attacks deal even less than 1/2 damage. Perhaps they get a bonus to damage if they roll over a certain number?
We killed the 3 that were in the main room, but we were still in combat, so Fred checked the north room and found another guy with a flail who we killed as well, ending combat
A search revealed nothing great in terms of loot, but we did find a hidden door in the north room
Psynister
GM, 77 posts
Dungeon Master
Jason
Sun 27 Mar 2022
at 19:29
  • msg #52

Characters That Need Development

Kursak
- needs to pray for protection for those around him as he prepares for Cleric 2

Luster
- needs to figure out who the hell he is and what he wants to do, so he's more than just a guy along for the ride

Infused
- needs to play up his bursty magic stuff too, some of his spell selection doesn't fit terribly well

Ander
- needs to look at his lv 6 ability and figure out if he's going to please his patron or not

Solgran
- needs to settle on a definition of who he is and what I want to do with him
Psynister
GM, 78 posts
Dungeon Master
Jason
Fri 1 Apr 2022
at 05:02
  • msg #53

Mercenary Guild RTJ

NameInitACHP/MaxNotes
Akyra 1831/31 
Zhalis 1940/40 
Lady Chlora 1526/26 
Sakamoto 1625/25 
Ariadne 1631/31 
Khorth 1840/40 
Brillik 1549/49 
Boar 11313??/??Yellow
Boar 21313??/??Blue


Psynister
GM, 80 posts
Dungeon Master
Jason
Tue 6 Dec 2022
at 20:02
  • msg #54

Mercenary Guild RTJ

Barbarian's Path of Fury

Fury (Level 3): While raging, each time you take damage, you gain 1 point of Fury. There is no limit to how many Fury points you can have, but you loose all Fury points when your Rage ends. When you make a successful Attack roll on your turn, you can expend any number of Fury points up to your Proficiency bonus, adding 1d6 weapon damage per point spent.

Enraged Retaliation (Level 6): Whenever an enemy hits you with a melee attack, you retaliate wildly. You may use your Reaction to make an opportunity attack with Disadvantage, against the target who hit you. If you hit with this attack, it deals an additional 1d6 weapon damage.

Know Better (Level 10): You are immune to the Frightened and Charmed conditions. If a creature targets you with either of these effects, that creature must make a saving throw against their own effect or become Frightened by you for 1 minute.

Furious (Level 14): Attack rolls you make with Enraged Retaliation are now made with Advantage. In addition, if you are not raging when the opportunity attack is triggered, you may Rage without spending a use of your Rage feature.
Beargus Shieldwall
Mon 19 Dec 2022
at 17:15
  • msg #55

Mercenary Guild RTJ

Beargus grabbed hold of the branch, leaped up, and pulled down with all of his strength as well as his weight. With a loud snap, the branch split part way through, becoming even more tangled up in his pack and driving himself to the ground as it pinned him down near the ground. Beargus grunted in a mix of surprise and frustration as he struggled to push himself back up. He fought his way out of the straps, grabbed his glaive up off the ground, and slammed the blade into the weakened joint where he’d broken the branch, weakening it a bit further. Which pissed Beargus the rest of the way off.

After several seconds of chopping, stabbing, twisting, pushing and pulling, Beargus finally broke the live branch the rest of the way off the tree. He went to swing it and launch the damned thing deeper into the woods, but his pack was still caught up in the branching offshoots. He stepped on the pack and yanked the branch free of it at last, snapping dozens of twigs off in the process, and slammed the branch into the tree’s trunk as hard as he could before throwing it at the trunk in an awkward, dismissive motion and spat on it for good measure. He stared axes at the tree all the while, then yanked his pack up off the ground and ripped the various twigs out with far more force than was necessary, ”Yer lucky I gave up the axe, ye bastard, or we’d be having a different conversation.”

When he’d got the pack situated on his back once more, he stared at the tree for another second, then pulled his spear off of it and carried on with the glaive in one hand and spear in the other. Cutting through the forest he’d thought to save some time, but a navigator he was not. He no longer wore his old armor, but Beargus was a soldier of Thorbardin, even if he no longer served in the station. He still carried the weapons and shield that he had while serving in the shieldwall, but the bulky armor got in the way more often than it actually helped.
Psynister
GM, 81 posts
Dungeon Master
Jason
Tue 14 Feb 2023
at 19:19
  • msg #56

Symbaroum Characters

---Dwarf---
+2 Int, +1 to two others
Hit Die d8
Speed 25
perfect memory
no soul - current corruption is -1 Max HP
disadvantage on socials for all but dwarf, elf, troll

---Dreams of Doom BG---
Insight
Any tool
kit for the tool, simple clothes, 4d6+1 shillings
Haunted: prophetic nightmares, 1/LRest, +1d6 to a skill

---Mystic Class---
Hit die d8
Light armor, simple weapons, no tools
Wis Saves and choose Int/Cha saves
Skills (3) arcana, deception, history, investigation, medicine, persuasion, religion
Shadow: corruption threshold is 2*(Prof+CasterMod), min 4
*bow/arrow or staff
*scholar or explorer pack
*light armor, 2 daggers, component pouch
Cantrips: pick any 6 (corruption is 1 per cast)
Level 1s: pick 2, swap one on level up, gain 1 spell per level (corruption is 1d4+SL)
Favored Spells: 2 cantrips and 1 first level (corruption is 0 and 1/Lv respective)
Staff Mage (Intelligence)
Bonus: Detect Magic
Rune staff proficiency (+1 AC when unarmored, counts as finesse)

---Bonds I may want---
Fire Forged (+1 Con, res fire)
Poison Resilient (+1 Con, poison res, adv vs poison condition)
Tough (+1 Con, adv on death saves)
---Burdens---
Seizures (+2 Int, rolling 1 on a skill check means 1d4 rounds of stunned and +1 exhaustion)
---Mystic Feats---
Combat Magic Expert (1d6/prof, use to add to spell attack, spell damage, or to save against spells)
Psynister
GM, 82 posts
Dungeon Master
Jason
Thu 29 Jun 2023
at 10:25
  • msg #57

Character RTJ

Walker (Fred)
Was looking for the earth ashari, found the tower instead
We are the people he has interacted with the most
He was headed to Terrah (northern Tal'dorei, in the Cliffkeep Mtns)
Socially awkward, as a warforged
Wears peasant clothes that were given as a joke, which he didn't get
He followed Dorien's trail accidentally, picking up on word of an earth ashari
Spent all of his time reading and deactivating, until he developed a relationship to us


Dr. Varlat (Chad)
Went to the tower for alchemical research


Dorien (Jason)
Is here to study about the planes, specifically, in relation to the Earth


Happenings
Possible encounters in the Rifenmist Jungle, where Chad was searching for plants
Fred would wreck plants to get to the minerals beneath
Astural wrote thousands of pages with alchamical formulas, spells and star charts (patterns)


Earth Ashari
Homebase is Terrah, in northern Tal'Dorei
There is a portal to the Plane of Earth.
Lead by Headmaster Pa'tice, the Heart of the Mountain
Aramente for Keyeth included drinking oloore root tea, initiating a vision quest.
Disrespect and mistrust residents of Kraghammer for their reckless mining
Those miners caused countless deaths during a Terah Rift that collapsed an entire mountain
Open trade with Emon, exchanging precious stones from the rift for essential goods
Sometimes provide protection from creatures in the mountains as well


Quandrix academy is located in the ruined mage tower of Wrettis
Wrettis is on the southeastern coast of Tal'dorei
It is south of Stormcrest Mountains, east of StormpointMountains, near Kirmont Bay
It is also southwest of Bronbog
The tower is now a ruin, grown over with moss, but many rooms both up the tower and below ground hold writings/inventions
Clemain Astural, "The Sight Shepherd", is buried somewhere within the ruins.
Asural was an arcanist looking for extraplanar solutions to the Calamity.
He was taken by the power of the Sightless One and began causing destruction in sothwestern Tal'Dorei.
Heroes of the era, including Atz Yuminor, defeated him, destroyed his tower, and buried him there.
Many writings were recoverd at the time, and are now kept in Westhall Academy in Westruun.
Psynister
GM, 87 posts
Dungeon Master
Jason
Wed 3 Apr 2024
at 15:56
  • msg #58

Character RTJ

Heroic Chronical for my SKT character. Things to weave together to make a story.

2 parents, 6 siblings

Powerful family relations - 3
5 - You thought you killed this family member, whether by accident or otherwise. You never expected to see them again—but now they’re out for your blood. You gain one rival.

37 - You uncovered a secret about this family member, whether a tiny embarrassment or a life-changing scandal. They now seek to unveil your darkest secret. You gain one rival.

90 - This family member left long ago for reasons you don’t understand or won’t talk about. Before they left, they promised you that they would return in your hour of greatest need. You gain one ally.

Ally - 45 - Gladiator (MM); gain one fateful moment
8 - This ally is a loyal pet. Rather than rolling on the Ally and Rival Identities table, choose one beast of CR 1/8 or lower as your pet.
Fateful moment 9 - You were transformed into a bear by mysterious magic, and lived for a year as an animal before you were saved by a druid. Magic still lingers within you, though, and you can cast speak with animals at will.

Rival - 85 - Noble (MM); gain one fateful moment
48 - This person was ordered to arrest you, and doggedly hunts you wherever you go.
Fateful moment 19 - While reading through a mysterious tome once owned by your parent, you found a treasure map that points toward a place in Wildemount of the DM’s choice.

Favorite Food
Paella — a working-class dish made with rice, white beans, and seafood

Mysterious Secret
2 - I was the only witness to a cold-blooded murder. In the aftermath, I saw the killer take a gold coin with a ruby inlaid at its center from the victim’s body.

Prophecy
5 - I will join a blood hunter order. My new comrades-in-arms will make me powerful, but I must pay a steep price for that power.
This message was last edited by the GM at 15:57, Wed 03 Apr.
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