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21:54, 3rd May 2024 (GMT+0)

Random Things.

Posted by PsynisterFor group 0
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.
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