Character Creation.   Posted by Dungeon Master.Group: 0
Dungeon Master
 GM, 1 post
 Rule #1: The DM
 is always right.
Wed 11 May 2016
at 16:38
Character Creation
1. Choose a Race.
Any race is fine with me, but OOC you should know that the more fantastical races are rarely seen by the natives of Ravenloft and will be treated...differently.

2.  Choose a Class.
Any class is fine with me.  For your hunter concept, I'd recommend taking a look at fighter, ranger, or even barbarian or rogue.  Since you're starting at level 5, you'll be able to take the Dual Wielder feat, so you won't have to rely solely on class features to get that.

3.  Determine Ability Scores.
Since this is a solo game just for you, let's have you try at rolling your stats first, and if the dice roller refuses to give you anything decent, you can do point buy.
  • Rolling:  Roll four d6, keeping the highest 3, until you have 7 numbers.  Then you can assign your best 6 numbers to your abilities.
  • Point-Buy:  If you don't like the way that comes out, you can opt for point-buy and use 31 points to buy your ability scores using the costs given on pg. 13 in the PHB.  (I gave you 31 points instead of the recommended 27 to make up for the fact that you're playing solo, with only NPC support.)

4.  Describe your character.
Choose alignment, background, ideals, bonds, flaws, appearance, etc.

5.  Choose Equipment.
  • You can have the normal starting equipment for your class and background for free.
  • You can also choose one uncommon magical item to have for free.
  • You get one free trinket of your choice or rolled randomly from the gothic trinkets or the trinket list in the PHB.
  • Then you get a lump sum of 500 gp plus 1d10 x 25 gp (you can roll it) to buy other mundane gear, specialized gear, and/or any magical items you're interested in having at the start of the game.  (You can assume common magical items cost 50 gp each and uncommon magical items cost 100 gp each.)

6.  Beyond 1st Level.
Start at level 5.  That will give you a proficiency bonus of +3 to your class skills and saves.  Choose the features granted by your class up to level 5.  Choose a feat or ability score increase (some feats include an ability score increase).

This message was last edited by the GM at 02:14, Thu 12 May 2016.

Dungeon Master
 GM, 3 posts
 Rule #1: The DM
 is always right.
Wed 11 May 2016
at 17:25
Character Background Option
The campaign book gives an alternate background.  If you want, you can select this background for your character, instead of the ones listed in the PHB.

Haunted One
You are haunted by something so terrible that you dare not speak of it.  You've tried to bury it and run away from it, to no avail.  Whatever this thing is that haunts you can't be slain with a sword or banished with a spell.  It might come to you as a shadow on the wall, a blood-curdling nightmare, a memory that refuses to die, or a demonic whisper in the dark.  The burden has taken its toll, isolating you from most people and making you question your sanity.  You must find a way to overcome it before it destroys you.

Skill Proficiencies:  Choose one of Arcana, Investigation, Religion, or Survival
Languages:  Choose one exotic language (Abyssal, Celestial, Deep Speech, Draconic, Infernal, Primordial, Sylvan, or Undercommon)
Equipment:  Monster hunter's pack (contains a chest, a crowbar, a hammer, three wooden stakes, a holy symbol, a flask of holy water, a set of manacles, a steel mirror, a flask of oil, a tinderbox, and 3 torches), one trinket of special significance (choose one or roll on the Gothic Trinkets table below)

Feature:  Heart of Darkness
Those who look into your eyes can see that you have faced unimaginable horror and that you are no stranger to to darkness.  Though they might fear you, commoners will extend you every courtesy and do their utmost to help you.  Unless you have shown yourself to be a danger to them, they will even take up arms to fight alongside you, should you find yourself facing an enemy.

Harrowing Event
Prior to becoming an adventurer, your path in life was defined by one dark moment, one fateful decision, or one tragedy.  Now you feel a darkness threatening to consume you, and you fear there may be no hope of escape.  Choose a harrowing event, or roll one on the Harrowing Events table.

 d10 Event
  1. A monster that slaughtered dozens of innocent people spared your life, and you don't know why.
  2. You were born under a dark star.  you can feel it watching you, coldly and distantly.  Sometimes it beckons to you in the dead of night.
  3. An apparition that has haunted your family for generations now haunts you.  you don't know what it wants, and it won't leave you alone.
  4. Your family has a history of practicing the dark arts.  You dabbled once and felt something horrible clutch at your soul, whereupon you fled in terror.
  5. An oni took your sibling one cold, dark night, and you were unable to stop it.
  6. You were cursed with lycanthropy and later cured.  You are now haunted by the innocents you slaughtered.
  7. A hag kidnapped and raised you.  you escaped, but the hag still has a magical hold over you and fills your mind with evil thoughts.
  8. You opened an eldritch tome and saw things unfit for a sane mind.  You burned the book, but its worlds and images are burned into your psyche.
  9. A fiend possessed you as a child.  You were locked away but escaped.  The fiend is still inside you, but now you try to keep it locked away.
  10. You did terrible things to avenge the murder of someone you loved.  You became a monster, and it haunts your waking dreams.

Suggested Characteristics
You have learned to live with the terror that haunts you.  You are  survivor, who can be very protective of those who bring light into your darkened life.

    d8  Personality Trait
  1. I don't run from evil.  Evil runs from me.
  2. I like to read and memorize poetry.  It keeps me calm and brings me fleeting moments of happiness.
  3. I spend money freely and live life to the fullest, knowing that tomorrow I might die.
  4. I live for the thrill of the hunt.
  5. I don't talk about the thing that torments me.  I'd rather not burden others with my curse.
  6. I expect danger around every corner.
  7. I refuse to become a victim, and I will not allow others to be victimized.
  8. I put no trust in divine beings.

   d6  Ideal
  1. I try to help those in need, no matter what the personal cost.  (Good)
  2. I'll stop the spirits that haunt me, or die trying.  (Any)
  3. I kill monsters to make the world a safer place, and to exorcise my own demons.  (Good)
  4. I have a dark calling that puts me above the law.  (Chaotic)
  5. I like to know my enemy's capabilities and weaknesses before rushing into battle.  (Lawful)
  6. I'm a monster that destroys other monsters, and anything else that gets in my way.  (Evil)

    d6  Bond
  1. I keep my thoughts and discoveries in a journal.  My journal is my legacy.
  2. I would sacrifice my life and soul to protect the innocent.
  3. My torment drove away the person I love.  I strive to win back the love I've lost.
  4. A terrible guilt consumes me.  I hope that I can find redemption through my actions.
  5. There's evil in me, I can feel it.  It must never be set free.
  6. I have a child to protect.  I must make the world a safer place for him (or her).

    d6  Flaw
  1. I have certain rituals that I must follow every day.  I can never break them.
  2. I assume the worst in people.
  3. I feel no compassion for the dead.  They're the lucky ones.
  4. I have an addiction.
  5. I am a purveyor of doom and gloom who lives in a world without hope.
  6. I talk to spirits that no one else can see.

Dungeon Master
 GM, 4 posts
 Rule #1: The DM
 is always right.
Wed 11 May 2016
at 18:09
Gothic Trinkets
d100   Trinket
01-02  A picture you drew as a child of your imaginary friend.
03-04  A lock that opens when blood is dripped in its keyhole.
05-06  Clothes stolen from a scarecrow.
07-08  A spinning top carved with four faces:  happy, sad, wrathful, and dead.
09-10  The necklace of a sibling who died on the day you were born.

11-12  A wig from someone executed by beheading.
13-14  The unopened letter to you from your dying father.
15-16  A pocket watch that runs backward for an hour every midnight.
17-18  A winter coat stolen from a dying soldier.
19-20  A bottle of invisible ink that can only by read at sunset.

21-22  A wineskin that refills when interred with a dead person for a night.
23-24  A set of silverware used by a king for his last meal.
25-26  A spyglass that always shows the world suffering a terrible storm.
27-28  A cameo with the profile's face scratched away.
29-30  A lantern with a black candle that never runs out and that burns with a green flame.

31-32  A teacup from a child's tea set, stained with blood.
33-34  A little black book that records your dreams, and yours alone, when you sleep.
35-36  A necklace formed of the interlinked holy symbols of of a dozen deities.
37-38  A hangman's noose that feels heavier than it should.
39-40  A birdcage into which small birds fly but once inside never eat or leave.

41-42  A lepidopterist's box filled with dead moths with skull-like patterns on their wings.
43-44  A jar of pickled ghouls tongues.
45-46  The wooden hand of a notorious pirate.
47-48  An urn with the ashes of a dead relative.
49-50  A hand mirror backed with a bronze depiction of a medusa.

51-52  Pallid leather gloves crafted with ivory fingernails.
53-54  Dice made from the knuckles of a notorious charlatan.
55-56  A ring of keys for forgotten locks.
57-58  Nails from the coffin of a murderer.
59-60  A key to the family crypt.

61-62  A bouquet of funerary flowers that always looks and smells fresh.
63-64  A switch used to discipline you as a child.
65-66  A music box that plays by itself whenever someone holding it dances.
67-68  A walking cane with an iron ferule that strikes sparks on stone.
69-70  A flag from a ship lost at sea.

71-72  Porcelain doll's head that always seems to be looking at you.
73-74  A wolf's head wrought in silver that is also a whistle.
75-76  A small mirror that shows a much older version of the viewer.
77-78  Small, worn book of children's nursery rhymes.
79-80  Mummified raven claw.

81-82  A broken pendant of a silver dragon that's always cold to the touch.
83-84  A small locked box that quietly hums a lovely melody at night but you always forget it in the morning.
85-86  An inkwell that makes one a little nauseous when staring at it.
87-88  An old little doll made of dark, dense wood and missing a hand and a foot.
89-90  A black executioner's hood.

91-92  A pouch made of flesh, with a sinew drawstring.
93-94  A tiny spool of black thread that never runs out.
95-96  A tiny clockwork figurine of a dancer that's missing a gear and doesn't work.
97-98  A black wooden pipe that creates puffs of smoke that look like skulls.
99-00  A vial of perfume, the scent of which only certain creatures can detect.
Dungeon Master
 GM, 5 posts
 Rule #1: The DM
 is always right.
Wed 11 May 2016
at 18:43
Magic Items
In case you don't have access to the treasure lists in the Dungeon Master's guide, here's a list of Common and Uncommon magic items your character can choose or purchase for his equipment.  Details of items are available upon request.

Common Items
Potion of Climbing
Potion of Healing:  Regain 2d4+2 hit points.
Spell Scroll of any cantrip of 1st level spell

Uncommon Items
Adamantine Armor:  Critical hits against you become normal hits.
Alchemy Jug:  Produces a variety of liquids.
Ammunition (+1):  Bonus to attack and damage rolls.
Amulet of Proof against Detection and Location:  Can't be targeted by divination magic or magical scrying sensors.
Bag of Holding:  Holds up to 500 lbs.
Bag of Tricks:  Produces a variety of friendly creatures.
Boots of Elvenkind:  Advantage on DEX (Stealth) checks.
Boots of Striding and Springing:  Walking speed is 30 ft, isn't reduced by encumbrance or heavy armor, can jump normal distance x3, up to max movement.
Boots of Winterlands:  Resistance to cold damage, ignore difficult terrain from ice or snow, tolerate low temperatures.
Bracers of Archery:  Gain proficiency with longbow and short bow, and +2 bonus to damage and ranged attacks with them.
Brooch of Shielding:  Resistance to force damage, immune to magic missile spell.
Broom of Flying
Cap of Water Breathing
Circlet of Blasting
Cloak of Elvenkind
Cloak of Protection:  +1 bonus to AC and saving throws.
Cloak of the Manta Ray
Decanter of Endless Water
Deck of Illusions
Driftglobe:  Command word causes light or daylight spell once per day.
Dust of Disappearance
Dust of Dryness
Dust of Sneezing and Choking
Elemental Gem
Eversmoking Bottle
Eyes of Charming:  Expend charge to cast charm person spell.
Eyes of Minute Seeing:  Advantage on INT (Investigation) checks, near details.
Eyes of the Eagle:  Advantage on WIS (Perception) checks, distant details.
Figurine of Wondrous Power (Silver Raven)
Gauntlets of Ogre Power:  Your STR score is 19 while worn.
Gem of Brightness
Gloves of Missile Snaring
Gloves of Swimming and Climbing:  Don't cost extra movement, +5 bonus to those STR (Athletics) checks.
Gloves of Thievery:  Gloves are invisible while worn, +5 bonus to DEX (Sleight of Hand) checks and DEX checks to pick locks.
Goggles of Night:  +60 ft darkvision.
Hat of Disguise
Headband of Intellect:  Your INT score is 19 while worn.
Helm of Comprehending Languages
Helm of Telepathy
Immovable Rod
Instrument of the Bards (Doss Lute, Fochlucan bandore, and Mac-fuirmidh cittern)
Javelin of Lightning
Keoghtom's Ointment:  1d4+1 doses, regain 2d8+2 hit points, cease to be poisoned, and cured of any disease.
Lantern of Revealing
Mariner's Armor
Medallion of Thoughts
Mithral Armor:  Can be worn under clothes, does not impose disadvantage on DEX (Stealth) checks, nor does it have a STR requirement.
Necklace of Adaptation
Oil of Slipperiness
Pearl of Power
Periapt of Health:  Immune to contracting any disease, suppresses effects of anything you're already infected with.
Periapt of Wound Closure:  Automatically stabilize at the start of your turn, double the number of hit points regained by rolling your Hit Die.
Philter of Love
Pipes of Haunting
Pipes of the Sewers
Potion of Animal Friendship
Potion of Diminution
Potion of Fire Breath
Potion of Hill Giant Strength:  STR is 21 for 1 hour.
Potion of Growth
Potion of Greater Healing:  Regain 4d4+4 hit points.
Potion of Poison
Potion of Resistance:  Resistance to a damage type for 1 hour.
Potion of Water Breathing
Quiver of Ehlonna:  Holds a variety of weapons and ammunition.
Ring of Jumping
Ring of Mind Shielding
Ring of Swimming
Ring of Warmth
Ring of Water Walking
Robe of Useful Items
Rope of Climbing
Saddle of the Cavalier
Sending Stones
Sentinel Shield
Shield (+1):  Bonus to AC, in addition to the shield's normal bonus.
Slippers of Spider Climbing
Spell scroll of any 2nd or 3rd level spell
Stone of Good Luck (Luckstone):  +1 to ability checks and saving throws.
Sword of Vengeance:  +1 to attack and damage rolls.  Curse.
Trident of Fish Command
Wand of Magic Detection
Wand of Magic Missiles
Wand of Secrets
Weapon (+1)
Weapon of Warning
Wind Fan
Winged Boots

This message was last edited by the GM at 22:55, Wed 11 May 2016.