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20:46, 19th April 2024 (GMT+0)

Notes.

Posted by StorytellerFor group 0
Storyteller
GM, 61 posts
Thu 5 Jan 2023
at 21:24
  • msg #53

The Cursed Ship

Dying isn’t the hard part, it’s living knowing the weight of the souls you carry with you will never become lighter

“You’ll never understand the violence it took to become this gentle”

“You?! YOU did all of this?!”
“Yes. Surprised, aren’t you?”
“Why?!”
“Because of what they did to us. To you! They started this fight. I simply finished it. All it took was time, patience, and the will to see it through to the end.”
“All the horrors! The destruction, the pain and suffering!”
“All of it necessary to get our revenge.”
“Dear God, little brother; what have you become?!”
“Myself.”

“Here you are at the end, at the brink of your limit in a dire situation, powerless to stop what is undoubtedly about to come next. You feel it, don’t you…? Death knocking at the door… The cold truth sickening your body like poison. Your heart and soul is going to die, and it’s going to be by your own hand.”
Storyteller
GM, 62 posts
Thu 5 Jan 2023
at 22:08
  • msg #54

The Cursed Ship



Aegnor Liadon (Aka the Lord of blades)(Bastion's older brother)(oath of conquest paladin 20)

Bastion, “You?! YOU did all of this?!”

Blades, “Yes. Surprised, aren’t you?”

Bastion, “Why?!”

Blades, “Because of what they did to us. To you! They started this fight. I simply finished it. All it took was time, patience, and the will to see it through to the end.”

Bastion “All the horrors! The destruction, the pain and suffering!”

Blades, “All of it necessary to get our revenge.”

Bastion, “Dear Gods, brother; what have you become?!”

Blades, “Myself.”
This message was last edited by the GM at 17:31, Fri 06 Jan 2023.
Storyteller
GM, 63 posts
Mon 9 Jan 2023
at 16:57
  • msg #55

The Cursed Ship

Tonbokiri Spear
Storyteller
GM, 64 posts
Wed 11 Jan 2023
at 06:20
  • msg #56

The Cursed Ship

Death can have me when it earns me

“Monsters are not simply born, they are created. Yet the world always chooses to deny this truth, until they have no other choice but to look on in horror as their creation shows them what a true monster is capable of, and that creating a monster always has consequences.”
This message was last edited by the GM at 19:38, Mon 27 Mar 2023.
Storyteller
GM, 65 posts
Sun 12 Mar 2023
at 02:54
  • msg #57

The Cursed Ship

Gortwog gro-Nagorm's ancestry is that of Weretouched, his father a slaver pirate being the infected carrier and his mother a poor human woman slave which was the unfortunate victim of sexual violence.

For Gortwog he was born a half breed of both Orc and Human origin he inherited the ability from his fathers genetics to manifest claws which he uses as him primary form of weapons, growing up in Florance a orphan he was shunned and hated because he was seen as something of a freak/monster on top of the already racial prejudice towards orcs.

When he was a young child Gortwog ran away from the orphanage and fell in with criminals in the Shade assisting with many smuggling operations and other various illicit activities... however he never felt beholden to them but the pay was good and it was a roof over his head but when the time came he cut and ran stowing away aboard a pirate vessel.

When Gortwog was eventually discovered instead of being tossed overboard he was made to be a cabin boy and was taught life aboard a ship and for once in his life he found purpose at sea growing to love the freedom to do whatever he wanted and being treated as a equal instead of being treated as a freak of nature and he would stick with this crew for many years growing from a adolescent to an adult.

Then one evening as they passed The Bay of Stho a small bar of sand on a pretzel shaped island about 2500 nautical miles north of the jaws of the Verdant Mother disaster struck and the ship was devastated by a 62.3 feet (19 m) tall swell that capsized the ship killing all aboard and sending the vessel to a watery grave at the bottom of the ocean.

Gortwog tried his best to swim to the safety of shore but the current was far to powerful almost supernaturally so and soon fell beneath the waves that pinned him below the surface, getting tossed like a rag doll before eventually his vision faded and what should of been death turned out to be a fate far worse then that somehow he awoken on the shores of Florance alive but in terrible shape where he was found by a passing dock worker.

Eventually the guards did arrive and upon searching his person found he had ties to piracy in the region he was then treated and shortly after thrown in prison where he served out a sentence of hard labor for 3 years and was flogged with the vicious cat of nine tails whip the horrific scars from that torture painfully evident on his back as a painful reminder.

His sentence would of been much longer but thankfully Brandy pulled in several favors from the upper class and managed to get him off the hook and to pay her back has been working off his debt to her by playing bodyguard and bouncer to her establishment, he knew he was given another chance at life so ditched his old name and took on the new self given name of Aldritch and slowly began to turn his life around for the better but the past always had a way of catching up with him and soon the call of the sea and adventure beckoned once again for it was all he knew.

(Note change weak willed to anger issues flaw)
This message was last edited by the GM at 04:23, Sun 12 Mar 2023.
Storyteller
GM, 66 posts
Mon 24 Apr 2023
at 17:11
  • msg #58

The Cursed Ship

Weapon's

1. Zob's Angel steel MMG (encapsulated pulse 300 round box magazine)(quad barrel)(x8 reloads)

2. Zob's Custom Largarn assault rifle (Hard Ammo)

Attachments, 3.5x Largarn optic scope,foregrip,single shot,3 round burst,fully automatic,muzzle break (x9 magazines)

3. x4 C10 explosive

4. Next gen DT5 handgun hard ammo/Pulse (.45 hard ammo)(dart Launcher)(frag rounds)(x4 ammo/cell)(x4 frag rounds)

5. Vampic RPG pistol (6 shots)

6. x4 frag grenades

7. x2 flashbang grenades
-------------------------------------------------------------------------------
Armor/Clothing

Zob's modified heavy boarding armor with envirosuit worn underneath.

Demon steel retractable blade armored gauntlets. (on wrists)
-------------------------------------------------------------------------------
Tactical Rucksack

1x tactical prybar

1x multi-tool

1x military zip-ties

x4 pack of derma foam

x2 Demon derma foam

x2 anti-toxin kit (For use with metal poisoning)

x1 strong rappelling rope with gear
This message was last edited by the GM at 00:01, Tue 25 Apr 2023.
Storyteller
GM, 67 posts
Sat 29 Apr 2023
at 19:02
  • msg #59

The Cursed Ship

str 14
dex 16
con 20
int 20
wis 16
cha 14

Rock Gnome Artificer


    Age. Gnomes mature at the same rate as humans, and most are expected to settle into adult life around the age of 40. They can live to 350 years on average, but it's not too uncommon for them to reach 500 years of age.

    Size. Gnomes are between 3 and 4 feet tall and weigh around 40 pounds. Your size is Small.

    Speed. Your base walking speed is 25 feet.

    Darkvision. Accustomed to life underground, you have superior vision in dark and dim conditions. You can see in dim light within 60 feet of you as if it were bright light, and in darkness as if it were dim light. You can't discern color in darkness, only shades of gray.

    Gnome Cunning. You have advantage on all Intelligence, Wisdom, and Charisma saves against magic.

    Languages. You can read, speak, and write Common and Gnomish.

http://dnd5e.wikidot.com/artificer

Perk Sharpshooter

Hit Points

Hit Dice: 1d8 per artificer level
Hit Points at 1st Level: 8 + your Constitution modifier
Hit Points at Higher Levels: 1d8 (or 5) + your Constitution modifier per artificer level after 1st

Proficiencies

Armor: Light armor, medium armor, shields
Weapons: Simple weapons
Tools: Thieves’ tools, tinker’s tools, one type of artisan’s tools of your choice
Saving Throws: Constitution, Intelligence
This message was last edited by the GM at 22:43, Sat 29 Apr 2023.
Storyteller
GM, 68 posts
Sun 30 Apr 2023
at 02:02
  • msg #60

The Cursed Ship

Clarification/Correction of Sage Genesis up there:

A Pal3/War3 would have 3 1st level Paladin slots and 2 2nd level Warlock slots. The character can use them in the following combinations:

Cast 5 1st level paladin spells. 1st level spells that can be enhanced by using higher level slots would be so enhanced to level 2 when using the warlock slots.
Cast 5 1st level warlock spells. As above with using higher level slots.
Cast any combination of 5 first level warlock or paladin spells.
Cast 2 second level warlock spells and 3 first level paladin spells.
Smite for +2d8 3 times, Smite for +3d8 2 times.
Various combinations of the above.
Storyteller
GM, 69 posts
Tue 9 May 2023
at 03:15
  • msg #61

The Cursed Ship



Aldritch Half Orc
This message was last edited by the GM at 03:17, Tue 09 May 2023.
Storyteller
GM, 70 posts
Sun 14 May 2023
at 02:10
Storyteller
GM, 71 posts
Sun 14 May 2023
at 02:24
  • msg #63

The Cursed Ship

    Are you a morning person or more of a night owl?

    What’s the first thing you notice about a person when you meet them?

    You see a huge spider in your room. What do you do?

    If you could go back and change one decision you made in the past, what would you change?

    Tell me about your first kiss.

    Do you give people second chances?

    Are you a cat person or a dog person?

    Do you think you’re attractive?

    What’s your worst habit?

    When was the last time you cried?

    Are you a good liar?

    What’s your biggest pet peeve?

    Have you ever had your heart broken?

    Are you more likely to use your fists or your words in an argument?

    What’s something you’re naturally good at?

    What’s something you had to work hard to be good at?

    Can you tell when someone is flirting with you?

    Do you think money can buy happiness?

    Do you believe in destiny?

    Are you a good cook?

    What do you think happens after you die?

    Did you have to grow up fast?

    Who do you look up to?

    When you go to a tavern, what do you order?

    What do you like most about yourself?

    What do you like least about yourself?

    Do you want kids someday?

    Are you a planner, or more spontaneous?

    Can you keep a secret?

    Do you like being the center of attention?

    If you knew you were going to die tomorrow, what would you do today?

    Do you enjoy getting all dressed up for a special occasion?

    Where do you feel safe?

    Do you love or hate being alone?

    What’s the last nightmare you remember having?

    Do you admit to mistakes when you make them?

    Do you want to grow up to be like your parents?

    How do you deal with being sick? Are you stoic, or super whiny?

    What did your parents expect from you when you were born?

    Do you have a strong sense of style?

    Would you rather camp outdoors or stay the night in an inn?

    Is there a food that most people like that you absolutely hate?

    Are you more of a hoarder or a minimalist?

    Are you superstitious?

    Are you the kind of person who remembers people’s birthdays and pets’ names and stuff?

    What do you do to feel better when you’re sad?

    Is it hard for you to trust someone?

    Are you susceptible to peer pressure?

    If you decided to stop adventuring and settle down, what kind of job would you take?

    As a kid, what did you want to be when you grew up?
Storyteller
GM, 72 posts
Sun 14 May 2023
at 02:56
  • msg #64

The Cursed Ship

1. Has no trouble with both equally

2. Their looks

3. Crush it

4. Aldritch would of packed up and left the verdant mother for good when he had the chance instead of letting fate be the cruel mistress and getting him tied up with Artemecia by staying with his pirate family.

5. Aldritch's first kiss was with (Insert female bar owners name from the second town they visited) it was when they both were young teens and still holds feelings for her even though he knows it would never work out between them.

6. Usually Not

7. Dog Person

8. No but that don't bother him any.

9. My temper it gets the better of me most times even if i don't mean for it to.

10. A long long time ago (3 plus years)

11. Aldritch is a terrible liar so he keeps his mouth shut when it comes to matters that need to keep hush hush.

12. People looking down on him for circumstances beyond his control.

13. Yes but it was by his own hand instead of committing to a decent life with (Insert female bar owners name from the second town they visited) running a tavern he set off on his own path and he questions everyday if that was the right thing to do.

14. Violence over words

15. Killing people and sailing ships.

16. Tolerating people and to be more *accepting*

17. Aldrtich is aware but he finds a hard time accepting such flirting as he sees it as people only doing it to get something out of him rather then general care.

18. Money is a necessary part of life and so it can buy both happiness and despair in equal measure.

19. Not Really (He hates the idea that hes not in control of his life)

20. Decent cook but not bad either (Learned a fair bit during his time aboard a ship when he was a young child)

21. The black guardian comes to take you to your final place of rest or to face judgment from the gods for acts you made in life.

22. Yep grew up a criminal fighting to survive in a society that shunned him and gave him no chance to ever make something of himself.

23. Brandy she showed compassion even when it didn't benefit her and its something he has never forgotten.

24. If available cooked venison steak with a cold glass of mead.

25. I'm strong.

26. I'm Strong because i have to be.

27. If it happens it happens but he don't see himself being a father.

28. Despite being a angry person prone to lashing out he is much more of a planner then a spontaneous person.

29. Yup cause Aldritch won't ever talk about it.

30. No

31. Go down fighting.

32. No he chooses to dress practical.

33. By himself away from people.

34. He secretly hates it but he puts on a strong front cause he has to.

35. That of hunting down and killing innocent people like some sort of monster.

36. Not right away but will later on.

37. Aldritch didn't know his parents much other then his mother was a victim of sexual violence and his father was some sort of slaver.

38. Stoic

39. No idea he was to young to remember.

40. Nope

41. Stay in a inn, at least there he has less of a chance to wake up with his throat slit.

42. Chocolate he finds it absolutely repulsive.

43. Minimalist

44. Yes very.

45. He tries to but isint always successful.

46. Drink and eat.

47. Yes cause most people hate him so those who try to befriend tend to be worse then the ones who hate him.

48. Not Really.

49. Tavern Bouncer or ship captain.

50. A normal person.
This message was last edited by the GM at 03:09, Sun 14 May 2023.
Storyteller
GM, 73 posts
Sun 14 May 2023
at 05:50
  • msg #65

The Cursed Ship

First questions - The Early Years

Home was a hammock aboard a ship, running errands for the captain and helping out the cook and cleaning.

199 other sailors including the ships captain, no animals.

While technically born at sea, his official residence was in Florence.

N/A (Family Dead)

N/A (Family Dead)

The island of the 4 seasons was a cursed land that nobody survived going to due to the storm.

That his biological father was a horrible person but that is just from records he didn't know him for very long.

That i am a monster.

Seedy Folks like fences and bar keepers.

The enemy at the time was the law always it wasn't until he got older that he cleaned up his act and now don't have any actual enemies anymore.

Second Questions - Getting Older

Aldritch loves sailing even though for the longest time he hasn't gotten that chance to do so being landlocked since the incident at sea, other then that he likes to drink and smoke tobacco.

Aldritch did a 2 year hands on apprenticeship with a master shipwright to learn the in and outs of how to keep ships maintained, He then learned how to man a vessel from the ships captain during downtime as a child and is fluent in common and elvish and can write it extremely well despite his brutish nature.

The relationships with his mentors were strictly professional consisting 8 to 12 hour days of hands on training.

(Insert female bar owners name from the second town they visited) they hooked up a few times in the past whenever he was in port and actually considered settling down with her but they both had different paths to take and so ended it on good terms and Aldritch today still second guests himself on it.

Surprisingly he likes to read and his fond of astronomy.

(N/A Don't know them)

(N/A Doesn't have a rival)

Ship wrecked at sea and having his life saved by Artemecia and being forced to do her dirty work on pain of death.

Aldritch's ambition is to have his own ship and be free, both from the Elven lands and the bitch Artemecia of course this is subject to change but as it stands this is his current goal in life.

His flaw is that he doesn't do much to help change peoples minds that he is nothing more then a brute and selfish person and this is due to trust issues that he is slowly starting to get over with the help of the party.
Storyteller
GM, 74 posts
Sun 14 May 2023
at 17:02
  • msg #66

The Cursed Ship

0 skill points remaining

Rank 11 Bite, 47 points invested with +3 from Orc Racial

Orc Racial Bow, 3 points invested.

Orc Racial Sword, 3 point invested.
----------------------------------------------------------------------------------------

Added Flaw (Wild) -3 Speech (9 Intelligence)

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

Light Armor, Rank 4

Agility, Rank 3

Toughness, Rank 2 (2 DR Physical)

Willpower, Rank 2 (5 Magic Resistance)
-----------------------------------------------------------------------------------------

Swim, Rank 1

Perception, Rank 1
-----------------------------------------------------------------------------------------

Intelligence Bonus, +2 Perception,+2 Swiming
Constitution, +2 Toughness Roll
Strength, +7 total to STR for object breaking (Due to great strength), plus +70 lbs extra carry weight, +5 To general strength checks due to great strength.
This message was last edited by the GM at 03:11, Sun 19 Nov 2023.
Storyteller
GM, 75 posts
Thu 10 Aug 2023
at 19:06
  • msg #67

The Cursed Ship

In reply to shadow and friends (msg # 43):

Zob made his way over to the downed EDT and quickly put two rounds in the back of the paralyzed mans head and took his briefcase and forced it open
Storyteller
GM, 76 posts
Thu 21 Sep 2023
at 23:45
Storyteller
GM, 77 posts
Fri 22 Sep 2023
at 03:03
Storyteller
GM, 78 posts
Fri 22 Sep 2023
at 19:56
Storyteller
GM, 79 posts
Mon 2 Oct 2023
at 19:41
  • msg #71

The Cursed Ship

Str 18 +1 (19) (+1 Crusher Feat 20 +5)
Dex 14
Con 18 +2 (20)
Int 11 (Racial +1 12)
Wis 14 (Tessen +2 16 +3)
Cha 18 (Racial +2 20)

1. Crusher

2. Great weapon master

3. Ability Score Improvement +2 Con

Str,Con, (saving throws)

Weapon Tetsubo 2d6 Bludgeoning

Fighter Battlemaster
This message was last edited by the GM at 02:47, Tue 03 Oct 2023.
Storyteller
GM, 80 posts
Tue 3 Oct 2023
at 04:37
  • msg #72

The Cursed Ship

Varis Liadon (Silverfrond) aka Bastion

Class, Fighter (Battle Master)
Race, Half Elf
AC, ?
HP, 120
Speed, 30ft

Stats.

Str 14 +2
Dex 20 +5
Con 20 +5
Int 11 +0
Wis 18 +4 (20 +5)
Cha 16 +3

Background (Noble, 2nd Variant)

Saving Throws: Strength,Constitution

+3 Proficiency bonus

Skills Acrobatics,Perception (Fighter)
Persuasion,Athletics  (Noble, 2nd Variant)
Insight,Survival (Skill Versatility)

Languages, Common,Elven,Sylvan (Half Elf)
Dwarvish,Giant (Noble, 2nd Variant)

Feats,

1. Sharpshooter

You have mastered ranged weapons and can make shots that others find impossible. You gain the following benefits:

    Attacking at long range doesn't impose disadvantage on your ranged weapon attack rolls.

    Your ranged weapon attacks ignore half and three-quarters cover.

    Before you make an attack with a ranged weapon that you are proficient with, you can choose to take a -5 penalty to the attack roll. If that attack hits, you add +10 to the attack's damage.

2. Alert

Always on the lookout for danger, you gain the following benefits:

    You can't be surprised while you are conscious.

    You gain a +5 bonus to initiative.

    Other creatures don't gain advantage on attack rolls against you as a result of being unseen by you.

3. Ability Score Increase

Weapons,

Yumi Longbow +1

Ranged Weapon (Martial, Bow)

    Category: Items
    Damage: 1d8
    Damage Type: Piercing
    Item Rarity: Standard
    Properties: Ammunition, Heavy, Range, Two-Handed
    Range: 150/600
    Weight: 2

Tsurugi

Melee Weapon (Martial, Sword)

    Category: Items
    Damage: 1d8
    Damage Type: Piercing
    Item Rarity: Standard
    Properties: Finesse
    Weight: 2

Source: Dungeon Master's Guide

Weapon (any), uncommon (requires attunement)

This magic weapon warns you of danger. While the weapon is on your person, you have advantage on initiative rolls. In addition, you and any of your companions within 30 feet of you can't be surprised, except when incapacitated by something other than nonmagical sleep. The weapon magically awakens you and your companions within range if any of you are sleeping naturally when combat begins.

Armor,

1. Serpent Scale Armor (Maybe)

Armor (scale mail), uncommon

This suit of magic armor is made from shimmering scales. While wearing it, you can apply your full Dexterity modifier (instead of a maximum of +2) when determining your Armor Class. In addition, this armor does not impose disadvantage on your Dexterity (Stealth) checks.
This message was last edited by the GM at 03:22, Wed 04 Oct 2023.
Storyteller
GM, 81 posts
Wed 4 Oct 2023
at 21:32
  • msg #73

The Cursed Ship

(Polearm build)

Varis Liadon (Silverfrond) aka Bastion

Class, Fighter (Battle Master)
Race, Half Elf
AC, 18 (20 in Armor)
HP, 120
Speed, 30ft

Stats.

Str 20 +5
Dex 14 +2
Con 20 +5
Int 11 +0
Wis 18 +4 (20 +5)
Cha 16 +3

Background (Noble, 2nd Variant)

Saving Throws: Strength,Constitution

+3 Proficiency bonus

Skills Acrobatics,Perception (Fighter)
Persuasion,Athletics  (Noble, 2nd Variant)
Insight,Survival (Skill Versatility)

Languages, Common,Elven,Sylvan (Half Elf)
Dwarvish,Giant (Noble, 2nd Variant)

Feats,

1. Polearm Master

You can keep your enemies at bay with reach weapons. You gain the following benefits:

    When you take the Attack action and attack with only a glaive, halberd, quarterstaff or spear, you can use a bonus action to make a melee attack with the opposite end of the weapon. The weapon's damage die for this attack is a d4, and the attack deals bludgeoning damage. This attack uses the same ability modifier as the primary attack.

    While you are wielding a glaive, halberd, pike, quarterstaff or spear, other creatures provoke an opportunity attack from you when they enter the reach you have with that weapon.

2. Great Weapon Master

You've learned to put the weight of a weapon to your advantage, letting its momentum empower your strikes. You gain the following benefits:

    On your turn, when you score a critical hit with a melee weapon or reduce a creature to 0 hit points with one, you can make one melee weapon attack as a bonus action.

    Before you make a melee attack with a heavy weapon that you are proficient with, you can choose to take a -5 penalty to the attack roll. If the attack hits, you add +10 to the attack's damage.

3. Ability Score Increase

Weapons,

Naginata +1

Melee Weapon (Martial, Polearm)

    Category: Items
    Damage: 1d10
    Damage Type: Slashing
    Item Rarity: Standard
    Properties: Heavy, Reach, Two-Handed
    Weight: 6

Katana

Melee Weapon (Martial, Sword)

    Category: Items
    Damage: 1d8 (1d10)
    Damage Type: Slashing
    Item Rarity: Standard
    Properties: Versatile
    Weight: 3

Source: Dungeon Master's Guide

Weapon (any), uncommon (requires attunement)

This magic weapon warns you of danger. While the weapon is on your person, you have advantage on initiative rolls. In addition, you and any of your companions within 30 feet of you can't be surprised, except when incapacitated by something other than nonmagical sleep. The weapon magically awakens you and your companions within range if any of you are sleeping naturally when combat begins.

Armor,

1. Adamantine Full Plate (18 AC)

Armor (medium or heavy, but not hide), uncommon

This suit of armor is reinforced with adamantine, one of the hardest substances in existence. While you're wearing it, any critical hit against you becomes a normal hit.

Accessory, Cloak Of Protection +1
This message was last edited by the GM at 02:58, Sat 07 Oct 2023.
Storyteller
GM, 82 posts
Fri 6 Oct 2023
at 02:16
  • msg #74

The Cursed Ship

Varis Liadon (Silverfrond) aka Bastion

Class, Paladin
Race, Sea Elf
AC, 18 (Aura of Iron 20) (Aura of Iron+Revenant Blade + Defensive Style 22)(Aura of Iron + Revenant Blade + Defensive Style + Shield Of Faith 24)
HP, 112
Speed, 30ft

Stats.

Str 20 +5
Dex 14 +2
Con 18 +4
Int 11 +0
Wis 14 +2 (16 +3)
Cha 20 +5

Background (Noble, 2nd Variant)

Saving Throws: Wisdom,Charisma (Bonus +5 to all saving throws)

+3 Proficiency bonus

Skills Athletics,Persuasion (Paladin)
(?),(?)  (Noble, 2nd Variant)
Keen Senses. You have proficiency in the Perception skill.

Languages, Common, Elven, and Aquan.
Dwarvish,Sylvan (Noble, 2nd Variant)

Feats,

1. Revenant Blade

Prerequisite: Elf

You are descended from a master of the double blade and their skills have passed on to you. You gain the following benefits:

    Increase your Dexterity or Strength score by 1, to a maximum of 20.
    While wielding a double-bladed weapon with two hands, the weapon has the finesse trait for your attacks with it, and you gain +1 AC.
    On your turn, when you use a bonus action to make a melee attack with the blade at the opposite end of the weapon, the weapon's damage die for this attack increases to 2d4, instead of 1d4.


2. (?)

Weapons,

1. Double Bladed Scimitar +1

Melee Weapon (Martial)

    Category: Items
    Damage: 2d4 +1
    Damage Type: Slashing
    Item Rarity: Standard
    Properties: Special/Two Handed
    Range: 5ft
    Weight: 6

2. x20 Javelin 1d6 (Piercing)(Range)(30/120)

Armor,

1. Adamantine Full Plate (18 AC)

Accessory, Cloak Of Protection +1

Spellcasting,

1st Level (4 Castings) (9 spells prepared)

1.Protection from Evil and Good
2.Shield of Faith
3.Thunder Wave *
4.Thunderous Smite
5.Detect Poison and Disease
6.Purify Food and Drink
7.Heroism
8.Shield *

2nd Level (3 Castings)

1.Enlarge/reduce *
2.Branding Smite
3.Lesser Restoration
4.Aid
5.Warding bond *

Fighting Style, Defensive
-------------------------------------------------------------------
Sea elves fell in love with the wild beauty of the ocean in the earliest days of the multiverse. While other elves traveled from realm to realm, sea elves navigated the currents and explored the waters of many worlds. Today these elves can be found wherever oceans exist, as well as in the Elemental Plane of Water.

Like other elves, sea elves can live to be over 750 years old.

    Creature Type. You are a Humanoid. You are also considered an elf for any prerequisite or effect that requires you to be an elf.

    Size. You are Medium.

    Speed. Your walking speed is 30 feet, and you have a swimming speed equal to your walking speed.

    Child of the Sea. You can breathe air and water, and you have resistance to cold damage.

    Darkvision. You can see in dim light within 60 feet of you as if it were bright light, and in darkness as if it were dim light. You discern colors in that darkness only as shades of gray.

    Fey Ancestry. You have advantage on saving throws you make to avoid or end the charmed condition on yourself.

    Friend of the Sea. Aquatic animals have an extraordinary affinity with your people. You can communicate simple ideas to any Beast that has a swimming speed. It can understand your words, though you have no special ability to understand it in return.

    Keen Senses. You have proficiency in the Perception skill.

    Trance. Elves do not sleep. Instead they meditate deeply, remaining semi-conscious, for 4 hours a day. The Common word for this meditation is "trance." While meditating, you dream after a fashion; such dreams are actually mental exercises that have become reflexive after years of practice. After resting in this way, you gain the same benefit a human would from 8 hours of sleep.
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Divine Sense

The presence of strong evil registers on your senses like a noxious odor, and powerful good rings like heavenly music in your ears. As an action, you can open your awareness to detect such forces. Until the end of your next turn, you know the location of any celestial, fiend, or undead within 60 feet of you that is not behind total cover. You know the type (celestial, fiend, or undead) of any being whose presence you sense, but not its identity (the vampire Count Strahd von Zarovich, for instance). Within the same radius, you also detect the presence of any place or object that has been consecrated or desecrated, as with the Hallow spell.

You can use this feature a number of times equal to 1 + your Charisma modifier. When you finish a long rest, you regain all expended uses.

Lay on Hands

Your blessed touch can heal wounds. You have a pool of healing power that replenishes when you take a long rest. With that pool, you can restore a total number of hit points equal to your paladin level x 5.

As an action, you can touch a creature and draw power from the pool to restore a number of hit points to that creature, up to the maximum amount remaining in your pool.

Alternatively, you can expend 5 hit points from your pool of healing to cure the target of one disease or neutralize one poison affecting it. You can cure multiple diseases and neutralize multiple poisons with a single use of Lay on Hands, expending hit points separately for each one.

Divine Smite

Starting at 2nd level, when you hit a creature with a melee weapon attack, you can expend one spell slot to deal radiant damage to the target, in addition to the weapon's damage. The extra damage is 2d8 for a 1st-level spell slot, plus 1d8 for each spell level higher than 1st, to a maximum of 5d8. The damage increases by 1d8 if the target is an undead or a fiend, to a maximum of 6d8.
Divine Health

By 3rd level, the divine magic flowing through you makes you immune to disease.

Sacred Oath

When you reach 3rd level, you swear the oath that binds you as a paladin forever. Up to this time you have been in a preparatory stage, committed to the path but not yet sworn to it. Your choice grants you features at 3rd level and again at 7th, 15th, and 20th level. Those features include oath spells and the Channel Divinity feature.

Extra Attack

Beginning at 5th level, you can attack twice, instead of once, whenever you take the Attack action on your turn.

Aura of Protection

Starting at 6th level, whenever you or a friendly creature within 10 feet of you must make a saving throw, the creature gains a bonus to the saving throw equal to your Charisma modifier (with a minimum bonus of +1). You must be conscious to grant this bonus.

At 18th level, the range of this aura increases to 30 feet.
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Tenets of the Unbreakable

Defend the Weak: When walls and shields are not enough you must be there to be their bulwark against destruction.

Kindle hope: When there is doubt, you must be an anchor for the courage and will of those around you.

Never Back Down: You are unbreakable, show no fear, and take little caution. You must be where others cannot.
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Channel Divinity

When you take this oath at 3rd level you gain the following two Channel Divinity options.

Adamantine Bulwark. Anytime you take damage from an attack or spell you can use your reaction and your channel divinity to reduce all damage you take by an amount equal to five times your paladin level.

Unstoppable Charge. You can use your channel divinity to charge forward, knocking enemies out of the way. As an action, you can move up to double your walking speed in a straight line. While you are moving this way your movement does not provoke attacks of opportunity for leaving a creature's reach, you can pass through enemy creatures and secured objects that are 500lbs or less. Any creature you pass through must succeed on a strength saving throw or be moved to the closest unoccupied square and knocked prone, a successful save still moves the creature but prevents the target from falling prone. Objects you pass through are broken and or pushed to the nearest unoccupied square.
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Aura of Iron
Beginning at 7th level you emanate so many protective magics that it is almost palpable. You and creatures you choose within 10ft of you get a +2 to armor class. At level 12 this bonus increases to +3. At 18th level the aura increases to 30ft.

Living Fortress
At 15th level, you have come to embody many qualities of an actual fortress. You have advantage on saving throws from spells, abilities, or attacks that would push, pull, or knock you prone. In addition, you may not be pushed or pulled more than 5 feet from a hostile creature or effect. Friendly creatures within 5 feet of you may also gain these benefits while within range.

Unbreakable Defender
At 20th level, you can use an action to create an additional secondary layer of armor made of solidified radiant energy that appears over your form, and overcharge the defensive magics that surround you. For one minute you gain the following benefits:

If an attack or spell that deals damage would damage you for 20 hit points or less, you ignore it and any effects it would inflict on you.

Allied creatures within 30ft gain all the benefits of living fortress

Anytime a hostile creature makes a ranged attack against an allied creature within your aura of iron, roll a d6. On a 4,5, or 6, the attack is made against you instead.
This message was last edited by the GM at 20:04, Mon 19 Feb.
Storyteller
GM, 86 posts
Tue 2 Jan 2024
at 03:12
  • msg #75

The Cursed Ship

In the grim and lawless seas of the Desolate Reaches, there emerged a malevolent orcish slaver pirate named Grimgar Blackclaw. Born into the ruthless Ironjaw Clan, Grimgar's ambitions transcended mere orcish dominance. From a young age, he reveled in the torment of captives and sought power over both his kin and the unfortunate souls he enslaved.

The tale of Grimgar's descent into darkness began when he discovered an accursed amulet known as the Chainbreaker's Fang. This sinister artifact bore the mark of a forgotten lycanthropic cult that dwelled in the shadowy corners of the Ironjaw territory. The cult, seeking to expand its influence, granted Grimgar the amulet in exchange for his allegiance.

As the Chainbreaker's Fang was clasped around Grimgar's neck, the malevolent energies of lycanthropy coursed through his veins. The transformation occurred during a blood-soaked raid on a coastal village, where Grimgar reveled in the capture and enslavement of innocent souls. The full moon, veiled by clouds, witnessed his first metamorphosis into a hulking werewolf, blending the brutality of an orc with the ferocity of a beast.

Embracing his newfound powers, Grimgar declared himself the captain of the "Slavebreaker's Fury." His ship, adorned with the grisly trophies of his conquests, became a floating fortress of terror on the Desolate Reaches. The crew, comprised of coerced orcs and enslaved beings of various races, lived in perpetual fear of their merciless captain.

Grimgar's lycanthropy fueled his insatiable appetite for cruelty. During the transformation, the captain would lead raids personally, tearing through enemies with primal fury. The Chainbreaker's Fang, infused with the essence of the cult's dark magic, became a symbol of his unholy pact and a key to controlling the enslaved souls aboard his ship.

As the Slavebreaker's Fury prowled the seas, Grimgar's reputation grew, striking fear into the hearts of coastal villages and merchant vessels. His lycanthropic curse added a macabre element to his slaving exploits, as he reveled in the terror he instilled in both his crew and the unfortunate captives under his control.

Whispers of Grimgar Blackclaw, the orcish slaver pirate, spread like a contagion through the Desolate Reaches. The seas, tainted by the misery he wrought, bore witness to the unholy alliance of orcish cruelty and lycanthropic savagery. Grimgar's reign of terror persisted, leaving behind a legacy of suffering in the merciless wake of the Slavebreaker's Fury.
Storyteller
GM, 87 posts
Tue 2 Jan 2024
at 04:02
  • msg #76

The Cursed Ship

Twilight Fangs:

    Appearance: Dagger-like fangs crafted from a mysterious dark metal that seems to absorb light.
    Curse: Grants the ability to transform into a werewolf at will but at the cost of an insatiable bloodlust. The wearer must regularly feed on the blood of sentient beings to stave off the curse's negative effects. Failure to do so results in a loss of control during transformations, posing a threat to allies.
Storyteller
GM, 88 posts
Tue 2 Jan 2024
at 04:36
  • msg #77

The Cursed Ship

At the heart of the necklace dangles a pendant crafted from a dark, obsidian-like material. The fang-shaped pendant is sleek and sharply pointed. The Chainbreaker's Fang necklace carries an intangible weight, a presence that seems to hover around the wearer. This haunting aura intensifies during the nights of the full moon, creating an atmosphere of restlessness and unease. It's as if the necklace itself yearns to break free from its cursed confines.

While equipped upon Eldricth's body it cannot be removed by any means short of divine intervention or unless removed by the original creator a warlock named Gruggul Shadowcleaver.

The dark personality of Chainbreaker's Fang is a complex interplay of manipulation, sadistic pleasure, and an insatiable desire for freedom. It seeks to enthrall its bearer in a web of temptation and torment, exploiting the darkest corners of the psyche to further its own mysterious agenda.

Malevolent Whispers:
The Chainbreaker's Fang communicates with its bearer through sinister whispers that echo in the recesses of their mind. These whispers are laced with promises of power, liberation, and the intoxicating thrill of lycanthropic transformation.

Cunning Manipulator:
The artifact possesses a keen intellect and a cunning nature. It subtly manipulates the emotions and desires of its bearer, driving them toward embracing the curse as a means of gaining strength and indulging in primal instincts.
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