This here's your general purpose OoC thread for the Things Old and New dungeons and dragons game. Post character sheets, rolls, comments on the game and whining about critique on 5e here.
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Thanks to Dorian Soth for the avatar.
Last edited by ThirdEmperor : 10-14-2012 at 07:58 PM.
Racial Benefits: +2 to 1 ability score +1 to all other ability scores
Class Benefits: Channel divinity +1 to WIS
Background Benefits: You have a military rank
from your career as a soldier (the exact nature of
your rank is determined at the time you select this
background). Soldiers loyal to your former military
organization still recognize your authority and
influence, and they will defer to you if they are of a
lower rank. You can invoke your rank to exert
influence over other soldiers and requisition simple
equipment, horses and vehicles for temporary use.
You can also usually gain access to friendly military
encampments and fortresses where your rank is
recognized
Specialty Benefits: 1st and 3rd level roll a extra 1d8 hitpoints
Skills: Intimidate +2, Spot +7, Survival +7
Attacks: Warhammer +4 to hit 1d8+4, Radiant lance +6 to hit 1d8+4
spells and their effects
Spoiler
Radiant lance: Make a magical attack against one
creature within 50 feet of you. On a hit, the target
takes 1d8 + 4 radiant damage. (minor spell)
Death's door: You touch a dying creature. It is
stabilized (minor spell)
Cure light wounds: You touch a living creature. It regains
1d8 + 4 hit points. (level 1 spell)
Spiritual hammer: Effect: You create a floating, spectral hammer
within 50 feet of you that lasts for 1 minute. Make
a magical attack against a creature within 5 feet of
the hammer. On a hit, the target takes 1d8 force
damage. This attack is not subject to spell
disruption.
Once during each of your turns, when you take
an action, you can also move the hammer up to 20
feet and repeat the attack against a creature within
5 feet of it.
turn undead: Each undead creature within 20 feet of
you that can see or hear you makes a Wisdom
saving throw, unless its hit point maximum is
greater than 25. On a failed save, the creature
cannot attack, cast spells, or willingly move closer
to you until the end of your next turn or until it is
attacked. While one or more creatures are under
this effect, you can use your action to extend the
spell’s effects for another round.
If you move within 5 feet of a creature under this
spell’s effect, the creature must move at least 5 feet
away from you during its next turn. If there’s no
safe place for the creature to move when you
approach, it cannot move at all.
Healing word: You whisper a brief word of healing for a creature
in need. As a shimmering light dapples the
creature’s wounds, you launch into action.
Effect: Choose a creature within 50 feet of you
that can hear you. The creature regains 1d6 hit
points.
When you cast this spell, you can make an attack
or cast one of your minor spells as part of the same
action.
cure moderate wounds: Channeling divine energy through your touch
restores health and vitality.
Effect: You touch a living creature. It regains
2d8 + 4 hit points.
Crusader's strike: Make a melee weapon attack against a
creature within your reach. The attack deals 2d6
extra holy damage on a hit and 1d6 extra holy
damage on a miss. An evil caster may deal unholy
damage instead. (Domain spell)
battle psalm: You sing the praises of your deity. Each ringing
note of your battle psalm awakens new resolve in
those who fight by your side, reminding them of
the purpose that drew them to battle and the
stakes should they fail.
Effect: Choose any number of creatures within
50 feet of you that can hear you. For 1 minute or
until you cast another spell, when any of those
creatures hits with a melee attack, the attack deals
3 extra holy damage.
When you cast this spell, you can make an attack
or cast one of your minor spells as part of the same
action. (domain spell)
Backstory
Spoiler
Lloyd is the youngest son of one of the many feudal lords of the world with 4 older brothers before him Lloyd never expected to inherit his fathers lands. at 16 Lloyd was sent to the church of velkt after requesting so from his father, there he trained until at 21 he was recalled by his father to serve in a war against another feudal lord. his value as a cleric and ability to survive any battle saw him rise to the rank of Sergeant quickly following the end of the war. Lloyd's father passed away shortly thereafter lloyd decided it was best to leave quickly before his brothers came after him. so in the dead of night Lloyd fled his homeland and became a adventurer (somewhat cliched but i struggle to come up with back story usually)
Last edited by SNIPER4HIRE7 : 11-04-2012 at 12:51 PM.
Name: Kyachi
Alignment: Neutral Good
Gender: Male
Hgt: 5'3''
Wgt: 200lb
Eye: Blue
Hair: White
Size : M
Age : 40
Race: Human
Class: Warlock
Pact: Verenestra
Background: Sage
Specialty: Magic User
Weapon: None
Speed: 30ft
Hit Dice: 3d6
Initiative: +2
STR (+1) 13= 12 + 1 (Race)
DEX (+2) 15= 14 + 1 (Race)
CON (+2) 15= 14 + 1 (Race)
INT (+4) 19= 16 + 2 (Race) + 1 (Class)
WIS (+1) 13= 12 + 1 (Race)
CHA (+1) 12= 11 + 1 (Race)
Level: 3
EXP: 1825
Armor Class: 13
Hit Points: 18
Magical Ability Modifer: 4
Spell DC: 15
Equipment:
Leather Robes
Backpack: Adventurer's Kit , 4x Tome , Ball Bearings (2000) , Bedroll , Small Steel Mirror , 2x Grappling hook
3x Belt pouch: Ball Bearings (300)
Leftover Gold: 6 gp
Cantrips Known: Mage hand, Ghost Sound.
Spoiler
Ghost Sound:
You can create a sound as quiet as a ghostly whisper or as loud as someone screaming in terror.
Effect: You create a sound within 100 feet of you. The sound lasts until your next turn. You can produce as much noise as about a dozen humans talking normally or one human screaming loudly.
You determine whether the sound rises, falls, recedes, approaches, or remains in a fixed place while it lasts, and whether it changes character.
You can use this spell to produce intelligible speech.
Mage Hand:
The spectral hand you create with mage hand can manipulate objects, open doors, and carry small items for you. Many wizards use mage hand to retrieve components from their pouches while keeping their hands free.
Effect: A spectral, floating hand appears at a point you choose within 50 feet of you. The hand remains for 1 minute or until you cast this spell again. The hand vanishes if it is ever more than 50 feet away from you. While the hand is present, you can control it as an action. You can use the hand to manipulate an object, open a door or a container, stow or retrieve an item from an open container, or pour the contents from a vial. You can move the hand up to 30 feet each time you use it. The hand cannot attack, use magic items, or carry more than 10 pounds.
Minor Invocations: Eldritch Blast +8 (4d6), Shadow Veil, Verenastra's Disruption
Spoiler
Eldritch Blast:
You hurl a bolt of crackling eldritch energy atyour foe.
Effect: Make a magical attack against acreature within 50 feet of you. If you hit, thetarget takes 3d6 force damage. When you reach level 3, the damage increases to 4d6.
Shadow Veil:
You wrap the shadows around yourself,appearing only as a murky, shimmering formthat slips and dances between your foes.
Effect: Until the start of your next turn, you do not provoke opportunity attacks and canmove through the space occupied by hostile creatures.
Verenastra's Disrpution:
Verenestra sometimes extends toyou the magic of her otherworldly beauty.When you are in peril, you can call upon this magic to assume a beguiling presence, disrupting your enemies’ focus as theyattempt to strike you. Your irises turn a bright gold when you gain this boon, marking your link to Verenestra.
Effect: As a reaction, you can impose disadvantage on a melee attack made against you by a living creature.
Lesser Invocations: Fabrication of the Weave, Baleful Utterance, Ethereal Stride, Verenastra's Boon
Spoiler
Baleful Utterance:
You speak a single syllable of Dark Speech, a language written within the pages of The Book of Vile Darkness, invoking that artifact’s malevolent power. Dark Speech can warp thefabric of reality, creating a wave of deadly energy.
As a consequence of knowing this invocation, you try to speak with very careful enunciation, so as to avoid accidentally speaking in the vile language.
Effect: Each creature in a 15-foot cone originating from you must make a Constitution saving throw. On a failed save, a creature takes 2d6 thunder damage and is deafened until the end of your next turn. On a successful save, a creature takes half as much damage and is not deafened. Unattended objects in the cone take maximum damage.
This invocation creates a thunderous boom that is audible to all creatures within 100 feet of you, regardless of any intervening material, terrain, or other objects.
When you reach level 3, the damage increases to 2d8.
Fabrication of the Weave:
You speak the secret name of an object, the true name recognized by the fabric of reality, and create that object out of nothingness.
As a consequence of knowing this invocation, you often feel compelled to hold and fidget with small objects you possess.
Effect: You create a simple, nonmagical object, which appears in your empty hand.
The object can weigh no more than 10 pounds, be no longer than 10 feet in any dimension, and have a value no greater than 25 gp. You can create only objects that you have seen and touched. The object lasts for 10 Minutes
Ethereal Stride:
You have studied the layers of reality that drift between the planes. By invoking your patron’s magic, you can step into the Ethereal Plane for a moment.
As a consequence of knowing this invocation, you have frequent nightmares of ghosts disturbing your sleep.
Effect: You become ethereal until the end of your next turn.
Verenastra's Boon: When speaking to a creature that can understand you, you can spend one ofyour patron’s favors. If the creature’s hit point maximum is lower than yours, you gain advantage on all Charisma checks made to influence it for the next hour.
Ritual Spells: Alarm, Comprehend Languages
Languages: Common
Racial Benefits: +2 to 1 ability score +1 to all other ability scores
Background Benefits: Trait—Researcher: When you attempt to learn or recall a piece of lore, if you do not know that information, you always know where and from whom you can obtain that information. Usually, this information comes from a library, scriptorium,university, or a sage or other learned person or creature.
Owl
Tiny Magical Beast
AC 12
HP 9
Spd 5', 25' fly
Darkvision 40'
Str (-4) 2
Dex (+1) 12
Con (-2) 6
Int (-4) 2
Wis (+0) 10
Cha (-2) 2
Background;
Spoiler
- Normal childhood, with a love of magic and books
- joins mage college for several years, learning about all kinds of magic and magical lore
- Notices college getting attacked often by various creatures and sources, and wants to help
- Wizards require too much prep for him, he doesn't want to spend that long.
- finds out about pact magic, spends a year or two learning and visiting goblin tribes and their fey gods. A couple side effects and ticks are worth not needing to spend hours prepping spells.
- finds one he likes, forms a pact, goes back to college and joins the defense force.
- college sends him to this town, probably because of something big they suspect is about to happen.
Personality is he's aware of death, aware of the multitudes of issues in the world, and wants to do whatever he possibly can to help the most people he can. Very much a for greater good type of character, but only if he truly believes that what he's doing will lead to the greater good.
====Character information moved to later post: see below====
Though come to think of it, I should've saved it for Dorian, maybe would've been more appropriate?
Celtic, if you wanna switch I can change to Indigo and you can take dark red, your call, I can always edit my (1) posts...
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I trust the dwarf had too much to drink, because Vrattarin isn't in church uniform, I'll just treat the words "do-gooder" as "incompetent excuse of a bandit" and carry on.
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I don't blame you, but this church believer is against the brutal death, the bandit, however is a hungry meat-eater who likes meat more than other things, Vrattarin is the bandit name, just to be clear, I'll PM you the "sun-god follower" name along with the background, but I'm toiling over different versions of the backstory, when I'm done mixing and matching and editing I'll PM you.
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You can call me by my username, or Zahn, or PZ, I would appreciate you not deviating from the given.
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Vrattarin - Woodborn, City slime:
(as told by A.D. Watersmith, self-proclaimed "justice-seeker")
------- “There is a fellow, east from here, a wanderer, an elf, a criminal. You should be wise to avoid him.”
So I have been told by a traveling minstrel, Injured and abandoned in the woods, He was gracious of my aid, and offered to recompense, I just asked of him what he has done to trigger such violence, to which he replied "It must have bothered him when I played my fiddle..."
After getting directions I asked for information, all that he knew was that he would find a gang wherever he went, and he went by the name "'Strongarm' Vrattarin".
I stayed in a small town west of Crowsfield, and northeast from the forest. It was such my fortune to find the elf walking into the same town as I, much less the same inn, he was laughing with a few mates as he entered, and told them "watch this:"
He slammed the open door to the wall, his walk confident and intimidating, he walked up to me, and smirked, in just a second he sat upon my table, and casually began eating the boar meat from my table.
He spoke to me with food in his mouth,
"tish ish goot, what ish tish, Hog?"
"You are Vrattarin, yes?" "Who's asking?"
"Let me assure you it's no one of importance—"
I immediately struck him with my strong left hook and he fell on the floor. Everyone was shocked, and the innkeeper stood silent, amazed.
I drew my sword and pointed the blade towards him,
"Vrattarin Strongarm, How dare thou harm an innocent troubadour and leave him to rot!?" "Trouba-? I assure you, I did not attack no poet."
"Then who did, scum?" "Just circumstance, sir, only an unfortunate circumstance...NOW!"
He yelled as a blunt object powerfully struck my head, and things went pitch-black.
Next I awoke on a bed, with wooden walls and candles around me. My throat and bleeding palm was sore and bandaged, A man in robes entered the room, as it turns out a guard carried me to the church once Everything was under control, the priest assured to me that he's been told the guards apprehended the thugs who knocked me unconscious. he asked me to stay in bed a bit longer. I have learnt in the past to trust the wise words of priests.
The rest of that afternoon I laid alone in the room when a child ran into the room, followed by another man in robes. The man called:
"Gordin! They are about to begin reading from the book of Fargo, I know it's your favorite."
"But Brother Randis, I have to hide from Rob, he's scary!" The boy cried back.
"Now, Gordin, Rob isn't going to hurt you, not while pastor Darren keeps an eye on him." Randis smiled at him. "Now run along before they begin, C'mon, for St.Fargo!"
As the boy rushed off the robed man turned to me, "I hope little Gordin didn't interrupt you in your nap or any such thing, he's afraid of Rob, he's tougher and more bold than him."
Then, the worst I could have feared happened, the happy smile of this Randis fellow suddenly betrayed a familiar feeling, I suddenly felt a shock to the resemblences between this man and that terrible elf, only without the pointed ears and long hair. my throat ached, but I tried to speak:"
"Who...are you?" " Come to think of it, I haven't seen you here before. I'm Brother Randis, a man loyal to Arwiln, and you are?"
"You look a lot like that bandit...Vratta—Aauurgh!"
Suddenly the man smirked held my sore hand tight, squeezing the injured area. "Now you will need to be careful not to apply pressure to this hand nor your neck for a while, otherwise it might get worse. Hold still..."
"You're... What do you want from —Aaaurgh!"
"Listen here, you lunatic." He leered at me, "you can try to ruin this for me, and I can't prevent it, you can go right ahead accusing harmless Brother Randis to being some mad criminal... And even if they believe you and my peaceful life with the children would come to an end, Vrattarin can still find you, he has your blade and he -will- skin you with it if it means he will spend the rest of his days shedding innocent blood with it until he does..."
He released his grip from my hand, and laid
"Ooooor we can both continue wandering like nothing happened, and you meddle away from the business of an elf who did not so much as lay a finger on you, much like he did not touch that lying minstrel, sounds good?"
I did not answer him, but I did ask what I felt compelled to:
"This Charade... and those crimes... Why would you do all this?"
He got up and picked up a prayer book from the shelf, and said calmly. "Our sunlord Arwiln teaches us to experience all we can, and work hard to learn and preach our blessed message all, as children, men can grow to be wise and considerate and kind through words alone...
"But as you humans grow talking speaks to ye further less, and one can only teach a man who won't listen with something louder than words... Now please excuse me, I must pack to leave east come morn, follow me if you dare."
He laughed wholeheartedly, and left the room.
I don't believe half of what this criminal says, someone needs to knock him down a peg, and once I leave this church and encounter him again, the responsibility will fall on me once more to play his game.... And win this time...
P.S. TE: your PM box is full, so I couldn't PM anything, may just as well be up there^
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I have an idea for the whole critique thing. Instead of making a post every time we have a point to make on it (which would make the thread HUGE), we each make one critique post and keep editing it.
I'll use this and put actual critique on later.
I have an idea for the whole critique thing. Instead of making a post every time we have a point to make on it (which would make the thread HUGE), we each make one critique post and keep editing it.
I'll use this and put actual critique on later.
And link them to the original post! I second this, it would really help us stay organized!
EDIT: if it wasn't clear, Vrattarin is challenging the dwarf to a fight, and offers him the choice to duke it out now, or after the festival.
I know a fight might attract attention from the authorities, but Vrattarin intends to get this done quickly.
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I suppose that could work, although it might well end in horribly unreadable text blocks after a bit. More importantly, it would make it really hard to tell when somebody has replied to your latest comment.
And Zahn, in answer to your question in the IC thread, the game will run at whatever pace you guys make possible. I'd be happy to update every day, if there's something to respond to every day. That said, please try to keep out-of-game questions in the OoC thread and don't assume that all the NPCs are doing nothing just because I haven't posted yet.
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Thanks to Dorian Soth for the avatar.
Last edited by ThirdEmperor : 10-18-2012 at 11:12 PM.
And Zahn, [...]please try to keep out-of-game questions in the OoC thread and don't assume that all the NPCs are doing nothing just because I haven't posted yet.
Sorry, got a bit impatient, it almost seemed as if you were waiting for something...
Either way It's not going to happen again, no harm no foul, right?
Speaking of harm -Grapple check? So I make a dexterity saving throw, right?
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I hope that dwarf wouldn't get it either, I was shooting for mild ambiguity. Given the circumstances I want Vrattarin out of there already.
Quote:
"You win this round, but you'll get your apology with the punch, if you get the boar.
It's also pretty clear why, with such poor execution on the side of the wolfhides the only thing the dwarf proved to him is that his arms are strong and questionable definitions of fighting fair. much less anything else.
Actually your right,rereading it. the skill mastery class feature says (IIUC) when make a check using a skill I possess, I can roll and then decide if I take 10, followed by adding modifiers.
so Intimidate [16]?
I'll roll bluff Upon verification.
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Is that what we're waiting for? It was pretty unsettling to see the adventure inactive for days at a time, once the Next Playtest packet is out(or better yet before the next Playtest packet is out), what say you guys we pick up the pace? Yayor Nay?(DM, you vote too, we're all in this)
I vote yay.
__________________ Thanks to Ceika, Vamber lives to play with fire in this cheerful avatar!
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I'm always up for moving things along. However, Dorian is kind of at a stand-still with what he is doing. If Emperor is having a busy week, not a problem at all. Just give us a heads up is all