Finding Players (Recruitment)Look for players for chatroom, play-by-post, or even real-life games here. Threads will expire after 3 months, so be sure to move important information to your OOC thread.
These things fill up fast, so I'm starting my own! I want to try my hand at using the rules to DM a homebrew adventure. I didn't see anything against this in the agreement, but if I'm wrong, someone let me know and we'll do the premade adventure.
We will use this forum to play, so I expect you to be able to post at least once a day, preferably multiple times.
System: D&D "Next" Playtest Packet Player Count: 3-6 Style of Play: Will try to explore as many styles as possible to test as much of the system as possible. Allowed Content: You must have signed up for and downloaded the latest playtest packet. No homebrew, no house rules (except where there is a lack of a rule, e.g., AC without armor is 10+Dex mod).
Character Creation:
Backstory: Not required, but you must have a background and a specialty.
Experience: Level 1, 0 XP
Wealth: 150 gp
Ability Scores: You must choose to either roll and arrange your scores (4d6b3) or use the standard array (15, 14, 13, 12, 10, 8). Once you roll, you cannot change your mind. Use this thread to roll your scores.
Hitpoints/Health: Roll for hit points using this thread.
Alignment: Completely separate from the mechanics, so roleplay how you will. Evil, good, whatever, as long as you don't split/kill the party.
Difficulty: I like to give the players options for the difficulty of the game, ranging from walk-in-the-park easy to nightmarishly difficult. If you'd like, write in your first post the difficulty you'd like to play at, using the following system.
Effortless: All opponents use poor strategy, DM can override dice rolls to make life easier for PCs.
Easy: All opponents use poor strategy, DM will fudge his own dice rolls to make life easier for PCs, and character death is easily reversed by NPCs.
Normal: Opponents use strategy based on their intelligence, dice rolls cannot be undone, but character death is easily reversed by NPCs.
Hard: Most if not all opponents use good strategy, dice rolls cannot be undone, and character death is almost always permanent.
Nightmare: Opponents not only use good strategy, but also metagame knowledge, dice rolls cannot be undone, and character death is almost always permanent.
Other Notes: When you sign up, put your character in the very same post. I will choose who is playing based on the characters, not who posted first. There's no deadline, but I'll close recruitment when I find a good group. I will try to get as much of a mix of characters as possible.
There will only be one thread for the game, so put OOC conversation and dice rolls in spoilers. Players' dice rolls will be done on the forum, but I will roll my dice "behind the screen".
The DM will roll initiative, but that will only determine whether the monsters attack first or not. Otherwise, you can take your turn as soon as you post, as long as everyone else has taken a turn.
If a player drops out or doesn't post for a day, I will take over the character. The player is welcome to regain control of the character when they come back, but cannot change what the character has done, and must make a new character if their old one has died.
When characters die, you can either wait to see what happens in case the character is brought back to life, but more likely you will have to make a new character, which can be introduced immediately.
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Dubhshlaine, Elf Mage, in Eberron D&D 4e
Str 16 Dex 20 Con 14 Int 15 Wis 12 Cha 10
AC 16 HP 8 Short Sword +7 1d8 + 5
Background: Bounty Hunter & Thief
Specialty: Lurker
Chaotic Good Male 3' 40 lbs Bald Hazel Eyes Small 22 Years old
Equipment:
Spoiler
Leather Armor +1 AC 10 gp 15 lbs.
Short Sword 10 gp 3 lbs. 1d6 -> 1d8 Halfling Weapon Training
Thieves Tools 25 gp. 1 lbs.
Adventurer's Kit 4 gp. 38 lbs.
Backpack 2 gp. 2 lbs.
3 Manacles 6 gp. 6 lbs.
Belt Pouch 1 gp. 1 lb.
Chain (10 ft.) 5 gp. 5 lbs.
Whip 1d4 2 gp. 2 lbs.
80 GP
Racial Benefits:
Spoiler
Halfling Weapon Training (Dagger, Shortsword, Sling damage die increased by one step)
Lucky (Can reroll two d20 rolls a day Atk, Save, Skill)
Halfling Nimbleness (Can move through the spaces occupied by hostile creatures larger than you)
Naturally Stealthy (Can attempt to hide even when only obscured by a creature that is one size category larger than you)
+1 Dex
Class Benefits:
Spoiler
Rogue Scheme (Pick two backgrounds and receive benefits from both)
Skill Mastery 10
Sneak Attack 2d6
Thieve's Cant
+1 Dex, Str, Int
Background Benefits:
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Bounty Hunter & Thief
Bounty Hunter:
Skills- Spot, Stealth, Streetwise
When you are in an area
of civilization, you can find and take on bounties,
allowing you to legally hunt down and capture or
kill the subjects of those bounties. Additionally, as a
legally recognized bounty hunter, sometimes the
authorities will come to you with bounty hunting
needs.
When you attempt to locate the subject of your
bounty, if you fail to locate that quarry yourself, you
always know where to go and from whom to obtain
information on that quarry’s whereabouts. Usually
this comes in the form of contacts you have
cultivated on past hunts.
Thief:
Skills: Find and Remove Traps, Open Locks, and
Stealth.
Trait—Thief Signs: You can recognize the
common signs and secret markings used by thieves.
When you are in an area of civilization, you can
make contact with members of the local thieves’
guild (if any), as well as fences and informants in
the criminal underworld. It usually takes you about
an hour of searching to make contact with the
individual you are seeking out.
Specialty Benefits:
Spoiler
Lurker:
Level 1: Ambusher
You strike foes with deadly precision when you
catch them unaware.
Prerequisite: Dexterity 11 or higher
Benefit: When you start your turn hidden from a
creature, you have advantage on your first attack
roll against that creature during that turn, even if
you are revealed or otherwise become unhidden
during that turn.
Level 3: Skulker
When you miss your enemies at range, they do not
become aware of your presence.
Prerequisite: Dexterity 11 or higher
Benefit: When you are hidden from a creature, if
you miss with a ranged attack against that creature,
attacking does not reveal your location.
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Intelligent doors FTW
Last edited by Allyzedl : 08-18-2012 at 01:22 PM.
Reason: Updated Stat Errors
Milo Tealeaf
Your ability scores do not match the numbers that you rolled. You were supposed to roll 4d6 and add the best 3, ignoring the lowest. This would have gotten you: 18, 16, 15, 14, 12, 10. In addition, you do not get 3 ability score bonuses from your class. If you read more closely, you will see that it says "+1 to your Strength, Dexterity, or Intelligence score."
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Dubhshlaine, Elf Mage, in Eberron D&D 4e
Bad Reputation: No matter where you go, people are afraid of you due to your connections to the dangerous criminal underworld or your history of violence. When you are in a place of civilization, you can get away with minor criminal offenses, such as refusing to pay for food at the tavern or breaking down doors at a local shop, since most people will not report your activity to the authorities.
Defender: When a creature within 5 feet of you is attacked while you are wielding a shield, you can use a reaction to impose disadvantage on the attack roll.
Backstory
Spoiler
In the north there has always been conflict. While the more powerful kingdoms play games of intrigue their influence over the cold north has slipped. Raiders, lack of food and support, freezing winters that take the weak each year means that only the strong and cunning can survive. Yet even among these the want of power and glory runs deep.
Gerric was born in one of the smaller towns, where each night a different man would take up watch against raiders, from whatever small village was driven through need or lust for violence to attack. Resources were scarce and Gerric spent most of his youth learning to farm from his parents Herdwin, and Meryn. Yet in his free time he heard stories told around the town about his father, and the great feats of valor he performed in the towns defense.
Though his father refused to talk about the various battles he fought in, Gerric listened to every story he could around the town, and grew an appetite for violence. In his free time he practiced fighting or had mock duels with other children in the village. He quickly outgrew and outfought his friends, and yearned for a chance to see what he could do in a real pitched battle.
He soon got his chance, when he was fifteen another village attacked them during the night. Grabbing a spade Gerric went to battle at his father's side. Herdwin fought with grim determination a joyless machine defending his property, but to Gerric it felt like he was finally alive. The two lead the defense and successfully drove out the invaders.
The next day the younger boys got together and edged on by Gerric and his friend Bertram they planned their own assault. That night, Gerric stole his father's sword and crept out meeting the others they headed toward the next village. They didn't reach the village until morning, but they attacked anyway, and left the village in ruins taking what little the village had. They were in high spirits as they returned home, which was met with enthusiasm by many of his fellow townsmen who dined on the captured pigs and cows and rejoiced in their success. Yet Gerric never forgot his parents accusing glare.
A glare would not stop him though, both he and Bertram had gotten a taste of violence and power and wanted more. They laid out battle plans together, set up raids, and attacked. By eighteen Bertram and Gerric left behind their old town and started their own roving raiders. They attacked and conquered one small village after another, gaining a fairly substantial holdings over fifteen years. The two friends had fallen into their roles, Bertram organized and ruled the conquered, and Gerric stood at his side always edging him on to the next big conquest.
Until one day, Bertram had enough. He received a message from several nearby villages warning that if they attacked further they would be destroyed. Knowing Gerric would never stop, Bertram decided Gerric had to go. Bertram called Gerric from a new campaign and told him of the alliance's ultimatum. Gerric's immediate response was to strike them first, when Bertram refused Gerric acted out in violence, as Bertram knew he would. Ten armed guards stepped in to cut him down. Gerric fought desperately and barely escaped with his life. His family and followers were not so lucky. Bertram always knew that you don't leave a wounded opponent to regain his strength, as Gerric made his way to his wife and child he found his home burned to the ground, his closest followers heads placed on spikes.
With nowhere to go he headed back to his families old farm. He didn't know what to expect after fifteen years, but the empty broken down cabin was not it. The town was deserted, probably moving on to find more fertile fields, or maybe they were overrun by other marauders, or maybe the cold finally bent his proud father down. He didn't know.
It was then that he remembered Herdwin's quiet dignity, and his accusing stare. His father had known what the lust for violence would bring him, Gerric had enough with this life. Knowing that he would never be able to live in peace Gerric headed south to the more civilized kingdoms, where people wouldn't know him and what he'd done.
Proficient with all Weapons, Armor, and Shields, Combat Superiority (1d6), and Fighting Style (Duelist; Deadly Strike, Parry, and Tumble), Weapon Attack +3
Specialty: Magic User
Spoiler
Arcane Dabbler (Light, Mage Hand)
Background: Thug
Spoiler
Bad Reputation, Skills (Intimidate, Stealth, Streetwise)
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Last edited by rorikdude12 : 08-22-2012 at 02:54 PM.
I don't really know what class I want to play and I am open to any class. So I will wait a few hours before I sit down and make something range as there is none so far.
Edit: Actually I am making a warlock to see how it plays and wow my rolls are average I mean even lol
I figured out that I had copied the rogue on his background and speialty after I got my mind set on my character. Sorry if it bothers you, but I grew to like the character concept lol.
Walan, the High Elf Warlock
Basic Info:
Spoiler
High Elf
Str 9 Dex 15 Con 14 Int 17 Wis 13 Cha 14
AC 13 HP 8 initiative: +2
Background: Thief
Specialty: Lurker
Neutral Male 5'4" 140 lbs medium Unknown age, ~mid 40s
He has a young face with black hair and blue eyes with a mole on the side of his noose.
Backstory:
Spoiler
No one knows his parents or even have any idea what they looked like. The earliest moment anyone knows of Walan is when he was dropped off in front of what turned out to be a member of the theives' guild who is a noble and is easier to give him to the guild then to explain why he has an Elf child running about...
So he was raised by the guild learning about the various tricks they have mastered over the years. Although he became obsessed with knowledge of his parents and thought that the exterplanar beings can help locate them or at least know if they are alive or dead.
Whenever he could he grabbed the books of the forbidden knowledge, legal or not. Soon he contacted the first being he could which happen to be Verenestra and he made the pact without a second thought.
He can be seen with a spinning top, always carrying it and whenever he is seen reading and studying the top is spinning around it has become his second obession only after his parents.
For a total of 62 and 1/2 lbs and cost 48 gp, 2 sp
Racial Benefits:
Spoiler
Detect Mage
Elf Weapon Training: When you attack with a
longsword, a shortbow, or a longbow
Keen Senses: You have advantage on checks
made to listen to, search for, or notice something.
Free Spirit: You are immune to the charmed
condition and to any effect that would put you to
sleep.
+1 Int
Class Benefits and attacks:
Spoiler
Eldritch Lore -forbidden lore
+1 Int
Fey Pact: Verenestra
Comprehand language
Invocations: saving throw 14 +6 to attack rolls
Eldritch blast: 3d6
Baleful Utterance: 2d6 in a cone 15 feet out
Fabrication of the Weave: copy an object
Melee so I only have to look in one spot for combat
Dagger +2 1d4 damage
Background Benefits:
Spoiler
Thief
Thief:
Skills: Find and Remove Traps, Open Locks, and
Stealth.
Trait—Thief Signs: You can recognize the
common signs and secret markings used by thieves.
When you are in an area of civilization, you can
make contact with members of the local thieves’
guild (if any), as well as fences and informants in
the criminal underworld. It usually takes you about
an hour of searching to make contact with the
individual you are seeking out.
Specialty Benefits:
Spoiler
Lurker:
Level 1: Ambusher
You strike foes with deadly precision when you
catch them unaware.
Prerequisite: Dexterity 11 or higher
Benefit: When you start your turn hidden from a
creature, you have advantage on your first attack
roll against that creature during that turn, even if
you are revealed or otherwise become unhidden
during that turn.
Level 3: Skulker
When you miss your enemies at range, they do not
become aware of your presence.
Prerequisite: Dexterity 11 or higher
Benefit: When you are hidden from a creature, if
you miss with a ranged attack against that creature,
attacking does not reveal your location.
Player notes:
Spoiler
I can't wait to get Skulker at level 3 so I can use invocations and still have my location hidden? That is cool.
Fabrication of the Weave is a pretty cool stuff, allows me to copy any nonmagical object that is small enough, if I see keys, I can copy it (assuming nonmagical), helps a lot if you have a key to the lock...
Oh and I promise I only will use the Inception reference if comes up
Str: 18 Dex: 12 Con: 14 Int: 12 Wis: 17 Cha: 10 AC: 18 HP: 10 (1d8HD) Initiative: +1 Speed: 25ft Vision: Low-light Melee: +6 1d10+4dmg (Warhammer) Magic: +5 1d8+4 (Radiant Lance) Intimidate:+3, Religious Lore:+4, Spot:+6, Survival:+6 Description: good male 4'5" 195lbs brown eyes dark grey beard medium 43yrs
Spells: (0)2/day
Spoiler
Radiant Lance
Spoiler
Minor evocation
Your devotion reveals itself as a beam of light that shines from your holy symbol or weapon to burn a path through your foes. Effect: Make a magical attack against one creature within 50 feet of you. On a hit, the target takes 1d8 + 4 radiant damage.
Bless
Spoiler
1st-level enchantment
You bestow your blessing on your companions, giving them the heart to face their present trial. Effect: Choose any number of creatures in a 20-foot-radius sphere within 50 feet of you. Each of those creatures gains a +1 bonus to attack rolls for 1 minute.
Channel Divinity 1d8+4 1/day
Spoiler
Benefit: Once per day as an action, you can channel divinity (a magical effect). When you do so, choose a creature that you can see within 30 feet of you. If the target is living, it regains hit points equal to 1d8 + your Wisdom modifier. If the target is undead, it takes that amount of holy damage. A cleric who worships an evil deity instead deals unholy damage to a living creature and heals an undead creature.
Cure Light Wounds
Spoiler
1st-level conjuration
You channel divine energy into an injured creature to mend wounds and ease suffering. Effect: You touch a living creature. It regains 1d8 + 4 hit points.
Crusader’s Strike
Spoiler
1st-level evocation
Your prayer evokes the fury of your patron deity and binds it to the weapon you wield. Each time you strike with this weapon, the ground quakes and the air shudders around your foe, as your god’s wrath finds release. Effect: 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.
Background: Soldier
Spoiler
Skills: Intimidate, Spot, and Survival. Trait—Military Rank: 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: Healer
Spoiler
Level 1: Herbalism
You have mastered the techniques that allow you to create potions, bandages, and healing kits. Prerequisite: Intelligence or Wisdom of 11 or higher Benefit: You can spend 1 hour to create up to three items, chosen in any combination from this list.
* antitoxin (25 gp)
* healing potion (25 gp)
* healer’s kit (2 gp 5 sp)
To create an item, you must expend material components (herbs, vials, cloth, and the like) worth the amount given for each item.
Special: If you gain this feat at the time of character creation, you start play with one antitoxin, one healer’s kit, and one healing potion.
Level 3: Healer’s Touch
You have a knack for healing that makes your care better for your allies. Prerequisite: Intelligence or Wisdom of 11 or higher Benefit: Whenever you would roll dice to determine how many hit points a spell, magic item, or other effect restores, do not roll the dice but instead take the maximum possible result.
If you create a potion that heals, that potion always restores the maximum number of hit points.
Finally, when you take a rest, if you have a healer’s kit you can tend to wounds and aid your allies in the healing process. You can tend to yourself and up to six other creatures, and when you do, any Hit Dice spent by tended creatures always restore the maximum number of hit points.
Traits:
Spoiler
Speed: 25 feet. Your speed is not reduced by wearing heavy armor with which you have proficiency. Low-Light Vision: If there is no light within 30 feet of you, you treat shadows in that radius as normal light, and you treat darkness in that radius as shadows. Dwarven Resilience: You are immune to damage and other effects from poison. Dwarven Weapon Training: When you attack with an axe or a hammer with which you are proficient, the damage die for that weapon increases by one step: from d4 to d6, d6 to d8, d8 to d10, d10 to d12, and d12 to 2d6. Stonecunning: While underground, you know your approximate depth and how to retrace your path. You can identify the age of visible stonework and make a reasonable guess as to the culture responsible for its construction. Languages: Common and Dwarven.
Mountain Dwarf Ability Score Adjustment: Your starting Wisdom score increases by 1. Armor Mastery: You are proficient with light and medium armor. While wearing medium or heavy armor, you gain a +1 bonus to Armor Class.
Description:
Standing 4'5" and 195lbs. Brumli is fairly stout by dwarven standards. He keeps his head shaved and his beard is best described as braided braids intermingled w/ clasps giving it a rope like appearance. Brumli wears plain chainmail with various runic symbols of Moradin hand painted on the pauldrons & greaves.
Personality:
Brumli is curious and outgoing but quick to anger. For the most part, he has a live and let live philosophy unless he is crossed. For those who stay on his good side, Brumli is loyal and protective. He will not hesitate to help those he feels are in need. When not out adventuring he can be found experiencing local color in the closest bar. He has little respect for the Arcane Arts putting his faith in a higher power.
History:
Thanks to his temper, Brumli spent most of his youth getting into trouble. His constant brawling led him to the brink of exile. Gruntham, a cleric of Moradin, recognized his potential in the Berserker Brigade and took Brumli on as an apprentice. Gruntham trained Brumli to focus his anger and rage for the greater good and trained him to keep his fellow berzerkers alive.
Dagrin worked his way through the ranks of the Berserker Brigade, eventually earning a place in Urrak Battalion, better known as "The Skullsmashers." Brumli spent a his years as a Skullsmasher fighting in many skirmishes over ore deposits in King's Canyon. These battles honed his skills as a combat medic and taught him a grudging respect for Orcs on the battlefield.
Last edited by PChubby : 08-22-2012 at 06:26 PM.
Reason: added character
Basic Info:
Str 10 Dex 13 Con 15 Int 17 Wis 13 Cha 9
AC 11 HP (1d8+7)[13] Ranged: +6 Ray of frost 1d6+3 Melee: +6 Shocking Grasp 1d8+4
Background: Sage
Specialty: Survivor
Chaotic Neutral Male 5'6 140 lbs Black Hair Blue Eyes Medium 20 Years old
Equipment:
Robes
Quarterstaff
Spellbook
Backpack
Adventurers Kit
80 GP
Walan
You don't need to roll for hit points until you gain a level. You start with the maximum amount that you could have rolled, thus, 8 hit points. When you reach level 2, you will gain 1d6+2 hit points. If you have the Survivor specialty, then you gain 1d8 additional hit points at the beginning, which you'd have to roll, like Brokanas did.
I like the characters I'm seeing so far, but I want to see if anyone else wants to play something different so that the group is more diverse; so far, we have two humans, two elves, and two fighters. I'm not asking anybody to change their characters, though, they're all good.
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Dubhshlaine, Elf Mage, in Eberron D&D 4e
Elf traits:
Low-light vision (30 ft)
Elf weapon training: Longsword, shortbow, longbow - increases damage die by 1 step
Keen senses: Advantage on perception checks
Free Spirit: Immune to charmed and sleep
Trance: 4 hour trance instead of sleep
Class Traits:
Weapon Prof: Dagger, sling, staff, crossbow
Spellbook: Burning Hands (15 ft cone, 4d4), Sleep (put to sleep 3d8 hp of creatures), Thunder Wave(15 ft cone, 2d6), Feather Fall (no damage from falls up to 1k feet), Grease (Dex save or fall prone)
Arcane Magic: 3 spells/ day, +7 to attacks, 16 DC on spells
Cantrips: Detect Magic (notice presence and school of 30 ft area magic), Magic Missile (1d4+1), Light (1 hr, 20 ft radius), Bless Water (ritually), radiant lance (magic attack, 1d8+4)
HE Cantrip: Mage Hand (out to 50 ft, acts as your hand)
Description: Faereth is tall, with common brown eyes and short cropped brown hair. His robes are not poorly made, but also not of the sort likely to stand out overmuch.
Personality: Haughty, as is the right of all elves. He has made a great study of full and complete ritualistic casting, instead of merely slinging around spells like the week, foolish, and impatient mortals. He takes no little pride in this fact and delights in taking all the proper steps to make the most out of his magic.
Last edited by pirateking89 : 08-20-2012 at 12:05 AM.
Ariel Eliah Verafel Vanyataur, daughter of Eliah Vanyataur and Andaher Verafel was born and raised in a human city, a relatively quiet seaport, by loving parents. This unusual upbringing is due to her father’s actions as a diplomatic liason and negotiator between the elves and men along their sylvan border. Her parents remain alive to this day, and nothing truly tragic happened to Ariel at any point in her development, beyond those inevitable losses, aches, and pains necessary in an Elven life. Unusually heavy for a High Elf, this quirk in her appearance remains largely ignored by her due to a life spent among humans who fail to notice, or at least fail to care. Her favorite food is lamb braised in cherries, and her favorite colors are yellow and blue, just like her hair and eyes, respectively. She was encouraged to paint from an early age by her mother, and took to it excitedly. Drawing studies for her paintings has occupied much of her time spent on long walks through the wilderness.
Ariel demonstrated a talent for wizardry at a very young age, rising to the occasion of her parents’ hopes, being both wizards themselves. Her ability to harness limited magical powers while still a child was quite impressive. The floating lights and objects did frighten the neighbors’ dog, however.
Quickly developing a reputation for empathy and gregariousness, Ariel became fast friends with almost everyone from a very young age. Unfortunately, one day she was playing at the docks when a porter bumped into her from behind, knocking young Ariel into the freezing port waters. She remains afraid of sailors to this day.
After twelve decades of life, Ariel has developed a highly gregarious and hopelessly romantic personality, the sheer number of relationships of all sorts she has amassed in her lifetime is truly vast. Friends and lovers too numerous to list have floated in and out of her life like the bright chords of a symphony. She has also been somewhat numbed by the deaths of many around her, learning to accept the loss of friends over the last century. One recent friendship, however, made a massive impact on the direction of her life.
Having grown up to stories of adventure from warm, loving parents always sparked her imagination and curiosity. It was a traveling warrior who sparked something greater. The giant of a man told her stories far more current than those of her centuries-old parents. Stories of delving ancient ruins for wealth and knowledge thrilled her, just as those of battling orcs terrified her. It was after this brightly gleaming relationship’s crescendo that she settled on her plan to go out on adventures of her own.
I'd like to know, though, since sage is somewhat redundant with wizard in terms of being nothing but a stack of knowledge skills, and dragging 3 servants around seems a bit less like an adventuring elf, if I could mix and match them a bit? Swap out a knowledge skill for diplomacy or animal handling, maybe?
Name: Mortimer Mortikind III Race: Hill Dwarf | Class: Warlock Alignment: Chaotic Neutral | Gender: Male | Height: 4'4" | Weight: 230 lbs
__________________________________________________ Str 11 | Dex 16 | Con 16 | Int 18 | Wis 10 | Cha 10 AC: 13 | HP: 15 | Initiative: +3 Background: Commoner (Innkeeper) Specialty: Survivor
Common Combat Statistics:
Spoiler
Name
To Hit
Damage
Range
Save DC
Effect
Eldritch Blast
+7
3d6
50 ft.
15
-
Quarterstaff
+5
1d8+0
-
-
-
Dagger
+5
1d4+0
20/80
-
-
Skills:
Spoiler
Name
Bonus
Effect
Animal Handling
+3
Interacting with animals
Forbidden Lore
+7
Recall info about Forbidden stuff.
Local Lore
+7
Recall info about the town where my Inn is located.
Professional Lore
+7
Expert in lore pertaining to Innkeeping.
Spells & Invocations:
Spoiler
Pact:
Name
Level
Effect
Fey Pact: Verenestra
1
Gain a Wart to spend a Patron's favor, allowing me to gain an advantage on all Charisma Checks made to influence it for the next hour.
Invocations:
Level
Name
Effect
Minor
Eldritch Blast
Hurl a bolt at an enemy w/i 50 feet. If I hit, the target takes 3d6 Force Damage.
Lesser
Fabrication of the Weave
Create a light, non-magical item worth no more than 25 gp. The object lasts for 10 (minutes, I presume).
Lesser
Visage of the Summer Court
Each humanoid creature of my choice w/i 30 feet must make a Wisdom saving throw. If the creature fails, I charm it for 1 minute.
Rituals:
Level
Name
Effect
1
Comprehend Languages
???
Equipment:
Spoiler
Name
Weight
Cost
Benefit/rules
Leather Armor
15
10
11 + Dex Mod
Dagger
1
2
1d4 piercing. Range 20/80
Quarterstaff
4
2s
1d8 bludgeoning. 2 Handed
Adventurer's Kit
38
4
a backpack, a mess kit, 50 feet of hempen rope, a tinderbox, ten torches, ten days of rations, and a waterskin.
Spellbook
3
Free
Houses my Rituals
Background:
Spoiler
Mortimer Mortikind III was born in a wealthy Dwarven town. His father was an innkepper, as was his father and his father before him. Mortimer married a feisty young Dwarf maiden, named Penelope, when they were 18 years old. Mortimer still remembers fondly her fiery red beard popping out from under her lily white veil on their wedding day. Ah, those were good times.
Mortimer owned and operated his own Inn called the "Big Bed Inn", which was well known for - you guessed it - having very large, fluffy beds. Dwarves didn't much care for the Inn but foreigners did. In fact, Humans loved coming to his little Inn. It was centrally located, provided human food for breakfast and dinner and the ample legroom of the beds was much beloved.
During the Winter season, which is always slow, a warty old hermit that smelt of sulfur came to stay at the Inn. Mortimer didn't much like humans of his ilk but business was slow and the Dwarf needed coin. The Hermit kept to himself, mostly. Only coming out of his room for dinner. At night, Mortimer could swear he heard more than one person in the Human's room.
One day, the hermit settled his bill and left for good. As the Hill Dwarf was cleaning out the Hermits' room, he discovered a black book with red runes scrawled across it. Mortimer decided to take a peak at what such a unique looking tome contained. That decision, changed his life. He was immediately contacted by a powerful fey being known as Verenestra. She offered Mortiknd a deal - his soul for unlimited power, wealth and prestige. The Hill Dwarf lead a simple life of a commoner but he had always dreamed of becoming wealthy and truly providing a life for his beloved, bearded wife. With a little trepidation Mortiknd was given the knowledge of the Warlocks. His soul was her's but fortune and fame were his. That very evening, he bid his wife farewell and struck off on what she believed was an "information gathering venture to see how Human Inns operate." In reality, Mortikind became an adventurer!
__________________ My Campaigns:
- Avengers: Heroic: TrackerICOOC
Those rolls are unplayable. I'd like a reroll, the standard numbers, or to withdraw my interest. Let me know.
You're right. If the total of your modifiers is less than +5, let's say, then you can use the standard array anyway. Go ahead and make your character, and then I'm going to choose a group.
I'd like to keep things by the book for this playtest, to see how it works as is before house ruling too much. The rules say that if you get the same skill from two sources, you can instead choose any skill you want. However, if you're choose the sage background for a wizard class, then it only makes sense if you're a vat of knowledge, since that is what you have decided your character has done her whole life.
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Dubhshlaine, Elf Mage, in Eberron D&D 4e
Common Combat Statistics:
[spoiler]Longsword +7 (1d8+4)
Ray of Frost +4 (1d6+3)[spoiler]
Radiant Lance +3 (1d8+4)
Skills:
Spoiler
Intimidate +5
Spot +4
Survival +4
Spells:
Spoiler
Acolyte Minor Spells:
Detect Magic
Radiant Lance +3 (1d8+4)
Sorceror Minor Spells:
Ray of Frost +4 (1d6+3)
Light
1st Level Sorceror Spells
Cause Fear
Burning Hands
Equipment
Spoiler
Chainmail 75 gp (16 AC)
Shield 10 gp (+1 AC)
Longsword 15 gp (1d8)
adventurer's kit 4 gp
scroll case 1 gp
10 days rations 1 gp
fine clothes 15 gp
small steel mirror 5 gp
shaving kit 4 gp
waterskin
20 gp
Background:
Spoiler
Ashedalyx is far prouder than men can be. Ashedalyx is as proud as a Dragon. Born to an ancient House in the Myara Reach (or any other area full of constant warring states), Ashedalyx was trained from youth to command armies in honorable war and conquest. He had many early successes, and by the time he was an adult, his name was already spreading. As all of the men of his family, Ashedalyx was trained for worship of the god, Heironeous, god of righteous war. The twin skills of combat and worship led him to do well, until he reached the field of Grakkenford, where his House's army met an army of two others on the field of battle. Ashedalyx's skill looked like it would carry the day, until a House released an illusion and a white dragon sprang into the fight. Ashedalyx led a charge of his men, and only in the last moment, with the help of a dozen of his bravest men, was he able to weaken the dragon to the edge of death. Even that would not have been enough, but as the dragon pounced a veil of fire lept from his hands, and slew the dragon as it charged. Despite his new found powers, the dragon had done too much damage. The army was routed, and his House destroyed.
Now, Ashedalyx wanders. He wanders searching for a suitable foe to engage in honorable battle. Ashedalyx wants to test his mettle, find a new place to understand his strange, emotional magic; and finally, re-establish his house. The blood of the dragon is strong however. As he wields the power of his blood, he falls more and more under the sway of the arrogant, blood-thirsty dragon that is his ancestor.
He wears a suit of heavy chainmail, marked with the Dragon and Star of his house. His shield bears the same heraldry splayed large across the mirror sheen of the steel. He wears a beautifully crafted longsword on his left hip, and looks to use it. He is arrogant and proud, but honorable, as long as his willpower holds. When it's low, Ashedalyx is willing to fight over a drop of a hat, and willing to do so with those far above (or below) him.
Last edited by Roguenewb : 08-20-2012 at 12:54 PM.
Well, there's a difference between being very knowledgeable and being 100% devouted to bookishness; it's a bit hard to imagine how someone who only understands research suddenly taking up a lifestyle high in violent danger without dying in rather short order. Regardless, here's some numbers and such:
To ease into the adventure, I'll be PMing you each a short description of what your character is currently doing, and then I'll post the link to the game thread here. Give me a couple of days, though; I'll be busy tomorrow.
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Dubhshlaine, Elf Mage, in Eberron D&D 4e
I'm starting with a pretty (overly) serious tone as a DM, but you're each allowed to bring your own preferences out with your roleplaying, from grim to goofy. The only thing I won't allow is betrayal of the other party members (at least unless I PM you specifically with a proposal of the sort...).
Note that if you spend too much time doing nothing, I'll make something happen, and it probably won't be good. Then again, exploring probably won't lead to anything good either, but that's what adventure is about. Both ways will be fun if I can help it.
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Dubhshlaine, Elf Mage, in Eberron D&D 4e