Basic Housekeeping:
- please keep OOC chatter here.
- remember to pick a color for your character's speech; avoid anything eyewateringly difficult to read like bright yellow or neon green.
- we'll be mostly rolling in the other thread (because occasionally people do forget), just remember to use spoiler tags to keep things visually uncluttered.
- remember, there's an expectation that you will post at least once per day; if you know you're going to be incommunicado, please let me know by PM ahead of time so I can work something out.
Game Rules:
- we're using the D&D Next Playtest Rules as of 8.17; when the next playtest drops in October, we'll be switching to that. Accordingly, make sure you've signed up for the playtest and have a copy within easy access so you can look stuff up.
- Fighters start with 2d4 instead of 1d6 CS dice, and CS dice refresh at the end of your turn, not the beginning of the next.
- Rogue Skill Mastery is switched with Knack: instead of an auto-10, Rogues get Advantage on trained skill Checks and either +3 or ability bonus to add to their skill bonus when rolling. Knack now allows the Rogue to auto take-10 on any check 2x/day.
Player Character Sheets:
Solaire, Cleric of Pelor
Spoiler
Alignment: Good
Gender: Male
Hgt: 6ft
Wgt: 200lb
Eye: Green
Hair:Brown
Size : M
Age :24
Race: Human
Class: Cleric
Background: Priest
Specialty: Healer
Weapon: Mace 1d6+4
Speed: 6
Hit Dice: 1d8
Initiative: +1
STR (18)
DEX (12)
CON (14)
INT (12)
WIS (19)
CHA (7)
Level: 1
EXP: 0
Spell Slots per Day: 2
Armor Class: 14
Hit Points: 10
equipment: studded leather armor, mace, Dagger, holy symbol, tome of
sacred writings, adventurer’s kit,2 healer’s kit, healing potion, antitoxin
SPELLS KNOWN/PREPARED: Bless, Cure light wounds, Turn undead
Domain spell: searing light
Minor Spells: Radiant lance, Death's door,
Languages: Common
Racial Benefits: +2 to 1 ability score +1 to all other ability scores
Class Benefits: Channel divinity +1 to CON
Background Benefits: Can call for aid at Pelor's temples and receive free healing there
Specialty Benefits: Herbalism (i can craft healing potions, antitoxin and healer's kits)
Skills: Diplomacy +2, Insight +7, Religious lore+4
Attacks: Mace +4 to hit 1d6+4, Dagger +4 to hit 1d4+4, Radiant lance +6 to hit 1d8+4
Class bonus: Resistance to radiant and fire
Harthar Damon, Rangerly Fighter
Spoiler
Name: Harthar Damon
Alignment: Neutral Good
Gender: Male
Height: 6’1”
Weight:210lb
Eye: Blue-grey
Hair: Dirty Blonde
Size : Medium
Age :21
Race: Human
Class: Fighter
Background: Soldier
Specialty: Archer
Fighting Style: Sharpshooter
Weapon: Longbow, Shortsword
Speed:
Hit Dice: 1d10 Initiative: +1 Expertise Dice: 2d4 Attack Bonus: +3
Abilities:
STR (17+1R=18)
DEX (16+1R+1C=18)
CON (14+1R=15)
INT (8+2R=10)
WIS (15+1R=16)
CHA (16+1R=17)
Level: 1 EXP: 0
Armor Class: 14 (11 armour +3 dex) Hit Points: 12 (10 +2)
Starting Equipment: Lucky charm, a knife as a souvenir from a slain enemy, bone dice, rank insignia, Leather Armour, Short Sword, Long Bow, 20 arrows, adventurer's kit, healer's kit, and 110gp (from background and class).
Feats:
- Combat Maneuver: Precise Shot.
- Rapid Shot
Skills: Intimidate (2) (+3 training -1 Cha), Spot (6) (+3 training +3 Wis), Survival (6) (+3 +3 Wis)
Languages: Common
Racial Benefits: +2 to 1 ability score +1 to all other ability scores (already added)
Class Benefits: +1 to one ability (chose cha)
Racial Benefits:
- Low-Light Vision
- Elf Weapon Training
- Keen Senses
- Free Spirit
- Trance
- Wood Elf Grace
- Dex Score +1
Class Benefits: +1 to one ability (dex)
The Remarkable Farkle McBride, Halfling Sorcerer
Spoiler
Alignment: Good
Gender: Male
Hgt: 3ft
Wgt: 30lb
Eye: Brown
Hair:Brown
Size : S
Age : Old Enough
Race: Stout Halfling
Class: Sorcerer
Background: Spy
Specialty: Jack of all trades
Weapon: Main-Greatsword (1d10 +4) Backup- Dagger 1d6+4
Speed: 5
Hit Dice: 1d8
Initiative: +1
STR (14)
DEX (13)
CON (12)
INT (11)
WIS (9)
CHA (16)
Level: 1
EXP: 0
Willpower: 3 Points
Armor Class: 16
Hit Points: 9
Equipment: Disguise Kit; Travellers Clothing; Small Steel Mirror; satchel with secret compartment; ink; ink quill; ten sheets of vellum; Chainmail; adventurer’s kit; healer’s kit; 18 gp, 9 sp, and 8 cp.
SPELLS KNOWN: (0) Detect Magic, Magic Missile; Mage Hand; Ray of Frost (1) Shield, Burning Hands
Specialty Benefits: Magic User (lvl 1: add two cantrips)
Attacks: Dagger +3 to hit 1d6+1, Greatsword +3 to hit 1d12+3
Coleson, Charlatan Fighter
Spoiler
Alignment: Chaotic Good
Height: 5'8"
Weight: 120
Eyes: Brown
Hair: Blonde
Size: M
Age: 25
Race: Human
Class: Fighter
Background: Charlatan
Specialty: Jack Of All Trades (Diplomacy)
Weapon: Longsword (1d8+4)
Speed: 6
Hit Dice: 1d10
Initiative: +4
STR (18)
DEX (16)
CON (12)
INT (12)
WIS (10)
CHA (16)
Level: 1
EXP: 0
AC: 16
Hit Points: 11
Equipment:Studded leather
armor, longsword, Warhammer, rapier, shield, adventurer’s kit, healer’s kit, 10 sacks, a signet ring, Disguise Kit, 5 sets of Caltrops, 20 gp and 9 sp
Racial Benefits: +2 to one Abilty Score, +1 to all others
Class Benefits: Combat Superiority, Fighting Style (Duelist), Fighter Powers: Deadly Strike, Parry, Tumble.
Background Benefit: False Identity: I have documentation, established
acquaintances, and disguises that allow me to prove that I am Lord Xenephon of Lycia. I can also create disguises, and forge documents.
Specialty Benefit: Jack Of All Trades: I gain Skill Training in Diplomacy.
NPCs You've Met:
Spoiler
Captain Rebus McIntyre - Guard Captain for Lord Lucan MacBethan and Sheriff of Passfurd. A grizzled veteran, looks a lot like Sam Vimes. Rory Douglas - stablehand in Lord Lucan's stables. Conor O'Reilly - mayor's son and captain of the town militia. Handsome, well-dressed, looks hard-pressed and a bit uncertain. David and Pegg MacHeath - owners and operators of the Hungry Barrel Inn. Doctor Mortimer the Magnificent - purveyor of the most marvelous health tonic you've ever heard of.
Maps:
Spoiler
TBD
Last edited by Vikingkingq : 10-10-2012 at 06:20 PM.
Alignment: Good
Gender: Male
Hgt: 6ft
Wgt: 200lb
Eye: Green
Hair:Brown
Size : M
Age :24
Race: Human
Class: Cleric
Background: Priest
Specialty: Healer
Weapon: Mace 1d6+4
Speed: 6
Hit Dice: 1d8
Initiative: +1
STR (18)
DEX (12)
CON (14)
INT (12)
WIS (18)
CHA (8)
Level: 1
EXP: 0
Spell Slots per Day: 2
Armor Class: 14
Hit Points: 10
equipment: studded leather armor, mace, Dagger, holy symbol, tome of
sacred writings, adventurer’s kit,2 healer’s kit, 2 healing potion, antitoxin, pouch belt, 54gp.
SPELLS KNOWN/PREPARED: Bless, Cure light wounds, Turn undead
Domain spell: searing light
Minor Spells: Radiant lance, Death's door,
Languages: Common
Racial Benefits: +2 to 1 ability score +1 to all other ability scores
Class Benefits: Channel divinity +1 to CON
Background Benefits: Can call for aid at Pelor's temples and receive free healing there
Specialty Benefits: Herbalism (i can craft healing potions, antitoxin and healer's kits)
Skills: Diplomacy +2, Insight +7, Religious lore+4
Attacks: Mace +4 to hit 1d6+4, Dagger +4 to hit 1d4+4, Radiant lance +6 to hit 1d8+4
Class bonus: Resistance to radiant and fire
Spell-list and there 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
Bless water: You must light incense worth no
less than 25 gp before you can cast this spell.
Effect: You touch a container holding no more
than 1 pint of water and cause it to become holy
water.
Ritual: You can cast this spell as a ritual by
spending at least 10 minutes praying and preparing
special material components that include the
incense requirement, as well as a silver cord worth
an additional 25 gp Ritual: You can cast this spell as a ritual by
spending at least 10 minutes praying and preparing
special material components that include the
incense requirement, as well as a silver cord worth
an additional 25 gp
Detect magic: You must light incense worth no
less than 25 gp before you can cast this spell.
Effect: You touch a container holding no more
than 1 pint of water and cause it to become holy
water.
Bless: 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. (level 1 spell)
Cure light wounds: You touch a living creature. It regains
1d8 + 4 hit points. (level 1 spell)
Searing light: Make a magical attack against a creature
within 100 feet of you. The target takes 3d8
radiant damage on a hit, and half as much damage
on a miss. The damage increases to 3d12 damage
against an undead creature.
Back story
Spoiler
Solaire was left abandoned at the doorstep of a temple to Pelor. Solaire has since devoted his life to helping others as he was. Now Solaire feels he needs to help others in the wider world so he set off to explore the world.
Last edited by SNIPER4HIRE7 : 09-24-2012 at 02:38 AM.
And here is the sheet for Harthar the Rangerly Fighter :P
Spoiler
Name: Harthar Damon
Alignment: Neutral Good
Gender: Male
Height: 6’1”
Weight:210lb
Eye: Blue-grey
Hair: Dirty Blonde
Size : Medium
Age :21
Race: Human
Class: Fighter
Background: Soldier
Specialty: Archer
Fighting Style: Sharpshooter
Weapon: Longbow, Shortsword
Speed:
Hit Dice: 1d10 Initiative: +1 Expertise Dice: 2d4 Attack Bonus: +3
Abilities:
STR (17+1R=18)
DEX (16+1R+1C=18)
CON (14+1R=15)
INT (8+2R=10)
WIS (15+1R=16)
CHA (16+1R=17)
Level: 1 EXP: 0
Armor Class: 14 (11 armour +3 dex) Hit Points: 12 (10 +2)
Starting Equipment: Lucky charm, a knife as a souvenir from a slain enemy, bone dice, rank insignia, Leather Armour, Short Sword, Long Bow, 20 arrows, adventurer's kit, healer's kit, and 110gp (from background and class).
Feats:
- Combat Maneuver: Precise Shot.
- Rapid Shot
Skills: Intimidate (2) (+3 training -1 Cha), Spot (6) (+3 training +3 Wis), Survival (6) (+3 +3 Wis)
Languages: Common
Racial Benefits: +2 to 1 ability score +1 to all other ability scores (already added)
Class Benefits: +1 to one ability (chose cha)
Alignment: Good
Gender: Male
Hgt: 3ft
Wgt: 30lb
Eye: Brown
Hair:Brown
Size : S
Age : Old Enough
Race: Stout Halfling
Class: Sorcerer
Background: Spy
Specialty: Jack of all trades
Weapon: Main-Greatsword (1d10 +4) Backup- Dagger 1d6+4
Speed: 5
Hit Dice: 1d8
Initiative: +1
STR (14)
DEX (13)
CON (12)
INT (11)
WIS (9)
CHA (16)
Level: 1
EXP: 0
Willpower: 3 Points
Armor Class: 16
Hit Points: 9
Equipment: Disguise Kit; Travellers Clothing; Small Steel Mirror; satchel with secret compartment; ink; ink quill; ten sheets of vellum; Chainmail; adventurer’s kit; healer’s kit; 18 gp, 9 sp, and 8 cp.
SPELLS KNOWN: (0) Detect Magic, Magic Missile; Mage Hand; Ray of Frost (1) Shield, Burning Hands
Etc.
- Find and Remove Traps[+3]/[INT]+1
- Open Locks [+3]/[DEX]+3
- Sleight of Hand [+3][DEX]+3
- Spot[+3]/[WIS]+0
- Stealth [+3]/[DEX]+3
- Streetwise [CHA]-1
- Survival [WIS]+0
Backstory:
Spoiler
Much of the elven's life is lapse in secrecy and solitude. A some point in time, his skills in stealth and information was recognized, and does works for many looking to secure the secrets of their foes and rivals.
Physical Description
Spoiler
Robin is tall Elven male composed mostly of lean muscle built from running around in all kinds of environments. His feet has amassed much travelling time through grass, dirt, sand, and even the urban stone floors. Due to his elven blood, and constant exposure to extraneous activity; Robin has been granted the body and sex appeal of an adonis. His tan skin obtain from many days of traveling on roads with no shade, long elven hair, pitch black and naturally curly; gives of a visage the causes many womanly eyes to take a glance, but only at a glance. As his demeanor and stance gives off a very odd impression and once notice, the eyes on these young madiens, show much more curiosity; Like that of when watching a beautiful yet strange animal.
Clothing:
Spoiler
Tied to a lock of hair, a string necklace, on his cuffs and laced at the bottom of white shirt are tiny twine dolls. Self made, these accessories are dyed red with the berries from the woods located around his home. A brown leather armor adorned over his tattered unwashed shirt. A black tattered shorts and black boots to complete strange outfit.
Personality:
Spoiler
Strange, best describe this wood elf. His mannerism call attention to his presences from onlookers. From vigorously scratching his head, to nibbling on the pieces of twine or the twine dolls layered on his clothing. Standing slouch in such a manner his height seems much less imposing, and many believe him to be 5'9. Though seldom he speaks softly and low and many find themselves close enough to smell the many odors he has accumulated, and find that he has bathed recently as personal hygiene is not an issue. The stench of the woods never leaves him, as so does the smell of fruits. He is know for pocketing objects of different varieties; from household items, to potions, silverware, clothing, lighters, and etc.
One change to the Game Rules; this way, Rogues still have quite a good chance to succeed on skill checks (Advantage and guaranteed +3 to add to trained bonus is pretty substantial), and a get out of jail card if that doesn't work, but there's less auto-success so checks still have some tension and uncertainty to them.
As of 8:00 PM PDT, if I don't hear from InfernallyClay, Dragonal01 is accepted and we'll start playing.
Last edited by Vikingkingq : 09-20-2012 at 02:47 PM.
Yo when I changed my specialty in my character info detailing the benefits, I forgot to change my specialty at the top. Please note that i am not a jack of all trades, but a magic user
i want to get me a kitty
__________________
Quote:
Originally Posted by 3SecondCultist
...
You're just going to start randomly setting things on fire, aren't you?
Quote:
Originally Posted by TechnoScrabble
...
This entire campaign's going to become nothing but partying in a long forgotten world, isn't it?
Characters: Newest are Obaben and Maha'oi, and the rest are here
Yo when I changed my specialty in my character info detailing the benefits, I forgot to change my specialty at the top. Please note that i am not a jack of all trades, but a magic user
And off we go! Hope my little setup about our entrance to the town itself was sufficient, we can make up the story of when and where we all actually met as we go along, I figured.
Alignment: Chaotic Neutral
Height: 6'5"
Weight: 225 lbs
Eyes: Brown
Hair: Blonde
Size: M
Age: 25
Race: Human
Class: Fighter
Background: Charlatan
Specialty: Jack Of All Trades (Diplomacy)
Weapon: Longsword (1d8+4)
Speed: 6
Hit Dice: 1d10
Initiative: +4
STR (18)
DEX (16)
CON (12)
INT (12)
WIS (10)
CHA (16)
Level: 1
EXP: 0
AC: 16
Hit Points: 11
Equipment:Studded leather
armor, longsword, Warhammer, rapier, shield, adventurer’s kit, healer’s kit, 10 sacks, a signet ring, Disguise Kit, 5 sets of Caltrops, 20 gp and 9 sp
Racial Benefits: +2 to one Abilty Score, +1 to all others
Class Benefits: Combat Superiority, Fighting Style (Duelist), Fighter Powers: Deadly Strike, Parry, Tumble.
Background Benefit: False Identity: I have documentation, established
acquaintances, and disguises that allow me to prove that I am Lord Xenephon of Lycia. I can also create disguises, and forge documents.
Specialty Benefit: Jack Of All Trades: I gain Skill Training in Diplomacy.
Good question... Stats wise it is probably between Harthar and Coleson, and maybe Farkle as well. I'm probably the only one with good Int, Wis, Cha ratio though, so until told otherwise I might step in. If we decide to change to someone else we can always just say it was misdirection. :P
I should have done this in house rules, but it's really more of a Rule 0 thing than anything else: when it comes to social interaction, I privilege good roleplaying over dice rolls. So the dice rolls affect how persuasive, compelling, convincing, etc. you are - a good dice roll adds a bonus, a bad roll gives a penalty.
However, the roll is still being applied to your roleplaying; it's not going to determine success or failure on its own.
Since Coulson seemed to also be playing a face-type role, as opposed to the slightly strange wood elf and the fiery-tempered halfling, I'm going to give Dragonal01 a chance to chime in before Captain Rebus responds.