Willing to take two more to make a maximum of eight characters.
Note: Playtest 4 is out and all characters will start using those rules now.
WIP denotes missing sections or listed as such. Others have all sections though feel free to continue to edit or add to them. I'll review them fully each time I choose players/characters
Please let me know if you have added a character and don't see it added to this list within a few days.
Note: This game is taking rolling acceptance. We plan to accept no more than four players by the end of the first week (21st October) and then up to four more before the ad closes. We've decided to accept up to eight players for this game as that should provide more interaction whilst still being manageable.
Game Description:
The small village of Heawold is neither big nor special in any particular way. Whilst not prosperous the halflings who call it home are a generally very content lot. They live their lives busy producing fine wine and food that they enjoy as often as possible and occasionally trade to the dwarves of Nuledzar and the Goblins of Gorbul Town.
The dale they live in is quite safely tucked in between the Mountains to the North and West where little bar dwarves and the occasional grumpy giant live, the crowded trees of Ewnham forest to the East - the domain of Goblins but the have been peaceful for many years, and the cold broken tundra and forests to the south where very little bar tall and ancient trees grow and only the occasional bear roams.
However last night the village was raided. Sengo the sentry was struck from behind and sent tumbling out of his watch tower. The two nurseries-schools were entered and some sort of drugged rag was used on the inhabitants whilst they slept to keep them that way. All of the children around the ages of seven to fifteen and two of the nurses were taken.
Only those children whose turn it was to stay with their parents and those few in the small hospital remained safe.
A small party of villagers sets off to find and return the missing children and the two nurses. None has any illusions about the world outside the village being anything other than scary, unfriendly and outright dangerous. The furthest any of the villagers has been is to the dwarven city of Nuledzar’s outer gate or to the edge of the Ewnham forest to trade.
Ugh, that sounds like they're dropping back to strict Vancian casting as the default mode, which means that it's the only mode that will ever be allowed in most 5e games. Talk about a buzzkill. Ah well. I agree the sorcerer was flawed and in bad need of a fix though. Pity the poor warlock, he never gets any love. I really liked the pact they had in the packet too, nicely flavored, betting they ruin the class entirely by converting it to Vancian casting.
Really unsure what to do now, I'm not a big fan of Wizards and it sounds like they're getting a major change in the next packet (sounds like they won't be the same class at all really). Wish they had the monk up, cause that would be hilarious.
I am debating between a Cleric[Sun] and Rogue[Thief]. I tend towards the Rogue[Thief] type but I figure we will need a Cleric and it could be interesting to check out for something different. The smaller list of available spells is actually a plus for me since I tend to avoid magic typically.
Granted with a party of 6 we could have two of each class assuming no arcane magic.
Altemen gave Vicar Fetemar a forlorn look. He knew that his duties were at the church. And the Vicar would need the extra help to keep the community afloat, giving them counselling and encouragement through the hard times. But the Vicar also knew Altemen. No words were needed to remind him of the young boys heart for his people. They had already taked this morning. Altemen had a strong desire to help in any way he could. Some thought he might hide within the parish walls, afraid that he may be taken next. But that is why he must step forward. Most of his friends were now gone. Apparently he was just old enough to not be desired by who or whatever came for them. He may even be next. And so he stepped forward - to heal the community, protect those that were driven or protective enough to venture out, and to bring his friends back home. "I offer my services to search out your children and our friends. May Yondalla lead us to ur family and protect our return."
Altemen was not a large as some of the others of his community, but it seems the gods favored him and he was generally healthy. Also growing up under the Vicar's tutelage meant little physical labor. And with that tutelage came a greater understanding of their divine inheritance from Yondalla, she in turn blessing her devotees.
Altemen had a slight tendency to stick out of the crowd in the community. While liking the common dress of subdued nature colors of his companions he also had a great liking for bright colors, especially yellows and oranges, reminding him of the sun's brilliance. He was a bit smaller physically, but emotionally he surpassed those of his age, mostly due to his work in the parish, his eyes an observant and soothing sign of his inward experience.
Spending much time in the parish has allowed Altenmen to hear many varied rumors, most Vicar Fetemar told the community we completely false, but sometimes he was silent.
He has heard that there are other gods out there but Altemen know very little about them. He is curious what they are about and how Yondalla has helped them along their divine paths.
He knows there are a couple other races that tend to be larger than themselves, even larger than the dwarves but assumes most creatures are the size of themselves and the goblins.
He has heard that there is a growing darkness in the land. On man that came to the Vicar ranted that it was claiming the entire land and would soon swallow even their own community. Knowing how pleasant their own community is he believed the Vicar that everything was fine. Sure, there was the odd goblin party, but they were were not a great threat, nothing compared to the former wars. But now that darkness had struck their town Alteman began to worry how dark the rest of the world was. Would Yondalla's light protect him from it all? Even a god's powers must have some limit.
Grimi, the town drunkard as he was so aptly referred to as had told the Vicar on several occasions of fantastical drinks he had had out in other lands. Drinks that could warm your bones on a bitter winter's night and drinks that allowed you to see faeries or made your limbs act as if not your own. Altemen doubted it was possibly for a beverage to due such things unless crafted by Yondalla herself, but then again he had heard that the dwarves had a love for some drink they called mead. They only had the light spring wine they fermented in their village.
Altemen Tealeaf, Lightfoot Halfling Init: +3 AC: 15 Str 10 (+0) Dex 16 (+3) Con 12 (+1) Int 11 (+1) Wis 16 (+3) Cha 12 (+1) Skills: Diplomacy (+4), Insight (+6), Religious Lore (+3), Spot (+6)
As a Small creature, you cannot use heavy weapons.
Weapon Restriction Languages: You can speak, read, and write Common and Halfling.
When you attack with a dagger, a short sword, or a sling with which you have proficiency, the damage die for that weapon increases by one step: from d4 to d6, or d6 to d8.
Twice per day, when you make an attack roll, check, or saving throw and get a result you dislike, you can reroll the die and use either result. If you have advantage or disadvantage on the roll, you reroll only one of the dice.
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.
As you gain levels, you can channel divinity more times each day (see the Cleric table). In addition, the amount of healing and damage increases as you gain levels. At 5th level, it becomes 2d8 + your Wisdom modifier.
You can cast a number of cleric spells per day, as noted in the Cleric Spells per Day table. Wisdom is your magic ability score. Spell Preparation: After a long rest, you can prepare a number of spells by spending time in prayer. You choose these spells from the cleric’s spell list. Preparing your spells requires time spent in prayer and meditation: at least one minute per spell level for each spell you prepare.
You can prepare one spell for each spell slot you have. Thus, at 1st level you can prepare two 1st-level spells. Your domain also adds to the list of spells you have prepared each day.
Furthermore, you always have the turn undead spell prepared. It does not count against the number of spells you can prepare. Casting a Spell: When you cast a spell, you choose one of your prepared spells and use a spell slot of that spell’s level or higher. After you cast the spell, you lose the use of that slot until you prepare spells again, but the spell is still considered to be prepared.
You can use your spell slots to cast any combination of spells you have prepared, as long as you respect the level limit. For example, if you have bless and cure light wounds prepared and have two 1st-level spell slots available, you can cast each spell once or cast one of those spells twice. Rituals: You can cast any cleric spell you have prepared as a ritual, provided that the spell has a ritual version. Magical Attacks: When you make a magical attack using a cleric spell, you use your Wisdom modifier for the attack roll, and add a bonus to that roll based on the Magic Attack column in the Cleric table. Saving Throw DCs: When a cleric spell that you cast or a cleric feature that you use calls for a saving throw, the save DC equals 10 + your Wisdom modifier. As you gain levels, the DC increases, as noted in the Cleric table.
You choose a domain associated with your deity. Two domains are provided here: sun and war. At the indicated levels, your domain gives you a benefit.
Each domain includes a list of domain spells. You always have your domain’s spells prepared when you reach the given levels. These spells do not count against the number of spells you can prepare each day.
Sun Level 1: You gain the minor spell radiant lance. Additionally, you gain proficiency with light and medium armor, and you have fire resistance and radiant resistance.
Level 2: As an action, you can sacrifice a use of your Channel Divinity to create intense light in a 20-foot-radius sphere centered on yourself. Each creature in the area makes a Constitution saving throw. A creature takes radiant damage equal to 1d8 + your Wisdom modifier on a failure, or half that amount on a success.
Until the end of your next turn, you glow with bright light in a 20-foot-radius sphere. Invisible creatures are visible while in this light.
You know one minor spell, chosen from the cleric’s spell list. At 5th level and again at 9th level, you gain an additional minor spell of your choice from that list.
You gain training in a skill of your choice: Forbidden Lore, Magical Lore, Planar Lore, or Religious Lore. You must choose a skill in which you lack training.
You detect the presence of any magic in a 30-foot cone originating from you. You can ignore the presence of magic that you are already aware of. If the magic you sense belongs to a school of magic, you learn what that school is.
This spell does not reveal invisible creatures or magic that conceals spells, objects, or creatures.
You touch an object. It sheds bright light in a 20-foot-radius sphere and shadows in a 40- foot-radius sphere. The light may be colored as you choose. The light lasts for 1 hour or until you cast this spell again.
Choose a living creature within 50 feet of you that can hear you. You speak a one-word command to it. If the target’s hit point maximum is 30 or more, it makes a Wisdom saving throw. If the creature fails the saving throw or has a hit point maximum less than 30, it spends its next turn doing as it was commanded.
Some typical commands and their effects follow. You might issue a command other than one of the ones described here. If you do so, the DM determines how the target behaves. If the target is prevented from following the command, the spell ends. Approach: The target moves toward you by the shortest and most direct route, ending its turn if it moves within 5 feet of you. Drop: The target drops whatever it is holding and then ends its turn. Flee: The target spends its turn moving away from you by the fastest available means. Grovel: The target falls prone and grovels for its entire turn. Halt: The target does not move and takes no actions. A flying creature stays aloft, provided it is able to do so.
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.
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.
Skills: Diplomacy, Insight, and Religious Lore. Trait—Temple Services: You belong to a specific temple dedicated to your chosen deity. You have a residence there, and you can perform religious ceremonies and offer sermons drawn from the sacred teachings of your faith. While near your temple, you can call upon acolytes and fellow priests for assistance, provided the assistance you ask for is not hazardous.
Additionally, when you are in a location that has a temple, shrine, or other presence of your faith, you can expect to receive free healing, care, and religious services for yourself and your adventuring companions from others aligned with your faith.
Benefit: Choose two minor spells from the cleric’s spell list. You know and can use those spells. You use Wisdom as your magic ability for these spells.
Why no arcane magic? It's just Warlock that's disallowed. And sorcerer might be taken out in the next playtest, but you could still apply as one.
Also: I will most probably apply with a rogue, with (If allowed) A homebrew backgroungd giving him sneak, Bluff, and disable traps. And a trait I still need to come up with.
Names: James Lightfingers
Age:24
race: Stout Halfling
He's fairly small for a halfling, which is terribly small for normal people, but he doesn't see it as a negative thing. He'll just hamstring tall people, he says.
James is in many ways the stereotyped halfling. Almost childish in nature, he sees the world as a playground, not as something dangerous. He was always the first to volunteer to go outside the borders to trade with the kobolds or dwarves, always the first to see what the new spell or potion people thought up did.
He sees every place as his own to go to, and has grown adept at making others see the fact that he should just be there, or, if it doesn't work, to get in by another means. He always carries at least one set of tools with him, tied to his legs, and is very proficient with using them.
In the city he is often eyed with caution, as people wonder what he's up to this time, but people just naturally like James, no matter what he does. Maybe it's because he looks so innocent. The only one who actively dislikes him is the mayor, due to the incident described in the background. But they still see him as a child more often than he'd like, and he wants to show them he's mature enough to handle things on his own.
Starting from when he was just a child James was always one to explore, to try and get out of the city, which was often looked down upon by the elders of the group. But as they thought he would grow up and out of that field of mind, they left him be. Which, in hindsight, wasn't their best idea. As James, due to being let free, had soon found out a way to get past locked doors, using a needle and a thin chisel, and was found sleeping in the mayors bed one day.
When James was 15 he started going out on his own, into the wilds.
(Perhaps addition for something together with Sixgun)
When he was 20 he got a more serious job, as, though they had tried again and again, they couldn't get the adventurous part out of him. So they put him to work as one of their traders, who would have to buy goods they needed, and sell those they had too much of. And his life, though pretty mundane, was good.
But 4 years later, he came home to hear that there had been a raid, that the children had been taken. Though he was shocked by the news, a new fire also started burning in his eyes. This was his chance to finally prove he could go out on his own, he would finally go into the real world!
He really has no personal connection to the group that was taken. Of course, they're from his village, but none of them were family to him, not even distant relatives. He just joined through the goodness of his heart, and the wanderlust of his feat.
And, of course, the fact they would forgive him for the time he accidentally landed up inside the mayors bedroom.
1. The outside world is a dangerous place, full of beasts, thugs, and hillbillies. You shouldn't go there, ever.
-He doesn't really believe in this one, but is instead just interested in it, wanting to go to it.
2. In the outside world half the races are giants, over 6 lings (average size of a halfling, so about 3 feet) tall.
3. All other races are evil. Even the dwarves and foresters are only a few exceptions of the bunch.
James Lightfingers, Stout Halfling
Init: +3 / AC Str 14 (+2) Con 14 (+2) Dex 17 (+3) Int 15 (+2) Wis 10 (+0) Cha 17(+3) Skills: Find and Remove Traps, Open Locks, Stealth.
As a Small creature, you cannot use heavy weapons.
Weapon Restriction Languages: You can speak, read, and write Common and Halfling.
When you attack with a dagger, a short sword, or a sling with which you have proficiency, the damage die for that weapon increases by one step: from d4 to d6, or d6 to d8.
Twice per day, when you make an attack roll, check, or saving throw and get a result you dislike, you can reroll the die and use either result. If you have advantage or disadvantage on the roll, you reroll only one of the dice.
Level 1: Thief Sneaking. Thieves are exceptionally good at sneaking in and out of wellguarded
places. Most thieves are experienced burglars who specialize in avoiding detection. Benefit: You can attempt to hide when you are lightly obscured, such as if there are shadows deep enough to cover you from bright light or in a cloud of smoke. You can also hide behind an object that can cover at least a quarter of your body
You have learned the secret language of thieves. You can correctly interpret thief signs and
doublespeak, and you can communicate in this manner to others familiar with this language.
Once per round, you can deal Sneak Attack damage to a creature that you hit with an attack. To deal this extra damage, you must have advantage against the creature. The damage starts at 2d6 and increases as you gain rogue levels, as noted on the Rogue table.
When you determine the bonus for each of your skills, you use your associated ability modifier or +3, whichever is higher. Additionally, when you make a check using any of your skills, you can take 10 or the result of the die roll, then add any modifiers. As you gain levels, the number you can take in place of the die roll increases, as shown in the Rogue table
You have a second identity that includes documentation, established $acquaintances, and disguises that allow you to assume a second persona. Additionally, you can
forge documents and create disguises (typically an Intelligence check is required)
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 in hour of searching to make contact with the individual you are seeking out
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.
Dooley ... 5 November end date ... you'll have about 500 applications by then
Was looking at a cleric, but as spazz has gone that line, I'll work on something else -- it appears I have some time to work it out.
That's only the ad closure date. It's rolling acceptance so I'll likely have all places filled sooner if interest is as great as you suggest
Feel free to double up on classes as I am more interested in character concepts than party balance. That can be helped out in other ways. That said I'm unlikely to take more than one full arcane class.