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OOC Chat & Questions
zaffo replied to Pittance's topic in Dread Realms: Falkovnia's Questions & Announcements
Harin's attempt at a poem there was to try to covey to the room that although Kathryx has darkness inside that is predatory and wants to break out, it is relatively harmless as the good person she is on the whole keeps it contained. let that 13 for the performance check be a guide to whether your character grasps that or is convinced or not. and with that i think im probably done posting in the pre-game. best of luck to all applicants, its a crowded field and lets just all count our blessings that we dont have to make the final decision. -
Pre-Game RP Thread: The Wightwatcher Inn
WolfBirch replied to Pittance's topic in Dread Realms: Falkovnia's Applications
Name Countess Kathryx | Class Monk 1 | AC: 16 | HP: 11/11 | Prof: +2 | PP: 13 | Saves: Str +4 / Dex +5 / Con +3/ Int +0 / Wis +3 / Cha +1 | Ki: (0/0) Special Abilities Darkvision, Unarmored Defense, Martial Arts, Deathless Nature, Spider Climb, Vampiric Bite, Position of Privilege Attacks: Unarmed | +5 | 1d4+2 bludgeoning, Dagger | +5 | 1d4+3 piercing (20/60), Dart | +5 | 1d4+3 piercing (20/60), Bite | +5 | 1d4+1 piercing Hit Dice d8 (1/1) | Death Saves: 0/0 @FelixFaust She smiles as the handsome young noble enjoys his repast and explains the intricacies of killing the undead. "So fire is the key. I suppose I will need to purchase some oil and torches in that case. That is so fascinating, please tell me more. Are there other tricks of the trade that I should be aware of. This is as it were my first venture out into the mists. Your skills and knowledge would be a great boon to a lady such as myself." It was clear that she was subtly flirting at this point. She was not as bad as some of the young ladies throwing themselves at any eligible man at a royal ball, but perhaps it was a bit much. She pulls pack taking another bite of steak. Her eyes smile. @zaffo The young countess, turns to Harin when the music stops. "Please, compose a poem for me. I would love to feel it. Oh, I am afraid I am blushing already. Go ahead." Her pale complexion has not changed, there is no outward appearance of a blush. Her midnight black eyes stare into his. As Harin attempts to look into her soul, all he can see is a pit of darkness. Those long white fangs in her mouth keep distracting his attention. She listens in rapt attention as he recites his poem. She claps her hands, a ghost of a smile crosses her grey features. "Oh thank you. That was just marvelous. Please let me buy you another drink. You have quite the talent. I hope the dark shadows of my soul did not scare you. Of course I am more concerned about the growing discontent in the room. Can you feel it? They are looking for blood, mine." She raises her hand and gracefully waves for the barkeep to bring a drink for the poet. Mechanics MOVE: none ACTION: none BONUS ACTION: none OOC: none -
Pre-Game RP Thread: The Wightwatcher Inn
zaffo replied to Pittance's topic in Dread Realms: Falkovnia's Applications
Harin Avosi Half-elf Sage, College of Lore Bard AC: 16 (Leather, Shield) | HP: 14/14 (1d8) | Speed: 30 ft. Senses: passive Perception 14, Insight 14, Investigation 11 Str:Save: +3 Athletics: +3 Carrying Capacity: 240 lb. Lift/Push/Drag: 480 lb. 7 (-2) | Dex:Initiative: −1 Save: −1 Acrobatics: −1 Slight-of-Hand: −1 Stealth: −1☆ ☆ disadvantage on Dexterity (Stealth) checks from Chainmail Armor. 16 (+3) | Con:Save: +2 14 (+2) | Int:Save: +0 Arcana: +0 History: +0 Investigation: +0 Nature: +0 Religion: +0 12 (+1) | Wis:Save: +2 Animal Handling: +2 Insight: +2 Medicine: +2 Perception: +2 Survival: +2 14 (+2) | Cha:Save: +1 Deception: +1 Intimidation: +1 Performance: +1 Persuasion: +1 18 (+4) Languages: You can speak, read, and write Common, Elvish, Dwarvish, Gnomish, and Halfling As Harin's plays, the word "vampire" in reference to the lady catches his ear. It obviously did not escape the notice of some others as a new source of tension flits through the patrons. He is not sure he has enough song left, being almost finished now, to tackle this new threat to the harmony of the room. He ends his song and stands. 'She seems to have been touched by something undead in nature, yes yet she is clearly not the same as the zombie hordes we must soon face. She could be a powerful ally. I must endeavor to determine her nature and lay it bare for the others to witness, so that we can hopefully all move forward as allies against the true threat. That is, if she is as she seems, of course.' There's only one thing for it. He must succeed in performing his trick. He approaches her table, "My lady, pardon my interruption, but I wonder if you would do me the pleasure of composing a poem for you. Earlier, you mentioned a recital of a poem about a raven. While I think I know of what poem you speak, I should tell you that reciting other's poems is not my forte. Rather, I prefer to take a good look at a person and compose an original poem on the spot that reflects what I see there. If you are game, I shall continue, but fair warning, some I have performed my little trick for in the past have been moved to bouts of emotion so strong they lose their wits entirely, although only temporarily." Harin takes a careful look deep into the Countess' eyes. As he digs deeper, what he sees unsettles him, causing a fearful animal instinct to rise up his spine to the tops of the hairs on the back of his neck. There is definitely something predatory in there, something... animal, but there is also something not only human, but... righteous. His nerves won't allow him to push further, he'll have to make do with what he could gleam. He takes a breath, closes his eyes, and begins: Shadow bleeds in through open wounds Familiar Shadow squeezes Shadow-marked remains Shadow crawls stalking edges scratching at cracks All within Luminous firmament OOC Movement: — Action: — Bonus Action: — Reaction: — OOC: The way his "trick" works is that he 1st "reads" a person with an Insight check, then recites an original poem with a Performance check. If both rolls are high, the subject is "treated" to a collection of words that lay their very soul completely bare, which can be overpowering and overwhelming for some, making them have a fit of emotion, whether it be ecstasy, horror, or something in between. A poor roll in Insight would of course mean a poor "read" of the person, and a poor roll in Performance would of course mean a failure to affect the person deeply. In any case, it goes without saying that the poem should be judged by the rolls, not by the poem itself (which might be very bad). -
OOC Chat & Questions
Ensou replied to Pittance's topic in Dread Realms: Falkovnia's Questions & Announcements
In the meantime, on a random sidenote, I recall that fog is much thicker than mist, would that have been the adjective to match the obscuring nature of the dimensional phenomena? Lol -
Haakon Valdemar IV Human Abjuration Wizard Moss Medium, Human Wizard AC 11 HP 8/8 (1d6) HD 1/1d6 M. Initiate 1/1 S. Initiate 1/1 Spell Slots 1st 2/2 Attuned 0/3 XP ?/??,??? Knife cat Kha Blade Knife cat Kha Blade Knife cat Kha Blade Knife cat Kha Blade Knife cat Kha Blade Knife cat Kha Blade Knife cat Kha Blade Knife cat Kha Blade Knife cat Kha Blade Knife cat Kha Blade Knife cat Kha Blade Knife cat Kha Blade Knife cat Kha Blade Knife cat Kha Blade Knife cat Kha Blade Knife cat Kha Blade Knife cat Kha Blade Knife cat Kha Blade Knife cat Kha Blade Knife cat Kha Blade Knife cat Kha Blade Knife cat Kha Blade Knife cat Kha Blade Knife cat Kha Blade Knife cat Kha Blade Knife cat Kha Blade Knife cat Kha Blade Knife cat Kha Blade Knife cat Kha Blade Knife cat Kha Blade Knife cat Kha Blade Knife cat Kha Blade Knife cat Kha Blade Knife cat Kha Blade. He snaps out of his reverie when he hears Kazzador's question. He thinks for several moments before answering. His voice sounds deliberate when he finally speaks. "Knife cat Kha Blade Knife cat Kha Blade Knife cat Kha Blade Knife cat Kha Blade Knife cat Kha Blade Knife cat Kha Blade Knife cat Kha Blade Knife cat Kha Blade Knife cat Kha Blade Knife cat Kha Blade Knife cat Kha Blade" Haakon says slowly and with definite enunciation. Mechanics Main Hand: Quarterstaff Off Hand: Arcane Focus (Orb) Action: Bonus Action: Move: Manipulate:
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Pre-Game RP Thread: The Wightwatcher Inn
Passione replied to Pittance's topic in Dread Realms: Falkovnia's Applications
Haakon Valdemar IV Human Abjuration Wizard AC: 11 (Unarmored) | HP: 8/8 | Speed: 30 ft. Senses: passive Perception 12, Insight 14, Investigation 14 Str:Save: +2 Athletics: +2 Carrying Capacity: 210 lb. Lift/Push/Drag: 420 lb. 14 (+2) | Dex:Initiative: +1 Save: +1 Acrobatics: +1 Sleight-of-Hand: +1 Stealth: +1 12 (+1) | Con:Save: +2 14 (+2) | Int:Save: +4 Arcana: +4 History: +4 Investigation: +4 Nature: +2 Religion: +4 14 (+2) | Wis:Save: +4 Animal Handling: +2 Insight: +4 Medicine: +2 Perception: +2 Survival: +2 14 (+2) | Cha:Save: -1 Deception: -1 Intimidation: -1 Performance: -1 Persuasion: -1 9 (-1) Languages: You can speak, read, and write Common, Celestial, Gnomish, and Halfling “My words,” | ‘My thoughts,’ | My actions . . . Haakon's pleasantries with Mortimer Pent are as concise as his instructions, and he briskly makes his way downstairs. 'Qualify for a room. Not an offer... Seems safe but I better not risk it. Not to the letter of the Book. I guess I can let my hair down and enjoy the sanctuary for a while, and break out once I feel torpor setting in.' He mulls to himself, before basking on the ambiance of the speakeasy. 'Alcohol's reserved for the clergy. I could break bread but not eat theirs. They are not making it easy, complimenting the bugbear and kobold as well as their creations.' Haakon whines inside and wills himself to go on, his feet leaden by his appetite. 'Is this a puzzle? What is the goal here? Do I even want to qualify? The first step is to get here. What would point to what comes next? People, patterns, possibilities.' Haakon taps his temple and ponders as he tries to figure out the room. He slowly saunters up and down the stairs, inspecting the plants, comparing each table to one another. He does take a peek outside the beautiful windows, equal parts afraid and excited. Portals of such beauty has been rare since his exile, and he'd be remiss not to take the chance to indulge. "Imagine how you'll glisten under the full picture of daylight." Haakon gives a curt nod to Falken Windriver and his party, a whelp in contrast to Falkovnia's veterans, when he passes their table, before noticing that he isn't wearing the Talon's colors and scrambling to find them in his pack. OOC Movement: — Action: Fumbling for fun. Bonus Action: — Reaction: — SpellbookPrepared: Absorb Elements Shield Tasha's Caustic Brew Rituals: Alarm Unseen Servant -
Pre-Game RP Thread: The Wightwatcher Inn
FelixFaust replied to Pittance's topic in Dread Realms: Falkovnia's Applications
Kain Dorset Noble Knight AC: 17 (Chain) | HP: 13/13 (1d10+3) | Speed: 30 ft. Senses: Passive Perception 14, Insight 12, Investigation 12 Proficient Skills: Athletics (+6), Perception (+4), Survival (+4), History (+4), Persuasion (+3) Str:Save: +3 Athletics: +3 Carrying Capacity: 240 lb. Lift/Push/Drag: 480 lb. 19 (+4) | Dex:Initiative: −1 Save: −1 Acrobatics: −1 Slight-of-Hand: −1 Stealth: −1☆ ☆ disadvantage on Dexterity (Stealth) checks from Chainmail Armor. 15 (+2) | Con:Save: +2 16 (+3) | Int:Save: +0 Arcana: +0 History: +0 Investigation: +0 Nature: +0 Religion: +0 15 (+2) | Wis:Save: +2 Animal Handling: +2 Insight: +2 Medicine: +2 Perception: +2 Survival: +2 14 (+2) | Cha:Save: +1 Deception: +1 Intimidation: +1 Performance: +1 Persuasion: +1 13 (+1) Languages: You can speak, read, and write Common, Elvish, and Dwarvish “My words,” Kain Dorset says. | ‘My thoughts,’ Sir Kain Dorset thinks. | My actions . . . Kain stays quiet for a moment after the Countess speaks to him about the undead, taking a sip of wine that his squire brought before him. "I find intense heat works quite well. Kill the zombies and the like, then burn them with charcoal. The more intense the better, it breaks down their connective tissue and makes their bones brittle. Even if anything remains after, its too weak to even cause a commoner any trouble usually." Kain takes another drink before continuing. "Most undead still require muscles and the like to move, their forms still are based on the living form they had. Skeletons are different, but heavy bludgeoning damage works wonders there." Kain pauses once more absentmindedly swirling his drink. "Fire is still the best way to finish the combat. Failing that, bury them again under heavy rock and the like. Make them an improvised tomb to seal them down until they rot away." Kain begins eating some of the food in front of him, some cuts of meat and cheese served along side cuts of bread. A simple meal really, one more fit for a soldier of the ranks than a Noble, but Kain does not seem bothered by it in the least. OOC Movement: — Action: Bonus Action: — Reaction: — -
Gargler Stone, Practitioner of Yog-Sothothery Dragonborn Far Traveller, Warlock AC: 12 (Leather) | HP: 10/10 (1d8+2) | Speed: 30 ft. Senses: passive Perception 12, Insight 14, Investigation 11 Str:Save: +3 Athletics: +3 Carrying Capacity: 240 lb. Lift/Push/Drag: 480 lb. 9 (-1) | Dex:Initiative: −1 Save: −1 Acrobatics: −1 Slight-of-Hand: −1 Stealth: −1☆ ☆ disadvantage on Dexterity (Stealth) checks from Chainmail Armor. 12 (+1) | Con:Save: +2 14 (+2) | Int:Save: +0 Arcana: +0 History: +0 Investigation: +0 Nature: +0 Religion: +0 12 (+1) | Wis:Save: +2 Animal Handling: +2 Insight: +2 Medicine: +2 Perception: +2 Survival: +2 14 (+2) | Cha:Save: +1 Deception: +1 Intimidation: +1 Performance: +1 Persuasion: +1 20 (+5) Languages: You can speak, read, and write Common and Deep Speech OOC Movement: — Action: — Bonus Action: — Reaction: —
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OOC Chat & Questions
Shadeus replied to Pittance's topic in Dread Realms: Falkovnia's Questions & Announcements
Hi @Pittance! Now that the application deadline is approaching, what should we expect from the selection process? There's a lot of applications for this game, and I was curious when you would announce who was accepted. Thanks for your feedback! -
Pre-Game RP Thread: The Wightwatcher Inn
WolfBirch replied to Pittance's topic in Dread Realms: Falkovnia's Applications
Name Countess Kathryx | Class Monk 1 | AC: 16 | HP: 11/11 | Prof: +2 | PP: 13 | Saves: Str +4 / Dex +5 / Con +3/ Int +0 / Wis +3 / Cha +1 | Ki: (0/0) Special Abilities Darkvision, Unarmored Defense, Martial Arts, Deathless Nature, Spider Climb, Vampiric Bite, Position of Privilege Attacks: Unarmed | +5 | 1d4+2 bludgeoning, Dagger | +5 | 1d4+3 piercing (20/60), Dart | +5 | 1d4+3 piercing (20/60), Bite | +5 | 1d4+1 piercing Hit Dice d8 (1/1) | Death Saves: 0/0 The young thin pale woman in the long black dress cut another bite of her red meat and chewed while the dragonborn spoke. She sipped on her wine, seemingly oblivious to his table manners. "Oh that is fascinating. I am sorry, I was so caught up that I don't believe I caught your name. I am the Countess Kathryx. So you serve the gods of this dream land, Kadath, and have come to seek two people for them. You will know them by their dreams. It seems many have come to this tavern tonight for wildly different reasons and from strange and exotic places. Many having been caught up in the mists. You it seems came to the dark world of Falkovnia of your own volition, even if it was under orders from certain gods. We are seeking allies against a nightmarish blight on this land of undead hoards. We are hoping to find those willing to risk life and limb for the liberty of the peasants from shambling doom. What say you, would that work with your quest or no?" She presses the slender wine glass to her black lips and drains the dregs. Taking a larger swallow than her mother would have approved of. Kathryx raises a delicate hand and waves to the bugbear bartender for a refill. Holding the old green bottle of deep red wine in a white towel in an almost reverent manner, the old bugbear pours the liquid expertly filling the proffered glass. The lady expresses her gratitude and takes another sip of the fine wine, returning to her conversation. @Lex Samreeth Mechanics MOVE: none ACTION: none BONUS ACTION: none OOC: none -
Pre-Game RP Thread: The Wightwatcher Inn
Lex Samreeth replied to Pittance's topic in Dread Realms: Falkovnia's Applications
"I was born in..." The dragonborn's voice and attention trail off, as he quietly murmurs something in that bizarre, guttural tongue he sometimes lapses into. "Strange. I have no memory of my original homeland. But for the past length of time, I have travelled between a small hovel on the outskirts of the City of Ib and the Great Halls of Celeano. Both exist within the Dreamlands, a plane that touches all others. All who dream have visited it without realizing it, but as I said, I am a Dreamer. That means I was able to travel there physically, and make a dwelling there, to study under the silent gaze of the thuum'ha, and learn great secrets. In particular, the thuum'ha's god, Bokrug, has taken interest in me. I will not lie, such interest unnerves me. The last time he took interest in mortals that were not of his people, he destroyed the city of Sarnath so thoroughly not even rubble or foundations remained." He pauses to drink some more of his soup. A solid bit slides into his mouth, where he chews on it thoughtfully. "As for my reason for coming here...well, rare is it that any come willingly to the Planes of Dread. But adjacent to the Dreamlands is the kingdom of Kadath - a dwelling place for the gods of dreams and nightmares. Hypnos, Lamashtu, Morpheus, Valdorn, Desna...and of course that conniving bastard, Nyarlanthotep. But every once in a while, they call out for mortals to come and serve in their black stone halls. I have been instructed that the next two to be chosen would dwell in a living nightmare of eternal war and endless undeath. Both would be marked by their dreams. One would have dreams of such delight and wonder they would be as a refuge in Highest Heaven in this dark place. The other...plagued by nightmares that make even this plane seem an idyll countryside. I must find them, and escort them to Kadath." He finishes draining his soup, then spits out what he was chewing on. There are little bones in there. -
Pre-Game RP Thread: The Wightwatcher Inn
WolfBirch replied to Pittance's topic in Dread Realms: Falkovnia's Applications
Name Countess Kathryx | Class Monk 1 | AC: 16 | HP: 11/11 | Prof: +2 | PP: 13 | Saves: Str +4 / Dex +5 / Con +3/ Int +0 / Wis +3 / Cha +1 | Ki: (0/0) Special Abilities Darkvision, Unarmored Defense, Martial Arts, Deathless Nature, Spider Climb, Vampiric Bite, Position of Privilege Attacks: Unarmed | +5 | 1d4+2 bludgeoning, Dagger | +5 | 1d4+3 piercing (20/60), Dart | +5 | 1d4+3 piercing (20/60), Bite | +5 | 1d4+1 piercing Hit Dice d8 (1/1) | Death Saves: 0/0 The Countess nods at the nobles story. "Ah, so the mists have brought you to this land, Sir Kain. It is a dark place, your assistance it driving back the zombie plague would be most welcome. Perhaps our purposes might align. If you are agreeable. Is there a trick to stopping them, I hear they keep coming back after you impale them?" Her large black eyes look deeply into his. Her black lips form the ghost of a smile. He was very handsome. She was unsure if the women he traveled with were merely menial servants. It did not matter. As the dragonborn speaks a little too loudly she notices that the angry mob begins to swell. There are hands reaching for weapons and eyes boring into her with murder behind them. She glances at Gargler, paying little mind to the growing crowd of enemies. Shadows dance about in the flickering light. "Such things may be of no mind to you, good dragonborn, but there are patrons of this establishment that would look unkindly on those of such heritage. Thank you for your thoughts on my dream. I am not sure that I read it the same. Tell me where do you hail from and what brings you out this misty night?" As she pauses in conversation, her tongue absent mindedly strokes one of her long fangs. She picks up her glass and gracefully sips her blood red wine. If she did not survive this evening, she could at least enjoy her drink before things went darker. @FelixFaust@Lex Samreeth Mechanics MOVE: none ACTION: none BONUS ACTION: none OOC: none -
Pre-Game RP Thread: The Wightwatcher Inn
Shadeus replied to Pittance's topic in Dread Realms: Falkovnia's Applications
Edwin Carver Human Noble, Paladin AC: 18 (Chainmail + Shield) | HP: 13/13 (1d10+3) | Speed: 30 ft. Senses: Passive Perception 13, Insight 13, Investigation 9 Str:Save: +3 Athletics: +5 Carrying Capacity: 240 lb. Lift/Push/Drag: 480 lb. 16 (+3) | Dex:Initiative: +0 Save: +0 Acrobatics: +0 Slight-of-Hand: +0 Stealth: +0☆ ☆ disadvantage on Dexterity (Stealth) checks from Chainmail Armor. 10 (+0) | Con:Save: +5 16 (+3) | Int:Save: -1 Arcana: -1 History: -1 Investigation: -1 Nature: -1 Religion: -1 9 (-1) | Wis:Save: +3 Animal Handling: +3 Insight: +3 Medicine: +1 Perception: +3 Survival: +1 12 (+1) | Cha:Save: +5 Deception: +3 Intimidation: +3 Performance: +5 Persuasion: +3 16 (+3) Languages: You can speak, read, and write Common, Elvish, and Dwarfish Edwin's eyes widen for a moment, and then he sighs softly. He says in a somber tone, "You would think I would be used to it by now, but it's still a surprise to me every time. I'm not from around here, and I am finding it...difficult to adjust to what is now normal. Back home, my biggest worry was whether or not the stablehand shoed my destrier properly. Or if the family chef cooked the meat to the right temperature." He gets a big smile and adds, "The biggest danger in not seeing the sunrise, was how much you had to drink the night before. But times they are changing." Pausing a moment, he adds a little quieter, "I have a good instinct for finding undead. I just need to know to look." He winks the white-haired newcomer to the conversation with a confident smile. -
Pre-Game RP Thread: The Wightwatcher Inn
Neopopulas replied to Pittance's topic in Dread Realms: Falkovnia's Applications
Name: Amelia Grey | Class: Fighter | Level: 1 | AC: 16 | HP: 12 | Prof: +2 Saves: Str +4, Dex +4, Con +4, Int -1, Wis +2, Cha -2 Fighting StyleArchery: +2 ranged attacks, Second WindBonus Action: 1d10+level per long rest Attacks: PistolsAttack +6 Damage 1d10+3 , RapierAttacks +6 Damage: 1d8+4 Passive: Perception - 14 | Investigation - 10 | Insight - 14 Languages• Common • Undercommon • Elvish • Sylvan • Abyssal • Deep Speech, DarkvisionDarkvision out to 60ft, Fey AncestryYou have advantage on saving throws against being charmed, and magic can't put you to sleep. "You can just about smell it from here.." Amelia imagines she can smell blood on the air and doesn't look as she sits - casually - but keeps her voice low "I know a vampire when I see one.. I don't know how common they are around here, but where I'm from you know what to look for, or it'll be the last sunrise you see, one way or another." She has one hand wrapped around her glass, tapping one of her rings against the side, she has many of them, a single band with etchings of many eyes, an heavier band of ornate gothic swirls and a dark gem but its the smaller ring, on a very particular finger, a ring of gunmetal grey with a small but exquisitely clear red gem. It could indeed be an engagement ring though she had no other rings on that finger. It might even distract people from the fact her other hand was by her hip, where one of her guns were, no less ornate but for a much different purpose. "Mindless undead are one thing, but anything with a working brain is all the more dangerous." -
Haakon Valdemar IV Human Abjuration Wizard AC: 11 (Unarmored) | HP: 8/8 | Speed: 30 ft. Senses: passive Perception 12, Insight 14, Investigation 14 Str:Save: +2 Athletics: +2 Carrying Capacity: 210 lb. Lift/Push/Drag: 420 lb. 14 (+2) | Dex:Initiative: +1 Save: +1 Acrobatics: +1 Sleight-of-Hand: +1 Stealth: +1 12 (+1) | Con:Save: +2 14 (+2) | Int:Save: +4 Arcana: +4 History: +4 Investigation: +4 Nature: +2 Religion: +4 14 (+2) | Wis:Save: +4 Animal Handling: +2 Insight: +4 Medicine: +2 Perception: +2 Survival: +2 14 (+2) | Cha:Save: -1 Deception: -1 Intimidation: -1 Performance: -1 Persuasion: -1 9 (-1) Languages: You can speak, read, and write Common, Celestial, Gnomish, and Halfling “My words,” | ‘My thoughts,’ | My actions . . . S.s OOC Movement: — Action: — Bonus Action: — Reaction: — SpellbookPrepared: Absorb Elements Shield Tasha's Caustic Brew Rituals: Alarm Unseen Servant
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Mechanics Class and Level: Wizard 1 Age: 31 Background: Lorehold Student (PeacemakerPeacemaker of Her memory that is without flaw.) Proficiency Bonus: +2 INIT: +1 AC: 11 HD: 1d6 HP: 8/8 STR: 14 (+2) [+2] DEX: 12 (+1) [+1] CON: 14 (+2) [+2] INT: 14 (+2) [+4] WIS: 14 (+2) [+4] CHA: 9 (-1) [-1] Speed: 30 ft. Passive Perception: 12 Skills +1 Acrobatics (Dex) +2 Animal Handling (Wis) +4 Arcana (Int) +2 Athletics (Str) -1 Deception (Cha) +4 History (Int) +4 Insight (Wis) -1 Intimidation (Cha) +4 Investigation (Int) +2 Medicine (Wis) +2 Nature (Int) +2 Perception (Wis) -1 Performance (Cha) -1 Persuasion (Cha) +4 Religion (Int) +1 Sleight of Hand (Dex) +1 Stealth (Dex) +2 Survival (Wis) Human Lorehold Student Features: SkillsYou gain proficiency in one skill of your choice. Investigation | Feat: Magic InitiateYou gain one feat of your choice. Magic Initiate (Warlock) You learn two cantrips of your choice from that class's spell list. Mage Hand, Prestidigitation In addition, choose one 1st-level spell to learn from that same list. Using this feat, you can cast the spell once at its lowest level, and you must finish a long rest before you can cast it in this way again. Armor of Agathys Your spellcasting ability for these spells depends on the class you chose: Charisma for bard, sorcerer, or warlock; Wisdom for cleric or druid; or Intelligence for wizard. | Lorehold InitiateYou gain the Strixhaven Initiate feat and must choose Lorehold within it. In addition, if you have the Spellcasting or Pact Magic feature, the spells on the Lorehold Spells table are added to the spell list of your spellcasting class. (If you are a multiclass character with multiple spell lists, these spells are added to all of them.) Lorehold Spells 1st Comprehend Languages, Identify 2nd Borrowed Knowledge, Locate Object 3rd Speak with Dead, Spirit Guardians 4th Arcane Eye, Stone Shape 5th Flame Strike, Legend Lore Strixhaven Initiate You have studied some magical theory and have learned a few spells associated with Strixhaven University. You learn two cantrips and one 1st-level spell based on the college you choose, as specified in the Strixhaven Spells table. Sacred Flame, Thaumaturgy, Bane You can cast the chosen 1st-level spell without a spell slot, and you must finish a long rest before you can cast it in this way again. You can also cast the spell using any spell slots you have. Your spellcasting ability for this feat's spells is Intelligence, Wisdom, or Charisma (choose when you select this feat). Wizard Features: Arcane RecoveryYou have learned to regain some of your magical energy by studying your spellbook. Once per day when you finish a short rest, you can choose expended spell slots to recover. The spell slots can have a combined level that is equal to or less than half your wizard level (rounded up), and none of the slots can be 6th level or higher. For example, if you're a 4th-level wizard, you can recover up to two levels worth of spell slots. You can recover either a 2nd-level spell slot or two 1st-level spell slots. | Spellcasting Armor: none Weapons: daggers, darts, slings, quarterstaffs, light crossbows Tools: none Languages: Common, Celestial, Gnomish, Halfling Attacks Regular Unarmed 5 ft. Bludgeoning +4 to-hit 1 Quarterstaff 5 ft. Bludgeoning Versatile (1d8) +4 to-hit 1d6+2 Magic Sacred Flame 60 ft. Radiant No benefit from cover Dex save 1d8 Sword Burst Self (5 ft.) Force Dex save 1d6 Magic Items: Spell Save DC: 12 Spell Attack Bonus: +4 Cantrips Mold Earth, Shape Water, Sword Burst | Mage Hand, Prestidigitation | Sacred Flame, Thaumaturgy Spells Known Level 1 Armor of Agathys, Bane Spellbook (Prepare X) Level 1 Absorb Elements, Alarm, Shield, Snare, Tasha's Caustic Brew, Unseen Servant Gear Currency: 5 gp, 5 sp Encumbrance: 86 lbs./ XYZStrength 14 ~~~ Encumbered x5 = 70 Heavily Encumbered x10 = 140 ~~~ Default Carrying Weight x15 = 210 Default Maximum Push, Drag, and Lift x30 = 420 lbs. Worn Gear (4 lbs.): Uniform*Common Clothes or Traveler's Clothes Carried Gear (17 lbs.): Backpack Hooded Lantern Orb1) A skull of his ancestor passed down generations when they are each sworn into the service of their Archangel. 2) Spare arcane focus; a mummified dragonfly covered by a dollop of solidified tree sap bound by iron chains and pins., 2 Quarterstaff Signal Whistle, 4 Strapped to Backpack (36 lbs.): Hammer Tome of history SpellbookA charred relic of authority. An old tome that reeks of smoke with a gilded bookmark. What few pages remain are crinkled and black. Waterskin, 5 Inside Backpack (29 lbs.): Block and Tackle Bottle of ink Ink pen Oil flask, 3 Rations, 10 Tinderbox Starting Items Wizard: A quarterstaff, an arcane focus, a scholar's pack, and a spellbook Lorehold Student: A bottle of black ink, an ink pen, a hammer, a hooded lantern, a tinderbox, a tome of history, a school uniform, and a pouch containing 15 gp Selling +20 Scholar's Pack (40 or 38.01) Buying -2 Backpack -1 Block and Tackle -0.3 Oil (flask), x3 -20 Orb -5 Rations, x10 -0.2 Signal Whistle, x4 -1 Waterskin, x5
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Haakon Valdemar IV, Antipathetic Ascetic Darkest Dungeon Occultist Diablo 4 Sorcerer (Sand-Worn Armor) Name: Haakon Valdemar IV Character Concept: The Scales Made Flesh. Just as people are prone to repay kindness with kindness, they are also prone to pay evil unto evil. Haakon believes he is born to bring balance to the cosmic scale. Lineage, Background, Subclass, Class: Variant Human Lorehold Student Abjuration Wizard Description: The first things about him that jump at you are his pupil-less white eyes and the ornamented skull he carries around. His build is that of a typical man who exercises and trains regularly, except for his abdomen and waist, which appear out of proportion and emaciated. He wears yellowed saffron robes with red and black trimming, cinched together around his waist by a leather belt, as well as grey long johns. He adorns himself with a head covering that has been weathered by age and the elements. He sees himself as an extremely altruistic man, fighting mostly for 'the poor and oppressed', as he constantly tries his best to right wrongs and enact precepts. Haakon is aware that he isn't infallible, and frequently questions his decisions to use his powers to tips the scales. His qualms are stoke furthermore by his belief that all forms of affirmations and confirmations are meant to aid a personal journey towards enlightenment, and not to lord over nor harm others. He regularly relies on his worlds traditions and rites to expand his spirituality, and keep his inner neutrality in the face of emotional involvement that may compromise his discipline. Your Character’s Plothook: As a devout follower of the Oathbinder, Haakon worked closely with arbiters, barristers, and counselors. Serving under the Saint of oaths, promises, memory, and vengeance, it didn't occur to him that he too must abide when the bill comes due. After debasing himself in the eyes of his goddess and peers, he ran into a self-imposed exile, lest he meet his end. In his efforts to evade capture, the Mists indulged him and brought him to another world ruled with imperious authority. Past is Prologue: A magical lawyer who got tricked by a simple imp. His pride is his folly. Since his fall, he had been haunted by voices of his comrades, a cacophony calling him a charlatan. He was found nearby the burnt cottage, south-west of Hunger's Hollow, two weeks ago. Immediately pressed into service, he lies about being an ascetic to keep his past to himself. Fears and Failures: Nothing is true. Everything is permitted. Haakon wields his morality like a cudgel. You could break him by excluding him from the ruling class, putting a mirror in front of him, or making it apparent that "the rules are made up and the points do not matter". Touch me not. Physical contact is a basic human need with emotional, mental, and physical benefits, but his upbringing has made him extremely averse to it. People say Haakon once threw himself into a lake after a long day of trying to build up an immunity to every kind of poison he can find. Word is going around that Haakon is 'enchanted' to slowly levitate into the sky should he ever try grave robbing. Deity: Oathbinder. Even after falling from grace, he still devoted to her and her faith. Desperately modelling himself after the prevalent tradition and the status quo, clinging to a flimsy veneer of civility to shield him from harm. He touts and sings the praises of his superiors but is willing to disregard their rules when it fits his purposes. Music: https://youtu.be/gG4P3ayBzVY Hands Held High - Linkin Park https://youtu.be/8pLb7CrOXHM Mordred's Lullaby - Heather Dale Images: Show this s Even Amundsen - The Pale Woods Aurore Folny - Rowan's Grim Search Mike "Daarken" Lim - Ethereal Armor Personality Traits: I never accept that I'm out of my depth. Knowing things that other people don't know makes me feel special and important. Ideals: Balance. I strive to pay it back, pay it forward. What 'it' is differs from moment to moment. Purpose. I study because there are things I need to know. I'll find my place in the world, and I'll make the world better. Bonds: I have a friendly rival. Only one of us can be the best, and I aim to prove it's me. I joined the [Talons?] to become rich, powerful, and beloved. That's all there is to it. To love and to be loved. Now we work together or die together. Flaws: I am in a bad situation that I caused and is my fault, however I will never admit to my wrongdoings. I am filled with an unexplainable bloodlust. As much as I wanna kill people, I don't wanna see them dead. Stuff s Handbook 4000-SEP-1 General guidelines for exploration: …1.01 You must be equipped with a standard Foundation expedition pack prior to entering the place where names are not allowed. …1.02 Do not consume any food other than the rations included inside the standard Foundation expedition pack. …1.03 Do not bring firearms into the dimension of trees under any circumstances. …1.04 Type 1 subjects must avoid accepting or directly handling that which could be considered a valuable resource. This includes (but is not limited to) forms of currency, precious metals and stones, objects imbued with useful anomalous properties, and well-crafted weaponry. …1.05 Type 2 subjects must avoid any native entities that regard the subject with affection or romantic attraction, and must not give the appearance of reciprocating these feelings in any way. Statements made by a native entity which profess affection or romantic attraction for a Type 2 subject are false. …1.06 Type 3 subjects must avoid partaking in activities that are commonly considered frivolous, luxurious, or physically comforting. This includes (but is not limited to) dancing, smoking, playing with toys, drinking anything other than water, listening to music, and sleeping on a padded surface. …1.07 Structures encountered along the way you must travel may be entered after knocking at the entryway. Leave the structure from where you came. If entering uninvited, do not be discovered. …1.08 If you fall asleep in the woods where rules are paramount, record your dreams. A journal is included in your expedition pack. If you encounter any landmarks or entities similar to a dream you recorded, treat the dream as fact. 4000-SEP-2 Guidelines for interacting with native entities: …2.01 Greet native entities with any formal salutation before engaging in conversation. If female, bow or curtsy. …2.02 Speak in a cordial tone of voice. …2.03 Do not make any statements that you know to be false. …2.04 Do not make disparaging comments about native entities while in their presence. …2.05 Say 'please' and 'thank you' when appropriate. …2.06 Refer to and address native entities using descriptions of their physical appearance, per protocol 4000-Eshu. …2.07 Do not refer to a native entity by a name, title, or designation, even if it introduces itself with such. …2.08 Do not state your name, nickname, codename, alias, or any other personal designation when in the presence of a native entity. …2.09 If a native entity offers to assign you a name, title, or designation, politely decline. …2.10 If a native entity makes a statement in which it addresses or refers to you by a name, title, designation, or anything other than a physical description, ignore the statement as though it had not been spoken. …2.11 If pressed for information that is considered confidential, refuse, briefly apologize and bow. …2.12 If a native entity appears to require your assistance, consider its appearance before choosing to help: ………2.12.A If the entity appears threatening, do whatever is necessary to aid it. ………2.12.B If the entity appears attractive or harmless, do not approach. ………2.12.C: Always feed a native entity if it is hungry. This overrules 2.12.B. …2.13 Do not attempt to mount any bestial entities you encounter unless it has earned your trust and given you its consent. …2.14 If you are offered a physical gift, receive it with both hands. Do not discard this gift, even if it appears to have no use or value. This is overruled by 1.04. …2.15 If a native entity offers you a nonphysical gift or attempts to initiate a trade, politely decline. …2.16 You may accept food offered by native entities, and offer that food to other native entities you encounter, but do not consume it yourself. …2.17 Do not sleep in any lodging offered by native entities. You may sleep inside the residence of a native entity as long as you do not have an invitation to do so. …2.18 If a native entity offers to accompany on your journey, accept, but do not tell them where you are going. …2.19 If you are aided by a native entity, you must aid it in return if you have not done so already. …2.20 If you encounter an incorporeal humanoid that claims it is not a native entity, disregard all previous protocols and follow its instructions. Can you truly celebrate something if you have shame about it? Not in this town. Not in these days. You learn something everyday and I was not prepared for today’s lesson. The best compliments you can get are from idiots. The hangman is hungry. "I wish it need not have happened in my time," said Frodo. "So do I," said Gandalf, "and so do all who live to see such times. But that is not for them to decide. All we have to decide is what to do with the time that is given us."
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Stats Stats:Roll:repeat(keep(4d6,highest,3),6)
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Setare Orfini Charlatan Drow Rogue AC: 14 (Leather) | HP: 14/14 (1d10+2+2) | Speed: 30 ft. Senses: passive Perception 12, Insight 12, Investigation 10 Str:Save: +3 Athletics: +3 Carrying Capacity: 240 lb. Lift/Push/Drag: 480 lb. 9 (-1) | Dex:Initiative: −1 Save: −1 Acrobatics: −1 Slight-of-Hand: −1 Stealth: −1☆ ☆ disadvantage on Dexterity (Stealth) checks from Chainmail Armor. 17 (+3) | Con:Save: +2 13 (+1) | Int:Save: +0 Arcana: +0 History: +0 Investigation: +0 Nature: +0 Religion: +0 12 (+1) | Wis:Save: +2 Animal Handling: +2 Insight: +2 Medicine: +2 Perception: +2 Survival: +2 13 (+1) | Cha:Save: +1 Deception: +1 Intimidation: +1 Performance: +1 Persuasion: +1 12 (+1) Languages: You can speak, read, and write Common, Elvish, and Celestial “My words,” Set says. | ‘My thoughts,’ Set thinks. | My actions . . . Maintaining his relative silence in his corner of the bar, Setare watches the room fill more and more and with more... interesting people. Most of who make him clutch his glass tighter and, eventually, gesture for a refill before he finally shifts, spindly frame unfolding to his full and rather unreasonable height, even with the slump of his shoulders and the slouch in his spine. Slowly he considers his best course of action as he takes in the assortment of possible compatriots and conversation partners. His first and most immediate thought is that the little gaggle of nobles is firmly out. Besides the peacock traveling with an entire entourage of women, the pale woman and man who have taken to him reek of suspicion. He hasn't missed the way that Amelia has reacted to the woman either, which is another point against her. That woman may be terrifying, but she's clearly got a keen sense of danger- and Set isn't about to ignore someone else's survival instincts out of hand. The children and their wardens are similarly out- he's never been good with them, but there's something about the smaller one that's off-putting in a way he can't quite place his finger on... and he knows better, by now, than to ignore a gut feeling. The dragonborn in the robes begins to move toward the nobles, which immediately adds him to the 'no' list, but the one at the bar with his... is that a bloody tressym of all things? - that might be a more amenable avenue. Of course, then a pair of words reaches his ears from the group of nobles and makes his spine straighten, and he jerks his head at Amelia and her human companion as he settles beside the dragonborn. Vampire kin. Hells, he thinks, shaking his head as he reaches a hesitant hand out toward the tressym and settles beside the dragonborn, smiling amicably. This could go very badly if anyone else heard. "Didn't think I'd see one of these in a place like this," he begins conversationally, though his fingers are tight around his glass. "What did you say it was named?" If Amelia and Edwyn deign to follow his invitation, he'll lean in toward them and murmur, worriedly- "That woman- surely both of you heard-?" @Neopopulas @Shadeus @Draidden OOC OOC Movement: — Action: — Bonus Action: — Reaction: — Local rogue does rogue things, such as eavesdropping and information-gathering.
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Basics Picture: Name: Scarby, Old Scarbs Character Concept: An early 18th century American colonial sailor finds himself in world of terror. Lineage, Background, Planned-Subclass Class: Human Variant, Sailor, Unarmed Champion Fighter Description: Scarborough Foster is a man in his mid 50s with weather-beaten features and hair that is more salt than pepper. His wiry frame stands just over 6 feet tall and retains much of its strength and agility, despite being far past his prime. His hands and fingers are thick with callouses but deftly nimble, capable of tying any number of knots or punching someone in the face. He wears simple, practical clothing that is common to his era and profession: linen trousers and long-sleeved shirt, waterproof canvas long coat, with low-cuffed salt-worn boots that can be easily kicked-off for climbing and swimming. He has since added a leather jerkin (leather armor), and given the situation wherein he was drawn into the Mists, he is unarmed. Scarborough is gruff and prone to bursts of anger, although he often remorseful after losing his temper even if he is too stubborn to admit it. He has seen much during his travels and is no stranger to loss. Although generally helpful to strangers, he can at times be dismissive of younger people and tends to keep others at a distance. He carries many seaborne beliefs and superstitions that become especially pronounced when he is nervous, such as checking knots or knocking on wood. Backstory: Scarborough was an orphan and raised at a priory in Jamestown, Virginia Colony. He chafed under the strictures of the church and fled when he was 13 years old. Since then, he has held nearly every position one can have on a ship in his long career at sea, with the exception of captain. Although he preferred to make an honest living on merchant vessels, mostly in the Caribbean, he was briefly pressed into service as a privateer. Scarborough has no close friends and believed that he had no family. In his youth, his one great love was the Lady Abigail Ashbourne. Their time together was brief and passionate, but social class divided them. Upon her return to England, she married and passed from consumption soon after. Several years later, Scarborough caught a glimpse of Abigail's daughter, Elizabeth. The resemblance between him and her is unmistakeable. Since then, Scarborough's goal was to one day meet his daughter. Your Character’s Plothook: After years sending her presents from his many travels, Scarborough resolved to meet Elizabeth. A fog had already descended on London that night when he approached her front door. There, he was instructed by a maid-servant to wait for her mistress in the garden. Elizabeth arrived and with tears in their eyes, they embraced. United at long-last, their time was cut short when Elizabeth's step-father began to call out for her. Elizabeth just had enough time to turn and tell Scarborough to hide before the Mists parted them. That is when the terror began, as a zombie burst forth from the fog to attack him. Scarborough arrived to Falkovnia on the night of a new moon in the middle of a zombie attack. That was a couple of weeks ago now. He is not entirely sure how he survived that first night. Scarborough knows he is out of his depth. He does not believe that Elizabeth was drawn into this nightmare (although I leave that up to the GM). Although he does not think he will make it out of this alive, his one hope now is to see his daughter one last time. Fears & Rumors: Cannibalism (Fear). Anything with tentacles or with long and coiling appendages, including snakes (Fear). He once resorted to cannibalism (Rumor). He has a brand that marks him as a mutineer (Rumor). Music: The Mariner's Revenge Song by The Decemberists https://youtu.be/iPAr7kL-mmg?si=MOnutg1gMeiyn1s6 Is Might Right?: Everyone has a role on a ship. Each need to do their part and someone has to be in-charge. However, a heavy-handed captain invites mutiny. More often than not, there was a better way, and 'might makes right' is often the justification for the high and mighty to stomp on the weak and defenseless. Game Statics Ancestry: Variant human Class/Level: Fighter 1 Ability Scores: Strength 16 (+3), Dexterity 16 (+3), Constitution 14 (+2), Intelligence 8 (-1), Wisdom 12 (+1), Charisma 8 (-1) Skills: The Acrobatics +5, Athletics +5, Insight+3, Perception +3, Survival +3 Passive Perception: 13 Passive Investigation: 9 Tool Proficiencies: Navigator's tools, vehicles (waterborne) Language(s): Common ("English") Combat Hit Points: 12/12 Initiative: +3 Movement: 30' Armor Class: 14 (Leather Armor, Dexterity +3) Saves: Strength +5, Constitution +4 Attack(s): +5 Unarmed strike 1d8+3 or +5 Improvised Weapon 1d4+3 (Thrown, Range 20/60) *Bonus Action After Hitting w/ an Unarmed Strike: Make a grapple check against the target. Class Features: Fighting Style (Unarmed Fighting), Second Wind Feat(s): Tavern Brawler
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Dice gods be kind. Rerolling that 7.
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Rhortigern Vanhaldred "I assure you that monster will be dead by the end of the day or it's your money back." View Character Sheet Basic Information Race: Variant Human | Sex: Male | Age: 24 | Height: 6' 2" | Weight: 170 lbs | Alignment: Chaotic-good | Background: Fiendslayer | Class: Blood Hunter1 | Subclass: (Order of the Mutant) Personality "I spend money freely and live life to the fullest, knowing that tomorrow I might die." -=-=-=-=-=- Knowing that he is likely going meet a fate worse than death, he decided Ideals "Independence. I am a free spirit—no one tells me what to do. (Chaotic)" -=-=-=-=-=- The quickest way to get Flyn to do something is to tell him he can't do it. Bonds "I made some powerful people upset with my gambling; now I need to watch my back!" -=-=-=-=-=- It's rarely a good idea to upset a local crime boss, but that's what he did. Flyn has an annoying habit of being lucky. Flaws "I'm too greedy for my own good. I can't resist taking a risk if there's money involved." -=-=-=-=-=- His carefree love of chance has gotten him into trouble many, many times. Proficiency Bonus: +2 | AC: 14 | Max HP: 10 | Speed: 25ft | PP: 13 | Init: +3 STRENGTH DEXTERITY CONSTITUTION INTELLIGENCE WISDOM CHARISMA 8 (-1) 16 (+3) 14 (+2) 12 (+1) 12 (+1) 14 (+2) -1 STR Save +5 DEX Save +2 CON Save +3 INT Save +1 WIS Save +2 CHA Save -1 Athletics +3 Acrobatics +5 Slght of Hand +7 Stealth +1 Arcana +1 History +5 Investigation +1 Nature +1 Religion +1 A. Handling +3 Insight +1 Medicine +3 Perception +1 Survival +4 Deception +2 Intimidation +2 Performance +2 Persuasion Mechanics ___________________________________________________ Main Hand: Empty Off Hand: Empty ___________________________________________________ Action: Your action goes here. Bonus Action: Your bonus action goes here. Move: Your movement goes here. Manipulate: Your one free object interaction goes here. Character Sheet Flynder "Flynn" Thistlefoot- Lightfoot Halfling Rogue ___________________________________________________ STATS Str 8 (-1) Dex 16 (+3) Con 14 (+2) Int 12 (+1) Wis 12 (+1) Cha 14 (+2) HP 10/10 HD 1d8 AC 14 (leather) Speed 25 ft. Passive Perception 12 Initiative +3 DM Inspiration Yes Languages Common, Halfling, Thieves' Cant' Background Gambler Feature Never Tell Me the Odds Here the odds and the probability are like your bead and butter. While downtime activities which involve games either of the chance or figuring out odds on the best plan, and you could get a solid sense of which choice is likely to be a best one and which opportunities seem mush good to be true, at your DM’s determination. ___________________________________________________ WEAPONS Rapier +5 to hit, 1d8+3 piercing damage Shortbow (range 80/320) +5 to hit, 1d6+3 piercing damage +1 Dagger (range 20/60) +6 to hit, 1d4+4 piercing damage Dagger (range 20/60) +5 to hit, 1d4+3 piercing damage ___________________________________________________ PROFICIENCIES Proficiency +2 Saving Throws Dexterity +5, Intelligence +3 Skills Deception +4, Insight +3, Investigation +5*, Perception +3, Performance +5, Sleight of Hand +5, Stealth +7* * = Expertise Weapons Simple weapons, hand crossbows, longswords, rapiers, shortswords Armor Light ___________________________________________________ FEATS ___________________________________________________ RACIAL FEATURES Lucky When you roll a 1 on the d20 for an attack roll, ability check, or saving throw, you can reroll the die and must use the new roll. Brave You have advantage on saving throws against being frightened. Halfling Nimbleness You can move through the space of any creature that is of a size larger than yours. Naturally Stealthy You can attempt to hide even when you are obscured only by a creature that is at least one size larger than you. ___________________________________________________ CLASS FEATURES Expertise At 1st level, choose two of your skill proficiencies, or one of your skill proficiencies and your proficiency with thieves’ tools. Your proficiency bonus is doubled for any ability check you make that uses either of the chosen proficiencies. At 6th level, you can choose two more of your proficiencies (in skills or with thieves’ tools) to gain this benefit. Sneak Attack Beginning at 1st level, you know how to strike subtly and exploit a foe’s distraction. Once per turn, you can deal an extra 1d6 damage to one creature you hit with an attack if you have advantage on the attack roll. The attack must use a finesse or a ranged weapon. You don’t need advantage on the attack roll if another enemy of the target is within 5 feet of it, that enemy isn’t incapacitated, and you don’t have disadvantage on the attack roll. The amount of the extra damage increases as you gain levels in this class, as shown in the Sneak Attack column of the Rogue table. Thieves’ Cant During your rogue training you learned thieves’ cant, a secret mix of dialect, jargon, and code that allows you to hide messages in seemingly normal conversation. Only another creature that knows thieves’ cant understands such messages. It takes four times longer to convey such a message than it does to speak the same idea plainly. In addition, you understand a set of secret signs and symbols used to convey short, simple messages, such as whether an area is dangerous or the territory of a thieves’ guild, whether loot is nearby, or whether the people in an area are easy marks or will provide a safe house for thieves on the run. Equipment ___________________________________________________ General Inventory (83.5 lbs.) Rapier - 2 lbs. +1 Dagger - 1 lb. 2 x Daggers - 2 lbs. Shortbow - 2 lbs. Quiver (20 arrows) - 2 lbs. Light Crossbow - 5 lbs. Case (11 bolts) - 2 lbs. Leather Armor - 10 lbs. Thieves' Tools - 1 lb. Set of Fine Clothes - 6 lbs. Deck of Marked Cards -- Disguise Kit - 3 lbs. Burglar's Pack - 47.5 lbs. a Backpack a bag of 1,000 Ball bearings 10 feet of string a bell 5 Candles a Crowbar a Hammer 10 pitons a Hooded lantern 2 flasks of oil 5 days Rations a Tinderbox a Waterskin 50 feet of Hempen rope Coin Purse (0.42 lbs.) Platinum: 0 Gold: 13 Electrum: 0 Silver: 0 Copper: 7 Encumbrance Max Load: 120 lbs. (15 x STR) Current Weight: 83.92 lbs. Appearance Flyn has brown hair that he cuts short and is uncharacteristically straight, unlike his kinsmen (although will get wavy if he lets it grow out). He frequently has a day or two's growth of facial hair half because he doesn't reliably shave and half because he thinks it makes him look dashing! Standing only three feet tall and weighing 40 pounds, he has a wiry and lean build. His hazel eyes seem to drink in every detail of his surroundings (particularly ways to escape). In quieter times, Flyn will wear comfortable, course clothes always colored with earth tones; it enjoys being in comfort and being out of the public eye. When he's working though, he will often don well-made linen or silk clothes to at least give the appearance of being a successful gambler; sometimes that illusion can mean the difference between life and death! When he's ready for a fight though, he wears a suit of simple leather armor and carries a thin rapier at his waist next to a long dagger. Slung across his back is a shortbow with a quiver of arrows. Personality "A good thief has to run out of town as fast as he can; a good con man can leave whenever he wants." Flynder is rarely without a smile on his face, giving an air of confidence about him. His usual well-dressed persona is also more an illusion than the real man, but it's one that has served him well over the years. Having been raised to be a con-man, he rarely has a chance to just be himself. He gets into the role knowing that a well-run con is the best way to stop him and his family from going hungry. Flyn loves to gamble and cannot wait for his next adrenaline rush to see what the Fates have in store for him. Of course, he likes to help the odds by both being a cunning card player and a cheat. Of course, to him, it's not cheating if you don't get caught. His boldness has gotten him into trouble over the years unafraid to face danger knowing that his luck will get him by. He's made several friends in his travels too, although few know the real man behind the facades. He's learned over the years to be cautious about who he trusts knowing there could be professionals out there that might take advantage of him (more than a little hypocritical). But once his trust is earned, he is a loyal friend and a reliable ally. Despite being a swindler, Flyn has a good heart and will never steal from those who can't afford to lose it. He's even been known to tip generously and to reward those who take care of him (bartenders, wait staff, stable boys, etc.) Within an adventuring party, Flyn has little problem listening to others. He would rather not be the guy doing all the talking because that's the one that's most likely to get stabbed! But not everyone is as skilled with word and knows there is a time to step into the spotlight and lead the way. With his friends, he is quick with a joke looking the lighten the mood, even if he has to make himself look like the fool to make it happen. History The earliest days of Flynder's life were a blur for everyone involved and it's something his mother, Cara Thistlefoot, never talks about. A few weeks after his was born, his mother took her newborn child and her 3-year old daughter Myria, and went on the run. She doesn't mention why and won't talk about their father other than to call him a "no-good, two-timing rapscallion!" By the time Flyn was turning one, the family had settled in Darkhallow. It was a bustling enough city where a single mother and her two small children could fit right in. At first, she tried her hand at a number of different jobs within the city to not only get a roof over their heads but to help her children to grow. Cara found she had a talent for baking, but the pay was barely enough to scrap by. She didn't want to raise her children living week to week, so she decided to start to supplement her income... Cara started running a variety of cons mostly aimed at travelers through town usually selling relics from lost ruins from the Harwood Forest or treasure maps for fledgling adventurers. Flyn was often part of the con having a role to play to help her portray his mother as desperate and only parting with the relic to pay for a needed operation or stop them from going hungry. While Myria bristled at constant lies and refused to be a part of it, Flyn was happy to help out when he could. It was a great chance to get in good with his mom, who certain had struggled with an attention-starved child who would find himself in trouble from time to time. As much as he tried to avoid it, trouble always seemed to find him. It also was a way for him to make some gold, which was always scarce for them. Myria was determined to earn the money and helped their mother at the bakery as soon as she was old enough. Although at first, Flyn was content to be his mother's associate to run her scams. She taught him enough though to learn to branch out on his own. After spending far too much time in taverns people watching (looking for marks really) as a young halfling, he was immediately enamored with gambling. On the surface, it already offers excitement when the odds are against you and you come out on top. But then he met an elven cad named Fennic, who noticed him among the crowd. The two became fast friends and it was him that fueled his love of gambling. He also taught him things his mother could not, like how to palm cards, lift a coin purse, or sneak away unseen. Fennic was always looks for his next score and would frequently be gone pursuing a lost tale of treasure; if forced Flyn to learn to fend for himself and to grow up quickly. In his life as a gambler, he has met some pretty unsavory types. One of them was a small time crime boss named Vexx, who ran a modest operation in the area. Although Flyn usually manages to steer clear of her, they inevitably bumped elbows in a card tournament in recent days. Although she scarcely bothers to do things herself, she has minions for that, but in this case she did the dirty work herself. After having blackmailed or extorted many of the players, Vexx was looking for an easy pay day. What she didn't count on was Flyn, a lucky local player on a hot streak. He knocked her out of the tournament on a lucky draw from the deck earning the ire of the tiefling woman. After that incident, Vexx made it difficult on the halfling who went out of her way to make life difficult for him and his family. He endured it for a few weeks before he realized it was not going to go away easily. Instead, he took it as a calling to take a trip outside of Darkhollow. The stories in the taverns were that there was bandit trouble in Hommlet. Bandits mean there's gold flowing and a idiots who are looking to part with it.
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Pre-Game RP Thread: The Wightwatcher Inn
FelixFaust replied to Pittance's topic in Dread Realms: Falkovnia's Applications
Kain Dorset Noble Knight AC: 17 (Chain) | HP: 13/13 (1d10+3) | Speed: 30 ft. Senses: Passive Perception 14, Insight 12, Investigation 12 Proficient Skills: Athletics (+6), Perception (+4), Survival (+4), History (+4), Persuasion (+3) Str:Save: +3 Athletics: +3 Carrying Capacity: 240 lb. Lift/Push/Drag: 480 lb. 19 (+4) | Dex:Initiative: −1 Save: −1 Acrobatics: −1 Slight-of-Hand: −1 Stealth: −1☆ ☆ disadvantage on Dexterity (Stealth) checks from Chainmail Armor. 15 (+2) | Con:Save: +2 16 (+3) | Int:Save: +0 Arcana: +0 History: +0 Investigation: +0 Nature: +0 Religion: +0 15 (+2) | Wis:Save: +2 Animal Handling: +2 Insight: +2 Medicine: +2 Perception: +2 Survival: +2 14 (+2) | Cha:Save: +1 Deception: +1 Intimidation: +1 Performance: +1 Persuasion: +1 13 (+1) Languages: You can speak, read, and write Common, Elvish, and Dwarvish “My words,” Kain Dorset says. | ‘My thoughts,’ Sir Kain Dorset thinks. | My actions . . . Kain smiles as he responds, obviously not bothered by the questions. "I have fought in many battles, some against the living, and a handful of the dead. The living tend to be more of a problem as they have the ability to think and change tactics suddenly. As for have I been here before... No, I don't believe so. I was out patrolling the lands of my father Count Dorset with many soldiers. Foolishly I took my squire and servants aside to camp a short distance form the others when this mist surrounded us. The rest is now history. As for driving them back, I do intend to do so if it is possible, no one should need live in fear of such a horrible fate." Kain remains somewhat silent as the dragonfolk speaks to the Countess, and raises an eyebrow when her possible nature is brought up. He does not however leave the table nor pull away. OOC Movement: — Action: Bonus Action: — Reaction: —