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TheWordWeaver

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  1. So many great Apps already and we've still got 2 1/2 weeks left. Yall keep doing your thing I'm loving what I'm seeing voice your questions or whatever I'm always around and will try to answer as quickly as I can. Again awesome apps so far, I can't wait to see what everyone comes up with!

  2. Hey Everyone!

    I finally had the time to add some history for Olara, the Olaran Calendar, and some history for the Serene Holds. You can find these under the Olara, and Serene Holds drop-downs respectively.

    Also, I updated the Character Generation to include starting wealth as well as how HP should be handled.

    I will be using this thread for other updates when I have them henceforth.

  3. Rowan Silverhammer - Dwarf Divine Sorcererspacer.png


    AC: 12 | HP: 8/8 | Initiative: +0 | Passive Perception: 10


    Post goes here.

    "Speech"

    thoughts in italics

     

    (Picture should link to your character thread or character sheet, whichever you are keeping updated.)


    Mechanics

    Main Hand: Empty
    Off Hand: Empty


    Action 1: Your action goes here.
    Action 2: Your action goes here.
    Action 3: Your action goes here.

     

     

         

     

  4.  

    Andzelika Matylda Omazeiros

    Co-Proprietor of The Elden Ring, Praetor Advisor

     

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    "If you watch, and you listen, all secrets will be revealed."

     

    BARD 5 / WIZARD 2

    Medium humanoid female (River Elf), true neutral


    Armor Class 13 (15 mage armor)

    Hit Points 68 ( 6d8 + 2d6 + 8 )
    Speed 35' ft.


    Senses darkvision, passive perception 20' ft.

    Languages common, dwarvish, elvish, void speech

    Proficiency Bonus +3

     

    ABILITIES & SKILLS 

    Proficiency Bonus: +3

    Strength 10 (+0)
    Save +1* 
    Athletics +2**


    Dexterity 16 (+3) 
    Save +7* 
    Acrobatics +5** | Sleight of Hand +5** | Stealth +7**


    Constitution 12 (+1)
    Save +2* 
    No skills associated.


    Intelligence 16 (+3)
    Save +4* 
    Arcana +7** | History +5** | Investigation +7** | Nature +5** | Religion +5**


    Wisdom 16 (+3)
    Save +4* 
    Animal Handling +5** | Insight +7** | Medicine +5** | Perception +10** (E) | Survival +7**


    Charisma 20 (+5) 
    Save +9* 
    Deception +9** | Intimidation +9** | Performance +7 | Persuasion +12** (E)

    * Includes +1 from Luckstone / ** Includes +1 from Luckstone and Jack of all Trades / (E) denotes expertise. / Bold denotes proficiency.

     
    PROFICIENCIES & ABILITIES

     PROFICIENCIES

    • Tools Calligrapher's 
    • Instruments Bagpipes, lutes, viols 
    • Weapons Daggers, darts, light crossbows, longbows, longswords, rapiers, shortbows, shortswords, slings, staves 
    • Armors Light

    WIZARD CLASS ABILITIES
    Arcane Recovery | Ritual Casting | Arcane Tradition (Void Savant) | Whispers of the Void


    BARD CLASS ABILITIES
    Bardic Inspiration (d8) | Jack of All Trades (+1) | Song of Rest (d6) | Magical Inspiration | Font of Inspiration | College of Criminology


    RACIAL TRAITS
    Darkvision | Keen Senses | Fey Ancestry | Trance | Elf Weapon Training | Cantrip


    FEATS
    Telepathic | ASI

     

    WEAPONS

    WEAPONS

    • +1 Elven Sexy Blade +7 to hit for (1d8+4) piercing, magic damage. | Finesse
    • Dagger +6 to hit for (1d4+3) piercing damage. | Finesse, light, thrown (20/60)
    • Longbow +6 to hit for (1d8+3) piercing damage. | Ammunition, heavy, two-handed (150/600)

     

    SPELLS

    SPELL SLOTS 4/4 (1st), 3/3 (2nd), 3/3 (3rd), 1/1 (4th)

    • Bard - Spell Save DC: 16 | Spell Attack Mod: +8 | Spells Known: 8 + Detect Thoughts
    • Wizard - Spell Save DC: 14 | Spell Attack Mod: +6 | Spells Prepared: 5

    CANTRIPS (Bard)

    Clockwork Bolt* | Mending | Scribe*


    CANTRIPS (Wizard)

    Claws of Darkness (C)* | Green-Flame Blade | Silhouette (C)* | Word of Misfortune (C)


    FIRST LEVEL (Bard)

    Cure Wounds | Dissonant Whispers | Earworm Melody (C)* | Faerie Fire (C)


    FIRST LEVEL (Wizard)

    Black Ribbons (C) | Mage Armor | Insightful Maneuvers (B)* | Magic Missile | Shadow Armor (R)*


    SECOND LEVEL (Bard)

    Detect Thoughts (C) (1 Free Use) Lacerate | Suggestion (C)


    THIRD LEVEL (Bard)
    Mind Exchange (C)* | Throes of Ecstasy (C)*

    * Denotes a Midgard spell. / (C) Denotes concentration. / (R) Denotes reaction spell. / (B) Denotes bonus action spell.

     

    WIZARD'S SPELLBOOK

    These spells are not available unless they have been prepared ahead of time. (Unless they are a ritual.)

    FIRST LEVEL

    Black Ribbons (C) | Disguise Self | Disquieting Gaze* | Find Familiar (R) | Mage Armor | Insightful Maneuvers (B)* | Magic Missile | Shadow Armor (R)* | Speak with Inanimate Object*

    * Denotes a Midgard spell. / (C) Denotes concentration. / (R) Denotes reaction spell. / (B) Denotes bonus action spell.

     

    EQUIPMENT & ENCUMBERANCE

    TOTAL ENCUMBERANCE (54.08 lbs.)

    • Weight: 54.08 lbs. / 150 lbs. max. (15 x STR Score)
    • Status: Unencumbered
    • Penalty: None

    MONEY POUCH (6.08 lbs.)

    Copper: 0 | Silver: 1 | Gold: 203 | Obsidian: 100 | Platinum: 0

    (304 Coins x .02 lbs. = 6.08 lbs. Total Weight)


    EQUIPEMENT READIED (21 lbs.)

    Equipped items can be retrieved with a manipulate item interaction.

    • Armor (4 lbs.) Traveler's Clothes - 4 lbs.
    • Weapons (5 lbs.) +1 Elven Sexy Blade - 2 lbs. | Dagger - 1 lb. | Longbow - 2 lbs.  
    • Readied Items (9 lbs.) Spell Component Pouch - 2 lbs. | +1 Elven Spell Cube*- 3 lbs. | Quiver of arrows 1 lb. | Healer's Kit - 3 lbs. | Find Familiar Spell Components (50gp) | Pearl (100gp) | Slither Spell Component (50gp) | Black Opal with crest (125gp) | Stone of Good Luck* | Rhytym Maker's Drum* - 3 lbs.

    EQUIPMENT STORED (27 lbs.)

    Stored items can be retrieved with an action.

    • In Backpack (11 lbs.) Backpack - 5 lbs. | Mess Kit - 1 lbs. | Spellbook - 3 lbs | (10) Sheets of Parchment | (2) Scroll Cases - 2 lbs. | Bottle of Ink | Ink Pen | Vial of Perfume
    • Strapped to Backpack (16 lbs.) Waterskin - 5 lbs. | Silk Rope & Grappling Hook - 9 lbs. | Bedroll & Blanket - 10 lbs. | Lute - 2 lbs.

    EQUIPMENT NOT CARRIED (--)

    • At Home Viol - 1 lbs. | Bagpipes - 6 lbs. | Find Familiar Spell Components (50gp) | Chest - 25 lbs. | A Set of Fine Clothes - 6 lbs. | Lamp - 1 lbs. | (2) Flask of Oil - 2 lbs. | (5) Sheets of Paper | Sealing Wax | Soap

    * Denotes magic item (see below)

     

    MAGIC ITEMS

    NON-ATTUNED

     


    ATTUNED (3/3)

    +1 Elven Spell Cube | +1 Rhytym Maker's Drum | Stone of Goodluck (Luckstone)

     

    APPEARANCE

    Age 439 | Height 5' 9" | Weight 126 lbs. | Hair Ash Brown| Eyes Pale Blue | Complexion Fair


    She stood before the mirror in her room above This is the Way, as she did every morning. Her pale blue eyes, the color of a frozen lake, stared back at her. Andzelika Matylda Omazeiros stood there wondering. Wondering when she would be able to afford an apartment and not a room. Wondering when her partner would realize they need to charge full price to every customer for their services. Wondering when she would stop focusing on Zobeck so she could bring answers to her family and prove to the River Court that there was something to investigate regarding her sister’s death. Wondering when the Void would open up all its mysteries to her.

     

    "Ugh." She moaned to herself as her thin hands reached up to her face in frustration. Her bony fingers pushed through her long brown hair, the color of ash trees. Loose strands fell to the sides, but she pulled most of the mass of thick locks into a short braid before tying it at the nape of her neck, letting the tendrils of waves loose to fall upon her back or over her shoulder.

     

    The scent of bacon, sausage, eggs, butter, bread, and cheese wafted through the floorboards, causing her nose to wrinkle. Matylda enjoyed all those items, but humans liked far heavier meals than she had ever been able to get used to. Her lithe frame spoke of her eating habits. Many small meals throughout the day, not two or three large ones. But she knew Sture would have her usual waiting, a simple piece of toast, a few slices of sausage and fresh fruit, along with a cup of hot tea.

     

    The elven woman slipped on her customary olive green pants. The color and fit were uniquely hers, they draped loosely from her hips waving in the wind as she walked. So very different from the tight-fitted attire most women wore. Her black long-sleeved shirt, however, was a snug fit, revealing her curves, but the high-neck hid the valuables from prying eyes. Finally, before leaving for her morning meal, Matylda secured the silver clasp and chain to her ear. Although she had left the River Court, some traditions remained. This was one.

     

    BACKGROUND

    ARBONESE EXILE
    Source Custom


    • Personality Traits: something
    • Ideals: something
    • Bonds: something
    • Flaws: something

    Background Feature: something


    BACKSTORY

    Ulorian the First is an idiot and the Omazeiros family are cowards. It has been over 300 years since she has been to the River Court, but her opinion still holds and will tell any who ask.

     

    For 130 years, Andzelika Matylda Omazeiros had lived in happy ignorant bliss. She played music and danced. Her laughter was contagious to whoever heard it and she flitted from gala to gala without a care in the world. But on her 131st birthday that all changed. Halina was found dead a few miles outside of town. Halina Stefcia Omazeiros, Matylda’s older sister, was found laying on a fey road, unable to be healed. The cause of her death was obvious, she had bled out. However, the clerics could not determine what caused the bleeding. There were no injuries to her body, yet the reports stated her head was cradled in a pool of her own sanguine fluid. The exodus of her life appeared to happen through her nose, ears, mouth, and eyes. The pinch that remained between her brow indicated she suffered through her last moments, but no answers could be provided to the family that loved her.

     

    The youngest of the Omazeiros clan refused to accept what the healers stated. "There are some answers we may never have." It was unfathomable to Matylda that this was a valid response. She was even more infuriated that her parents and siblings buried Halina without demanding further investigations. The headstrong youth took the matter into her own hands.

     

    For 15 years she kept a log of her findings. She visited the site where her sister was found, she interviewed those who discovered her and those who traveled the roads frequently. Matylda used her family’s influence to garner a meeting with their leader, pleading her case that more needed to be done. That there was an unknown threat to their borders. But the King simply thanked her for her concern and told her to leave it to the professionals who had found nothing.

     

    The once sweet and innocent elven maiden became infuriated. Where her laughter had previously caused all others to join her delightful sound, now her sharp clipped words of admonishment caused all to leave her side. The King wanted it left to professionals, and so she would become one. After her meeting with the high court, Matylda announced she was leaving for the Free City of Zobeck to study Criminology. If those who were schooled in the elven city could not find the cause of her sister’s demise, she would seek knowledge from the humans and return to solve the crime with skills her people had forgotten.

     

    Her family was shocked by the announcement. Their youngest was not only stating that the courts had failed Halina, but that humans would be able to offer her knowledge she could not gain in River Court. And even worse, leaving meant they would have to disown her, write her off as though she never existed. In less than 20 years her parents lost two of their four children, her brothers went from having two sisters to none. Matylda knew of the laws, but she hoped her family would be courageous enough to defy them. She was wrong, their status with their people meant more to them.

     

    She slipped out in the middle of the night, knowing there would be no fond farewell. This was easier. A note was left on the kitchen table, promising she would return when she had answers.

     

    The next 300 years found Matylda exactly where she said she would be, not that her family sought her out. Upon arriving in Zobeck, the headstrong elf entered Dorblythe University. After 15 years, she left the campus with four doctorates, Criminal Psychology, Criminology, Forensic Science, and Investigative Reporting. Her excessive knowledge on these topics led to her recruitment with the Praetors. To this day, she is still an advisor, keeping their identities secret. Nearly 100 years later, frustrated by her ineffectiveness with finding any further details on the curious end to her sister's life, Matylda decided to investigate a path towards magical answers. She studied at the Arcane Collegium, utilizing her existing degrees to gain acceptance into the Bardic Criminology degree path.

     

    Throughout her years among the humans, Matylda had experienced many friendships and relationships. However, each ended over time with a feeling of disconnection. Her human companions aged and drifted away from her as she was unable to recognize the burden they felt in keeping up with her ageless youthfulness. They each still hold a place in her heart, and thinks of them with fondness, though a part of her is bitter their short lives prevented a more full relationship. It was early in her dalliance with Nancy that the River Court native met a fellow elf. The night the three of them spent together was memorable, and led to a friendship that has survived the test of time, but also established that romantic endeavors between them would never be.

     

    Matylda and Lyyren found working together enjoyable, however, and joined forces through the Great Revolt, forging their bond in battle. Less than a year later they formed a business to service the community still recovering from their self-inflicted wounds. However, this did not prevent the bardic student from continuing her studies.

     

    While working on a research paper in the City Archives, the elven student came upon a bit of curious information. A detail regarding the fey roads was barely a sidenote on a subject related to Zobeck, however, it piqued her curiosity. The location referenced was near where Halina was found. It may have been nothing, but this was the first time in over two centuries that she had something to go off of. Finally, she would be able to use her education in the field, for the purpose she had been studying!

     

    Lyyren offered to travel with her, knowing the journey was long and potentially interacting with her family or the River Court could be problematic, but she insisted on going alone. Following her memory, Maty first returned to the place where Halina was found. Then, using her notes, she traced her way deep into the wood. Small markings, barely noticed sigils, all led her to an ancient ruin. All that remained was a small stone structure. Her head began to throb, her eyes blurred and blood began to trickle from her nose, but she persevered. Her determination was rewarded with a small tome covered in moss and mold. Cracking open the pages, the bardic student felt herself falling into the foreign script, consumed by it. She heard voices she couldn’t see, she could smell life and death, she could taste the blood pooling in her mouth.

     

    Knowing she had found what caused her sister’s death, but unsure of what it was or what it meant, she took the book and ran. Matylda did not visit her family, she did not return to the River Court to show the King. Instead, she returned to Zobeck where she fervently poured over the new knowledge, hoping to unlock its mysteries. The event had changed her, though she would not admit it. The Arcane Collegium called her new interest the Void. She was told to destroy the tome and forget what she had seen. Refusing to do so, the elf was expelled, once again cast away.

     

    Surprisingly, Lyyren stayed by her side, offering kind words while attempting to get the strong-willed woman to discard the studies on the Void. Over the last 65 years she has toiled away studying all she can on the Void, but the process has been painstakingly slow as the repercussions of the darkness are often mind-numbing. If not for her friendship with the fellow elf, she certainly would have lost her mind decades ago. Her familiar, Wrozka, reminds her of the dangers daily.

     

  5. Valir Doomvein

    Fifth son of the fifth son

     

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    "Ye really haven't lived until ye died. Speaking from experience o'course!"

     

    Paladin 1

    Medium humanoid male (Mountain Dwarf), Lawful neutral


    Armor Class 16

    Hit Points 12 ( 1d10 + 2 )
    Speed 25' ft.


    Senses darkvision (60 ft.)

    Languages common, dwarvish

    Proficiency Bonus +2

     

    ABILITIES & SKILLS 

    Proficiency Bonus: +2

    Strength 16 (+3)
    Save +3
    Athletics +5


    Dexterity 10 (+0) 
    Save +0 
    Acrobatics +0 | Sleight of Hand +0 | Stealth +0


    Constitution 15 (+2)
    Save +2
    No skills associated.


    Intelligence 10 (+0)
    Save +0
    Arcana +0 | History +2 | Investigation +0 | Nature +0 | Religion +0


    Wisdom 12 (+1)
    Save +3 
    Animal Handling +1 | Insight +1 | Medicine +1 | Perception +1 | Survival +3


    Charisma 14 (+2) 
    Save +4
    Deception +0 | Intimidation +4 | Performance +2 | Persuasion +2

    * Includes +1 from Luckstone / ** Includes +1 from Luckstone and Jack of all Trades / (E) denotes expertise. / Bold denotes proficiency.

     
    PROFICIENCIES & ABILITIES

     PROFICIENCIES

    • Tools Mason's, Smith's
    • Instruments 
    • Weapons Simple, Martial 
    • Armors All, Shields

    PALADIN CLASS ABILITIES
    Divine SenseThe presence of strong evil registers on your senses like a noxious odor, and powerful good rings like heavenly music in your ears. As an action, you can open your awareness to detect such forces. Until the end of your next turn, you know the location of any celestial, fiend, or undead within 60 feet of you that is not behind total cover. You know the type (celestial, fiend, or undead) of any being whose presence you sense, but not its identity (the vampire Count Strahd von Zarovich, for instance). Within the same radius, you also detect the presence of any place or object that has been consecrated or desecrated, as with the Hallow spell.

    You can use this feature a number of times equal to 1 + your Charisma modifier. When you finish a long rest, you regain all expended uses.
     | Lay On HandsYour blessed touch can heal wounds. You have a pool of healing power that replenishes when you take a long rest. With that pool, you can restore a total number of hit points equal to your paladin level x 5.

    As an action, you can touch a creature and draw power from the pool to restore a number of hit points to that creature, up to the maximum amount remaining in your pool.

    Alternatively, you can expend 5 hit points from your pool of healing to cure the target of one disease or neutralize one poison affecting it. You can cure multiple diseases and neutralize multiple poisons with a single use of Lay on Hands, expending hit points separately for each one.

    This feature has no effect on undead and constructs.
     


     

    RACIAL TRAITS
    DarkvisionAccustomed to life underground, you have superior vision in dark and dim conditions. You can see in dim light within 60 feet of you as if it were bright light, and in darkness as if it were dim light. You can't discern color in darkness, only shades of gray. | Dwarven ResilienceYou have advantage on saving throws against poison, and you have resistance against poison damage. | Dwarven Combat TrainingYou have proficiency with the battleaxe, handaxe, light hammer, and warhammer. | Tool Proficiency You gain proficiency with the artisan's tools of your choice: smith's tools, brewer's supplies, or mason's tools. | Stone CunningWhenever you make an Intelligence (History) check related to the origin of stonework, you are considered proficient in the History skill and add double your proficiency bonus to the check, instead of your normal proficiency bonus. | Dwarven Armor TrainingYou have proficiency with light and medium armor.


    FEATS

     

    WEAPONS

    WEAPONS

    • Maul +5 to hit for (12d6+3) bludgeoning | Heavy, two-handed
    • Javelin +5 to hit for (1d6+3) piercing damage. | Thrown (30/120)
    • Heavy Crossbow +2 to hit for (1d10) piercing damage. | Ammunition, heavy, loading, two-handed (100/400)

     

    SPELLS

    SPELL SLOTS -

    • Paladin - Spell Save DC: - | Spell Attack Mod: - | Spells Known: -

    FIRST LEVEL (Paladin)

    -


     

    * Denotes a Midgard spell. / (C) Denotes concentration. / (R) Denotes reaction spell. / (B) Denotes bonus action spell.

     

    EQUIPMENT & ENCUMBERANCE

    TOTAL ENCUMBERANCE (159.5 lbs.)

    • Weight: 159.5 lbs. / 240 lbs. max. (15 x STR Score)
    • Status: Unencumbered
    • Penalty: None

    MONEY POUCH (0.5 lbs.)

    Copper: 0 | Silver: 0 | Gold: 25 | Obsidian: 0 | Platinum: 0

    (25 Coins x .02 lbs. = 0.5 lbs. Total Weight)


    EQUIPEMENT READIED (94 lbs.)

    Equipped items can be retrieved with a manipulate item interaction.

    • Armor (55 lbs.) Chain Mail - 55 lbs.
    • Weapons (38 lbs.) Maul - 10 lbs. | Javelin - 10 lb. | Heavy Crossbow - 18 lbs.  
    • Readied Items (1 lbs.) Amulet - 1 lbs.

    EQUIPMENT STORED (65 lbs.)

    Stored items can be retrieved with an action.

    • In Backpack (33 lbs.) Backpack - 5 lbs. | Mess Kit - 1 lbs. | Tinderbox - 1 lbs. | (5) Rations (1 day) - 20 lbs. | Clothes, Fine - 6 lbs.
    • Strapped to Backpack (32 lbs.) Waterskin - 5 lbs. | Hempen Rope - 10 lbs. | Bedroll & Blanket - 7 lbs. | Torch - 10 lbs.

    EQUIPMENT NOT CARRIED (--)

    • At Home --

    * Denotes magic item (see below)

     

    MAGIC ITEMS

    NON-ATTUNED

     


    ATTUNED (0/3)

     

     

    APPEARANCE

    Age 78 | Height 5' | Weight 175 lbs. | Hair Burgundy| Eyes Emerald Green | Complexion Fair


    Valir stood before his forge, pulling a hot glowing mass of heavy metal from the flames. The light from the forge shed the only light in the room upon his fair, scar ridden skin. The white hot metal cooled slowly as he worked it with a hammer into his desired shape. The deep red color of the cooling metal matched his own burgundy locks of hair that swayed out behind him as he hammered the steel. A resonating "Tang!" rang out following a sort of rhythm as he worked. He left his mind blank, the act of smithing was a sort of meditation for him, the heat of the forge, the sound of striking metal.

     

    "Qwueshhh." The sound of water as it is instantly vaporized from liquid into steam hisses throughout the workshop as Valir Doomvein finishes quenching the head to his Maul. His eyes, the same hue as emeralds, travel along its form searching for any cracks or fractures. Happy with his work he sets the Hammer head aside and wipes the sweat from his forehead and brow. He fiddles with his mustache, twirling it at its ends as he walks to a trough of water. With both hands he scoops a bounty of water and splashes it into his face, wincing a bit at the cold.

     

    The sound of voices approaching broke him from his trance, grabbing a nearby towel he wiped the wetness from his face and hair. He had almost forgotten that there would be meetings today he wondered if he had missed it and he was being looked for. Quickly he removed his apron walking past a mannequin that was adorned with a chainmail vest, and adorned his usual white shirt and black pants. The Garess family crest was emblazoned on the left shoulder of his jacket which he pulled on as he exited his workshop with a grumble. From his inner coat pocket he procured his signet ring and slipped it on before making his way to the meeting room.

     

    BACKGROUND

    Garess Noble
    Source Campaign


    • Personality Traits: Despite my noble Status, I do not place myself above other folk. We all have the same blood.
    • Ideals: It is my duty to respect the authority of those above me, just as those below me must respect mine.
    • Bonds: I will face any challenge to win the approval of my family.
    • Flaws: I hide a truly scandalous secret that could ruin my family forever.

    Background Feature: Specialty Crafting: You can craft metal goods twice as fast as normal (10 gp per day) including armor.


    BACKSTORY

    Valir Doomvein is one of the few living remnants of the Golka Dwarves that once thrived in the Golushkin Mountains. After the Vanishing He was adopted by Evan Garess, the cousin of Lord Howlan. Thus He had been living up to their expectations ever since.

     

    Valir had always had a talent for the forge, metal was the most common but Valir had found that the secrets of stone were his favorite. During his childhood he would walk the deep depths of the Golushkin mountains and listen to the walls of granite whisper to him. Words always just out of earshot for him to hear. After the Vanishing the walls were silent, as if saddened by his peoples disappearance. Valir was saddened as well, often wondering why Torag had not taken him as he did the others. When he heard that he was to be adopted into a noble family he was apprehensive to say the least. The Garess family, while allies, were not his family. 

     

    As Valir grew he bore witness to the politicking between the many members of the Garess Family Line and those of the other nobles houses of Brevoy. He despised the court meetings, the over the top formalities, and the fancy clothes that he was forced to wear. The only upside was that the Garess family had gifted him with his own forge under the condition that he try to learn their customs and mannerisms. Well that he could do, but truly he would never be a true noble. To uphold appearances he would make the best of efforts for his new adopted family. So between toiling away in his workshop, forging all manners of items and trying his best to fit in, Valir found his own way. He attended the court meetings, fancy dinners, and even private lessons to improve his common. On his own time he trained his body and his smiting hands.

     

    Time passed and Valir proved himself a valuable asset. The best example is when he was asked to survey a cave-in that had trapped some miners. Valir successfully led a rescue crew and retrieved all of the miners with no casualties. He also was tasked with teach dwarven smiting to some of the local blacksmiths because they did not know how to work some the rarer metals that came from the mountain mines. Court had become a game of chess that he could more easily read though he still disliked sitting around for hours as others argued moot points. That was until talk of the Stolen Lands had begun to spread. More land meant more power and power was all they could talk about. But these lands would not be tamed with its belly up and Lord Howlan made his decision clear that he wanted someone from his house to spearhead the expedition.

     

    It was no easy matter discussing who would hold the Garess name into the Stolen Lands and after much debate between the heads of the house a decision had been made. When Valir received the news he was surprised to say the least. However he had grown to care and ultimately love the family that had saved him from a fate on the streets and accepted the decision without hesitation. Firstly he would need to find others, ally himself with them. He would conquer the Stolen Lands for his house, for his people, he would tame the beast and shred any doubt upon his name.

     

  6.  

    Sofia.jpg.58b9bee2a815e8edb953e42a4c1650d9.jpgSofia "Fia" Magnussen 

    Aspects: Cuteness Overload, Wrapped Around Her Finger

    Skills: Rapport (2), Empathy (1)

    Sofia Magnussen is Bjorn Magnussen's adopted daughter who he became a guardian for after his brother died. She currently lives on the S.S. Terminus along with Bjorn after his assignment to the OMDST unit. She spends her time between school and being watched by Talia whenever Bjorn is out on missions or the like. She loves making new friends and her stuffed teddy bear teddy who goes with her everywhere. She loves spending time with Miss "Tali" and watching movies together while daddy is out.

     

     

     

     

     

     

     

     

     

     

     

    Talia.jpeg.4e0f68796566a9c73d3b731dcb2629d4.jpegTalia Serrano

    Aspects: Agent of The Vanguard Division of NATO, Friends In High Places, Trained EMT

    Skills: Physique (4), Lore (3), Rapport (2)

    Talia Serrano is a member of the Vanguard Division who are the first responders assigned to the MIU when they became damaged or require extract from their disabled vehicles. She and Bjorn initially met after the battle that saw Bjorn's brother KIA and Bjorn severely injured. Talia was the first person he saw in-between bouts of unconsciousness, they have been friends ever since and she routinely watches of Sofia whenever Bjorn is out and she is free. Talia is a trained combat medic from her times in the army and could be described as fierce. She is a no nonsense, kind, but strong woman.

  7. O.D.I.N Industries (Omni-Defense Initiation) 

     

    O.D.I.N Industries was created months after the first Kaiju attacks as an Anti-Kaiju weapons manufacturer. During the early phases an accident that caused the deaths of 30 staff and injury of 57 others nearly caused the collapse of the company. Between public outcry and allegations of overly hazardous work environments the companies owners did their best to mitigate damage to their bottom line. This consisted of paying for the funerals and hospital bills of the employees who had been apart of the tragedy, and allowing an official investigation from government agencies to be done into what happened that day. The company would have sank if it were not for the discovery and creation of their most successful product for which they are now known for properly named MDEF or Matter Disrupting Energy Fields. This breakthrough technology overshadowed the companies initial downfalls and after its first public demonstration where a notoriously vicious Kaiju was promptly put down from a Mecha equipped with MDEF weapons. With endorsors pouring their money into the company and full backing and contracting through NATO, O.D.I.N Began to thrive. With the help of the government the technology was improved upon and any past troubles the company had were swept under the rug.

     

  8. 9 hours ago, PlotDevice said:

    Hi everyone!

     

    Looks pretty exciting.  I've also never played Runelords, so wouldn't mind a brief recap.

     

    How did you all figure out how to format so well in this hot mess?  Is there a tutorial somewhere?

     

     

    I've applied to a few games on here so far and luckily one of the GM's had a sheet template they had worked up so I just use that and tweak it as need be.

  9. Ahh effective size increases, in that case when in Primal Warrior stance would the damage dice be the same as with Impact? Or does the +2 size increase from Primal Warrior Stance move the damage dice to 6d6 by itself? The wording is slightly confusing and this is my first time trying a build like this out.

  10. spacer.png

    Basic Information

    Name: Zabusar Ikaras

    Gender: Male

    Race: Aasimar

    Class: Warlord

    Character Sheet: Zabusar Ikaras

    Combat Role: Frontline damage, battlefield control, battlefield support.

    Description

    Zabusar is a 6'5", muscle-bound, fair-skinned Aasimar with long Black hair and a wild and aggressive appearance. He is often seen wearing his Tattered robes over a Linen wrap that covers the lower half of his chiseled chest. His golden-hued eye seems to look through you whenever he trains his eye on you. He holds many scars across his body, a cautionary tale to those who would oppose him if the massive imposing axe wasn't enough. Zabusar always carries his head high, shoulders wide, and back straight.

    Personality

    Zabusar is very, very confident. This can't be overstated. No matter who he's fighting, or what entity he is facing he refuses to even let himself consider the possibility he could lose. Even if he's wounded to the point where he acknowledges the blood loss might kill him soon, he has no fear of failure. He loves to fight above everything else. Although he's known to be a violent fighter, Zabusar's actions tend to be for the best and he will actively stop fighting if his opponent is no longer able to defend himself. Zabusar in all respects is a brute, but under his harsh outer shell, he is also a caring leader and wishes the best for his companions.

    Background

    Zabusar was born in the poorest district if Korvosa, aptly named Old Korvosa. His parents died at an early age and he was forced to fend for himself in order to survive. Between the rampant crime, and harsh living environments Zabusar quickly developed a thick skin and rough disposition. The rage and strength young Zabusar possessed was surprising for his age when he attacked and killed a man that was trying to rob another defenseless more than twice his senior at just 16 years old. He found a knack for hurting people and being able to take a good amount of pain. He fought his way out of poverty, every bashed skull was a stepping stone, every broken nose a lesson, and every cracked knuckle a reminder. By the time he was 18 Zabusar had tamed his part of Old Korvosa and led a small band of fighters that either by defeat or choice joined him in his goal to rid his birthplace of the filth that plagued it. It would so happen that he would never see it himself as he was taken to serve in Korvosa's military. It seemed word had traveled to the ears of a general who thought they could put someone like Zabusar and his talents to good use.


    General Corr was an imposing figure, yet next to Zabusar he seemed friendly. Much like putting a sword to the grindstone, Zabusar was drilled with military training. He was taught punctuation, refined his combat skills, taught honor, dignity, and tactics. His training honed and shaped his mind, he learned to care for his battle brothers and lead them correctly. After three months he was a new man, he had bearing and respect and a new outlook on life. He served his country dutifully until he was 23, for his service he was given a hefty sack of coins, some land on the south shore, and a horse. Zabusar took the money and the horse, but the land he gave to another. An old woman who had helped raise him and one he looked after when he was still in the prick. With no holds to his city and wanting a change of scenery he left to travel the countryside, after 2 years and many miles he eventually found his way to Magnimar. After meeting a group of unlikely strangers and becoming friends they were given a mission to track down a rogue pathfinder agent. This of course seemed like a simple task, but fate has a weird way of shaping your life.


    This mission would go on to see Zabusar and his allies collecting the shards of the Shattered Star, among other glorious adventures. Now the shattered star is reforged but what it has brought with it was unforeseen. Zabusar with axe in hand and allies by his side prepares to take on whatever evil has been unleashed by the reforging of the Sihedron.

     

     

  11. spacer.png

    Basic Information

    Name: OMEN-13

    Gender: Masculine

    Race: SRO

    Class: Nanocyte

    Theme: Mercenary

    Home Planet: The Diaspora

    Character Sheet: Omen-13

    Combat Role: Frontline damage, adaptable fighter, mild battlefield control.

    Skill Role: Pilot, secondary support.

    Description

    A strapping SRO, OMEN-13 could be more or less described as a walking weapon. His exterior is a hard black metal that protects his internal systems. Layered with lighter areas of grays in a camo pattern, many heat marks, and kinetic impacts work their way across his person. OMEN looks the part of a machine built to harm, his friendly demeanor would say otherwise. Through the openings in his body, an untold amount of nano-machines can sometimes be seen skittering underneath his exterior, a streak of silver against the dark metal.


    For the most part, OMEN-13 keeps himself clean if only for the sake of the smelling apparatus of his fleshy companions. 

    Personality

    One wouldn't be wrong in assuming him to be a brute, truly OMEN is gentle to those that are not a danger to him or his fellows. To others, OMEN-13 is an unapologetic, remorseless Swiss army knife of ways to subdue his enemies. This was a part of his original reason for being created, what they did not expect was a militarized can opener manifesting a consciousness. Being a sentient machine means that he is about as complicated as any carbon or otherwise based life form, and his mannerisms show that. Though he feels no hunger and his throat never dries OMEN still does these things to fit in. A byproduct of working closely with lifeforms that required sustenance to survive.

    OMEN is brutally honest, lying had never been his strong suit and he never felt fear of telling his superiors when they had made the wrong choice. His thoughts and moves are calculated, and his analytical nature is only sometimes overridden during high-stress situations where his instincts take over.

    Background

    OMEN-13 does not remember much of his life before gaining a soul beyond being a bodyguard for the miners of The Diaspora. The purpose of his original creation was to defend the miners against any pirates or other threats that would present themselves. OMEN-13 did this well, very well in fact. Things changed when his eyes were finally opened, and if asked what it felt like OMEN would say. "It felt like a switch being flipped on for the first time." The lights had been turned on and showed no signs of going out again. When others found out, his name was quickly given to him. OMEN. A symbol for the miners he had protected and a symbol to those that he had put down during his service. His time on Diaspora did not last much longer after this, the mining operations had come to a halt, work slowed and OMEN felt boredom for the first time. With his newfound freedom and longing for something new OMEN boarded a passing ship and left, searching for new horizons.


    His journey brought him across many different people, some for the better and others not, he learned to form weapons and items from his body. He worked what jobs he could find with his skillset, small guard jobs, and whatever else he could find. With his Doshko and ways of producing weapons from what seemed like thin air OMEN was a formidable fighter and could adapt to any situation. He used these to his advantage and eventually landed a job in a neighboring system escorting some rich merchants to a planet he had not heard of called Kehtaria. He was told of the dangers that the planet held, Azlanti military among other things but he did not refuse, feeling that the money would be well worth any dangers.

     

    That job wasn't without its troubles as their ship was attacked by pirates during the last leg of their journey. OMEN and his fellow mercenaries who had been hired entered into combat against the miscreants as they boarded the merchant ship. The exchange of Plasma fire and melee fighting lasted all but 5 minutes. With both sides taking casualties the pirates were forced to retreat and OMEN was handsomely rewarded for his bravery and even offered a permanent position as a hired muscle which he happily took. Yet still, late at night OMEN could not help but think back on those he could not save, the people he had formed friendships with that didn't see him as just a machine. Every night he repeated their names, ensuring he would never forget them and honor their memory.

     

    That had been 3 years ago and now he had overheard from his employer about a Drift Crisis, multiple beacons entering our system, and the like. Then there was the arrival of Vesk operatives that settled operations in Atuity, among others. The Azlanti Forces had been enough to deal with already before the militant Vesk arrived, conquerers feigning peace against an already oppressive empire that saw beings like OMEN as little more than slave labor. If he had the choice he would cut his own path through the overgrowth of Kehtaria, but he had pledged himself to the Merchant's Union that his employer was a part of, a fair trade he had thought at the time in exchange for the pay that came along with it. Secretly though OMEN has been seeking a way to free himself of any bindings, but first he must deal with those that would subjugate him.


    Some things never changed.

     

     

  12. Menalaos "The Prideful"
     
    spacer.png
    Gender: Male
    Race: Werelion
    Alignment: Neutral Good
    Class: Barbarian 1
    Background: Northlands Reaver
    Passive Perception/Investigation: 12
    Passive Insight: 11
     

     


    HP: 14
    Hit Dice: 1d12
    AC: 12
    Initiative: 0
    Size: Medium
    Speed: 30 feet


     


    skill-1-512.png Abilities & Skills
    Proficiency Bonus: +2
    STR
    16
    (+3)
    DEX
    10
    (+0)
    CON
    14
    (+2)
    INT
    9
    (-1)
    WIS
    14
    (+2)
    CHA
    12
    (+1)
    +5 Saves
    +0 Saves
    +4 Saves
    -1 Saves
    +2 Saves
    +1 Saves
    +5 Athletics



     
    +0 Acrobatics
    +0 Sleight of Hand
    +0 Stealth (Expert)


     
      -1 Arcana
    -1 History
    -1 Investigation
    -1 Nature
    -1 Religion
    +2 Animal Handling
    +2 Insight
    +2 Medicine
    +4 Perception
    +4 Survival
    +1 Deception
    +3 Intimidation
    +1 Performance
    +1 Persuasion

     
     
    Proficiencies Languages Class Feats Race & Feats

    Light Armour

    Medium Armour

    Shields
    Simple Weapons

    Martial Weapons

    Vehicles (Water)





     

    Common
    Southern
    Giant

    Sylvan

     

    RageIn battle, you fight with primal ferocity. On your turn, you can enter a rage as a bonus action.

    While raging, you gain the following benefits if you aren't wearing heavy armor:

    You have advantage on Strength checks and Strength saving throws.
    When you make a melee weapon attack using Strength, you gain a bonus to the damage roll that increases as you gain levels as a barbarian, as shown in the Rage Damage column of the Barbarian table.
    You have resistance to bludgeoning, piercing, and slashing damage.
    If you are able to cast spells, you can't cast them or concentrate on them while raging.

    Your rage lasts for 1 minute. It ends early if you are knocked unconscious or if your turn ends and you haven't attacked a hostile creature since your last turn or taken damage since then. You can also end your rage on your turn as a bonus action.

    Once you have raged the number of times shown for your barbarian level in the Rages column of the Barbarian table, you must finish a long rest before you can rage again.
    Unarmored DefenseWhile you are not wearing any armor, your armor class equals 10 + your Dexterity modifier + your Constitution modifier. You can use a shield and still gain this benefit.
     
     
     
     
     
    Hyrbid FormIn your hybrid leonine form you grow sharp teeth and claws and take on a more intimidating feline appearance. In this hybrid form, you may use weapons, wear armor, and carry equipment normally. Your base walking speed increases to 40 feet. You have proficiency with your claws and bite. Your claws deal 1d4 slashing damage, and are considered light weapons. Your bite deals 1d4 piercing damage. In addition, you gain an advantage on Charisma(Intimidate) checks and Wisdom (Perception)checks that rely on smell. You gain a disadvantage on intelligence checks and all other Charisma checks
    Lion FormYou may assume the form of a young lion (use the stat block for the panther) as if using the druid’s Wild Shape class feature. Unlike that feature, you retain your own hit points between forms. At 8th level, you instead assume the form of a full-grown lion when you use this ability.
     
     
     
     

    8437-200.png Attacks

    Weapon To Hit Damage Type/(Range)
    Nordmansch Greataxe
    (2) Handaxe
    Unarmed Strike
    +5
    +5
    +5
     
    1d12 +3
    1d6 +3
    (1) 1 +0
     
    Slashing
    Slashing (20/60)
    Bludgeoning
     
     
    money-dollar-circle-512.png Money
     

    Copper:  Silver:  Gold: 5 Platinum:  (5 Coins * .00 lbs. = 0.00 lbs. Total Weight)
     
    Encumbrance, heaviness, load, mass, sinker, stowage, weight icon - Download  on Iconfinder Encumbrance
     

    Weight: 79 lbs. / 240 lbs. max.
    Status: Unencumbered
    Penalty: None
     
    688885-200.png Equipment Readied
     

    Equipped Items: (20 lbs.)
     
    Armor (0 lbs.) Weapons (20 lbs.) Readied Items (0 lbs.)
















     

    Nordmansch Grteataxe (8 lbs.)
    2 x Handaxe (4 lbs.)

    4 x Javelin (8 lbs.)











     

    Pouch: (1 lb.)
    - Money (see above)
     

     
    education_icons_IF-06-512.png Equipment Stored
     

    Stored Items: (59 lbs.)
     
    In Backpack (44 lbs.) * Includes 5 lbs. for backpack Strapped To Backpack (15 lbs.)

    Bedroll (7 lbs.)

    Mess kit (1 lbs.)

    10 x Rations (20 lbs.)

    Tinderbox (1 lbs.)

    10 x Torches (10 lbs.)

    Rope, Hempen (50 feet) (10 lbs.)
    Waterskin (5 lbs.)
     
    Item_necklace_9.png Magic Items
     

    Magic Items: (0.0 lbs.)
     
    Non-Attuned (0.0 lbs.) Attuned 0/3 (0.0 lbs.)
     

     


    5386-200.png Character Overview

     
     
     

    Menelaos carries the blood of raiders and wanderers in his veins. He was raised on the plains and sea, never knowing home as a singular place. His mother, a werelion, was from a pride that had migrated from the Southernlands for greener pastures. His father was a Jomsviking from Jomsborg who had been working as a sword for higher. Between learning to control the primal urges of his blood gift and the honor of being a Jomsviking, Menelaos matured quickly.

    When he was old enough His father Harald brought him and his mother back to his motherland, where Menelaos was trained in their ways, and when he was ready, taken on his first raid. Though he did not see many battles he was instructed to watch and learn from the others. This had been well and dandy until the raiders were ambushed. Menelaos was forced to take another life, a weight he did not carry lightly but one he carried all the same. If by coincidence the person he had slain wore a lion's fang necklace, Menelaos took this as the first memento of his first raid.

    Menelaos enjoyed the life of a raider but eventually, he found himself yearning for the plains he had been so used to growing up. He found his chance and after saying goodbye to his parents before he left for the Rothenian plains his father gifted him with an iridescent disk. His father claimed it to be a piece of the Bifrost that was destroyed. Menelaos kept it close, hoping it would help guide him when he needed it. With nothing left but the open sea, Menelaos made his way to his birth lands.

    Menelaos had been doing mercenary work when he heard of a fantastic tale. A tale of a place called the Scarlet Citadel and of the treasures, it was claimed to hold. Interest piqued and with excitement in his heart Menelaos set out to find the Scarlet Citadel, breach its walls, and claim its treasures.

     

    Personality Quirks:
    • Above Everyone (Respects everyone but believes he is superior to everyone he meets)
    • Overly Protective (Like to a fault, especially if he see's you as family. Any slight against his own brings him to rage)
    • Loves Cats (Simple, he loves cats)
    • Unapologetically Truthful (What reason does he have to lie?)
    • Storyteller (Usually during downtime such as traveling or when camped out for the night)

     

    spacer.pngBackground
    MHH: Northlands Reaver
     


    Personality Traits:
    I love to tell stories of my great deeds. Some of them aren’t exactly true—at least, not yet—but that doesn’t matter.

    I long for the next test against a worthy opponent.


    Ideal:
    Honor. I am generous in hospitality, fair in judgment, and fearless in battle.

    Survival. The world is harsh, and I’ll do what must be done to survive.


    Bond:
    Even a hated enemy who shows me honor can expect the same in return.

    Flaw:
    I lose myself in the heat and blood of battle. Orders and plans become a distant blur.

    Specialty:
    Menelaos was raised as a child on the road, forged as a raider when he was a teen upon the open seas, and tempered as a man through blood and battle. He is a sharpened edge with a quick tongue and boastful personality. A defender of the defenseless, especially when it comes to children. Menelaos is a warrior, a savage, and he wears that title proudly.


     

     

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