Jump to content

Lily42

Members
  • Posts

    12
  • Joined

  • Last visited

1 Follower

Recent Profile Visitors

The recent visitors block is disabled and is not being shown to other users.

  1. I'll put both in my languages then, so language tags work properly 😄  (Do language tags work on BALDR?) Can I sub Infernal for one of my racial bonus language options if I'm from Cheliax?
  2. Dumb question about Golarion:  Does Taldane replace Common as far as languages go?
  3. Hey there, Thinking about coming back to the weave (It's been a while, life attacked, BALDR is new to me) Not massively familiar with Golarion (I've read some bits of the wiki)  Would a runaway slave from Cheliax who's a blacksmith-mage fit?  (Does Cheliax do "high-skilled" slaves?)  Or maybe bought by the logging company and bartered their freedom against solving the plauge?
  4. Cool, just making sure things are on the list.
  5. Also, when first loading the advertisements, you see a large list of closed/private games for a few moments.
  6. "Brace!"  The cry came from Sergeant Bognar as a drake wheeled overhead.  The war-wagon rocked as a great flaming boulder crashed into the armoured side, but the chains and weights kept it upright.  <name> knocked another bolt into her crossbow and peered over the parapet. ****! The dragonkin infantry were almost at the wagons, and there were still plenty of drakes in the sky, threatening to drop behind any troops that left cover. What's wrong with the ballisate teams?  She thought to herself, eyes searching for the nearest of the great crossbows mounted to the wagons as she drew another bolt from her quiver. The answer was obvious.  They were mostly on fire.  One wagon over there was an intact ballista, wish one soldier struggling to crank the great bow back into firing position. <name> fired her crossbow into the approacing horde of scales.  Not waiting to see what effect it had, she dashed towards the struggling siegeman and jumped the gap between wagons. Stepping to the crank, she heaved to.  Arrows and magic impacted the parapet, but it held firm against the onslaught. The ballista loaded, <name> risked another peek at the approaching army as the siegeman lined up his shot.  They were so very close now. CLUNK The ballisata fired.  It's spear-like bolt streaking over her head towards the largest thing in the sky. Unable to help herself, <name> followed its path.  It struck true!  Impaling itself in the wing-muscle of the great blue beast. Damn!  Its not dead. She thought to herself.  Then the great beast wheeled and fled.  Its flight only able to be described as "limping".   The drakes in the sky turned and surrounded it.  Keeping it aloft with their own bodies.   "Their air's retreating!  CHAAARGE!" came the cry from behind her.  Unslinging her shield from her back, and grabbing a dragonbolt from the ballista's pile, she jumped into the sea of scales at the foot of the wagons, joining the assualt.
  7. Planning and brainstorming   Agnes Toth?   Cleric[War]/Wizard[War] of Lada in full mother bear mode.   Was a soldier.  Fought in the war against the Dragon Empire. "Retired" to be the housekeeper and priest for a Magdar wizard's country estate. Raiders/bandits hit the estate and took someone.  Kids?  The master? Got her old kit out to go get them back. Followed the trail to The Scarlet Citadel.    
  8. Are we going to get the old Orc Emotes back?   CONSTRUCTING and RENDERING specifically.
  9. UNDER CONSTRUCTION Mervyn Tumblelock   Gender: Male Race: Halfling (Lightfoot) Alignment: Chaotic Good Class: Rogue (Thief) 5 Background: Criminal Passive Perception/Investigation: 13 Passive Insight: 11   "Blimey! Well wotcher cock an' welcome ter Hawker's Row! The Full Monty yew lookin' for, an' everythin' yew ain't is right 'ere at yaaahr fingertips. Nuff said, yeah?"   HP: 28 Hit Dice: 5d8 AC: 15 Initiative: +3 Size: Small Speed: 35 feet    Abilities & Skills Proficiency Bonus: +2 STR 10 (+0) DEX 17 (+3) CON 10 (+0) INT 13 (+1) WIS 13 (+1) CHA 13 (+1) +0 Saves +6 Saves +0 Saves +4 Saves +1 Saves +1 Saves +0 Athletics   +6 Acrobatics +6 Sleight of Hand +9 Stealth (Expert)     +1 Arcana +1 History +4 Investigation +1 Nature +1 Religion +1 Animal Handling +1 Insight +1 Medicine +4 Perception +1 Survival +4 Deception +1 Intimidation +1 Performance +1 Persuasion     Proficiencies Languages Class Feats Race & Feats Light Armour Simple Weapons Crossbow, Hand Longsword Rapier Shortsword Forgery Kit Playing Card Set Thieves' Tools (*Expert) Common Halfling Thieves' Cant   Cunning ActionUse bonus action to Dash, Disengage, or Hide on your turn. Expertise (Thieves' Tools)Double proficiency bonus with selected skill. Fast HandsUse Cunning Action for Dex (Sleight of Hand) check, disarm trap, open lock, or Use Object. Second Story WorkClimb at normal rate, add Dex modifier to running jump distance. Sneak Attack (3d6)Finesse or ranged weapon deal extra dam when you have advantage or an adjacent ally. Thieves' CantSecretly pass messages in conversation, read thieves' signs and symbols. Uncanny DodgeWhen an attacker that you can see hits you with an Attack, you can use your reaction to halve the attack's damage against you. Criminal ContactYou have a reliable and trustworthy contact who acts as your liaison to a network of other criminals. You know how to get messages to and from your contact, even over great distances; specifically, you know the local messengers, corrupt caravan masters, and seedy sailors who can deliver messages for you. Halfling NimblenessYou can move through the space of any creature that is at least one size larger than you. LuckyReroll when you roll a 1 on attacks, saves, or ability checks. Naturally StealthyYou can attempt to hide even when you are obscured only by a creature that is at least one size larger than you. MobileYou are exceptionally speedy and agile. You gain the following benefits: Your speed increases by 10 feet. - When you use the Dash action, difficult terrain doesn't cost you extra movement on that turn. - When you make a melee attack against a creature, you don't provoke opportunity attacks from that creature for the rest of the turn, whether you hit or not.    Attacks Weapon To Hit Damage Type/(Range) (2) Shortsword (2) Dagger Shortbow Unarmed Strike +6 +6 +6 +3 1d6 +3 1d4 +3 1d6 +3 (1) 1 +0 Piercing Piercing (20/60) Piercing (80/320) Bludgeoning    Money   Copper: 19 Silver: 1 Gold: 4 Platinum: 25 (49 Coins * .02 lbs. = 0.98 lbs. Total Weight)    Encumbrance   Weight: 93.58 lbs. / 150 lbs. max. Status: Unencumbered Penalty: None    Equipment Readied   Equipped Items: (43.1 lbs.)   Armor (16 lbs.) Weapons (9 lbs.) Readied Items (19 lbs.) Studed Leather Armor (13 lbs.) Dark Common Clothes (3 lbs.) Including a hood.   2 x Shortsword (4 lbs.) 2 x Daggers (2 lbs.) Shortbow (2 lbs.) 20 x Arrows, Quiver (1 lb.)   Pouch: (1 lb.) - Money (see above) - 10 Ft. of String (0 lbs.) - Ball Bearings (Bag of 1,000) (2 lbs.) - Bell (0 lbs.) - 5 x Candles (0 lbs.) - Sealing Wax (0 lbs.) - Signal Whistle (0 lbs.) - Thieves' Tools (1 lb.) - Tinderbox (1 lb.) Bandolier #1: (1 lb.) - 4 x Acid (4 lbs.) - 0 x Oil (flask) (1 lb.) - 2 x Potion of Healing (1 lb.) Bandolier #2: (1 lb.) - 4 x Antitoxin (4 lbs.) - 1 x Oil (flask) (1 lb.) - 2 x Potion of Healing (1 lb.)    Equipment Stored   Stored Items: (49.5 lbs.)   In Backpack (30.5 lbs.) * Includes 5 lbs. for backpack Strapped To Backpack (19 lbs.) Crowbar (5 lbs.) Forgery Kit (5 lbs.) Hammer (3 lbs.) 10 x Pitons (2.5 lbs.) 5 x Rations (10 lbs.) Hooded Lantern (2 lbs.) Rope, Hempen (50 feet) (10 lbs.) 4 x Sack (empty) (2 lbs.) Waterskin (5 lbs.)    Magic Items   Magic Items: (0.0 lbs.)   Non-Attuned (0.0 lbs.) Attuned 1/3 (0.0 lbs.)   Right Ring FingerRing of Jumping (gold ring with amethyst gem) (0 lbs.)While wearing this ring, you can cast the jump spell from it as a Bonus Action at will, but can target only yourself when you do so.  Character Overview     Born into a life of bondage in the home of a minor Thay Noble family, much of Mervyn’s early childhood is martyred with the death of his parents to an obscure diabolistic ritual and years of abuse at the hands of sadistic masters. Granted, Mervyn made the best of his situation. Defiant by nature, the young Halfling frequently shirk his responsibilities and kept his eyes on food and trinkets that were clearly not meant for him. His behavior clearly would have had him slain by his masters, were it not for an elderly halfing by the name of Turik. Turik’s willingness to take the blame for Mervyn’s wrongdoings lead to many scars and bruises on his body that would have otherwise been meant for Mervyn, eventually rendering the elderly Halfling mostly lame. However, one night when a particularly noteworthy bauble was found missing, the masters quickly had the slave’s quarters torn apart to find it. It was around this time that Turik managed to sneak the young Mervyn out of the house via waste gratings, but the event did not leave Mervyn unscarred as the young Halfling heard the beatings and cries of his former friend right up until the point that they stopped echoing through the dense pipes.   Having little in the way of food or shelter, Mervyn had to quickly adapt to life on the streets of Thay, stealing what he could to survive, keeping underfoot to avoid re-capture. His tendency to take too much almost landed him in a cell, and possibly back to his former masters, were it not for the timely intervention of a plain-looking middle aged Halfling woman, whom to this day Mervyn does not remember the name of. Following a lengthy detention, he was drug kicking and screaming across the border by the Shadowmasters of Telflamm into the Nation of Thesk. It was there that Mervyn began his new life. Having little to no skills, Mervyn “apprenticed” under the Gnome Shadowmaster, Bilskromminet Yakanderosstenfal. The 'thieves guild' conducted various illegal activities, but in his mind “the end justified the means, within reason” and the thief began to help refine both Mervyn’s skills as a thief and his sense of morality. To do so, Bilskromminet instilled within Mervyn his basic code of thievery, to which Mervyn still follows to this day:   Mervyn's Basic Code of Thievery Do not kill or hurt anyone if you can help it. You’re the thief in their home. Unless they had it coming. Do not let your eyes get bigger than your satchels. Do not take that which will be sorely missed. Especially if the owner is a very powerful person and will come looking for it. Stealing from those that have nothing is both the mark of a terrible thief and a terrible person.   Mervyn had a fairly profitable life within Thesk for some time. You would not know this by looking at him, as Mervyn had a marked propensity to aid urchins like himself monetarily and by training them in “the art.” Mervyn was also more than happy to tithe to churches that were in the habit of taking in orphans and escaped slaves like himself. But his reputation for ill-gotten gains left him tithing in the night many times where the priests would not question from where the money came. Over time, Mervyn became aware of the ignorance of his knowledge of his own race’s history and culture, finding that many of the halfings he also knew were former or descended from former slaves, Mervyn left Thesk and crossed the Inner Sea and worked his way to the Sword Coast in an attempt to find answers (and avoid jail time for an incident involving the botched theft of several bottles of toady). Imbued with the Thesk sense of freedom and equality, and armed with skills no lawful land could easily tolerate, Mervyn left for the city with the second largest halfing population in the area, Waterdeep. Mervyn took to the City of Splendors all too well, finding many ripe targets and few authorities in significant number to enforce the cities laws among such a large populace. Mervyn has fallen in with a local thieves guild called the Lord's Defiance, helping out other, less fortunate halflings in the city where he can and gathering what information he can on “the job” when opportunity presents itself. Mervyn is a burglar by trade and often holds out for assignments and work that take advantage of his ability to stealth and pick locks, preferring assignments where the 'mark' isn't home as to allow him a comfortable time to work. He hates bloodshed and only will result in the drawing of it, if it absolutely becomes necessary or on the off chance that the victim deserves it. Mervyn speaks with a Cockney accent due to his street-upbringing. He addresses many with a relaxed demeanor and posture, and acerbic nature and tone. This is because losing people that he cares about has been very common in his life, and as such it takes time for him to get comfortable dealing with new people, much less tall folk. This transitory feature in his life has also left him mildly hedonistic, and he loves good drink, good food, and despite not really knowing how to dance, good music. If Mervyn sees an opportunity to help an orphaned child or free an escaped slave, he will take it, but not without proper planning and not haphazardly if he can help it. Also, he will follow his rules of thievery to the letter, and violations of those will cause him some levels of grief.     Personality Quirks: Chronic Smoker (Imagine him frequently lighting up during rest or when he is nervous, especially before disarming a trap) Hates Wizards (I mean he really does, you can give him a penalty to dealing with them and I would not complain one bit) Dick with a heart of gold (hard to pull off) Over-eater (Oh he will) Suspicious (but not necessarily hostile about it)   Background PHB: Criminal   Personality Traits: Because of his poor upbringing Mervyn gets easily angered when he or other halflings are insulted, this has often led to scirmishes at the local taverns that attract more attention than Mervyn sometimes needs or wants. It is a character flaw that he is well aware of, because of this the Bucker brothers have learned that in negotiations for Mervyn to do a job, it is often as easy to tell Mervyn that he 'can't do it' than it is to offer him more money to get him to try. This has made Mervyn a valuable asset to the guild for jobs that others may be more hesitant to take. Ideal: Mervyn is fiercely loyal to his friends, however beyond that, you are just another mark. However Mervyn does have a soft side for urchins and the poor, one he tries to keep a secret. Bond: Mervyn hopes to one day be able to redeem himself for the torture that was inflicted on Turik on his behalf. He knows that if it wasn't for the elderly halfling he would have been slain long ago by his masters at the time. He holds himself responsible for Turik's death however, as the noteworthy bauble that went missing was one that Mervyn took. One that he let Turik be beaten to death for. Flaw: Mervyn often likes a well laid out plan, but often he makes spur of the moment decisions that forgo any plan that has been made. Mervyn explains it as liking to "fly by the seat of his pants." When in actuality Mervyn is just impatient when it comes to inaction and often doesn't feel he has the time for such planning. It has gotten him in trouble in the past and will probably do so again in the future. Specialty: Mervyn is a burglar by trade, that being the trade he was taught in Thesk, he continues to hone his skill in both lock picking and stealth, preferring marks that are not home at the time of the crime. He is short in stature but not afraid of heights or climbing and has recently began honing a new skill in forging documents, mostly city papers and permits for those wealthy enough to afford such things. Mervyn hopes one day he will be able to come out of the 'field' and just forge papers in his elder years, so far that is just a dream however.
×
×
  • Create New...