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lemonstyx

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  1. I can confirm that I can't see anyone else's secret. I don't have mine yet, but I hadn't made my thread at the time of posting. Also, I've already revealed what my secret is - Owlbear Whisperer!
  2. Jarn Wrentham Sheet | Log   Chaotic Good, Male Half-Elf Rogue 4 (Scout), Cleric 1 (Knowledge), Bard 3 (Lore) HP: 43/43 | HD: 8/8 (d8) | AC: 17/19With Shield | Initiative: +5 | PP: 19 | Speed: 30 ft | Prof Bonus: +3 Status: Normal | DM Inspiration: 0 | Bardic Inspiration: 2/2 | Spell Slots: L1 4/4 L2 3/3 | DefensesAdv vs being charmed and can't be put to sleep by magical means Stat Block Attributes, Saves and Skills Str 12Save +3 Athletics +5 (proficient) Dex 16Save +8 (proficient) Acrobatics +7 (proficient) Sleight of Hand +7 (proficient) Stealth +7 (proficient) Thieves' Tools +7 (proficient) Con 10Save +2  Int 12Save +6 (proficient) Arcana +8 (proficient, expertise) History +8 (proficient, expertise) Investigation +8 (proficient, expertise) Nature +8 (proficient, expertise) Religion +3 Wis 14Save +4 Animal Handling +4 Insight +9 (proficient, expertise) Medicine +6 (proficient) Perception +9 (proficient, expertise) Survival +9 (proficient, expertise) Cha 14Save +4 Deception +9 (proficient, expertise) Intimidation +6 (proficient) Performance +6 (proficient) Persuasion +9 (proficient, expertise) Race Features: Darkvision, Fey Ancestry, Skill VersatilityInsight, Perception Background Feature: Entertainer RoutinesJuggler, Instrumentalist, Storyteller, By Popular DemandYou can always find a place to perform, usually in an inn or tavern but possibly with a circus, at a theater, or even in a noble’s court. At such a place, you receive free lodging and food of a modest or comfortable standard (depending on the quality of the establishment), as long as you perform each night. In addition, your performance makes you something of a local figure. When strangers recognize you in a town where you have performed, they typically take a liking to you. Class Features (Rogue): ExpertiseInsight, Persuasion, Sneak Attack (2d6), Thieves' Cant, Cunning Action Subclass Features (Scout): SkirmisherStarting at 3rd level, you are difficult to pin down during a fight. You can move up to half your speed as a reaction when an enemy ends its turn within 5 feet of you. This movement doesn't provoke opportunity attacks., Survivalist Class Features (Cleric): Spellcasting Subclass Features (Knowledge): Blessings of KnowledgeAt 1st level, you learn two languages of your choice. (Deep Speech, Primordial) You also become proficient in your choice of two of the following skills: Arcana, History, Nature, or Religion. (Arcana, History) Your proficiency bonus is doubled for any ability check you make that uses either of those skills. Class Features (Bard): Spellcasting, Bardic Inspiration (d6), Jack of All Trades, Song of Rest (d6), ExpertiseDeception, Perception Subclass Features (Lore): ExpertiseInvestigation, Medicine, Intimidation, Cutting Words Feats: ProdigyLanguage: Undercommon, Skill Proficiency: Animal Handling, Skill Expertise: Investigation, Tool Proficiency: Vehicles (Land) Attacks  +1 Rapier +7 attack, 1d8+4 piercing Shortbow +6 attack, 1d6+3 piercing Dagger +6 attack, 1d4+3 piercing Languages, Tool Proficiencies Common, Elvish, Draconic, Giant, Thieves' Cant, Deep Speech, Primordial, Undercommon Thieves' Tools, Lute, Flute, Vehicles (Land) Spells Cleric: +5, DC 13 Cantrips: Guidance, Light, Thaumaturgy Level 1: Command (domain), Identify (domain, ritual), Bless, Protection from Evil and Good, Shield of Faith Bard: +5, DC 13 Cantrips: Mage Hand, Minor Illusion Level 1: Detect Magic, Disguise Self, Healing Word, Longstrider Level 2: Aid, Invisibility Magic Items Consumable Magic Items: Potion of Resistance (Necrotic) Permanent Magic Items: Stone of Good Luck (attuned), Ring of Protection (attuned), +1 Rapier Inactive Magic Items: +1 Shortbow Story Award: Charm of Heroism (1 use), Backpack Parachute  
  3. Vithka Sheet | Log Lawful Neutral, Female Githzerai Ranger 5 (Gloomstalker) HP: 44/44 | HD: 5/5 (d10) | AC: 16 | Initiative: +7 | PP: 16 | Speed: 30 ft | Prof Bonus: +3 Status: Normal | DM Inspiration: 0 | Spell Slots: L1 4/4 L2 2/2 | DefensesAdvantage on saving throws vs being charmed or frightened, resistance to psychic damage Stat Block Attributes, Saves and Skills Str 10Save +3 (proficient) Athletics +0 Dex 18Save +7 (proficient) Acrobatics +4 Sleight of Hand +4 Stealth +7 (proficient) Con 14Save +2  Int 10Save +0 Arcana +0 History +0 Investigation +0 Nature +0 Religion +0 Wis 16Save +3 Animal Handling +6 (proficient) Insight +3 Medicine +6 (proficient) Perception +6 (proficient) Survival +6 (proficient) Cha 8Save -1 Deception -1 Intimidation -1 Performance -1 Persuasion -1 Race Features: Mental Discipline, Githzerai Psionics, Psychic Resilience Background Feature: Safe Haven Class Features: Favored EnemyAberrations, Natural ExplorerArctic, Fighting StyleTwo weapon fighting, Spellcasting, Primal Awareness Subclass Features (Gloomstalker): Gloomstalker Magic, Dread Ambusher, Umbral Sight Attacks  +1 Shortsword +8 attack, 1d6+5 piercing Offhand Shortsword +7 attack, 1d6+4 piercing Longbow +7 attack, 1d8+4 piercing Languages, Tool Proficiencies Common, Gith, Undercommon, Primordial, Deep Speech Spells Ranger: +6, DC 14 Cantrips: Mage Hand Level 1: Absorb Elements, Disguise Self (Gloomstalker), Hunter's Mark, Shield (1/day, racial), Speak with Animals (1/day, Primal Awareness), Zephyr Strike Level 2: Beast Sense (1/day, Primal Awareness), Detect Thoughts (1/day, racial), Pass Without Trace, Rope Trick (Gloomstalker) Magic Items Consumable Magic Items: Spell Scroll of Animal Friendship Permanent Magic Items: Gray Bag of Tricks, +1 Shortsword (Level 5 Magic Item) Inactive Magic Items:  
  4. Vithka Sheet | Log Lawful Neutral, Female Githzerai Ranger 5 (Gloomstalker) HP: 44/44 | HD: 5/5 (d10) | AC: 16 | Initiative: +7 | PP: 16 | Speed: 30 ft | Prof Bonus: +3 Status: Normal | DM Inspiration: 0 | Spell Slots: L1 4/4 L2 2/2 | DefensesAdvantage on saving throws vs being charmed or frightened, resistance to psychic damage Stat Block Attributes, Saves and Skills Str 10Save +3 (proficient) Athletics +0 Dex 18Save +7 (proficient) Acrobatics +4 Sleight of Hand +4 Stealth +7 (proficient) Con 14Save +2  Int 10Save +0 Arcana +0 History +0 Investigation +0 Nature +0 Religion +0 Wis 16Save +3 Animal Handling +6 (proficient) Insight +3 Medicine +6 (proficient) Perception +6 (proficient) Survival +6 (proficient) Cha 8Save -1 Deception -1 Intimidation -1 Performance -1 Persuasion -1 Race Features: Mental Discipline, Githzerai Psionics, Psychic Resilience Background Feature: Safe Haven Class Features: Favored EnemyAberrations, Natural ExplorerArctic, Fighting StyleTwo weapon fighting, Spellcasting, Primal Awareness Subclass Features (Gloomstalker): Gloomstalker Magic, Dread Ambusher, Umbral Sight Attacks  +1 Shortsword +8 attack, 1d6+5 piercing Offhand Shortsword +7 attack, 1d6+4 piercing Longbow +7 attack, 1d8+4 piercing Languages, Tool Proficiencies Common, Gith, Undercommon, Primordial, Deep Speech Spells Ranger: +6, DC 14 Cantrips: Mage Hand Level 1: Absorb Elements, Disguise Self (Gloomstalker), Hunter's Mark, Shield (1/day, racial), Speak with Animals (1/day, Primal Awareness), Zephyr Strike Level 2: Beast Sense (1/day, Primal Awareness), Detect Thoughts (1/day, racial), Pass Without Trace, Rope Trick (Gloomstalker) Magic Items Consumable Magic Items: Spell Scroll of Animal Friendship Permanent Magic Items: Gray Bag of Tricks, +1 Shortsword (Level 5 Magic Item) Inactive Magic Items:  
  5. Vithka, Female Githzerai Ranger - Creation Vithka AL Logsheet Class & Level: Ranger 1 Race: Githzerai Gender: Female Age: 31 Alignment: LN Deity: None Faction: Order of the Gauntlet Background: Faction Agent Proficiency Bonus: +2 INIT: +3 AC: 14 HD: 1d10 HP: 12 27 Point Buy STR: 10 (2 points) DEX: 15 (9 points) CON: 14 (7 points) INT: 10 (2 points) WIS: 14 (7 points) CHA: 8 (0 points) Race: +2 Wis, +1 Dex Speed: 30 ft Passive Perception: 15 Skill Proficiencies +3 Acrobatics (Dex) +3 Animal Handling (Wis) +0 Arcana (Int) +0 Athletics (Str) -1 Deception (Cha) +0 History (Int) +5 Insight (Wis) -1 Intimidation (Cha) +0 Investigation (Int) +5 Medicine (Wis) +0 Nature (Int) +5 Perception (Wis) -1 Performance (Cha) -1 Persuasion (Cha) +0 Religion (Int) +3 Sleight of Hand (Dex) +5 Stealth (Dex) +5 Survival (Wis) Racial Features: LanguagesCommon, Gith,  Mental DisciplineYou have advantage on saving throws against the charmed and frightened conditions. Under the tutelage of monastic masters, githzerai learn to govern their own minds., Githzerai PsionicsYou know the Mage Hand cantrip, and the hand is invisible when you cast the cantrip with this trait. When you reach 3rd level, you can cast Shield once with this trait, and you regain the ability to do so when you finish a long rest. When you reach 5th level, you can cast the detect thoughts spell once with this trait, and you regain the ability to do so when you finish a long rest. Wisdom is your spellcasting ability for these spells. When you cast them with this trait, they don't require components. Background Features: ProficienciesLanguages: Undercommon, Primordial Skills: Insight, Medicine,  Safe HavenAs a faction agent, you have access to a secret network of supporters and operatives who can provide assistance on your adventures. You know a set of secret signs and passwords you can use to identify such operatives, who can provide you with access to a hidden safe house, free room and board, or assistance in finding information. These agents never risk their lives for you or risk revealing their true identities. Class Features: ProficienciesArmor: Light & Medium, Shields Weapons: Simple & Martial Weapons Tools: None Saving Throws: Strength, Dexterity Skills: Perception, Stealth, Survival,  Favored EnemyBeginning at 1st level, you have significant experience studying, tracking, hunting, and even talking to a certain type of enemy. Choose a type of favored enemy: aberrations, beasts, celestials, constructs, dragons, elementals, fey, fiends, giants, monstrosities, oozes, plants, or undead. Alternatively, you can select two races of humanoid (such as gnolls and orcs) as favored enemies. You have advantage on Wisdom (Survival) checks to track your favored enemies, as well as on Intelligence checks to recall information about them. When you gain this feature, you also learn one language of your choice that is spoken by your favored enemies, if they speak one at all. You choose one additional favored enemy, as well as an associated language, at 6th and 14th level. As you gain levels, your choices should reflect the types of monsters you have encountered on your adventures. (Aberrations, Deep Speech), Natural ExplorerYou are particularly familiar with one type of natural environment and are adept at traveling and surviving in such regions. Choose one type of favored terrain: arctic, coast, desert, forest, grassland, mountain, swamp, or the Underdark. When you make an Intelligence or Wisdom check related to your favored terrain, your proficiency bonus is doubled if you are using a skill that you're proficient in. While traveling for an hour or more in your favored terrain, you gain the following benefits: *Difficult terrain doesn't slow your group's travel. *Your group can't become lost except by magical means. *Even when you are engaged in another activity while traveling (such as foraging, navigating, or tracking), you remain alert to danger. *If you are traveling alone, you can move stealthily at a normal pace. *When you forage, you find twice as much food as you normally would. *While tracking other creatures, you also learn their exact number, their sizes, and how long ago they passed through the area. You choose additional favored terrain types at 6th and 10th level. (Arctic)          
  6. Vithka is levelled up - I shall develop a posting format for her shortly. I'm fine with continuing on with 4, or with adding. At some point ballon was part of this game, and they seem to be returning. Should we ask if they want to rejoin?
  7. I assume you mean different posting formats? There was a fairly consistent one that many of us used on the old site that doesn't seem to translate as well over to the new site. At least I haven't been able to replicate it to my liking. I think there's a lot of experimentation going on right now. If you have a preferred format you'd like to see as a DM, feel free to put it out there - I think a lot of people would like some suggestions as to what to do.
  8. I'm glad my post was helpful (and an official PK endorsement!). If anything comes up that you have questions about, there are several people here who are wonderful sources of information (PK being one of the main ones). I'd also echo PK's welcome! Most DMs use a first-come first-served basis for recruiting players into their games. I'm not sure I've ever seen anyone ask for applications here, to be honest. I don't think anyone would object if you wanted to do it, but it would definitely be out of the norm. As for attrition, people definitely drop out, although perhaps more frequent is people disappearing for a short time (a week or weeks) and then coming back. If someone disappears in the middle of combat, I think DMs often choose to DMPC for the missing player's turns (again, you don't want to let things get drawn out too long), but if the absence persists, I'd say a quiet retcon of their involvement is pretty common (sometimes entailing a quiet retcon of their return as well). Occasionally, somebody gets recruited to take their place (less common in modules, but still happens). Of course, if a DM disappears, the game may have to be abandoned, but quite often someone here has volunteered to jump in to finish the game, especially if it's near the end. Finally, as for non-WotC content, I've been running the Border Kingdoms mods here and been enjoying them very much (hopefully the players agree). I think we're on the 10th module now with a fairly consistent group of players. I haven't played any of the Dungeoncraft stuff, I don't think, but I believe several have been run here. There's definitely a shortage of DMs relative to players here, so pretty much anything you choose to run will get people eager to play.
  9. AL does require a DM to run an adventure pretty much as is. There is a little wiggle room for DM discretion, but not a huge amount. You can't adapt and borrow from adventures to insert parts of them in other ones, for example (with a few exceptions). You can run Blue Alley in its entirety, but you can't borrow from it. In general, you can't insert or change the encounters in an adventure, except according to the guidance provided for parties of differing strength (although I believe you can swap out a creature for another one with the same CR if you think it makes the encounter more thematic). As for the adaptation to PbP, I think the main thing you need to take into consideration is how long a PbP game takes. A 4-hour module is rarely completed in less than 6 months, for example. The main thing you want to do as a DM is streamline the game so that you don't lose weeks or months to inconsequential things. AL adventures are generally already a railroad, but I think they have to be even more so in PbP. I wouldn't worry too much about what's been run already. The answer is almost everything at some point. If there's something you'd like to run, go for it. I can't imagine you won't find people willing to play. I hope this helps. Perhaps others have some additional advice they can contribute.
  10. Yeah, that is a good idea. I'll see about getting around to doing that as well at some point.
  11. Hi all, I seem to be over my health issues (hopefully, anyway), and am looking to get back to posting here. It looks like I'll need to figure out Baldr and port my game from the old site over here, as well as catch up on the games in which I'm a player.
  12. I definitely found the first half a drag, as you say. I actually ended up putting it down for a few months. But I did make it back, and have noticed it's picking up. I'm glad to hear that should continue through to the end!   And hey @Shambala!
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