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Glyph

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  1. Yeah if you could fish her application out of the Archives, that would be great. Regarding Tab's background...well she's an infiltrator and scout, so I can imagine her being one for the Ironclad Regiment. Do you have some information about the mercenary company...or point me to where I can read more about them?
  2. I apologise if this is a stupid question, but I can't seem to find the answer/information myself... I remember this game recruiting Level 1 characters. I had started an application (Tabitha Fairchilde) but couldn't complete it due to time constraints. But now the game has progressed and applications are Level 5...can I ask what are the circumstances of our character's introduction into the story? Is there a place where I can find a short summary of what has transpired thus far and what of it is common or public knowledge?
  3. @bwatford You posted a preferred submission template. Will we be giving ourselves negative points if we deviate slightly from it? I'd like to merge my own prefered application method with yours (mostly in the application section)...
  4. @bwatford considering how much is being asked, I would suggest you add "Tasha's is not allowed" in the approved book list. I know it's superfluous but you've been asked close to 5 times already. Now, a more important question...is Tasha's allowed? (only joking 😛)
  5. Yes indeed! They're Eloquence bards, so the pair are used to singing songs together...think Rap Battles but not using rap
  6. Actually...belay that. I can't find any decent Rogue-y art of twins. I'll be making a pair of bards hehe
  7. Hey all...sorry for being late to the party, but I've had a hectic week and a half! Regarding my character I was thinking of making a pair of Dvati Rogue twins who are "treasure liberators"...they're hired to either delve ruins in search of artifacts or relieve then from the possession of someone.
  8. While the storyteller in me thinks that makes total sense, the gamer in me thinks that it might dissuade people from makeing Dvati characters that need heavier armour...buying 2 sets of Plate armour will honestly bankrupt a player hehe
  9. First of all, I'll echo what the others have said, the amount of world building you've done is truly impressive! I had another question about Dvati? Considering they're 2 people, would I need to buy 2 sets of everything or would armour, for example, come in a pair for Dvati characters?
  10. So you're telling me I can go with a Human (getting +1 in all stats) and then take Dvati?
  11. I wanted to ask about Dvati. Does a Dvati character only get a single +1 modifier to either Wisdom or Intelligence? Nothing else stats-wise?   Or am I misunderstanding Dvatinand they're taken like Wood, Dark and High variants of the Elf race?
  12. Good luck to everyone! I wasn't able to finish off my application, which is disappointing...but I hope I can continue to watch this game and read the amazing adventure you guys will be on! 😄
  13. Yeah it does help! I assume what the "line" was...like crossing a line. But was unsure about the veil.
  14. I'm probably going to sound like a newb...but what do you mean by lines and veils?
  15. @Kamishiro_Rin thanks for looking over my character sheet this far. I wanted to ask, what is the deadline for applications?
  16. Hey! I'm about 80% done with my application...I just need to do some background stuff and my stat block. Could I kindly ask if you could have a look at my application thus-far and send me a PM if I have any issues?
  17. Tabitha Fairchilde Half-Elf Spy Scout Rogue 1 HP 12/12 | AC 14 Senses: 60ft Darkvision Passive Perception 13 Passive Insight 13 Passive Investigation 13 Actions/Narration "Words" Thoughts OOC/Actions For OOC comments or to elaborate actions
  18. Spells known Cantrips Mage HandMAGE HAND Conjuration cantrip Casting Time: 1 action Range: 30 feet Components: V, S Duration: 1 minute A spectral, floating hand appears at a point you choose within range. The hand lasts for the duration or until you dismiss it as an action. The hand vanishes if it is ever more than 30 feet away from you or if you cast this spell again. You can use your action to control the hand. You can use the hand to manipulate an object, open an unlocked door or container, stow or retrieve an item from an open container, or pour the contents out o f a vial. You can move the hand up to 30 feet each time you use it. The hand can't attack, activate magic items, or carry more than 10 pounds. Ⓐ MessageMESSAGE Transmutation cantrip Casting Time: 1 action Range: 120 feet Components: V, S, M (a short piece of copper wire) Duration: 1 round You point your finger toward a creature within range and whisper a message. The target (and only the target) hears the message and can reply in a whisper that only you can hear. You can cast this spell through solid objects if you are familiar with the target and know it is beyond the barrier. Magical silence, 1 foot of stone, 1 inch of common metal, a thin sheet of lead, or 3 feet of wood blocks the spell. The spell doesn’t have to follow a straight line and can travel freely around corners or through openings. Ⓐ 1st-Level Feather FallFEATHER FALL 1st-level transmutation Casting Time: 1 reaction, which you take when you or a creature within 60 feet of you falls Range: 60 feet Components: V, M (a small feather or p iece o f down) Duration: 1 minute Choose up to five falling creatures within range. A falling creature's rate o f descent slows to 60 feet per round until the spell ends. If the creature lands before the spell ends, it takes no falling damage and can land on its feet, and the spell ends for that creature. Ⓡ JumpJUMP 1st-level transmutation Casting Time: 1 action Range: Touch Components: V, S, M (a grasshopper’s hind leg) Duration: 1 minute You touch a creature. The creature’s jump distance is tripled until the spell ends. Ⓐ SanctuarySANCTUARY 1st-level abjuration Casting Time: 1 bonus action Range: 30 feet Components: V, S, M (a small silver mirror) Duration: 1 minute You ward a creature within range against attack. Until the spell ends, any creature who targets the warded creature with an attack or a harmful spell must first make a Wisdom saving throw. On a failed save, the creature must choose a new target or lose the attack or spell. This spell doesn’t protect the warded creature from area effects, such as the explosion o f a fireball. If the warded creature makes an attack or casts a spell that affects an enemy creature, this spell ends. Ⓑ
  19. 🏗️ This Application post is WiP 🏗️ Inventory Money 0 75 0 0 Worn Name Armour Class (AC) Strength Stealth Source Breastplate Enhanced Defense infusion 15 + DEX (+2 max) — — Purchased Shield +2 — — Purchased Pouch containing 75gp Starting equipment (background) Ironclad Regiment uniform including a hood (traveler's clothes quality) Starting equipment (background) Weapons Name Damage Traits Source Hand crossbow 1d6 P Ammunition (range 30/120) light Repeating Shot infusion Purchased Dagger 1d4 P Finesse Light Thrown (20/60 ft.) Starting equipment (class) Dagger 1d4 P Finesse Light Thrown (20/60 ft.) Starting equipment (class) Shortsword 1d6 S Finesse Light Starting equipment (class) Instruments & Tools Thieves tools Starting equipment (class) Playing cards set Bought item Other Burglar’s pack Starting equipment (class) Backpack — Bag of 1,000 ball bearings — 10ft of string — Bell — x5 candles — Crowbar — Hammer — x10 pitons — Hooded lantern — x2 flasks of oil — x5 days' rations — Tinderbox — Waterskin — 50ft hempen rope Starting equipment (class) Crowbar Sold at character creation Trinket A mummified goblin hand (01) (Player's Handbook pg.160) [see previous post for roll] Starting equipment (class)
  20. Feats Level 1 Bonus Feat Skilled You gain proficiency in any combination of three skills or tools of your choice. Skills chosen are: Arcana, Acrobatics, Deception. Source: Player's Handbook, pg.170 Level 4 Bonus Feat Elven Accuracy Prerequisite: Elf or half-elf The accuracy of elves is legendary, especially that of elf archers and spellcasters. You have uncanny aim with attacks that rely on precision rather than brute force. You gain the following benefits: Increase your Dexterity, Intelligence, Wisdom, or Charisma score by 1, to a maximum of 20. Whenever you have advantage on an attack roll using Dexterity, Intelligence, Wisdom, or Charisma, you can reroll one of the dice once. Source: Xanathar's Guide to Everything, pg.74
  21. Rogue (Scout) Class [1-3] Level Proficiency Bonus Features Sneak Attack Cantrips Known Spells Known 1st 2nd 3rd 4th 5th 6th 7th 8th 9th 1st +2 > Expertise > Sneak Attack > Thieves' Cant 1d6 — — — — — — — — — — — 2nd +2 > Cunning Action 1d6 — — — — — — — — — — — 3rd +2 > Roguish Archtype > Skirmisher > Survivalist 2d6 — — — — — — — — — — — Hit Points Hit Dice: 1d8 Hit Points at 1st Level: 8 + your Constitution modifier Hit Points at Higher Levels: 1d8 (or 5) + your Constitution modifier per Rogue level after 1st Total Rogue Hit Points: 16 Proficiencies Armor: light armour Weapons: simple weapons, hand crossbows, longswords, rapiers, shortswords Tools: Thieves' tools Saving Throws: Dexterity, Intelligence Skills: Choose four from: Acrobatics Athletics Deception Insight Intimidation Investigation Perception Performance Persuasion Sleight of Hand Stealth Level 1 - 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. Level 1 - 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. Level 1 - 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. Level 2 - Cunning Action Starting at 2nd level, your quick thinking and agility allow you to move and act quickly. You can take a bonus action on each o f your turns in combat. This action can b e used only to take the Dash, Disengage, or Hide action. Level 3 - [Scout] Skirmisher Starting 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. Level 3 - [Scout] Survivalist When you choose this archetype at 3rd level, you gain proficiency in the Nature and Survival skills if you don't already have it. Your proficiency bonus is doubled for any ability check you make that uses either of those proficiencies. Artificer Class [1-2] Level Proficiency Bonus Features Infusions Known Infused Items Cantrips Known 1st 2nd 3rd 4th 5th 1st +2 > Magical Tinkering > Spellcasting — — 2 2 — — — — 2nd +2 > Infuse Item 4 2 2 2 — — — — Hit Points Hit Dice: 1d8 Hit Points at Higher Levels: 1d8 (or 5) + your Constitution modifier per Artificer level after 1st Total Artificer Hit Points: 9 Proficiencies gained through Multiclassing Armor: light armour, medium armour, shields Tools: Thieves' tools, Tinkerer's tools Level 1 - Magical Tinkering You've learned how to invest a spark of magic into mundane objects. To use this ability, you must have thieves' tools or artisan's tools in hand. You then touch a Tiny nonmagical object as an action and give it one of the following magical properties of your choice: The object sheds bright light in a 5-foot radius and dim light for an additional 5 feet. Whenever tapped by a creature, the object emits a recorded message that can be heard up to 10 feet away. You utter the message when you bestow this property on the object, and the recording can be no more than 6 seconds long. The object continuously emits your choice of an odor or a nonverbal sound (wind, waves, chirping, or the like). The chosen phenomenon is perceivable up to 10 feet away. A static visual effect appears on one of the object's surfaces. This effect can be a picture, up to 25 words of text, lines and shapes, or a mixture of these elements, as you like. The chosen property lasts indefinitely. As an action, you can touch the object and end the property early. You can bestow magic on multiple objects, touching one object each time you use this feature, though a single object can only bear one property at a time. The maximum number of objects you can affect with this feature at one time is equal to your Intelligence modifier (minimum of one object). If you try to exceed your maximum, the oldest property immediately ends, and then the new property applies. Level 1 - Spellcasting You've studied the workings of magic and how to cast spells, channeling the magic through objects. To observers, you don't appear to be casting spells in a conventional way; you appear to produce wonders from mundane items and outlandish inventions. Tools Required You produce your artificer spell effects through your tools. You must have a spellcasting focus-specifically thieves' tools or some kind of artisan's tool-in hand when you cast any spell with this Spellcasting feature (meaning the spell has an "M" component when you cast it). You must be proficient with the tool to use it in this way. See the equipment chapter in the Player's Handbook for descriptions of these tools. After you gain the Infuse Item feature at 2nd level, you can also use any item bearing one of your infusions as a spellcasting focus. Cantrips (0-Level Spells) You know two cantrips of your choice from the artificer spell list. At higher levels, you learn additional artificer cantrips of your choice, as shown in the Cantrips Known column of the Artificer table. When you gain a level in this class, you can replace one of the artificer cantrips you know with another cantrip from the artificer spell list. Preparing and Casting Spells The Artificer table shows how many spell slots you have to cast your artificer spells. To cast one of your artificer spells of 1st level or higher, you must expend a slot of the spell's level or higher. You regain all expended spell slots when you finish a long rest. You prepare the list of artificer spells that are available for you to cast, choosing from the artificer spell list. When you do so, choose a number of artificer spells equal to your Intelligence modifier + half your artificer level, rounded down (minimum of one spell). The spells must be of a level for which you have spell slots. For example, if you are a 5th-level artificer, you have four 1st-level and two 2nd-level spell slots. With an Intelligence of 14, your list of prepared spells can include four spells of 1st or 2nd level, in any combination. If you prepare the 1st-level spell cure wounds, you can cast it using a 1st-level or a 2nd-level slot. Casting the spell doesn't remove it from your list of prepared spells. You can change your list of prepared spells when you finish a long rest. Preparing a new list of artificer spells requires time spent tinkering with your spellcasting focuses: at least 1 minute per spell level for each spell on your list. Spellcasting Ability Intelligence is your spellcasting ability for your artificer spells; your understanding of the theory behind magic allows you to wield these spells with superior skill. You use your Intelligence whenever an artificer spell refers to your spellcasting ability. In addition, you use your Intelligence modifier when setting the saving throw DC for an artificer spell you cast and when making an attack roll with one. Spell save DC = 8 + your proficiency bonus + your Intelligence modifier Spell attack modifier = your proficiency bonus + your Intelligence modifier Ritual Casting You can cast an artificer spell as a ritual if that spell has the ritual tag and you have the spell prepared. Level 2 - Infuse Item You've gained the ability to imbue mundane items with certain magical infusions, turning those objects into magic items. Infusions Known When you gain this feature, pick four artificer infusions to learn, choosing from the "Artificer Infusions" section at the end of the class's description. You learn additional infusions of your choice when you reach certain levels in this class, as shown in the Infusions Known column of the Artificer table. Whenever you gain a level in this class, you can replace one of the artificer infusions you learned with a new one. Infusing an Item Whenever you finish a long rest, you can touch a nonmagical object and imbue it with one of your artificer infusions, turning it into a magic item. An infusion works on only certain kinds of objects, as specified in the infusion's description. If the item requires attunement, you can attune yourself to it the instant you infuse the item. If you decide to attune to the item later, you must do so using the normal process for attunement (see the attunement rules in the Dungeon Master's Guide). Your infusion remains in an item indefinitely, but when you die, the infusion vanishes after a number of days equal to your Intelligence modifier (minimum of 1 day). The infusion also vanishes if you replace your knowledge of the infusion. You can infuse more than one nonmagical object at the end of a long rest; the maximum number of objects appears in the Infused Items column of the Artificer table. You must touch each of the objects, and each of your infusions can be in only one object at a time. Moreover, no object can bear more than one of your infusions at a time. If you try to exceed your maximum number of infusions, the oldest infusion ends, and then the new infusion applies. If an infusion ends on an item that contains other things, like a bag of holding, its contents harmlessly appear in and around its space.
  22. Mercenary Veteran Background Skill Proficiencies: Athletics, Persuasion Tool Proficiencies: Vehicles (land), one type of gaming set (cards) Equipment: uniform of your company (traveler's clothes in quality), an insignia of your rank, a gaming set of your choice, and a pouch containing the remainder of your last wages (10 gp) Feature: Mercenary Life You know the mercenary life as only someone who has experienced it can. You are able to identify mercenary companies by their emblems, and you know a little about any such company, including the names and reputations of its commanders and leaders, and who has hired them recently. You can find the taverns and feast halls where mercenaries abide in any area, as long as you speak the language. You can find mercenary work between adventures sufficient to maintain a comfortable lifestyle (see "Practicing a Profession" under "Downtime Activities" in chapter 8 of the Player's Handbook). Personality I can stare down a hell hound without flinching. I have a crude sense of humour. Ideal Responsibility - I do what I must and obey just authority. (Lawful) Bond Someone saved my life on the battlefield. To this day, I will never leave a friend behind. Flaw I’d rather eat my armor than admit when I’m wrong. Source: Sword Coast Adventurer's Guide pg.152
  23. Half-Elf (Tasha's variant) Lineage Ability Scores Using the variant attribute rules in Tasha's Cauldron of Everything, I modified my ability score increase to "Your Dexterity score increases by 2, and two other ability scores of your choice increase by 1". Size: Medium Speed: 30 ft. Darkvision Thanks to your elf blood, you have superior vision in dark and dim conditions. You can see in dim light within 60 feet o f you as if it were bright light, and in darkness as if it were dim light. You can’t discern colour in darkness, only shades of grey. Fey Ancestry You have advantage on saving throws against being charmed, and magic can’t put you to sleep. Skill Versatility You gain proficiency in two skills of your choice. Languages You can speak, read, and write Common, Elvish, and one other language that you and your DM agree is appropriate for your character. Source: Player's Handbook, pg.39 and Tasha's Cauldron of Everything, pg.7
  24. 🏗️ This Application post is WiP 🏗️ Tabitha Fairchilde Spy and infiltration specialist Lineage, Background, Planned-Subclass Class A Tasha's variant of the Half-Elf, Tabitha is a Spy, who's subclass will be Scout Rogue with a planned multiclass into Artificer. Description A redhead with stunning blue eyes, Tabitha is somewhat tall for a half-elf of her age. While her "feminine charms" are evident, her figure is a bit on the lithe side. Due to the nature of her work, she tries to keep two different facets of her personality. While "on the job" she has a very charming and seductive personality and is always super pleasant and really interested in what you have to say. When she's not "on the job" she's as aloof and distant as can be to people who are strangers to her. Her conversation and talk are short and straight to the point and she would rather not have the inconvenience of company, except for rare occurrences or people (such as party members). Also, thanks to her profession, while her hair and eyes are somewhat striking features, Tabitha has the uncanny and fortunate ability to seem as unremarkable as possible. Her clothing is rather in descript and plain and she often wears a hood to cover her pointy ears and, when unable, would often wear her hair over them to cover them up. Your Character’s Plot hook Players should create characters connected to Krynn and, if possible, to one another. They should also each have a connection to a mutual friend named Ispin Greenshield. Ispin has recently passed away, and the characters are invited to his funeral in Vogler. Ispin Greenshield (ISS-pin GREEN-shield) Before retiring to the village of Vogler, Ispin Greenshield traveled across Ansalon as a teacher, trader, and adventurer. Along the way, he forged friendships with each of the characters. Each character knows the following information about him: Ispin was a good-natured human adventurer from Solamnia. Ispin took his name from a distinctive green shield he found early in his adventuring career. He claimed the shield was magical, but it had no obvious magical properties. The bighearted Ispin loved telling tall tales of his travels to anyone who would listen. Ispin used to adventure with a human Knight of Solamnia named Becklin and a hill dwarf warrior named Cudgel. These two featured in many of Ispin's stories of fighting sea monsters and goblin raiders. Ispin retired from traveling years ago, becoming a permanent resident of a little-known village in Solamnia called Vogler. The Meeting Ispin Greenshield table suggests a few ways characters might have come to know and likely respect Ispin. Players can elaborate on these connections however they'd like. Characters can use their relationship with Ispin to reinforce how they know one another. Meeting Ispin Greenshield d6 Experience 1 Ispin was a close friend of one of your parents. You've known him since you were a child. 2 You and Ispin defended a community from a notorious band of goblin raiders. 3 Ispin tracked you down to return something precious that a thief stole. 4 Ispin visited your homeland, bringing with him goods and stories from far-off lands. He taught you much about the world. 5 Ispin spent a season with your family and taught you swordplay, sailing, a language, or another skill. 6 You and Ispin once competed for the same person's affections, only to discover each other's friendship. Past is Prologue What’s your character’s backstory? Who are their family? Their friends? Their enemies? Why did they start adventuring? How did they reach level one? Please keep it to absolutely no more than the equivalent of two A4-sized sized sheets with 1-inch margins (25.4 mm), double-spaced, 12 pt. Times New Roman. I think I might have caused any college graduates to just suffer an aneurysm or triggered a PTSD episode with those criteria, but if you can’t pare it down to that . . . then it had better be really engaging reading. By NO means does it need to be two pages long! A couple of paragraphs is okay, too. The point is, write what gets across what you need to get across, but don’t write too much. Truths, Rumours, and Lies One true rumor that another accepted character will be allowed to have heard about your character. One false rumor that a second accepted character will be allowed to have heard about your character. One rumor that could be true or could be false (it’s up to you) that a third accepted character has heard about your character, and can choose to believe or disbelieve as they like. Include at least two of the following in your application: Loyalties. You are either being courted by or are a recent initiate of a faction, an organization on the continent of Ansalon for numerous purposes. See below for faction information. Why did you join the Faction? Who acted as your mentor? Is Might Right? What is your character’s personal philosophy on power and authority? From where does this derive? How is it wielded best and worst? Is might right, and if not, what is? Deity. Dragonlance is a world where the gods had withdrawn, but now, they’re starting to reassert themselves—especially in the face of Takhisis’s looming threat. They live and die and are real beings. Almost everyone worships at least one god, most worship multiple gods or whole pantheons. Atheism is very rare, and often has divine consequences. Yet others are spiritual without worshiping a god. What is your character’s beliefs, and how do they guide your character? Music. Tell me what your character sounds like, musically. You can give me a specific composer, band, style of music, or motifs, but music plays a large part in the games I run. No one’s judging your taste in music here, and I’d be more than happy to help you if you want suggestions. Please provide up to three links to Youtube videos showcasing the music you’ve chosen. If you only mention a genre (“Classic Rock!” or “Rap”), that’s fine, too. You can be as general or specific as you like (“Jimi Hendrix’s Woodstock performance of the Star Spangled Banner”). I’m a composer and I know a bit of music theory, so you can even speak in those terms, too! (“She’s the character equivalent of a tritone.” or “He’s the living embodiment of the Andalusian cadence played in a tresillo rhythm.”) Impressions. Your impression of other characters. This will help us develop relationships before the game starts. However, this is obviously not required because, depending on how many people apply, this will become burdensome. Images. (Other than your Character) Tattoos; images of animal companions or familiars; clothing items; whatever you like, and however many you feel the need to post. Connections. One or more living family member(s) they could visit, and who knows them and would give them and their friends beds to sleep in and a hardy meal in their bellies. They’ll even direct nosy stalkers in the wrong direction for you as best they can. BUT! One enemy stalking the world that has a legitimate grievance against them and is out there, looking for them to right your character’s wrong. I can’t promise either or both of them will come into play.
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