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Posts posted by JubalBreakbottle
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4 hours ago, Guyblue said:
You can choose either equipment or your starting gold per class.
I'm not sure what you mean about the build.Starting gold per class can be random. I saw that you were merciful with HP with rolling and taking a minimum of half+1. I wondered if you would do something similar with starting gold.
If we take the regular starting equipment, can we sell for full value or half?
What I meant is that your application does not appear to me to require a character sheet. I assume you want one, but I missed where you specify it.
Cheers
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Vanon
Bugbear* Size: Medium
* Speed: 30 ft.
* Creature Type.You are a Humanoid. You are also considered a goblinoid for any prerequisite or effect that requires you to be a goblinoid.
* Darkvision. 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 discern colors in that darkness only as shades of gray.
* Fey Ancestry. You have advantage on saving throws you make to avoid or end the charmed condition on yourself.
* Long-Limbed. When you make a melee attack on your turn, your reach for it is 5 feet greater than normal.
* Powerful Build. You count as one size larger when determining your carrying capacity and the weight you can push, drag, or lift.
* Sneaky. You are proficient in the Stealth skill. In addition, without squeezing, you can move through and stop in a space large enough for a Small creature.
* Surprise Attack. If you hit a creature with an attack roll, the creature takes an extra 2d6 damage if it hasn't taken a turn yet in the current combat.
* Languages. You can speak, read, and write Common and one other language (Goblin). Tribal Member* Skill Proficiencies: Athletics, Survival
* Languages: Any one of your choice (Draconic)
* Tool Proficiencies: One type of musical instrument or artisan's tools (Tinker's tools)
* Feature: Bad Reputation
No matter where you go, people are afraid of you due to your reputation. When you are in a civilized settlement, you can get away with minor criminal offenses, such as refusing to pay for food at a tavern or breaking down doors at a local shop, since most people will not report your activity to the authorities. Barbarian* Armor: light armor, medium armor, shields
* Weapons: simple weapons, martial weapons
* Tools: none
* Saving Throws: Strength, Constitution
* Skills: Choose 2 from Animal Handling, Athletics, (Intimidation), Nature, (Perception), and Survival.
Reckless Attack
Starting at 2nd level, you can throw aside all concern for defense to attack with fierce desperation. When you make your first attack on your turn, you can decide to attack recklessly. Doing so gives you advantage on melee weapon attack rolls using Strength during this turn, but attack rolls against you have advantage until your next turn.
ACUnarmored Defense
While 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. 15 | HP 25/25 | HD 2/2d12 | RageOn 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 +2 bonus to the damage roll. This bonus increases as you level.
* 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 maximum number of times for your barbarian level, you must finish a long rest before you can rage again. You may rage 2 times at 1st level, 3 at 3rd, 4 at 6th, 5 at 12th, and 6 at 17th. 2/2
StrSave, proficient +5
Athletics, proficient +5 16 | Dex 14 | Con 16 | Int 11 | Wis 12 | Cha 11
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With your application template, you don't seem to want a build submitted. If you do, how do you do equipment and applying the merciful GM to random starting gold?
thanks
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Vanon - Bugbear Barbarian Tribe Member
Name: Vanon
Character Concept: Self-exiled bugbear from his tribe in the Seawall Mountains after losing a fight for a leadership position with his brother, Thuun and looking for easy coin and adventure.
Race, Background, Subclass Class: Bugbear, (Uthgardt) Marguul Tribe Member (with Pirate Feature: Bad Reputation), (Subclass will depend on experience)
Description: This obviously savage bugbear stands over seven feet tall. Beneath his dark, shaggy hair are inked tattoos and designed burns and scars identifying his exploits and commitment to his tribe. His beady eyes, toothy maw, and decorated, wedge-shaped ears make him look angry all the time. He radiates casual violence giving everyone who sees him pause and a desire for a wide berth.
... until he starts to laugh, which happens more often than you would imagine. He finds most so-called civilized customs humorous.
His gear is made of rough hide, hardwood, and bones. He carries a halberd and shoulders a pack, shortbow, quiver, and some javelins.
Your Character’s Plothook: Vanon has recently left a position in Lightning Rail vehicle security. Yes, it was his choice (False), and he wanted to leave them their stupid uniform (False). And he chose to exit at Oakhurst (False), wherever we are.
Past is Prologue: Vanon grew up in the Marguul tribe of bugbears in the Seawall Moutains with a savage lifestyle of survival of the fittest. Worshiping the Mockery, the patron of treachery and of terror in battle, victory through guile was celebrated and rewarded. He did well as the alpha among his peers until his older brother Thuun returned from mercenary work. It only took a few weeks for them to battle for position in the tribe. Vanon lost, the fight and his leadership position in the tribe. The wounds to his pride hurt worse than the physical scars from battle, so he skulked away in the middle of the night into the Marguul Pass into the town of Sterngate.
Although he felt the worst (helpless and useless), Vanon recognized that he was still stronger and smarter than the townsfolk. So in less than a week, he determined the easiest and best paid position in town was working security for the Lighting Rail station in Sterngate. So, he got the position and enjoyed the night watch, especially because he could do whatever he wanted with the occasional trespassers. Then, he practiced his hunting skills.
But a couple times over the next several months, he got hassled by security who worked the trains. They gave him crap and then rolled away. He felt inferior and unable to retaliate, so he ensured a vehicle security guard did not make his train’s departure one day. And, Vanon happily accepted the promotion to vehicle security. Of course, he was conveniently packed and could leave immediately.
Unfortunately, vehicle security proved much more difficult for him. Vanon did not understand this alien concept called customer service. He discovered that gnome merchants did not like being held outside a moving train to calm down; it's not like he would drop them, because they weighed less than his pack. So, he only lasted a few months until he decided it would be best to do something else (False). He resigned his post of vehicle security in a town called Oakhurst (False. He was fired).
Now, he's looking for another opportunity for easy coin.
Loyalties. Even while self-exiled, Vanon is forever loyal to his Marguul tribe. Like his older brother who beat him, he is traveling to learn how to be stronger and sneakier with a goal to return to his tribe and reclaim an even better leadership position.
Is Might Right? Absolutely. Losers deserve their loss, but they should never stop trying to win through guile. The Mockery teaches to never stop working to be victorious. No matter how or what you have to do it. So, everyone else should be doing the same and deserve their lot in life until they figure it out.
Deity. The Mockery, because Vanon was raised that He guides those who seek victory through guile.
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Celsior Loriniscil, Prince of Alfheim
Inspiration Yes | HP 35/35 | HD 5/5d6
Str 8 | Dex 16 | Con 14 | Int 18 | Wis 10 | Cha 10
Step 2/2 | Shield 1/1 | Bladesong 2/2 | Recovery 4/4
Spells +8 DC 16 | Cantrips | 1st 4/4 | 2nd 3/3 | 3rd 2/2
Celsior listens intently to the captain nodding appropriately. He half listens to the other cafe customers but concludes that there might be some recruits around them. But then, the seeds started falling.
After the first meteorite touchdown, the prince sits up refocusing on the streaks from the sky. He recognizes the astral elven starmoth seeds, but they were alive unlike the one in H'Catha that they found and collected. And, the seeds appear altered for another purpose.
His reflection is interrupted by Captain Sartell's retreat as he watches her head toward her ship in the port. Celsior stands up and shoots the last of his wine. "Very acute observation, Yahs!" He replies to his single crew and then sweeps his gaze toward the customers of the cafe. He drops his cup and picks up his luxury luggage, "listen up! The recruitment drive is shifting speeds. If you want to join a crew spelljamming the Astral Sea, follow me! If your interview fails later, we can drop you off somewhere!" He quickly surveys the cafe customers looking in those eyes who would meet his gaze.
Then he turns, he dashes off to follow Captain Sartell heading toward the port and ship.
Mechanics
Active spells:
Action: -
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Gareth uth Fearfold, Knight of the Sword, Clerist of Habakkuk
AC 21 | HP 101/101 | HD 10/10d8 | Channel Divinity 3/2+1
Str 18 | Dex 11 | Con 14 | Int 10 | Wis 20 | Cha 12
Precise Strike 4/4 | Commanding Rally 4/4 | Demoralizing Strike 4/4
Spells +10 DC 18 | Cantrips | 1st 4/4 | 2nd 2/3 | 3rd 3/3 | 4th 3/3 | 5th 2/2
Gareth enjoys another restful sleep following her new routine of checking the shape of the dragon orb wrapped in his gear within his pack before sleeping and breakfast. He didn't touch it, but he needed to bear this burden by checking on this burden.
After unpacking his pack from the canoe and easy river ride, he pushes his hand into the leather of his backpack to find the surface of the dragon orb, in his new routine.
"Silvara, who's home are we visiting today? Smells like they're cooking supper." He asks their guide.
Mechanics
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Level 5 Neidar Folk Hero Forge Cleric
AC 20 | HP 51/51 (5d8+15+5) | HD 5/5 | Speed 30 ft.
Senses Darkvision 60 ft., Passive Perception 17, Insight 14, Investigation 13
Chapter 1: A Great Upheaval
in Game Threads
Posted · Edited by JubalBreakbottle (see edit history)
Garon Ammakyl
Human Noble Paladin
ACChain mail 16
Shield +2
While you are wearing heavy armor, bludgeoning, piercing, and slashing damage that you take from nonmagical attacks is reduced by 3. 18 | HP 12/12 (1/1d10 +2) | 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. 4/4 | LoHYour 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 × 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. 5/5
StrSave +3
Athletics, proficient +5 16 | DexSave +1
Initiative +1
Acrobatics +1
Sleight of Hand +1
Stealth +1, armor disadvantage 12 | ConSave +2 14 | IntSave +0
Arcana +0
History, proficient +2
Investigation +0
Nature +0
Religion +0
Languages: Common, Elvish, Dwarvish 10 | WisSave, proficient +3
Handle Animal, proficient +3
Insight, proficient +3
Medicine +1
Perception +1
Survival +1 12 | ChaSave, proficient +5
Deception +3
Intimidation +3
Persuasion, proficient +5
Performance +3 16
Spellcasting +5 DC 13 | CantripsBooming Blade SM
Fire Bolt VS | Shield 1/1