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KingGoblin

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  1. ThriKreen.jpg.a4c0f24287985730dbcb44144ca8fab3.jpgKlaktuk Cha-Pok but most people call me Steve

    Inspiration Yes | HP 43/43 | HD 5/5d8 | AC 15 | Passive Perception 16
    Str 10 | Dex 14 | Con 14 | Int 10 | Wis 10 | Cha 18
    Bardic Inspiration 4/4 | Chameleon Carapice | Thri-kreen Telepathy
    Spells +7 DC 15 | Cantrips | Spells Known Slots: 1st 4/4 | 2nd 3/3 | 3rd 2/2


    Without stopping playing, Steve's music shifts to a more determined, action-tempo, suitable for a fight scene or for running for your lives. The crashing of the attack adds percussion to his notes, and almost seems choreographed to make for an epic action sequence.

    At the Captain's words, and Celsior's orders, Steve follows on the heels of the Prince.

     

    Mechanics

    Active spells: Going to pretty much always have Comprehend Languages active, as a ritual.

    Action: -

  2. So, would a channeling monk with the Gunner feat be able to use Dedicated Weapon to make a pistol into a monk weapon? I’m not sure what all it would do, since pistols already do more damage than unarmed attacks, and Gunner lets them have proficiency to shoot them. I guess ki things. Hm. Monks were the MAD class I never really touched much.

  3. ChangelingToken.png.55230727c8a569055aa662d1be65aff1.pngNyx

    Changeling Order of Scribes Wizard, Spy


    IC: “My words,” Nyx said. | ‘My thoughts,’ Nyx thought. | My actions . . .

    Nyx did some things. She said some things. She did some more things.

    OOC

    I don’t always put OOC content in my posts, but when I do, I put it in here.


    To Whom It May Concern . . .

    Put Player mention tags, and any particular notes in here.

  4. Nyx - Changeling Order of Scribes Wizard, Spy

    Changeling.jpg.c5cdd11bbcbc4e8c8c86f491d2dfea99.jpg

    Name: Nyx

    Character Concept: Thrill-seeking changeling magical prodigy with more than enough brains to get her into trouble, and almost enough to get her back out again

    Race, Background, Subclass Class: Changeling Criminal (Spy) Order of Scribes Wizard

    Description: This is a bit problematic. She doesn't have one. That is, in her 'natural' form she is pale, androgynous, with washed-out features and a neutral body shape, missing genitalia, no navel, just a thin white hairless humanoid form. She doesn't ever really use that form, though.

    Among friends and allies, she might look similar to her natural form, but with embellishments like a more feminine shape, five fingers instead of three, etc. Like a very pale elven woman with white hair and black sclera eyes. She is just as likely to look completely different, though, occasionally with tiger-striped fur, scales, or bright colorful hair or skin, mismatched eyes and a beak, or fangs instead of teeth. When comfortable, her appearance matches her mood, more than anything else.

    When she is working, or trying to fit in, her appearance tends to stabilize a bit, but still might be anything. Nyx has several go-to masks she uses, a large male orc named Monch, a thoughtful hobgoblin woman named Belle, a human fop named Richard, a human priestess that never gives her name. Most of the time, she does prefer female elven forms, if just because that tends to make her education seem more reasonable when she wants to use it.

    Her clothing likewise changes, thanks to prestidigitation and creative forms that wear less clothing.

    Nyx's spellbook normally is a small black journal, made of cloth, without a title written on it, although again with prestidigitation it can and does look like whatever she wants it to look like. She often writes a new title on it with her Wizardly Quill, either to match a disguise (Frignar's Alchemical Primer, Musings of Casticus, Scriptures of Arawai, Tactical Warfare) or to match a mood or whim (Fifty Shades of Black, Lusty Tiefling Maid, Living with an Enormous Codpiece) or others mundane or mysterious (Principles of Accountancy, History of the Silver Purge). In short, her book is as mutable as she is, and it seems to like it that way.

    Nyx even changes her voice and movements, her mannerisms and her very smell based on the mask she is wearing, or the impression she wants to make.

    All that said, when among friends, she is much more likely to be relaxed, to joke and kid, to be sarcastic and perhaps a bit unaware of personal space and boundaries. In a way, Nyx has a hard time seeing the world as anything but a joke, and somehow only she is in on it.

    Your Character’s Plothook: When the Gigantic went down, it had on board the patron of her family's theater house. Along with several other noble contacts and acquaintances, and people of importance to her alma mater, Morgrave University. Nyx was informed of the event through her network of contacts and informants, and sent to investigate (and potentially for rescue) for both personal and professional reasons.

    Past is Prologue: Nyx was born in Sharn, specifically in the trendy Upper Menthis district. Her parents were theater people, changelings, bard/actors who own the Spectacular, a popular theater there. Incidentally, she tends to think of both of her parents as her mothers, since they often take female masks, which may have a lot to do with her choice in pronouns, but it isn't especially important. They shift as often as anyone.

    When she was still young, her intelligence was obvious, and her parents paid for her to attend Morgrave University. While there, her performance was such that she came to the attention of the King's Citadel, who was always looking for promising young recruits. Nyx loved her time with her family in the theater, and occasionally stopped in to perform with the rest of the actors, but she also loved her time at University, where she could be herself among fellow wizards who didn't seem to think that being a changeling was all that unusual. She ran into her fair share of discrimination, of course, and suspicion, but that only encouraged her to take the King's Citadel up on their offer of additional training in the King's Shadows.

    She did much of her training with the Shadows in the Ambassador Towers headquarters, but split her time with the University and her home. Recently, she has been sent farther and farther out for missions, even going to Xendrick for a few months for the University, or as far Thrane and Aundair for the Citadel, but this will be her first time in the Mournlands. She feels bad about the airship going down, but is excited for the chance to see what there is to see, and return to Sharn with something to report to her handlers, and to tell her family all about her adventures.

     

    Include at least two of the following in your application:

       Loyalties. She has many friends, although the three main loyalties that tie her are to her family, which includes pretty much everyone in the Spectacular, whether related or not. Whether changeling or not. She is also loyal to her school, Morgrave University, which has funded several expeditions that she has been part of, and to the King's Citadel, where she works as one of the King's Shadows.

       Is Might Right? Complicated question. She would say, looking at history, Might is always Right, but that's more because the winners write the history books. Religiously, she would say Right makes Might, since the gods have their say. But individually, for the people living it, the question is meaningless, as what an actual living person thinks is right has no real relation to their might. Either way, she would rather be Happy than Right, and considers any Success superior to simple Might.

       Deity. She follows the Sovereign Host, at least nominally. Nyx might make an offering here or there to one of the gods if she is about to do something particularly important and wants their attention, but she is just as likely to forget about them and just do whatever it is. She enjoys temple functions and gatherings, knows all the lore (like, literally all the lore), and can convincingly fake being a Vassal of any of them if it suits her. Nyx assumes they don't care about that, since she hasn't been cursed or smited or whatever yet.

       Music.

    Céu - Perfume do Invisível

    Eurythmics, Annie Lennox, Dave Stewart - Would I Lie to You?

     

  5. Name: Elrod ApplesnatcherBoyWitch.jpg.21a4b1b1c1008f8864db7c3b8e732751.jpg

    Age: 20

    Background: Mageborn

    Mageborn Quirk: My eyes glow with octarine light when I am casting spells.

    Class: Warlock, Genie (Dao) Patron, Pact of the Tome

    Character Sheet: Link

    Physical Description: Elrod is a tiny halfling, fresh out of the academy. He has messy brown hair, and wears his academy jacket over his leather armor. Elrod is never seen without his broom, and his book is usually strapped to his side, if he isn't holding it. Normally, his familiar, a black cat, can be found prowling around.

    Personality: Elrod is friendly, inquisitive. He wants to think he knows everything, but he actually knows very little of anything. Quick to make friends, or share a meal, he is in a lot of ways your typical halfling.

    History: Coming from a family of witches, Elrod wasn't all that surprised when it turned out he had the gift. The Amethyst Academy took him in, and trained him at the same school his mother, grandmother, great grandmother, and most of his sisters went to. His otherworldly patron is the same Genie that has been partnering with his family for generations, so that also wasn't all that surprising. Although it was unusual in his family for a boy to learn magic, it was generally fine; somewhat disappointing, as it limits his ability to really settle down and put in roots, due to the Edicts of Lumen, but fine all the same. He joined the Silver Hawk Company in hopes of learning more about the world beyond the storms, and perhaps writing a treatise on it some day.

  6. ThriKreen.jpg.a4c0f24287985730dbcb44144ca8fab3.jpgKlaktuk Cha-Pok but most people call me Steve

    Inspiration Yes | HP 43/43 | HD 5/5d8 | AC 15 | Passive Perception 16
    Str 10 | Dex 14 | Con 14 | Int 10 | Wis 10 | Cha 18
    Bardic Inspiration 4/4 | Chameleon Carapice | Thri-kreen Telepathy
    Spells +7 DC 15 | Cantrips | Spells Known Slots: 1st 4/4 | 2nd 3/3 | 3rd 2/2


    Tilting his head to the other side, and accepting his instrument back, Steve replies to Thom. <<Yes. All of us are telepathic. And no, you are not dreaming. I do not dream, so if this were a dream, I would not be here>> With impeccable logic like that, the bug man seems certain of his words. <<My people do speak, but we cannot pronounce your language, and you could not pronounce ours. So this is... Easier. More convenient>> He begins strumming and playing his cittern again, apparently content to continue talking and playing as long as everyone is here. The lights falling from the sky flash in his expressionless insect eyes.

     

    Mechanics

    Active spells: Going to pretty much always have Comprehend Languages active, as a ritual.

    Action: -

  7. Yeah, druids make survival like that trivial. Ten berries just appear. Druids and clerics can create water. They are 1st level spells, but it isn’t a huge price to pay to invalidate starvation, and it just happens.
     

    Magic Initiate can give anyone goodberries for essentially free.
     

    DnD isn’t a good survival game. There aren’t even penalties for skipping all long rests, except you don’t regenerate spells and hp.
     

    There is still always a reason to go into the dungeon, but 5e doesn’t really work like earlier editions for making characters desperate.

  8. Fairy.jpg.950d54214eca74013ceea4278217bc03.jpgEllie Fae Pixie Wanderer


    Ellie smiles. “I am a pixie. I can fly, disappear, charm mortal minds, do whatever I want. I wasn’t in danger if I left with them, and I had the motivation to get them to leave before they slowed down the caravan too much. Besides, I don’t always make the best decisions.” Her words sound like the tinkling of a bell, the laughter of a brook.

    OOC

    Nothing to see here.

     

  9. token1.png.1f361b5b69f15cd7a9ff716bb787caee.pngHunni Ravenwing, of clan Collic

    Gully Dwarf Mage of High Sorcery Hexblade Warlock


    AC: 18 (Scale Mail+2 Shield +2 Dex) | HP: 40/40 (hd 5d8) | Speed: 30 ft.
    Senses: Darkvision, passive Perception 11, Insight 11, Investigation 9
    Str: 8 (-1) | Dex: 14 (+2) | Con: 15 (+2) | Int: 8 (-1) | Wis: 12 (+1) | Cha: 19 (+4)
    Languages: You can speak, read, and write Common, Gullytalk, Elven, and Dwarven


    Hunni looks thoughtful as the dwarves converse in dwarven, almost as though they don't remember she is a dwarf and can obviously understand every word. She seems to be considering Coltan's words, even as she remembers Mery and the incident with the draconian prisoner.

    Shaking her head, she moves along with the others. To Artanis, she simply offers her entire coin pouch for him to take as much gold as he wants. Hunni doubts that her two gold would be helpful, if she tried to count it out herself, and doesn't think it worthwhile to try counting past that.

    OOC

    Action:

    Bonus Action:

    Movement:

    Reaction:

    Actions and Resources

    Actions

    Eldritch Blast (cantrip). Ranged Spell Attack: + 7 to hit, range 120 ft, one target.
    Hit: (1d10 + cha) force damage.

    Infestation (cantrip). Spell: Constitution Save DC 15, range 30 ft, one target.
    On failed save: (1d6) poison damage, and target must move 5' in a random direction (d4; 1-North, 2-South, 3-East, 4-West). 

    Improved Pact Weapon varies, usually whip (+1 to hit, damage, spell focus)

    Whip (finesse, reach). Melee Weapon Attack: +8 to hit, reach 10 ft., one target.
    Hit: (1d4 + 5) slashing damage.

    Battleaxe (versatile). Melee Weapon Attack: reach 5 ft., one target.
    Hit: (1d8 - 1) slashing damage.
    Versatile: (1d10 - 1) slashing damage.

    Staff of the Python (versatile). Melee Weapon Attack: +6 to hit, reach 5 ft., one target.
    Hit: (1d6 +4) bludgeoning damage.
    Versatile: (1d8 +4) bludgeoning damage.

    ☆ Note:  With Hex Warrior, can set one weapon to use Charisma instead of Strength or Dexterity for to-hit and damage.  Normally Staff of the Python, but also always Pact Weapon.

    Bonus Actions

    Hexblade's Curse.

    Starting at 1st level, you gain the ability to place a baleful curse on someone. As a bonus action, choose one creature you can see within 30 feet of you. The target is cursed for 1 minute. The curse ends early if the target dies, you die, or you are incapacitated. Until the curse ends, you gain the following benefits:

    • You gain a bonus to damage rolls against the cursed target. The bonus equals your proficiency bonus.
    • Any attack roll you make against the cursed target is a critical hit on a roll of 19 or 20 on the d20.
    • If the cursed target dies, you regain hit points equal to your warlock level + your Charisma modifier (minimum of 1 hit point).

    You can’t use this feature again until you finish a short or long rest.

    Grovel, Cower, and Beg (Reskinned Draconic Cry).

    As a bonus action, you let out a cry at your enemies within 10 feet of you. Until the start of your next turn, you and your allies have advantage on attack rolls against any of those enemies who could hear you. You can use this trait a number of times equal to your proficiency bonus, and you regain all expended uses when you finish a long rest.

    Spellcasting

    Spell Slots:  2 / 2, cast at 3rd level, refreshed at short rest

    Free Spells from Feats: 1/long rest - Hex, Dissonant Whispers, Suggestion

    Hunni is a spellcaster.  Her spell slots are at 3rd level.  She has 2 spell slots.  Her spellcasting attribute is Charisma.  Spell Save DC 15.  Spell Attack Modifier +7.  She can use an arcane focus as a spellcasting focus.

    • Cantrips:  Eldritch Blast, Infestation, Prestidigitation, Minor Illusion
    • Spells Known:  Armor of Agathys, Wrathful Smite ©, Hex © (feat), Dissonant Whispers (feat), Unseen Servant, Blur ©, Misty Step, Suggestion © (feat), Hunger of Hadar ©
    • Invocations:  Improved Pact Weapon, Agonizing Blast, Thirsting Blade

    Life Channel. You can channel your life force into the power of your magic. When a creature you can see within 60 feet of you fails a saving throw against a spell that deals damage that you cast, you can expend a number of Hit Dice equal to the level of the spell. Roll the expended Hit Dice and add them together. The damage that the creature takes increases by an amount equal to that total.

    Amulet of Proof against Detection and Location. While wearing this amulet, you are hidden from divination magic. You can't be targeted by such magic or perceived through magical scrying sensors.

     

  10. ThriKreen.jpg.a4c0f24287985730dbcb44144ca8fab3.jpgKlaktuk Cha-Pok but most people call me Steve

    Inspiration Yes | HP 43/43 | HD 5/5d8 | AC 15 | Passive Perception 16
    Str 10 | Dex 14 | Con 14 | Int 10 | Wis 10 | Cha 18
    Bardic Inspiration 4/4 | Chameleon Carapice | Thri-kreen Telepathy
    Spells +7 DC 15 | Cantrips | Spells Known Slots: 1st 4/4 | 2nd 3/3 | 3rd 2/2


    Steve turns his head to look at Thom thoughtfully. <<No>> he projects, <<You cannot. I am not attempting to be rude. My instrument is magical, and would harm you if you attempted to play it. I do not mind if you want to hold it, or examine it, but anyone but me attempting to play it would be harmed. This is not something I can prevent or suppress.>> With a last thrum of music, he holds it out to let Thom examine it. It is an exquisite example of a cittern, superior to an ordinary instrument in every way. <<It is the Mac-Fuirmidh cittern, named after the legendary bardic college. Wonderful, isn't it?>>

     

    Mechanics

    Active spells: Going to pretty much always have Comprehend Languages active, as a ritual.

    Action: -

  11. Fairy.jpg.950d54214eca74013ceea4278217bc03.jpgEllie Fae Pixie Wanderer


    Ellie can't seem to get to sleep, so she flies back down where the conversation seems to be happening. At the Orc's suggestion, and the goblin's agreement, she shakes her head in disbelief. "Really? I kind of expect it from him," she comments, pointing somewhat unflatteringly at Alfrid, "But you two are considering running down a group of well-armed knights, who never really did you any wrong, to, what, save a prince poor enough that he can't afford guards from some political shenanigans you don't really understand?" She shakes her head again, just to make sure the message gets through.

    "And I thought I just stumbled out of the meadow yesterday. You guys are something else."

    OOC

    Nothing to see here.

     

  12. ThriKreen.jpg.a4c0f24287985730dbcb44144ca8fab3.jpgKlaktuk Cha-Pok but most people call me Steve

    Inspiration Yes | HP 43/43 | HD 5/5d8 | AC 15 | Passive Perception 16
    Str 10 | Dex 14 | Con 14 | Int 10 | Wis 10 | Cha 18
    Bardic Inspiration 4/4 | Chameleon Carapice | Thri-kreen Telepathy
    Spells +7 DC 15 | Cantrips | Spells Known Slots: 1st 4/4 | 2nd 3/3 | 3rd 2/2


    Steve tilts his head to the side, although he continues plucking at the strings of his strange instrument, as the plasmoid approaches and speaks. <<Good>> he projects, to anyone in the area paying attention. <<I have experience on ships, although I am not a spelljammer. It might be good to learn, if that is something your academy offers; since my kind doesn't waste time with things like sleep, I would be able to keep a ship moving indefinitely. But yes, anything else I would be happy to learn, especially if it got me out in the void again.>> Although, again, he doesn't stop playing his music, one of his secondary hands reaches out to shake with Yahs.

    He glances over at the cat hissing at the actual demon cultists recruiting for a demon cult with their demon cultist flyers. Strange. Cats would probably make excellent dentists. Perhaps he got lost trying to find his convention.

     

     

     

    Mechanics

    Active spells: Going to pretty much always have Comprehend Languages active, as a ritual.

    Action: -

  13. Ack, yeah, that stinks. I can see why they are getting rid of it. Well, he didn’t even take perform, because it is useless. And he doesn’t sing or dance. And all his poetry is in Thri-kreen, he doesn’t even know what language people hear when he speaks.
     

    Still away from my computer, so I will update later. I guess he is lucky to start with the cittern, so I know to take proficiency. In google, it doesn’t show any piano or keyboard instruments in 5e, are there space pianos or synthesizers he might have learned? Or, like, whatever DJs use to mix stuff? He’ll probably go with keyboards and drums, if so, because I don’t see him with a sax. I don’t even know if bugs have lungs for them.

  14. Ok, will do that. And will switch a spell for comprehend languages. Probably later tonight.
     

    How specific are instrument tools? Like, he plays the cittern, is that stringed instruments, or would he need to pick lute, guitar, and banjo separately? I know Pipe of the Sewers works if you have proficiency in wind instruments, for instance, not pipes specifically. All the instruments of the bards seem to be stringed instruments, would he need separate tool proficiencies for each, or is stringed instruments enough?
     

    Not really sure it will be relevant, unless we find a bunch of magical instruments or something. I know there are horns and drums, pipes and lutes, but yeah. Just not sure how specific the proficiency is.


    For gaming set, is it like cards or dice, or specific like poker or craps?

  15. Message takes your action, and has verbal components. Not sure how that plays, but I’ve never found it all that useful with my DMs.
     

    I think ghostwise halting is one way. Not sure. Never played one, but looks one way. I don’t know about soulknife

  16. Actually, now that I look at it, I overlooked Comprehend Languages as a spell. Mind if I trade out one of his first level spells for that? It is something he would have picked, if I realized it when I was making his spell list. Somehow, I missed that it is a bard spell.

  17. Like, if he can receive too, there is no more need for anyone in the party to ever talk, since we can just have him relay communications. Kind of overpowered reading, imo, since it would let us just talk away while, say, bluffing a guard or sneaking around a castle or whatever.

     

    And since he is a Face, too, it just makes things more crazy.

  18. My reading is that it is sending, not receiving, and the link bit means either he or the target can choose not to get the message. Since it says ‘creatures’ within range, I think it means he can broadcast widely, like a person talking, since that is what he uses instead of talking, but the link thing means he can broadcast selectively as well by not letting the message go to who he doesn’t want to hear, like whispering, only at range.
     

    So it is a cool little talking replacement, with some extra benefits like the language thing, but not like a probably overpowered party wide radio system.

  19. Yeah, Elrod was really made for the idea of open world player-exploration type of a setup. I like the idea of a warlock on a broom of flying, because I keep thinking of wicked witches, but his background and goals and stuff don't feel right for a dungeon crawl type of game. He was more about wanting to travel all over and explore the world, less about being a professional adventurer. More about trying to become a dragon, less about conquering dungeons. So, I do think that with the new direction, I would probably just make a new character, with probably the warlock on a broom thing being a bit more front and center. Different race and patron, probably, but still going for Pact of the Tome, to be more witchy than wanna-be dragon.

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