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  1. Jacob Turner Free Sword Human, Rune Knight Fighter Backstory Jacob can still remember the exact moment his entire life changed. He had been training with the City Guard for a few weeks, when they were recruiting for new enlistees. During the process he was constantly being hazed and ragged on about his size. Jacob has always been on the smaller side, and has spent a lifetime hearing about it. He is only 5’1 which is rather short for a human, weighing slightly above 100 pounds when soaking wet. One recruiter in particular, a Captain of the City Guard, Bryce MacClintoc, was a real pain in the butt. He was constantly bullying Jacob, giving him all the extra hard tasks, and making up extraneous workouts just to see him fail. Jacob was determined to not be defeated by the captain of the guard, it was his dream, after all, to become a city guard and make his parents proud. Jacob came from a working class family, where his parents instilled that a good work ethic and grit could overcome most obstacles. His mother would have preferred he stayed away from any profession that required physical strength like a city guard, but was proud of him non the less for trying. His father, Nico, a shoemaker, wanted Jacob to take up his work instead. He always envisioned that one day Jacob would take over his shop, and continue the family business. He was a very influential figure in Jacob’s life and taught Jacob that determination and conviction outweighs strength and power. Jacob would never forget his favorite quirky saying “Shoes are like a good therapist, they support you every step of the way.” The day finally came when the city guards would announce which of the recruits were going to make the latest crop of guards and be formally enlisted. They gathered all the recruits at the local pub to make the public announcement. Bryce was of course in charge of the event and one by one, each of the recruits' names were called out. There was cheering from the recruits, accompanied with clapping from the onlookers. At last, Jacob was the only recruit left. “Last, and certainly least”, Bryce began, then paused a moment, while the crowd laughed, “We have this welp here,” he pointed to Jacob. “He believes he can be one of us. This pathetic excuse of a recruit. The shoemaker’s son,” he laughed, then shook his head. “No, no, I don’t believe he has what it takes to be a city guard, in fact I would say he has some “sole-searching” to do.” (ooc: more shoe related humor) With that he literally kicked Jacob out of the pub and sent him flying into the muddy street outside. Jacob landed face first in the mud, covered in humiliation From that moment forward, Jacob became obsessed with ways to gain power. He took interest in working as a Free Sword. They would pay anyone who could get the job done, and were as disposable as an old pair of shoes. With each job Jacob took and finished, he felt the endorphins release and that swelling surge of power that came with it. Still it was not enough. He began to crave the feeling. One day he went out into the woods, for the thrill of the hunt, to go find a new challenge that could satiate this hunger. After a day of hiking in the woods, he began to feel tired, but pressed on anyways, deeper and deeper into the forest. While not paying attention, he tripped on a root, and slipped and tumbled down into a ravine, and landed at the mouth of a cave. When he stood up and dusted himself off, he noticed odd blue glowing runes carved into the walls of the cave. He decided to go in, and investigate them. When he touched the first one, he felt frozen in time as a connection was made that he never experienced before. A voice filled his head, “Hello little one.” The voice followed with a slightly sinister chuckle. “The rune you touched only appears to those who truly seek ultimate power. You may be small now, but in time, you can gain "The might of the Giants". This is but a taste of what you can gain.” At that, the connection was severed, and Jacob felt a new source of power surging through his body. (He became a Rune Knight). Jacob called out to the voice, “Wait, what is your name?” After a few moments of complete silence had passed, the voice came back, “Gresh”, followed by the same sinister chuckle. The transformation has begun… NPCs Bryce MacClintoc Captain of the City Guard, Bryce MacClintoc. He humiliated Jacob during the City Guard enlistment process and was the catalyst to Jacob searching for more power. He has turned Jacob away from a respectable profession of City Guard to other avenues like becoming a Free Sword. Nico Turner Nico Turner is Jacob's father. He is a shoemaker by trade, and wanted Jacob to follow in his footsteps...He is responsible for gifting Jacob his unrelenting determination and grit. Gresh Gresh is a Giant of the past. It is the voice Jacob hears during his Transformation, and the connection he has to the world of Giants. He has a sinister laugh, and is willing to gift Jacob "the Might of the Giants", but at a cost... Mechanics Character Creation This is a horror and monster hunter campaign and this will be reflected in the combat and game design. Please keep all the requirements of the monster hunt in mind when designing your character. A Monster Hunt can be divided into 5 steps: An inciting incident where the victim or monster sighting is presented to the party. Players break into smaller groups to investigate the monster. They need to find where the monster’s lair is; but may also work to identify its attacks, weaknesses, and behaviors. This will make the hunt easier and less lethal. This may be on a timeline, depending on how the monster is behaving. Players meet to compare notes and devise a strategy. You may prepare equipment, traps, and the environment to hunt the monster. Players hunt the monster in their lair. Hopefully their preparations and investigations are enough for all to return alive. Players debrief, relax, and develop their social relationships. Players may convert monster trophies into magical items, develop professions, and make advancements in class and transformation levels. Character Level: 3 Allowed Races: Dragonborn, Dwarf, Elf, Halfling, Half-Elf, Half-Orc, Human, Gnome, Changelings, Kalashtar, Downcast, Laneshi, Ogresh, Wechselkind. You may be able to play another race mechanically, but canonically, it will be a Transformed version of one of the allowed races. Please contact me if this is the case as I will want to work out what kind of reactions from the populace you will expect beforehand. Allowed Books: All official content, Grim Hollow Setting Rune Knight (Tasha's) Ability Scores: 27 point-buy 15,9,15,11,8,13 = 27 (Human +1 All) Giant (+2 Str, +1 Con) = 18,10,17,12,9,14 Background: Players will select a Professional Background or create their own. Professional Backgrounds will advance in rank if you fulfill objectives and grant you bonuses to skill checks and other benefits as you climb the social ladder. You can choose a bonus feat with your background, but may not select a half-feat. Military, Free Sword. Pole Arm Master. History: Give me a brief history of your character’s life. You must include the incident that introduced you to the world of the occult. I will be pulling from the history and NPCs to create a plot web when connecting and choosing characters suitable for the campaign. Above NPCs: Give me 3 NPCs to help connect you to the world. Flesh them as much as you feel comfortable with. They will feature during the downtime segments in a manner similar to a visual novel and will be instrumental to progress your class and transformation levels, access shops, and flesh out character progression. Above Transformation: You may select the transformation pathway you possess. You can choose to already have achieved level 1 transformation or roleplay into it at the start of the game. Giant, already level 1 From OOC Thread: You have starting equipment, 150gp living expenses, and your choice of a magic item or 500gp of equipment (weapon, armor, silver weapons, healing potion, alchemist fire, etc) Spear + 1 For each rank in a profession, you choose 1 talent from the list at the end. Hireling Human Ability Score Increase. Your ability scores each increase by 1. Age. Humans reach adulthood in their late teens and live less than a century. Alignment. Humans tend toward no particular alignment. The best and the worst are found among them. Size. Humans vary widely in height and build, from barely 5 feet to well over 6 feet tall. Regardless of your position in that range, your size is Medium. Speed. Your base walking speed is 30 feet. Languages. You can speak, read, and write Common and one extra language of your choice. Humans typically learn the languages of other peoples they deal with, including obscure dialects. They are fond of sprinkling their speech with words borrowed from other tongues: Orc curses, Elvish musical expressions, Dwarvish military phrases, and so on. Giant Giant Guards brace the large wooden door against the hulking creature on the other side. As the door explodes into splinters, the guards scatter across the room, pushing one another down or in the giant’s way to ensure their own safety. The giant makes short work of the smallfolk, throwing their bodies around like ragdolls before making her way deeper into the keep for its food stores. As the brown bear rushed towards him, the giant lowered himself into a squat and prepared for the impact. At the moment they met, the giant let out a belly laugh, putting the bear into a headlock and wrestling it to the ground. The two twist around on the ground for several minutes before the bear gives up and sits in the dirt beside the giant. “Good boy,” the giant said before throwing a large fish to the ground. Giants are relics of a harsher time in the world, long before the gods tamed Etharis to allow for the rise of smaller peoples. Most of the giants of Etharis were eliminated over the centuries, but their magical influences, both beneficial and cursed, still linger in pockets around Etharis. Many of the giant clans of old strode the lands of Etharis. The frost giants were most prevalent in their frozen ice castles. The fire giants often warred with them, rising from their magma-filled, subterranean volcanic strongholds. Even the stone, cloud, and storm giants found refuge in the lands of Valika. Of course, no place was safe from the ravages of the brutish hill giants, and their ogre, troll, and ettin servants. This history meant giants exceled at surviving, most famously through their extraordinary size and the capacity for violence that size allows. Giants were a clannish people who respect physical strength, and some postulate that the native people of Valika still have giant blood coursing through their veins. Those who transform into giants may do so because of that giant heritage. Others may come across some latent giant magic trapped beneath the ice or in long-forgotten giant strongholds. Those transforming into giants might find acceptance with the limited number of giants who still call Etharis home, but only after proving themselves worthy of respect by way of personal might or incredible bravery and wit. Becoming a Giant Few mortals have ever transformed into giants or, more accurately, few mortals have survived the experience. Those who were able to transform had some ancient ancestry that included giants, completed one of a handful of arcane procedures, earned the blessing of a giant high priest, stumbled upon some ancient eldritch giant magic, or a combination of these. Becoming a giant isn’t just about growing in size—it also relies on tapping into the primordial prowess of the giants that allowed them to survive against the wilds when the world was new. Growing in strength as a giant often means setting aside planning and reason for instinct and action. Most giants don’t sit around a table plotting the downfall of their enemies; instead, they take the most direct route to their foes and pummel them into submission with their bare hands. Those who show loyalty to their clan, exhibit formidable physical strength, and display decisiveness in war and other contests grow in titanic power. Transformation Features A Giant has the following transformation features: Prerequisites Ability Scores: Strength 13 Roleplay: Complete an arcane ritual, consume a giant’s heart stuffed with alchemical compounds and mashed caterpillars, earn the favor of a giant tribe and undergo a ceremony performed by one of their high priests to bestow the gifts of their titanic ancestors upon you, or accidentally stumble upon ancient giant magic. Some of your abilities require your target to make a saving throw to resist their effects. The saving throw DC is calculated as follows: Transformation Save DC = 8 + your proficiency bonus + your Strength modifier Level Milestones The following are examples of possible level milestones for the giant: Defeating a creature larger than you Intimidating a group of creatures smaller than you into running away or obeying you Overcome a challenge with an extraordinary feat of strength or excessive violence Eating a creature the same size as you or larger Leading a tribe of giants into battle against another tribe of giants Transformation Level 1 Starting at the 1st level of transformation, you gain the following Transformation Boons and this level’s Transformation Flaw (or the Alternative Flaw). Boon: Giant Form Your Strength score increases by 2 and your Constitution score increases by 1. You become a Giant in addition to any other creature types you are. Spells and abilities that affect giants of a specific CR have no effect on you. Boon: Growth Sport Your body swells as muscles grow and bones elongate, a painful transformation that ends in a towering stature. If your size is smaller than Large, it is now Large. In addition, your maximum hit points increase by 5 and increase by 5 again each time you gain a new Giant transformation level. Flaw: Big Appetite As your body has grown, so has your appetite. While you once subsisted on a few pounds of food a day, you now must eat one livestock animal a day to feel nourished. You must eat at least 2 gp, or about 200 lbs., of food each day. You cannot gain the benefits of a long rest on a day where you have not eaten enough food. Rune Knight Source: Tasha's Cauldron of Everything Bonus Proficiencies When you choose this archetype at 3rd level, you gain proficiency with smith’s tools, and you learn to speak, read, and write Giant. Rune Carver Starting at 3rd level, you can use magic runes to enhance your gear. You learn two runes of your choice, from among the runes described below, and each time you gain a level in this class, you can replace one rune you know with a different one from this feature. When you reach certain levels in this class, you learn additional runes, as shown in the Runes Known table. Runes Known Fighter Level Number of Runes 3rd 2 7th 3 10th 4 15th 5 Whenever you finish a long rest, you can touch a number of objects equal to the number of runes you know, and you inscribe a different rune onto each of the objects. To be eligible, an object must be a weapon, a suit of armor, a shield, a piece of jewelry, or something else you can wear or hold in a hand. Your rune remains on an object until you finish a long rest, and an object can bear only one of your runes at a time. The following runes are available to you when you learn a rune. If a rune has a level requirement, you must be at least that level in this class to learn the rune. If a rune requires a saving throw, your Rune Magic save DC equals 8 + your proficiency bonus + your Constitution modifier. Cloud Rune. This rune emulates the deceptive magic used by some cloud giants. While wearing or carrying an object inscribed with this rune, you have advantage on Dexterity (Sleight of Hand) checks and Charisma (Deception) checks. In addition, when you or a creature you can see within 30 feet of you is hit by an attack roll, you can use your reaction to invoke the rune and choose a different creature within 30 feet of you, other than the attacker. The chosen creature becomes the target of the attack, using the same roll. This magic can transfer the attack's effects regardless of the attack's range. Once you invoke this rune, you can't do so again until you finish a short or long rest. Fire Rune. This rune's magic channels the masterful craftsmanship of great smiths. While wearing or carrying an object inscribed with this rune, your proficiency bonus is doubled for any ability check you make that uses your proficiency with a tool. In addition, when you hit a creature with an attack using a weapon, you can invoke the rune to summon fiery shackles: the target takes an extra 2d6 fire damage, and it must succeed on a Strength saving throw or be restrained for 1 minute. While restrained by the shackles, the target takes 2d6 fire damage at the start of each of its turns. The target can repeat the saving throw at the end of each of its turns, banishing the shackles on a success. Once you invoke this rune, you can't do so again until you finish a short or long rest. Frost Rune. This rune's magic evokes the might of those who survive in the wintry wilderness, such as frost giants. While wearing or carrying an object inscribed with this rune, you have advantage on Wisdom (Animal Handling) checks and Charisma (Intimidation) checks. In addition, you can invoke the rune as a bonus action to increase your sturdiness. For 10 minutes, you gain a +2 bonus to all ability checks and saving throws that use Strength or Constitution. Once you invoke this rune, you can't do so again until you finish a short or long rest. Stone Rune. This rune's magic channels the judiciousness associated with stone giants. While wearing or carrying an object inscribed with this rune, you have advantage on Wisdom (Insight) checks, and you have darkvision out to a range of 120 feet. In addition, when a creature you can see ends its turn within 30 feet of you, you can use your reaction to invoke the rune and force the creature to make a Wisdom saving throw. Unless the save succeeds, the creature is charmed by you for 1 minute. While charmed in this way, the creature has a speed of 0 and is incapacitated, descending into a dreamy stupor. The creature repeats the saving throw at the end of each of its turns, ending the effect on a success. Once you invoke this rune, you can't do so again until you finish a short or long rest. Hill Rune (7th Level or Higher). This rune's magic bestows a resilience reminiscent of a hill giant. While wearing or carrying an object that bears this rune, you have advantage on saving throws against being poisoned, and you have resistance against poison damage. In addition, you can invoke the rune as a bonus action, gaining resistance to bludgeoning, piercing, and slashing damage for 1 minute. Once you invoke this rune, you can't do so again until you finish a short or long rest. Storm Rune (7th Level or Higher). Using this rune, you can glimpse the future like a storm giant seer. While wearing or carrying an object inscribed with this rune, you have advantage on Intelligence (Arcana) checks, and you can't be surprised as long as you aren't incapacitated. In addition, you can invoke the rune as a bonus action to enter a prophetic state for 1 minute or until you're incapacitated. Until the state ends, when you or another creature you can see within 60 feet of you makes an attack roll, a saving throw, or an ability check, you can use your reaction to cause the roll to have advantage or disadvantage. Once you invoke this rune, you can't do so again until you finish a short or long rest. Giant Might At 3rd level, you have learned how to imbue yourself with the might of giants. As a bonus action, you magically gain the following benefits, which last for 1 minute: If you are smaller than Large, you become Large, along with anything you are wearing. If you lack the room to become Large, your size doesn't change. You have advantage on Strength checks and Strength saving throws. Once on each of your turns, one of your attacks with a weapon or an unarmed strike can deal an extra 1d6 damage to a target on a hit. You can use this feature a number of times equal to your proficiency bonus, and you regain all expended uses of it when you finish a long rest. Fighter Class Features As a fighter, you gain the following class features. Hit Points Hit Dice: 1d10 per fighter level Hit Points at 1st Level: 10 + your Constitution modifier Hit Points at Higher Levels: 1d10 (or 6) + your Constitution modifier per fighter level after 1st Proficiencies Armor: All armor, shields Weapons: Simple weapons, martial weapons Tools: None Saving Throws: Strength, Constitution Skills: Choose two skills from Acrobatics, Animal Handling, Athletics, History, Insight, Intimidation, Perception, and Survival Equipment (a) chain mail or (b) leather, longbow, and 20 arrows (a) a martial weapon and a shield or (b) two martial weapons (a) a light crossbow and 20 bolts or (b) two handaxes (a) a dungeoneer's pack or (b) an explorer's pack Fighting Style You adopt a particular style of fighting as your specialty. Choose one of the following options. You can't take a Fighting Style option more than once, even if you later get to choose again. Archery (PHB). You gain a +2 bonus to attack rolls you make with ranged weapons. Blind Fighting (TCE). You have blindsight with a range of 10 feet. Within that range, you can effectively see anything that isn't behind total cover, even if you're blinded or in darkness. Moreover, you can see an invisible creature within that range, unless the creature successfully hides from you. Defense (PHB). While you are wearing armor, you gain a +1 bonus to AC. Dueling (PHB). When you are wielding a melee weapon in one hand and no other weapons, you gain a +2 bonus to damage rolls with that weapon. Great Weapon Fighting (PHB). When you roll a 1 or 2 on a damage die for an attack you make with a melee weapon that you are wielding with two hands, you can reroll the die and must use the new roll, even if the new roll is a 1 or a 2. The weapon must have the two-handed or versatile property for you to gain this benefit. Interception (TCE). When a creature you can see hits a target, other than you, within 5 feet of you with an attack, you can use your reaction to reduce the damage the target takes by 1d10 + your proficiency bonus (to a minimum of 0 damage). You must be wielding a shield or a simple or martial weapon to use this reaction. Protection (PHB). When a creature you can see attacks a target other than you that is within 5 feet of you, you can use your reaction to impose disadvantage on the attack roll. You must be wielding a shield. Superior Technique (TCE). You learn one maneuver of your choice from among those available to the Battle Master archetype. If a maneuver you use requires your target to make a saving throw to resist the maneuver's effects, the saving throw DC equals 8 + your proficiency bonus + your Strength or Dexterity modifier (your choice.) You gain one superiority die, which is a d6 (this die is added to any superiority dice you have from another source). This die is used to fuel your maneuvers. A superiority die is expended when you use it. You regain your expended superiority dice when you finish a short or long rest. Thrown Weapon Fighting (TCE). You can draw a weapon that has the thrown property as part of the attack you make with the weapon. In addition, when you hit with a ranged attack using a thrown weapon, you gain a +2 bonus to the damage roll. Two-Weapon Fighting (PHB). When you engage in two-weapon fighting, you can add your ability modifier to the damage of the second attack. Unarmed Fighting (TCE). Your unarmed strikes can deal bludgeoning damage equal to 1d6 + your Strength modifier on a hit. If you aren't wielding any weapons or a shield when you make the attack roll, the d6 becomes a d8. At the start of each of your turns, you can deal 1d4 bludgeoning damage to one creature grappled by you. Second Wind You have a limited well of stamina that you can draw on to protect yourself from harm. On your turn, you can use a bonus action to regain hit points equal to 1d10 + your fighter level. Once you use this feature, you must finish a short or long rest before you can use it again. Action Surge Starting at 2nd level, you can push yourself beyond your normal limits for a moment. On your turn, you can take one additional action. Once you use this feature, you must finish a short or long rest before you can use it again. Starting at 17th level, you can use it twice before a rest, but only once on the same turn. Martial Archetype At 3rd level, you choose an archetype that you strive to emulate in your combat styles and techniques. The archetype you choose grants you features at 3rd level and again at 7th, 10th, 15th, and 18th level. Free Sword Military Professional Examples Militarists either work within a formal military structure, or fight for pay on an individual basis. Militarists are often respected or feared, depending on the nature of their organisation. High-ranking Militarists are often paid handsomely, as their skills can decide battles or even wars. Lower-level Militarists make great warriors, mercenaries, and guards. It is not unheard of for militaristic individuals to accompany adventurers on dangerous missions. These tasks are said to keep the mind sharp and skills honed, especially in times of relative peace. Skill Proficiency: Choose one from Animal Handling, Athletics, Insight, Intimidation, Perception, Survival. Tool Proficiency: One type of gaming set. Equipment: A gaming set you are proficient with, an insignia detailing your rank within a military organization, and 10 gp. Free Sword Free Swords are commonly referred to as mercenaries, taking jobs that the local forces can’t handle. Mercenaries may be the only hope of villages looking for defenders against raiders, overextended sheriffs chasing powerful fugitives, and small merchants traveling Etharis’ dangerous byroads. Larger mercenary companies win wars on behalf of cities and kings. They fight for coin above all else, exacting little honor from the contracts they accept. Skill Proficiency: Intimidation. Additional Equipment: Moleskin gloves, grappling net, a hip flask of hard liquor. Independent Contractor Upon spending an hour loitering within a town, and succeeding on a DC 15 Charisma (intimidation) check, your intimidating presence draws offers of employment to you. As long as you are not trying to conceal your presence, jobs befitting a Free Sword Mercenary will find you. You can find mercenary and adventuring jobs only available to Free Sword licence-holders. These jobs typically pay more than a standard contract of their type. Free Sword guilds take a 5% cut as a guild fee. Rank 1 - Hireling You have been trained in combat by a group of mercenaries with a Free Sword licence. After many tedious years of combat drills and shooting at straw targets, you are close to receiving your very own license. Holdings: Lodging at any Free Sword’s guild house and use of Free Sword’s training grounds and facilities. The contract for a dangerous bounty that your mentor died trying to complete. Progression: Complete a contract with a guild member who has a Free Sword license.
  2. Status: Finishing Touches, waiting on final word I've seen other people already express interest in this game before I thought about jumping on the bandwagon, so I am cool with waiting for them to get their characters in before mine is considered, in fact I'd hope that is the case. The house rules make Combat Style of rangers superfluous. If I have understood the Creation Points rules, with that in mind, I've been able to create this Favored Soul 3, UA Variant Ranger 6 build with the Bariaur race from Book of Exalted Deeds, with the aim of advancing Favored spell levels while sticking to Ranger advancement. Name Althea Gender female Race BariaurBook of Exalted Deeds, p.165 (female) Nationality Crendu God/Align Ehlonna, NG Class: Fighter 9, Outsider 3, Favored SoulComplete Divine, p.6 3, Ranger 3 Role Ranged DPR, off-Support Office Surgeon Languages: Andaroni, Elven, Sylvan, Celestial Racial Traits Large, Quadruped, Darkvision, Outsider (Bariaur) 3 Creation Points 4/19 -9, Favored spell level +3 -4, LA buyout 2 -1, Point-Buy Increase to 30 -1, Skill Group Extraordinary Ability (Heal) HP 135 AC 19 Defensive Bonus 16 Longbow 20/20/15/10/5 Fort/Ref/Will, Brave: 11/14/10, 13 Speed 70 Str 14 Dex 20 Con 14 Int 16 Wis 16 Cha 12 Skills Balance 9, Climb 9, Concentration 13, Diplomacy 3, Heal 21, Hide 13, Intimidate 8, Jump 21, Craft (Alchemy) 19, Knowledge (Geography) 6, Knowledge (Nature) 13, Listen 12, Perform (Flute) 2, Profession (Cook) 4, Profession (Sailor) 9, Ride 7, Search 6, Sense 9, Silent 10, Spellcraft 5, Spot 9, Survival 9, Swim 12, Use Rope 6 Companion Skills Spot 16 Class Features Fighter Bonus Feats, Bravery, Armor Training Lvl 9, Wild Empathy, Track, Favored Enemy (Magical Beast), Animal Companion (Eagle lvl 3) Feats Point Blank Shot, Dodge, Mobility, Mounted Combat, Skill Focus: Heal, Mounted Archery, Ride-by-Attack, Spirited Charge, Trample, Improved Toughness, Precise Shot, Skill Focus: Concentration, Weapon Focus Longbow, Spring Attack, Weapon Specialization, Shot on the Run, Rapid Shot, Manyshot, Precise Shot, Combat Expertise, Improved Disarm, Improved Feint, Improved Trip, Whirlwind Attack, Ranged Pin, Improved Rapid Shot, Weapon Finesse, Quick Draw, Skill Focus: Jump, Deflect Arrows, Improved Grapple, Snatch Arrows Gear Gloves of Dexterity+2, Mithral Breastplate +1, Merciful Str-14 Composite Longbow +2, Unguent of Timelessness, Healer's Kit x2, Cloak of Resistance +1, Horseshoes of Speed Miscellany: Peasant Outfit, Backpack, Saddlebags, Rations x4, Torch x4, Sewing Needle, Paper Sheet x10, Inkpen x2, Ink vial, Lamp x2, Oil x2, Sack, Bucket, Soap, Vial x10, Flint and Steel, Waterskin, Blanket, Artisan's Tools (chef), 5g On-Ship: Alchemist's Lab (set up in personal cabin, or the surgeon station) Money: 2210g 2sp, 6cp Spells Favored 0th: Stabilize, Guidance, Light, Purify F/D, Detect Poison, Detect Magic, Create Water, Mending 1st: Endure Elements, Sanctuary, Entropic Field, Cure Lite Wounds, Comprehend Languages, Divine Favor 2nd: Spiritual Weapon, Cure Moderate, Silence, Remove Paralysis, Restoration Lesser 3rd: Remove Disease, Remove Curse, Cure Serious, Windwall 4th: Cure Critical, Freedom of Movement, Restoration Skill Group Spells (Ex) Heal Level 0th - Detect Poison, Stabilize 1st - Cure Light Wounds 2nd - Cure Moderate Wounds, Delay Poison, Remove Paralysis, Status 3rd - Cure Serious Wounds. Remove Blindness / Deafness, Remove Disease 4th - Cure Critical Wounds, Neutralize Poison 5th - Mass Cure Light Wounds 6th - Heal, Mass Cure Moderate Wounds Contacts Lathinar - Elf druid, childhood friend on Crendu Appearance Althea has a "just-washed in the river" look, wearing her hair long and swept back behind horns and ears. Before becoming a freebooter, Althea used to wear naught but a bra. Even after being introduced to the revolutionary notion of covering more skin than utility demands, the barrier between said skin now includes chain barding over a padded caparison and tunic. The paint on her face, in keeping with the traditions of her tribe, sets her apart as the exotic fish out of water on the roster. Of course, this is all incidental to her four-legged lower goat body, with a tan, shorthaired pelt. Personality Althea was demure during her life on the island, secretly proud of her talent. On deck, she prefers to be more scarce, wary of the intentions of the odd crewman willing to try a different rack of lamb, so to speak, and has sharpened her tongue and turned capricious after one such misadventure. Nevertheless, she is gentle in the triage cabin and genial in the galley. She misses the forests of Crendu dearly, and values any shore leave near foliage where she can run free and breathe in the country air. She also enjoys sweet wines. Background When the stars are right, the limits of the planes of the Great Wheel grow thin and may merge with ours, marking the beginning of many new journeys and journey's end for beings flying hither and thither across the firmament. One such people were a grand tribe of half man, half ram creatures, the nomadic bariaurs of Ysgard; a handful of their kin, weary of the petitioners of the Nordic gods, chose to settle in the forests of our world and foster a close kinship with the druids on the island of Crendu. To a pairing among these fast friends of the druids was born a horned eweling who found herself the object of sectarian debate over whether she was marked by Ehlonna or Tyr, a debate that grew more spirited when she began to work minor miracles. Both the druids and her kin agreed on one thing: the eweling must be prepared for a journey of her own, while the elders petitioned the gods for a sign to reveal her destiny. Until Tyr and Ehlonna broke their silence, the eweling, named Althea, was allowed to pursue a calling among her natural talents, among which she discovered an aptitude for healing, and felling big game. In the year that followed Althea's twenty-fourth winter, an Andaroni ship named "Swift Vengeance" made landfall after a recent skirmish, with several officers in critical condition. The healers of the tribe had their hands full already after a hunt gone wrong, landing these officers in Althea's tent at her juniors' tender mercies until she could return from slaying a rampaging dire bear and its mate with the warriors, though she did return in time to take over and apply a dear reprieve to her new patients with a proper application of pain-soothing salve, healing the fatal wounds with her miracles the following day. The captain of the Swift Vengeance was very impressed and offered to hire Althea on the spot. The druids and the tribe were in agreement and urged Althea to go, believing that Ehlonna's design for her life lay outside of the land of her birth. Perhaps sailing while serving the captain would lead her by the godess's benevolent will? Or, perhaps Tyr's, as the druids and the tribe had not yet reached a consensus on that issue. Unsure, but guided by her inner voice, she agreed to ride with the Swift Vengeance for a few days' journey to a port to resupply and hire fresh meat, during which she would have a trial run and get her sea legs. (Enter: Purple Dragon Inn) Portrait Crunch Racial Traits Bariaurs are Large, Quadruped creatures. They take up 10x10 on a grid. Outsider 3: 3d8 HD (gestalt: Fighter is superior), BAB 3 (equal to Fighter 3), two extra feats, +2 Listen and +2 Spot Abilities Point Buy STR 10 (2), DEX 16 (10), CON 12 (4), INT 14 (6), WIS 12 (4), CHA 12 (4) Total: 30 Racial Mods: +4 Strength, +2 Wis, -2 Cha, +10 Land speed Increases: All +1 at 4th Level and 8th Level Derived stats HP Fighter 12 +Con, +Improved Toughness x9 AC Chain Shirt 4+1 Enhanced, + 5 Dex -1 Size Defensive Bonus 10 +6 Dex (w/ Gloves) BAB Fighter, 1.25x9 +6 Dex -1 Ranged and Unarmed Attack Full Bonus, -Size, w/ Decimal: 20.25 and 16.25 Saves: Favored/Outsider: Good across board, 1/2*lvl +2. Fighter/Ranger: Good Fort/Ref 1/2 +2, Bad Will 1/3. Cloak 1 Save decimals: 11/14/10.3 Land Speed 40 racial, +30 wondrous item Skills Fighter 9 gestalt: Outsider (Bariaur) 3, Favored 3, Ranger 3 Start: (13+Int) *6 = 90 Bariaur Start, 90: Handle Animal 4, Hide 4, Jump 4, Listen 4, Silent 4, Sense 4, Spot 4, Survival 4, Intimidate 4, Ride 2, Climb 4, Alchemy 4, Swim 4 cross: Balance 2, Con 2, Diplomacy 2, Heal 2, Geography 2, Nature 2, Perform (Pan Flute) 1 Search 2, Spellcraft 2, Cook 1, Use Rope 2 Bariaur 2nd, 15: Hide 1, Jump 1, Listen 1, Silent 1, Sense 1, Survival 1, Climb 1, Intimidate 1, Swim 1, Alchemy 1 (hold 1) cross: Balacne 1, Use Rope 1 Bariaur 3rd, 15+1: Jump 1, Listen 1, Sense 1, Survival 1, Intimidate 1, Swim 1, Intimidate 1, Swim 1 cross: Balance 1, Heal 1, Geography 1, Search 1 Favored 1st, 6: Con 3, Heal 3 Ranger 1st, 12: Con 1, Heal 1, Jump 2, Sailor 2, Listen 1, Swim 1, Nature 2, Hide 2 Favored 2nd, 6: Con 3, Heal 3 Favored 3rd, 6: Con 1, Heal 1, Jump 1, Sailor 3 Favored 4th, 6: Jump 2, Sailor 1, Alchemy 3 Favored 5th, 6: Heal 1, Jump 1, Alchemy 2, Swim 2 Intelligence Improvement: Intelligence at level 8 adds 1 retroactive skill point for a total of 8 points, and 1 extra at level 9: Climb 2, Nature 3, Hide 2, Swim 2 Skill Focus: Heal Size: Hide -1 Totals: Balance 9, Climb 9, Concentration 12, Diplomacy 3, Heal 22, Hide 13, Intimidate 8, Jump 21, Craft (Alchemy) 20, Knowledge (Geography) 6, Knowledge (Nature) 10, Listen 12, Perform (Flute) 2, Profession (Cook) 4, Profession (Sailor) 9, Ride 7, Search 6, Sense 9, Silent 10, Spellcraft 5, Spot 9, Survival 9, Swim 14, Use Rope 6 Armor penalty negated by Mithral 3, Masterwork 1, and Armor Training 3 Feats Outsider 1/Fighter 1 Fighter Feat: Point Blank Shot Bonus 1: Dodge Advance: Mobility Outsider 2/Fighter 2 Fighter Feat: Precise Shot Bonus 3: Skill Focus Craft (Alchemy) Outsider 3/Fighter 3 Bonus 2: Improved Toughness Favored 1/Fighter 4 Fighter Feat: Mounted Combat Bonus 4: Skill Focus Heal Advance: Mounted Archery, Ride-by-Attack, Spirited Charge, Trample, Spring Attack Ranger 1/Fighter 5 Bonus 5: Rapid Shot Advance: Manyshot Favored 2/Fighter 6 Fighter Feat: Precise Shot Bonus 6: Combat Expertise Advance: Improved Disarm, Improved Feint, Improved Trip, Whirlwind Attack Favored 3/Fighter 7 Bonus 7: Ranged Pin Advance: Weapon Focus Longbow (class), Weapon Specialization (Longbow) Favored 4/Fighter 8 Fighter Feat: Improved Rapid Shot Bonus 8: Shot on the Run Advance: Greater Weapon Focus Favored 5/Fighter 9 Bonus 9: Skill Focus Jump (planned) Fighter 10 - Improved Unarmed Strike Bonus 10 - Weapon Finesse Advance: Deflect Arrows, Improved Grapple, Snatch Arrows, Stunning Fist Spell Group Levels Spells Per Day +Int: Skill Group Level 7 = Six level 0, Six level 1, Five level 2, Three level 1 Per day: 0th 6/6, 1st 6/6, 2nd 5/5, 3rd 3/3 Skill Group Spells Known Heal rank 12-3 = 9 Gear 2210g 2sp, 6cp/36000 Gloves of Dexterity +2, 4000g Mithral Chain Shirt Barding +1, 17400 Merciful Strength 14 Composite Longbow +2, 10600g Unguent of Timelessness, 150g Healer's Kit x2, 100g Alchemist's Lab, 500g (set up in personal cabin, or the surgeon station) Cloak of Resistance, 1000g Horseshoes of Speed, 3000g Miscellany (total: 39g, 7sp, 4cp) Peasant Outfit (free) Backpack, 2g Saddlebags, 4g Rations x4, 20sp Torch x4, 4cp Sewing Needle, 5sp Paper Sheet x10, 40sp Inkpen x2, 2sp Ink vial, 8g Lamp x2, 2sp Oil x2, 2sp Sack, 1sp Bucket, 5sp Soap, 5sp Vial x10, 10g Flint and Steel, 1g Waterskin, 1g Blanket 5sp Artisan's Tools (chef), 5g Inspiration: Canopus in Tactics Ogre I chose Favored Soul to start out because it is hard to find a female ram-taur or cervitaur without horns, as they do not have them. My explanation in-lore is that her horns are a manifestation of Ehlonna's divine portent.
  3. Personality Traits: My favor, once lost, is lost forever. Despite my noble birth, I do not place myself above other folk. We all have the same blood. Ideals: Independence. I must prove that I can handle myself without the coddling of my family. (Chaotic) Bonds: The common folk must see me as a hero of the people. Flaws: I too often hear veiled insults and threats in every word addressed to me, and I’m quick to anger. Languages Common sylvan infernal Lost Item lost item purposed lost item signet ring or Artistic creativity spells Charisma save Dc13 spell attack +5 thaumaturgy toll the dead eldritch blast armor of agathys Witch bolt Backstory backstory Before Jasmine was born her parents Gregory and Jade Hart were minor nobles who visited the carnival in search of a legendary hag who could grant a wish. Jade could not bear a child and was desperate for such a favor. The witch a powerful fey of the summer court Hez'dallia agreed to grant the wish in exchange for the child's service when she became of age at 16. The woman wished for the child to be "blessed by the elements" the fey taking the wish literally turned the child into a Tiefling with her magic bound to a chaotic element of storms. She was always told to control her emotions when her magic activated because it became more powerful when she was angry. She was often called a monster because of her power. Many years later when Jasmine was a young girl she wandered into the carnival and lost her signet ring the symbol of her noble birth and also the sign of the pact between the parents and the fey court. Horrified by the wish and what the child represented Jasmine was treated harshly by her parents especially her father who put all of his expectations on having a boy. This caused her to rebel and remember what she lost finally convincing her parents that if she could obtain the signet ring back she could finally gain her inheritance. At 16 she began to hear Hex'dallia giving her small tasks to do outside of court gave her the prophecy of "One power of the storms will change the tides of battle for woe or joy." She believes this means that she will destroy something with her magic but could mean anything. She also thinks that her chaotic magic is from an elemental that is bound to her soul she does not know the full details of the pact. Hex'dalllia- patron of the summer court of fey Neutral can be manipulative gave her prophecy in order to control Jasmine for unknown reasons the wish was purely by accident which she granted literally. Goals: find her signet ring Find out about her pact with Hex'dallia break the contract control her magic impress her parents gain her inheritance Stat Block tiefling warlock 1 AC 14 HP 10 Speed 30ft passive perception 12 Str 12 (1) Dex 17 (3) Con 15 (2) Wis 14 (2) Int 12 (1) Cha 16 (3) Saves Bold - proficient str +1 Dex +3 Con +2 Wis +4 Int +1 Cha +5 Skills Bold-proficient Arcana +3 Athletics +1 Deception +5 History +3 Insight +2 Investigation +1 Medicine +2 Nature +1 Perception +2 Performance +3 Persuasion +5 Religion +1 Sleight of hand +3 Stealth +3 Survival +2 Attacks eldritch blast 1d20+5 1d10 120 ft toll the dead wis 13 1d8/1d12 60 ft armor of agathys 5 cold damage and temp hp self witch bolt 1d20+5 1d12 30 ft Faerie Fire DC 13 Dex save advantage Sleep 5d8 hp starting with the lowest quarterstaff 1d20+3 1d6+1 0ne handed 1d8+1 two handed dagger 1d20+5 1d4+3 range 20/60ft light crossbow 1d20+5 1d8+3 two handed range 80/320 fey presence wisdom save DC 13 10 ft cube frightened or charmed ASI Tiefling per Tasha's +1 charisma +2 Dexterity Darkvision, You can see in darkness (shades of gray) up to 60 ft. Hellish Resistance You have resistance to fire damage. Infernal You know the thaumaturgy cantrip. [3rd] You can cast hellish rebuke (2nd) once per long rest. [5th] You can cast darkness once per long rest. CHA is your spellcasting ability. Thaumaturgy(Cantrip) Noble Feature: Position of Privilege Thanks to your noble birth, people are inclined to think the best of you. You are welcome in high society, and people assume you have the right to be wherever you are. The common folk make every effort to accommodate you and avoid your displeasure, and other people of high birth treat you as a member of the same social sphere. You can secure an audience with a local noble if you need to. History . Persausion Warlock - Arcana , Deception Otherworldly Patron You have struck a bargain with an otherworldly being. The Archfey Pact Magic You can cast known warlock spells using CHA as your spellcasting modifier (Spell DC 13, Spell Attack +5). You can use an arcane focus as a spellcasting focus. Expanded Spell Lis Additional spells are added to the warlock spell list for you. Fey Presence Once per short rest, as an action, you can cause each creature in a 10-ft. cube from you to make a WIS saving throw (DC 13) or become charmed or frightened by you (your choice) until the end of your next turn.
  4. Dynasty EV49? #JackAL | ▶︎ •၊၊||၊|။||||။‌‌‌‌‌၊|• 7:24 Just chatting | project A.R.M.S - road to BiS, one step at a time [ 5,352👤 watching ] 2face: arms is gonna be dead when dynasty comes out "Okay, chat, look. Yes I've seen the media demoes, but - I'm- I'm not convinced, bro. I've been - here since D5. I still- (walks out of cam for a moment, coming back lugging a old, no-longer-white-colored PC tower.) (loudly, so the mic can pick his voice up from his standing position) THOSE WERE THE GOOD DAYS! AND THE DARK ONES! Nevermind, (sets PC down) point is, you know why Dynasty died out? Why I stopped at D37 and went over to A.R.M.S.? Each new release brought new immersion. One more step into the world of fantasy. Let me- (shuffles chaotically towards mic) Let me tell you, alright. (... ensue long, impassioned rant about the history of the Dynasty series and much of #JackAL's personal opinion ...) ... and then they added, things, broken-as classes, species that make absolutely no sense - if you rolled a female Rai-Neko don't even talk to me, bro. What do you mean my hairball-choking waifu fell down to earth FROM OUTER SPACE? Well now with D49, the first-person shooter battle royale, you can live out your violent catgirl dress-up fantasies. Introduce the wonders of black powder firearms to the indigenous elven populace and watch the sparks fly! Give it two, three years. Virtual Reality as a genre and a platform is going to FLOP. Don't preorder, chat. If you do, and it flops, I will drive to your address and personally laugh at you for the entire afternoon. tammerfors: or you could sub to jackAL to 20 months Irony ... Okay, fine. Let's make a bet. If, IF D49 somehow exceeds all expectations and I'm proven very, very wrong, Chat gets to roll my character, and I'll stick with that throughout the entirety of my time playing D49. Have fun. de_witch: rai-neko davaiM: f rai-neko and a public apology hoi1an: HAIL THE OREKAISER eeby_deeby: murder princess Extra56: maid outfit maid outfit maid ooutfit AIOme: gun n120h: the cats yearn for the mines
  5. Lindsay MacKinnon - Jailbreak Rift of the Many-Worlds - Gutterpunk Secret Pain: I Don't Deserve Anything... Better Than This is Just Dreaming Personal Details Age - 15 Occupation - "Student", Failure-in-Progress, Discipline Case Hobbies - Poetry, Sketching, Self-harm Likes: Fires, Raw Justice, Wabi-Sabi (not that she knows the word) Dislikes: Hypocrisy, Authority Figures, Books You're Supposed to Be Reading Background The hard side of the hard side of town. The one with the needles in the streets, where the local kids come to stare at a body before the cops can be bothered to find out why it's there. Mom didn't want you. Mom still doesn't want you. And you never asked for that. Or this. Or anything. You learned early asking just gets you cuffed. You go from room to room connected by a corridor with rusty lockers and peeling vomit yellow paint. "Stories" from a million years ago about dumb kids dying for love, in a book where the pages are falling out. You remember how you picked it up a little light, didn't squeeze it right, and all the guts just spilled out, fluttering like broken pigeons on their way to the ground. Mr. Darby yelled, but the only thing you noticed was how pretty it'd looked. For a moment, at least. But just for a moment... You try to find the pretty moments at school. Two classmates hiding the way they're stealing glances at each other. The one potato chip in the bag that's not broken or chipped. The hair on the balls of the ghost-penis going into George Washington's mouth. It's all f*cked. But sometimes it's a little less f*cked. Those times are nice. Awakening Event It was a bad fight. A terrible fight. Even though it was the same stuff as ever. You glaring. Her seeing. "What?" and "I didn't say anything..." and "Don't you talk back to me!" pacing and circling like the half-eared cats that lived near the dumpsters downstairs. Except it wasn't just pacing and circling. Not this time. ...should've never been born. One of us said it. The other one was thinking it. And when she pushed you out the door, the snow felt good on your cheek. Well, not good. Better. Sharp and numb and powdery. Usually, you got in a fight when you got home, so you were still dressed for the weather. Or when mom'd just started drinking. But tonight you weren't, and she hadn't. You kicked the door. You yelled. You said whatever you could to hurt her, so she'd pull you inside to hurt you. But it didn't work. And you just sat down, in your jeans and your t-shirt, in the snow. It was fresh. Clean. Like a new coat of paint on a neighborhood that never got one. You liked that thought, as you shivered. That for a moment... ...it wasn't like it was. ...and she wasn't like she was. ...and you weren't like you were. "I'm sorry..." Words you'd never say, 'cause you weren't. And she'd never accept them anyway. But floating on a sea of snowflakes and whorls, those what-ifs danced in the air. And you saw them. Saw them. Mom just as old, but somehow younger. Like there were just as many years, but each one had been softer, a little easier, 'cause it hadn't been so hard. And those words, those two words, you'd never said to her except with a coldness in your chest, you said them and she heard them. She heard you. Was it because there weren't bottles everywhere? Or... was it because you didn't look at her with knives? That for that what-if, and a thousand other what-ifs, you and she weren't two animals fighting over scraps in a dumpster, but a pack(?) in the dirty, grimy alley that didn't seem that dirty or grimy when you looked at it? ... You're not sure how you got back to your room. Or why, for once, Mom woke up early enough to find a way to try to make two eggs go three ways. "I thought about what you said..." she'd said. But that's as far as it got. As far as she'd say anything about that night you peeked past the curtain, in the snow, and felt the what-ifs falling around you like stars in the sky. Divination - Another Me Knows This... Mystery - "Will anyone miss me after I'm gone?" i had a dream last night of you smiling and me safe in your arms but i woke up. now your gone and i never met you loved and lost but never loved at all My mythos can tap into new sources of information, such as parallel and alternate selves. Power Tags What allows you to uncannily know things you would not ordinarily know? (A) Parallel and future memories. What quality of your divination makes it particularly effective? (E) Deeply Immersed What advantage does your divination give you in a fight? (F) Flashes of Deaths-to-Be Weakness Tags What happens when your divination overwhelms you? (A) Seizures 'n shit. What is beyond the reach of your divination? (C) Before birth, after death. Routine - Hopeless Student Identity - "I'm learning. Just not what you're teaching." I spend time failing classes. Power Tags What do you do with your time? (A) Student, technically What did you learn on your daily activities? (E) How to Be "Not Worth the Trouble" What trick have you picked up doing what you do? (G) Befriend Fellow "Failures" Extra Tag - What sort of tools do you use? (C) Notebooks, Sketchbooks, Stolen Pens Weakness Tags At the end of your day, what are you left with? (A) Food Money < Mom's Habit Extra Tag - What are the mundane limits or down-sides of your routine? (C) Considered Unworthy Personality - Lost Girl Identity - Kid Never Had a Chance Other people find me emblematic of society's structural failures. Power Tags What lies at the core of your personality? (A) Frustration and Yearning What quality or item best expresses your personal style or enhances it? (G) Goth-Punk How do you strive to improve yourself? (J) Be Real Weakness Tags What aspects of your appearance, style or physique can get in the way? (C) Neglected Possessions - Ugly Old Bag of Hopes'n'stuff Identity - It's Always Winter, and This is My Pantry It's all about one item: the messenger bag full of stuff. Power Tags What is the most important thing in your collection? (A) My poetry journal How would you describe your possessions in general? (B) Useful, Valuable, Not Worth Much What useful quality do your possessions have? (I) Insightful People Get It Weakness Tags What bad habits or traits related to your possessions do you display? (B) Violently Protective
  6. Character Appearance Derkos's sun-darkened face is visible between the gaps of a boiled leather helm. His blue-green eyes challenge you from underneath. The boiled leather armor is accented by small copper studs over his chest and abs. Spilling out the sides and back of his helm is shoulder length black hair. Often on a raid or a mission his hair is worn in a tight braid to the left side behind his ear. When on foot Derkos is armed with his bastard sword and target shield, his light brown armor allowing him to blend in with the rocks and sand of the wildness. When astride his 14 1/2 hand chestnut mare named Bolt, he prefers his composite bow. Derkos earned his nickname Many Arrows due to his practice of keeping a full second quiver of arrows secured to Bolt's saddlebags. On the opposite side hangs a long length of sturdy rope covered by his target shield. Derkos bears a cross-shaped scar below his left clavicle from an arrow wound he received in a skirmish when he was 18. He also has a scar from a viscous slash across his stomach from a sword cut that happened last year. Since receiving those wounds Derkos has reinforced those sections of his armor with the copper studs. Character Personality Derkos takes after his deity Orlanth often impetuously running head long into dangerous situations before hastily making a retreat to safety. Derkos is friendly to most he meets reserving his contempt for members of the Lunar Empire and servants of Chaos. He is highly competitive, always seeking to prove himself to those around him. He tries very hard to embody the Orlanthi virtues of Courage, Wisdom, Generosity, Justice, Honor, and Piety. Character Brief Life History Born within the Pol Joni Orlanthi to a warrior father and initiate mother Derkos was destined to walk in the path of both. Starting at fifteen years old Derkos joined his father Ruhklar Skyspeaker on raiding sorties of rival nomadic tribes. Around the same time his mother Eridulva aided Derkos in the trials of enrolling as an initiate. Derkos served with his clan's cavalry bravely and learned to fight with sword and bow. It was during a skirmish with some Yelmalion warriors that Derkos suffered a wound to his stomach, a viscous slash that leaves a scar to this day. Against a Praxian nomadic tribe Derkos caught an arrow in his shoulder if it wasn't for a healer's timely aid Derkos might have met his end. Derkos stands poised to finally earn his first tattoo, a tribal requirement being that a warrior kill 10 enemies in honorable battle before receiving a ceremonial tattoo. Derkos sitting at 9 kills could have made his tenth in his last combat but he granted quarter when his opponent pleaded with him. Wounds meaning Scars
  7. Basic Information Name: Gavin Hopsalot Age: 22 Race: Harengon Class: Ranger Subclass: Background: Feylost Level: 1 Personality Traits: Like a nomad, I can't settle down in one place for very long. Ideals: Friendship. I never leave a friend behind. (Good) Bonds: I'm drawn to the Feywild and long to return there, ifonly for a short while. Flaws: I easily lose track of time. My poor sense of time means I'm always late. Languages Elven Sylvan Draconic Common Goblin Lost Item Hush now...That is a secret. Backstory While Gavin was not born in the Feywild, his parents were from there and they wanted him to grow up in the Feywild, and it left its mark on him. When he lost his place there, it left him nomadic, hoping to find his way back. He still felt a connection to the place in his dreams as he was always contacted by a unicorn there named Belara. It seemed that she always came to him when he was at his lowest point and would raise his spirits with images of the Feywild and advice on what he should do. It was her that told him of the carnival and that it could help lead him back to where he belonged. As he followed stories and whispers of where it was located, he began to get an odd feeling of loss that he could not really explain. When he finally found the place he felt a certain sense of deja vu as if he had seen this place before but could not place the memory. The sense of loss also got worse and that is when he found others that also seemed to feel that sense of loss and could not explain it, could that be coincidence or was this fate that drew them together? Stat Block This is where your link to your character sheet and your stat block goes.
  8. Thomas Player: Larswester Player Level: 1 Race: Human Class: Thief Sex: Male Character Level: 1 HP: 5/5 AC: 16 Thomas is a 19 year old pickpocket raised on the streets as an orphan. He's currently living high off his latest score, but already the gold coins are turning into copper ones. He heard about a score beyond his wildest imagination but he can imagine quite a bit so he's not sure it will live up to the hype. Least he can do is head to Brazen Strumpet, and if he can't hire on to any delving crew perhaps some foolish adventurer will get too drunk to mind their purse. Thomas relationship with the gods is uncomplicated. He believes that the gods if they truly exist help those that help themselves. That the gods rarely if ever bother to involve themselves in the affairs of mortals. That the churches are generally a scam but as a bit of thief himself he isn't going to mess with anyone else's con. He isn't aggressive against religion just highly skeptical. Attributes Attribute Score Bonus Strength 14 +1 Intelligence 6 -1 Wisdom 11 +0 Dexterity 16 +2 Constitution 15 +1 Charisma 11 0 Weapons Type Attack Bonus (Melee/Ranged) Damage Trident +2/+3 (10/20/30) Entangling (-2 to attack and subdual) 1d8+1/1d6+1 Sling (bullet) --/+3 (30/60/90) 1d4+1 Bola --/+3 (20/40/60) Entangling (Save vs Paralysis) 1d3+1 Sap +2/-- Subdual Knockout with Sneak Attack 1d4+1 Sneak Attack Must be unknown +4 to hit; double damage with melee Armor Type Notes Studded Leather Armor AC 14 Saving Throws Ability D20 Death Ray or Poison 13 Magic Wands 14 Paralysis or Petrify 13 Dragon Breath 16 Spells 15 Thief Abilities Ability %roll Open Locks 25 Remove Traps 20 Pick Pockets 30 Move Silently 25 Climb Walls 80 Hide 10 Listen 30 Equipment Item Note Belt pouch 2lbs Capacity (40 coins) Waterskin 1 Liter Capacity Caltrops 2 in 6 chance for -1 HP and half movement rate 12 Candles 5' radius bright light, 5' dim light, burns 3 turns per inch. Studded Leather Armor AC 14 Trident Optional entangling attack (-2 to attack and subdual damage) Sling Bola Save Vs Paralysis immediately lose movement and Dex AC bonus Sap Subdual Damage Only; SA Save Vs Paralysis Stunned 1d4 rounds Signal Whistle Belt pouch 2lbs Capacity 20 bullets 1d4 damage 5 Silvered bullets Silvered against Lycanthropes Backpack 40 lbs Capacity Thieves Picks and Tools Allows Open lock and remove trap abilities Hooded Lantern 30' R; Dim light 20'; Burns 18+1d6 Turns Grappling Hook Magnet, small Needle, magnetized String/Twine 100' Holds up to 30lbs Tinderbox, Flint & Steel Crowbar adds +1 to d6 roll on opening doors or chests. bedroll 5 days of Standard rations keep for 1 week large sack 40 lbs capacity 3 flasks of oil Can be thrown Range (10/30/50) 1d8 fire / 1d8 fire next round Mirror, small metal Scissors Treasure Item Amount Platinum Pieces 0 Gold Pieces 6 Electrum Pieces 0 Silver Pieces 6 Copper Pieces 10 Shopping 130 GP starting -30 GP Studded Leather Armor -4 GP Backpack -25 GP Thieves Picks and Tools -6 GP Trident -8 GP Hooded Lantern -2 GP Grappling Hook -1 SP magnet small -1 GP needle Magnetized. -2 SP String/Twine 100' -1 GP Caltrops -3 GP Tinderbox, Flint & Steel -1 GP Waterskin -2 GP Crowbar -1 GP 12 Candles -6 GP bedroll -4 GP Backpack -3 GP 5 days of rations -2 GP 2 beltpouches -1 GP large sack -3 GP 3 flasks of oil -1 GP Sling -2 GP 20 Bullets -5 GP 5 Silver Bullets -2 GP Bola -1 GP Signal Whistle -1 GP Sap -7 GP Mirror, Small metal -5 SP Scissors 6 GP 7SP remaining converting 1SP to 10CP for flavor.
  9. Quinn Brantley The Little Match Girl Name: Quinn Brantley Nicknames: Q, Brandy Age: Late twenties. Gender: Female. Occupation: Bartender/Mixologist. Height: 5'6". Build: Athletic and lean. Demeanor: Confident and approachable, with a warm smile that puts patrons at ease and invites conversation. Logos concept: A savvy bartender and manager at "The Crossroads" bar, "Brandy" as she is known to her regulars, is renowned for her empathetic ear and knack for mixing the perfect drink and advice that seem to resonate with her patrons' innermost needs. Mythos concept: A flicker in the shadow, the bearer of the last flame that warms the lost and the hopeless, igniting hope with a whisper. Logos Logos Quinn Brantley thrives behind the bar of "The Crossroads," a place where city tales intertwine with the clink of glasses. Her days are a blend of mixology and silent observations, her nights a canvas for whispered confessions and fleeting connections. To the outside world, Quinn is the epitome of urban chic—confident, with an athletic build, and a style that marries practicality with a touch of mystery. Her demeanor is an inviting cocktail of warmth and reserved charisma, making her both approachable and enigmatic. Why did this Mythos manifest through your character? The Little Match Girl mythos found its way to Quinn during a bleak winter of the soul, a time when the harshness of the city seemed insurmountable to those around her. It was her inherent capacity for empathy, her silent wish to be a beacon of hope in the unforgiving night, that stirred the mythos awake. Like the match girl's final flickers of light and warmth in the cold, Quinn's presence became a sanctuary, a place of solace amidst the chaos of urban life. What is your character's Secret Pain? Quinn harbors a deep-seated guilt over a night she couldn't save someone—a young soul lost to the city's shadows, a reminder of the limits of her reach. This event is the ember that fuels her drive but also the shadow that haunts her steps. It's this secret pain that binds her to the Little Match Girl, a shared narrative of warmth in the cold, light in the darkness, and the agony of flames that eventually extinguish. Despite her role as a giver of hope, Quinn is perpetually chased by the question: "Could I have done more?" This doubt is her silent companion, tucked away beneath the bottles and smiles, a pain that fuels both her compassion and her isolation. Mythos Mythos The Little Match Girl: The Last Ember's Guardian Within Quinn Brantley stirs the mythos of The Little Match Girl, a legend of fleeting warmth in the biting cold, of ephemeral light in engulfing darkness. This ancient tale reborn grants Quinn the ethereal power to kindle hope where despair reigns, to illuminate paths for those lost in their own shadows. As the Last Ember's Guardian, Quinn wields the ability to ignite a spark of joy and comfort in the hearts of the city's weary souls, offering brief respite from their struggles with her words, her presence, and her concoctions. Yet, this gift comes with the poignant reminder of the match girl's own fate—transient flames in the night, a warmth that can stave off the chill but not defeat it. Quinn embodies the duality of light and shadow, her every action a testament to the enduring human spirit and the inevitable, encroaching darkness that follows. Theme Cards Expression EMBER'S WHISPER Mystery:Every Mythos theme has a question, called a Mystery, which defines what your character wishes to discover about their Mythos. Can true hope be kindled in the heart of despair? Ember's Whisper is the manifestation of Quinn's deepest desire to bring light to the darkest corners of the human heart, to challenge the encroaching despair of the city with moments of genuine connection and understanding. Attention: {_} {_} {_} Fade:When your character's Mystery calls to them, but they ignore it, mark one Fade. If your character continues to ignore their Mythos and marks the third Fade box, you replace the theme with a new Logos theme. {_} {_} {_} POWER TAGSWhen you take action using one of the Core Moves, each power tag you have (and that is relevant to your action) adds one point of Power to your move. This improves your chances of succeeding and increases the effectiveness of your action. Each theme starts with 3 power tags. You must answer the first power tag question in your Themebook. Then answer two more of your choice. For each theme, you can only have one broad power tag. A broad power tag is one that would be useful in many different situations. Power Tag Questions Answer the first question (A) from your chosen Themebook, and then choose two more questions from the following list to answer. Your answer should be a short description no more than a few words long. Each answer becomes a power tag. A) Igniting hopeful visions F) Revealing hidden truths G) Empathic bond WEAKNESS TAGSWeakness Tags depower your moves but earn you Attention. They always describe something limiting (ask yourself: what actions would this weakness tag impede?). Each theme starts with 1 weakness tag. You can answer any weakness tag question in your Themebook. Extra tags! In one theme of your choice, you may add one additional power tag and one additional weakness tag. D) Emotional burnout. Turf HEART OF THE CROSSROADS Identity:Every Logos theme has a statement, called an Identity, which describes some aspect of your character that they believe about themselves. At the Crossroads, everyone finds their way Creating a theme starts with a concept. Describe that concept, how it relates to your Rift, and what it allows your Rift to do. Attention: {_} {_} {_} Crack:You mark Crack when your character's Identity demands something of them, but they fail to deliver. If your character continues to ignore their Identity and marks the third Crack box, you replace the theme with a new Mythos theme instead. {_} {_} {_} POWER TAGSWhen you take action using one of the Core Moves, each power tag you have (and that is relevant to your action) adds one point of Power to your move. This improves your chances of succeeding and increases the effectiveness of your action. Each theme starts with 3 power tags. You must answer the first power tag question in your Themebook. Then answer two more of your choice. For each theme, you can only have one broad power tag. A broad power tag is one that would be useful in many different situations. Power Tag Questions Answer the first question (A) from your chosen Themebook, and then choose two more questions from the following list to answer. Your answer should be a short description no more than a few words long. Each answer becomes a power tag. A) The Crossroads Bar C) Familiar Faces E) Nightly communal gatherings WEAKNESS TAGSWeakness Tags depower your moves but earn you Attention. They always describe something limiting (ask yourself: what actions would this weakness tag impede?). Each theme starts with 1 weakness tag. You can answer any weakness tag question in your Themebook. Extra tags! In one theme of your choice, you may add one additional power tag and one additional weakness tag. A) Unwanted criminal attention Personality URBAN EMPATH Identity:Every Logos theme has a statement, called an Identity, which describes some aspect of your character that they believe about themselves. A nod, a smile, and the world feels lighter. Creating a theme starts with a concept. Describe that concept, how it relates to your Rift, and what it allows your Rift to do. Attention: {_} {_} {_} Crack:You mark Crack when your character's Identity demands something of them, but they fail to deliver. If your character continues to ignore their Identity and marks the third Crack box, you replace the theme with a new Mythos theme instead. {_} {_} {_} POWER TAGSWhen you take action using one of the Core Moves, each power tag you have (and that is relevant to your action) adds one point of Power to your move. This improves your chances of succeeding and increases the effectiveness of your action. Each theme starts with 3 power tags. You must answer the first power tag question in your Themebook. Then answer two more of your choice. For each theme, you can only have one broad power tag. A broad power tag is one that would be useful in many different situations. Power Tag Questions Answer the first question (A) from your chosen Themebook, and then choose two more questions from the following list to answer. Your answer should be a short description no more than a few words long. Each answer becomes a power tag. A) Truly wants to help B) Warm, welcoming demeanor F) Intuitive reader WEAKNESS TAGSWeakness Tags depower your moves but earn you Attention. They always describe something limiting (ask yourself: what actions would this weakness tag impede?). Each theme starts with 1 weakness tag. You can answer any weakness tag question in your Themebook. Extra tags! In one theme of your choice, you may add one additional power tag and one additional weakness tag. A) Overly emotionally invested Routine THE BARTENDER'S RITUAL Identity:Every Logos theme has a statement, called an Identity, which describes some aspect of your character that they believe about themselves. For every story there's a drink; for every face, a friend. Creating a theme starts with a concept. Describe that concept, how it relates to your Rift, and what it allows your Rift to do. Attention: {_} {_} {_} Crack:You mark Crack when your character's Identity demands something of them, but they fail to deliver. If your character continues to ignore their Identity and marks the third Crack box, you replace the theme with a new Mythos theme instead. {_} {_} {_} POWER TAGSWhen you take action using one of the Core Moves, each power tag you have (and that is relevant to your action) adds one point of Power to your move. This improves your chances of succeeding and increases the effectiveness of your action. Each theme starts with 3 power tags. You must answer the first power tag question in your Themebook. Then answer two more of your choice. For each theme, you can only have one broad power tag. A broad power tag is one that would be useful in many different situations. Power Tag Questions Answer the first question (A) from your chosen Themebook, and then choose two more questions from the following list to answer. Your answer should be a short description no more than a few words long. Each answer becomes a power tag. A) Bartender therapist F) Crafting unique cocktails I) Cozy, atmospheric bar WEAKNESS TAGSWeakness Tags depower your moves but earn you Attention. They always describe something limiting (ask yourself: what actions would this weakness tag impede?). Each theme starts with 1 weakness tag. You can answer any weakness tag question in your Themebook. Extra tags! In one theme of your choice, you may add one additional power tag and one additional weakness tag. B) Exhausting long nights Crew Crew A list of your crew members, and the Hurt and Help points you have for each. Name Help Hurt Rift - - Rift - - Rift - - Rift - - Story Tags & Nemeses Story Tags A space for other permanent tags you might acquire during the game. Nemeses A list of the Nemeses you gained by replacing themes. Character Progression Development A track of your overall character growth. When it's full, you reset it and choose a Moment of Evolution. {_} {_} {_} {_} {_} Moments of Evolution to choose from: {_} Choose another broad power tag {_} Gain an extra theme: Ally {_} Gain an extra theme: Base of Operations {_} Gain an extra theme: Ride {_} Get closure from your Nemeses {_} Go through a transformation {_} Leave the City {_} Make one Core Move permanently Dynamite! {_} Make one Core Move permanently Dynamite! {_} Make one Core Move permanently Dynamite! {_} See through the Mist
  10. Kerri Amblecrown Player: guitarist Player Level: 1 Race: Human Class: Cleric Sex: Female Character Level: 1 HP: 5/5 AC: 16 MV: 30 (58.6#) Kerri is a headstrong, tough and determined priestess of St. Ygg. She is wise and well-mannered, but a bit ditzy and dim-witted. She reads…very poorly, and has taken to rote-memorization of particular scripture verses (which she awkwardly misquotes about half the time). She aspires to one day learn to read the very texts she’s…sort of committed to memory. Attributes Attribute Score Bonus Strength 11 0 Intelligence 8 -1 Wisdom 9 0 Dexterity 13 +1 Constitution 13 +1 Charisma 9 0 Weapons Type Attack Bonus (Melee/Ranged) Damage Sling -/+2 1d4 Warhammer +1/+2 1d6 Armor Type Notes Studded Leather AC 14 Shield AC +1 Turn Undead Thing HD D20 Skeleton 1 13 Zombie 2 17 Ghoul 3 19 Wight 4 No Wraith 5 Nope. Mummy 6 See above. Spectre 7 No way. Vampire 8 Seriously? Ghost 9+ Are you kidding me? Saving Throws Save Score Bonus/Penalty Death Ray or Poison 11 +1 vs. Poison Magic Wands 12 -1 vs. Illusions Paralysis or Petrify 14 - Dragon Breath 16 - Spells 15 -1 vs. Illusions Equipment Item Notes Backpack Bandages (10) Belt Pouch 1 money Belt Pouch 2 sling bullets Cloak Dry Rations (7) 3 stored at Inn Holy Symbol amulet Holy Water Sling Bullets (20) Waterskin Winter Blanket Treasure Item Amount Platinum Pieces 0 Gold Pieces 20 Electrum Pieces 0 Silver Pieces 0 Copper Pieces 0
  11. Post Rate: Can post once or twice weekdays, don't do weekends. As it will be relevant in a few months, I tend to go offline around Christmas and not go back online until 5th or so of Jan. But Myth Weavers tends to go into hibernation around that time every year anyway. Balance between social, exploration, and combat? Pathfinder really shines in good combat, but what sets a table RPG apart from games is the ability to interact with PCs and NPCs and come up with intersting and fun social interactions. I would aim to 40% Combat, 40% Social, 20% Exploration. Character : Once, as a young farmhand, he and the farm were were saved from bandits by a wandering monk. The old man trained the boy for a short time, and once more set off. Khaine continued to train himself, eager to follow the wanderer and find out more of his strange fighting abilites, and where they came from. Now, he is old enough to set out on his own. He wants to find answers, he wants to test himself and he wants to find his place in the world.
  12. Basic Information Name: Mabon Mimm Von Vodsel Age: 19 Race: Human (Variant) Class: Wizard Subclass: TBD Background: Order of Scribes Level: 1 Personality Traits: Whether crafting a complex spell or concocting a delectable dish, I always bring a creative flair to everything I do, infusing creations with a sense of wonder and delight. Ideals: I am driven by an insatiable thirst for knowledge and understanding, seeking to uncover ancient mysteries, unravel arcane secrets, and expand upon my family's legacy. I see magic and cooking as forms of artistry and am dedicated to pushing the boundaries of both discipline through my creativity and innovation. Bonds: Despite my solitary nature I value the bonds of friendship I form with fellow adventurers, finding strength and solace in their company. Above all else I carry with me the legacy of my family's love and guidance, drawing strength from their memory and all they have taught me. Flaws: I have a tendency to become overly fixated on achieving perfection in both magical endeavors and culinary creations, often becoming frustrated or disheartened when things don't go according to plan. Languages Common Elvish Lost Item Backstory Born into a family of esteemed wizards and renowned chefs, Mabon was destined for greatness the moment he entered the world. His parents, both accomplished practitioners of magic and masters of the culinary arts, instilled in him a deep appreciation for both disciplines from an early age. Growing up in the bustling city of [City Name], Mabon spent his childhood surrounded by the tantalizing aromas of exotic spices and the crackling energy of arcane spells. While other children played games in the streets, he could often be found eagerly assisting his parents in the kitchen or pouring over spellbooks in their library. It was his grandfather, however, who truly ignited Mabon's passion for both magic and cooking. A legendary wizard-chef renowned throughout the realm for his enchanting feasts and spellbinding dishes, Master Perran Mimm Von Vodsel who's talents in both arts allowed him to successfully infuse his dishes with magical properties. Perran took Mabon under his wing and became his mentor guide. Under his grandfather's tutelage, Mabon honed his magical abilities while also developing his culinary skills. Together they embarked on quests to uncover rare ingredients, ancient recipes, and hidden arcane secrets, forging a transcended bond. Tragedy stuck when Master Vodsel mysteriously vanished during one such adventure, leaving Mabon bereft and adrift. Determined to honor his grandfather's legacy and uncover the truth behind his disappearance. Mabon ventured forth into the world seeking the knowledge to weave magic and culinary mastery together in a way similar to his grandfather. It was shortly after his grandfather's disappearance that Mabon in his travel came across the Witchlight Carnival. Not one to purse such pleasures the carnival intially failed to draw his attention. That was until the exquisite wafting aroma of the carnivals cuisine hit his olfactory. Giddy with the inspiration he may find, Mabon snuck his way inside. Stat Block This is where your link to your character sheet and your stat block goes. Character Sheet: Stats 3: 17,10,14,12,12,13
  13. Thrain Ironfist, Dwarven Hunter (Artificer) "He who fights with monsters should look to it that he himself does not become a monster. And if you gaze long into an abyss, the abyss also gazes into you." Friedrich Nietzsche Character sheet: work in progress Background: Thrain Ironfist was born into the renowned Ironfist clan, known across the land for their unmatched skills in blacksmithing and engineering. From a young age, Thrain showed an aptitude not just for the forge but also for the intricate workings of machinery and alchemy, eventually specializing in the crafting of firearms—a rare skill among his kin. His life took a dramatic turn during an expedition to reclaim an ancient Dwarven stronghold, long thought to be lost to the darkness of the underworld. Within its depths, Thrain and his company stumbled upon a hidden chamber that pulsated with eldritch energy. It was here that Thrain first encountered the Occult, through an ancient tome bound in shadows. Despite the warnings of his elders, Thrain’s curiosity led him to explore the tome's secrets, granting him forbidden knowledge and the ability to imbue his creations with arcane power. However, this power came at a cost. The stronghold was not abandoned but infested with unspeakable horrors that had been attracted by the eldritch energies of the tome. The Dwarves were ambushed by the monstrous denizens of the deep. Though they fought valiantly, Thrain was one of the few survivors, escaping with nothing but his life and the cursed tome. Haunted by the loss of his kin and driven by a newfound hatred for the monstrosities that lurk in the darkness, Thrain dedicated his life to hunting the creatures of the night. He combines his mastery of engineering and his arcane knowledge to craft a unique weapon—a rune-etched rifle capable of firing bullets infused with magical energies, specifically designed to hunt and destroy monsters. Merchant Profession: Thrain's alliance with Bram Copperwheel, a savvy surface-dwelling merchant, marks a clever diversification of his monster-hunting crusade. Recognizing the potential in Thrain's arcane-infused creations, Bram proposes an arrangement: in exchange for the use of Thrain's ingenious infusions—potent concoctions that could make steel whisper or boots silent as shadows This partnership allows Thrain to focus on his grim work, secure in the knowledge that his artificer's talents are being put to good use beyond the battlefield. Bram, with his keen eye for profit and a head for numbers, ensures that their enterprise flourishes, funnelling a steady stream of gold back to Thrain. This gold not only funds Thrain's expeditions and equipment but also supports the wider fight against darkness, sponsoring fortifications and hiring other hunters to cleanse the land of monstrosities. Through Bram's merchant network, Thrain's infusions find their way into the hands of many who would stand against the dark, turning the tide in small ways across the realm OOC They use an instance of Alchemical Jug invocation to produce 8 vials of acid a day, which they then sell. Personality Thrain is a stoic and determined individual, with a deep sense of duty and responsibility. He is haunted by the memories of his fallen kin and the horrors he witnessed in the depths of the earth. This trauma has made him somewhat withdrawn and solemn, but beneath his gruff exterior lies a heart that burns with a desire for vengeance and protection of the innocent. Thrain is methodical and pragmatic in his approach to monster hunting, using his intelligence and knowledge of the occult to outmanoeuvre his foes. Despite his focus on his grim work, he possesses a dry wit and is fiercely loyal to those he considers friends. NPCs Bram Copperwheel, a cunning merchant known for his emporium "Copperwheel's Curiosities," thrives on trading arcane-infused artifacts crafted by his partner, the Dwarven artificer Thrain Ironfist. Their lucrative partnership not only fuels Thrain's monster-hunting ventures but also turns Bram's shop into a nexus for adventurers seeking unique, magical items. Eldred Blackhammer - A venerable gunsmith and Thrain's mentor in the art of firearm crafting. Eldred is intrigued by Thrain's ability to infuse his creations with magical properties and supports him by supplying rare materials and assisting in the crafting of specialized ammunition. Though Eldred is wary of the dark path Thrain has chosen, he believes in his cause and provides sage advice and counsel. Silas Nightingale - A mysterious human occultist who Thrain met during his travels. Silas is fascinated by the tome Thrain discovered and offers his knowledge of the dark arts to help Thrain understand and control the powers he wields. Silas is charismatic and enigmatic, walking a fine line between light and dark, and his true motives are often unclear. However, his expertise in the occult has proven invaluable in Thrain's quest against the monsters. Drudge; the Steel Defender One of Thrain's greatest accomplishments is the creation on his Steel Defender, based on a large strong box, with legs and rending claws, Drudge as he has named it can usually be seen pulling Thrain's Cart. It's still a force to be reckoned with, as it has two additional claws with which it can attack or hold things.
  14. Name: Atma DuValle Alignment: Chaotic Good Age: 20 Worldview: Optimistic Transhumanism and Accelerationism Appearance Atma is a dashing young man standing at six feet with a lithe, athletic build. Garbed in a gilded suit and a tailcoated blazer, those who know what they're looking for would assume he's a dhampir at first glance, but there's something off. He has ghostly pale skin and elongated incisors, but there was no deathly pallor. Instead, Atma seems almost to radiate positive energy. His eyes are bright gold hue that you can spot in the darkness of night. His jet-black hair shimmers gold when cast in bright light, tied in a waist-length ponytail. The young inventor seems positively angelic, in contrast to his disposition to secular rationalism. Personality Atma is gregarious, diplomatic, and exceedingly optimistic, but at times naive and a little pretentious. He is an intuitive man who is always thinking about the future, and countless possibilities. He is typically objective almost to a fault, and quite pragmatic. A visionary, he is driven to do nearly anything to achieve his goals. Despite this, he often isn't a man that deals with short-term plans. He is much more adept at adapting to new situations, turning things in his favor with the power of words, and will use a silver tongue to turn any situation in his favor he can. As a consequence, Atma can be an agent of chaos. He is often so convinced that what he's doing is the right thing, he can be spontaneous and mercurial. Background: The Test DuValle Industries has become a household name! The young genius inventor, creating an empire atop chip fabrication, space industrialization, and conspiracy theories of AI has had his reputation marred after promising a paradigm shift in what it means to be human has ended in tragedy with dozens of victims suffering grievous injuries, some fatal- snikt! The panel of a television spanning the width of one side of a penthouse apartment turned off, turning from opaque to transparent revealing the Chicago downtown shore, overlooking Lake Michigan. None other than the young DuValle sighed in frustration. He stood up from his lounge and stepped over crossing to the other side of his apartment, which was a fully kitted-out lab of an engineer. He stepped before his workshop table. "Data, let's start another test using the corrected formulae from the previous iteration." A reflective, metallic orb housed halfway through the center of the ceiling of the penthouse activated, began to spin towards the workshop table, and projected an incredibly lifelike simulation of Data from Star Trek: TNG. Data looked at Atma, offering him a diplomatic smile. "Of course!" Data looked at the table, whose top was partitioned into four halves, one partition continued to descend before revealing a floor that was a whirl of manufacturing machinery, a massive 3D printer was built into the floor which then produced a device perched atop a pedestal. The device was a three-dimensional, five-point star with a synthesized crystal sphere that was covered in laser-precision-crafted runes. At the base of the table before Atma, a smaller rectangular partition rose, revealing a port for his hand, which he stuck through. His eyes began to shine gold as he channeled his power into the device. The crystal began to flicker as golden electricity began to cackle and surge across each point of the star enclosure. Atma stared at the core, his brow furrowing, he grunted as he began to yell with frustration. The core flashed brilliantly, covering the entire penthouse in holy light, that could be seen from the lakeshore drive. The light then stabilized to a serene glow, and the device began to hover a few inches from its enclosure. Data then gestured with his hands for the device to hover towards the opposite partition as both it and the one adjacent to it began to descend as a socket for the star-shaped divine core rose, merging with the device. Next to it, a pedestal rose a black metallic exoskeleton glove rose on another pedestal, with a plug descending back into the table, now coupled with the divine core. Data then looked at Atma, nodding. "Ready when you are." Atma returned the nod. The hand segmented and began to flower, opening up to allow Atma to slide his hand into a lattice before the glove re-assembled. The lattice then began to spread from his forearm across his chest and shoulder as nanites formed covering his shoulder with an armored shoulder plate, divine energy began to rapidly pulsate through channels that rose from his chest towards his wrist and palm before shimmering into a solid golden glow."Beginning iteration # 6475! From the ceiling descended a target and parallel shield walls. Atma raised his hand, aiming his palm at the bullseye. The golden circular plate at the base of the cybernetic arm's palm began to glow serenely with divine energy which grew more and more radiant with each passing second before a beam of pure divine energy erupted from it, slamming into the bullseye. The booming sound of divine thunder rattled through the penthouse. Atma smiled gleefully as the beam roared. Five, ten, fifteen seconds... The divine core began to warble as the core grew more and more unstable, cracks beginning to snake across the crystal. Atma watched the crystal begin to destabilize with a wistful sigh, but he enjoyed the moment nonetheless, imagining himself emblazoned in gold and his divine cybernetics. His technology transcending the limits of mortals, watching as armageddon begins, but as celestial bodies rain from the heavens, and hellfire explodes from the earth, not a single human life is lost, not a single city destroyed as humanity shields itself with its own divine power, preparing to show the agents of Heaven and Hell, that Earth is not their battleground. "...there you are being delusional again. It's so adorable, you're just like your father." Atma blinked out of his daydreaming, realizing that the beam of divine energy was no longer hitting the target, but the palm of a large, taloned hand which was as beautiful as it was terrifying looking. The skin of the steamed and cracked from the intensity of the beam before the power core finally gave way, exploding in a brief but brilliant sputter of the divine energy Atma had initially channeled into the divine core. Atma sighed as the target and safety panels re-ascended into the walls. Before him was a woman of impressive stature. Standing at over ten feet tall, with an inhuman hourglass figure ripe with equally inhuman musculature and feminine curves, the palest ivory skin, an elegant dress, and a wide-brimmed hat, she was the quintessential, yet enormous witch. She looked at him with a pleased smile, bearing the sharp fangs of a vampire. "Happy Birthday, my child!" The woman rose one of her massive taloned hands, and beckoned him closer, causing Atma to against his will be lifted from the ground, and brought towards her as she gripped him in a deep hug. After a few moments of hugging her son lovingly, she then licked her lips, and gingerly bit into his neck, and made a single deep suckle, drawing a generous portion of Atma's blood. She gingerly sat him down and looked upwards as her eyes rolled backward into her head with euphoria. "Ah, positively divine, literally. It's a shame that this will be the last time I get to savor your blood, sweet babe..." Nursing a neck pocked with numerous healed bite marks, Atma gives her a quizzical glare. "What do you mean, mother? Afraid my blood will become too much of a good thing?" The woman rolled her eyes at the suggestion. "Oh please, if that was the case, you wouldn't be in dozens of lawsuits and the peons of mankind demanding your head. You see, my sweet babe, that's why I'm here. To help you!" Atma gave her an alarmed glare. "Your help is akin to relying on a monkey's paw, I'll pass." The woman giggled. "My my, rebellious as ever, I see. She then grasped her son's head and turned it towards her as she grasped his cheeks, playfully squeezing and stretching them as she coo'd in a babying voice. "Oh you silly lamb, you know you don't have a choice!" She then snapped her fingers, causing the windows to turn opaque once more as the news blared on. "In light of the DuValle Industry's suite of first-generation cybernetics mass failure tragedy, the board has voted to remove the founder and CEO of the corporation, Atma DuValle, replacing him with his very own mother Celine DuValle!" A conjured projection of Celine that presented her public human appearance gave a rousing speech on corporate responsibility and the actions they would be taking forward. The real Celine then snapped her talons once more as the TV turned off. Atma turned pale and double-backed as he began to pass out. When he awoke, he found himself paralyzed, in his mother's lap as she stroked his hair, caressing his face. "I'm sorry dear, but it's for your own good. You've spent all these years, languishing for humans, that you've neglected your power and true nature. So, your father and I have decided on a wonderful gift!" Celine produced a cube made of an alien-looking alloy. It was vantablack, covered in infernal runes and every few moments or so, a supernatural crimson sheen would streak across the cube. As Atma's eyes locked on it, his eyes began to tremble with excitement, fear, and possibilities. His paralyzed hands began to reach toward it. His mother hurriedly pushed it into his hands, squeezing his hands around the cube and caressing them tightly. "Yes, that's right my dear! Marvel at it, this impossible alloy, it is a gift from your father and me, and this..." She craned her neck, kissing him on his forehead, causing a scarlet pentagram sigil to shine on his forehead as infernal math began to flash through his eyes as unholy knowledge seared itself across his mind. Toccata and Fugue in D minor began to play in his mind as inspiration blossomed. "With the material and knowledge bestowed to you, fashion a channel to seize Dracula's power. It is your birthright. With it, you can accomplish your wildest dreams as a new type of celestial being rises. Your grandfather will balk, but your father will find you worthy of the love he has shown you..." She then grasped him in her undead, motherly embrace. "But should you fail, I will feed you mother's scarlet milk and your celestial hair will never shimmer in the sun's light ever again, and you will take your place at my side for eternity, and with your own hands end this masquerade we must endure to begin a new era in which vampires rule this Earth once more..." And then Atma blinked, and it was if she was never there. He sat upwards from his couch, the metal alloy in his lap. He grasped it, and he heard Bach once more. Atma rushed over to his workshop. He and Data began working feverishly until he created a cybernetic arm. This one was vantablack. It then compacted itself, taking the shape of a vantablack watch. "Data, bring me Mourningstar. I'm going to kill Dracula..." Character Statblock
  15. Sheet public. Sorcha, Fighter Deity/Alignment Cuthbert, LN Languages: Common Tongue Age 23 Story Sorcha had always missed her own mother. She was born in winter, in the mining town of Diamond Lake, as an only child to a single father; a smith who worked the forge long and hot, and finished tired in the evening, and thus rarely had the time or the energy for the girl during her formative years. After Sorcha's 10th winter however, something changed. Father wanted to spend more time at home, and powered through exhaustion to make time for her. He feared what little time he had left before she became a woman grown, although she did not understand, nor question his newfound proclivity for doting on her. Whatever he must have felt infected her too, and she offered to help him at the forge. After performing various tasks that built up her strength, Father acquiesced, and offered to teach her how to wield a blade between orders. For a woman, building up a physique was seen as a brazen oddity, freakish and even impious at the worst of times, stigmatizing her reputation as an unconventional lady to the people of Diamond Lake, who would chafe to refer to her such. Before that training began however, her old man and the gawkers were not her only source of attention wanted or otherwise. Apart from a few playmates and a sparring partner at the church, armed men began coming around to make trouble for him, making demands that seemed unreasonable to him, and at times made threats that she didn't understand at first - at least, not until after the next winter. That was when the famous wizard couple, Johan and Marie, came into town looking to settle down, and ended up becoming the impromptu defenders of their new home. It turned out that Father had two problems: the outlaws who came sniffing around and money, owed for getting his business up and running, and he and Johan became fast friends after the latter had solved both. Their families would end up growing closer as Father offered Sorcha to mind their newborn infant after she was born, and even later when Sorcha joined the bill for one of the mining companies as a paid guard. The wizard came around to help her scare off thugs from a rival trying to break in and steal, sabotage, or otherwise undermine her employer's assets, saving her job in the process. Sadly, the town would not reap the benefit of a guardian sage for much longer, as John's progeny had begun to show promise according to him, and he chose to set off adventuring with the tyke in tow. Even so, the peace of mind that they brought to the town would last for a few precious years. The usual troublemakers were reticent to rear their heads should Johan deign to return. No, a new kind of trouble would look upon this peace from without, and relish the opportunity to shatter it: undead, risen from the cairns up on the hills to the north! A shamble of the slavering fetid cannibals could quench their hunger on the desiccated remains of burial mounds no longer - and so they loped down toward Diamond Lake, her people trapped between the ancient cemeteries and the river, and fell upon their cognizant prey with soulless abandon. The clergy of the chapel to Saint Cuthbert claimed that the only way to stop them was to return a stolen idol to its resting place. Sorcha and Father were among the volunteers to protect the holy man leading the effort, but the defenders suffered horrendous wounds, and some could not be healed from the brink of death - Sorcha's own father among the unlucky ones, bidding farewell and departing the mortal coil in their last tearful moment together. The smith's daughter had always missed her own mother. Now she had lost her father, leaving her alone. A week later from that horrible night, a week spent at the local church of Saint Cuthbert availing shelter and succor to the bereaved, Sorcha received a letter. In it, she read the tragic fate of Johan, the godsent adventurer who had left them only a few years prior. She had been declared his daughter Jessica's guardian in the event of his untimely passing. With a heavy heart, she informed the high priest out of courtesy, and her few friends, then packed for a journey to the great city of Greyhawk to collect the youth. Named, or names for contacts Rangolin Daurstone, former boss Lambert, High Priest at the Diamond Lake Church of Saint Cuthbert Geffrey, mine guard Bethel, childhood friend, now married Enemies Threats to Jess among Diamond Lake officials, by proxy Thugs who harassed her in attempts to break into her boss's property More in Greyhawk city (?) Personality An aloof attitude trickles forth from the crucible of harsh times and horrific tragedies that Sorcha has endured, especially her recent suffering, that is tempered by openness. She is straightforward with her friends, and her spirits are lifted by the innocence and wonderment of children, like pleasant memories from years past. She has a particular warmth for her foster niece, Jess, with whom she enjoys playing games, and affectionately named "Blueberry" when she babysat her for the Darkwoods. She pays lip service to the Saint of Truth and Wisdom, although the strength and limits of her virtues have yet to be tested. Once-bitten, she approaches the world with cautious optimism, allowing new acquaintances a chance to prove worthy of trust. She is secretly proud of her strength but embarrassed and ashamed that it shows in her impressive-albeit-womanly physique. Description Sorcha is a comely pale youth of dominantly Suel stock, in her early twenties with blue eyes and straight blonde hair which she wears long. Apprentice smithing and weapon training with her late father have built up a decently impressive musculature, which she hides under traditional woolen and hempen clothing. Portrait Art is not mine. Rolls 16, 13, 14, 12, 15, 9 5 6 2 5 - 16 3 4 4 5 - 13 6 3 4 4 - 14 3 4 2 5 - 12 6 3 2 6 - 15 2 2 1 5 - 9 HP 7+1 Assignment & Adjustment Strength 16, Dex 14+1, Constitution 15, Int 12-3, Wis 9, Cha 13 Age is Mature. Above modified further: Str+1, Wis +1 Alignment leans Good, but doing the wrong thing for the right reasons is a possibility, barring extremes. She has had no occasion or desire to learn more than one language (I might change my mind.) edit: possibly learned 1 language known to a party member... edit 2: changed my thread title to demonstrate
  16. Flick (he/him) Kobold Psychic 2 Ancestry: Kobold Background: Trailblazer Class: Psychic Ability Boosts A: +CHA, +DEX B: +CHA, +CON C : +CHA Free: +CHA, +CON, +DEX, +INT STR 10 (+0) DEX 14 (+2) CON 14 (+2) INT 12 (+1) WIS 10 (+0) CHA 18 (+4) 22 HP6 ancestry + 8 per level (T) Perception (T) Fortitude (T) Reflex (X) Will "I'm not fearless, I'm just really good at being scared." ―Feats― Ancestry Skill (Mountain) Class (fey bloodline) General None yet ―Ancestry Features― Caveclimber KoboldYou live in a vertically-oriented home, and you're a consummate climber. You gain the Combat Climber skill feat, even if you don't meet the prerequisites. You can use your clawed feet and tail to Climb, leaving your hands free. Additionally, if you succeed at an Athletics check to Climb, you critically succeed instead. Draconic ExemplarYou draw minor powers from your draconic exemplar. Choose a type of chromatic or metallic dragon to be your exemplar. This determines your scale color and appearance, and dragons sometimes look more favorably upon those kobolds who resemble them, at the GM’s discretion. Your exemplar may also determine details of other abilities you have. (Brass) DarkvisionYou can see in darkness and dim light just as well as you can see in bright light, though your vision in darkness is in black and white. ―Class Features― Unleash PsycheIf you're in an encounter, you cast a spell on your previous turn, and you aren't stupefied, you can call on the depths of your mind and let psychic power flood through. Your psyche remains unleashed for 2 rounds or until your fall unconscious, whichever comes first. You can't voluntarily quell your unleashed psyche. While your Psyche is Unleashed, you're constantly surrounded by the visual manifestation of your psychic magic, you can use actions that have the psyche trait, and when you cast a damaging spell, you gain a status bonus to its damage equal to double the spell's level. After your unleashed psyche subsides, your mind must recover from the strain of channeling its full power. You can't use Unleash Psyche again for 2 rounds, and you're stupefied 1 for 2 rounds. Restore the MindYour unleashed psyche gives you closer connections to the emotions of your allies, letting you project reassurance and strength that replenishes their mind and body. Choose one ally within 30 feet that you can see. You can grant them a +1 status bonus to saving throws against mental effects until your psyche ends, or you can have them regain Hit Points equal to 2 + double your level. That ally is then temporarily immune for 10 minutes. ―Items― Starting Wealth: 15 gp 1 gp, 5 sp 1 sp 3 gp 2 gp Unspent Wealth: 8 gp, 4 sp ―Background― Kobolds are inquisitive creatures, but most are too fearful to directly indulge their curiosity, so instead, they hide and watch from afar. They mostly live on mountaintops, isolated from the rest of the world... but then the Great Upheaval happened. Fortunately, the Whiteclaw tribe appeared on a mountaintop, which they quickly made their new home. Unfortunately, as they soon discovered, their new home sits atop a fount of arcane power. Sooner or later, that would draw attention - and of course, they can't just relocate, because the wilderness is full of big, hungry things. It took several years for the tribe to prepare an "ambassador" - and another year before official contact was made - but that ambassador was Flick's mother, and her son would be expected to follow in her footsteps. Flick didn't want to talk to bigfolk or map a new continent, he just wanted to pick berries. But he was told, quite forcefully, that it was this or exile. After years of rigorous self-training, Flick has embraced his fight-or-flight instinct and has learned how to force himself to choose "fight". And through his mental training, he has learned to harness a special kind of magic. He is ready now to face his fears. ―Appearance― Flick is short, like all kobolds, and rather scrawny, though his legs are quite strong. His scales are the color of polished metal - what metal, though, is the subject of much debate - and his body is covered with various spines and frills, though none of them actually offer him any extra protection. He wears simple clothing: a pair of cropped pants, and a jerkin which bears his clan's symbol. He also carries a shield, which he hides behind more than is entirely necessary. His voice is soft and meek. To his credit, though, when forced into diplomatic situations, he can speak quite eloquently. ―Personality― Almost anyone who meets Flick will inevitably describe him as a "lovable coward". Whenever he is faced with danger or even social pressure, he always wants to run, hide, or some combination thereof. But when forced to face problems head-on, he does face them quite fiercely. Deep down, he is eager to meet people and experience new things - but there's some part of his mind that's always expecting the worst, and it's hard to ignore. Recently though, Flick has found that he enjoys working as part of a team - strength in numbers, and all that. He is considerably more willing to face danger when he is not facing it alone. He also wants to make a good impression on behalf of his people; so if he is asked or ordered to step up, he probably will. ―Skills― (unlisted = untrained) (T) Acrobatics (T) Athletics (T) Deception (T) Diplomacy (T) Intimidation (T) Kobold Lore (T) Cartography Lore (T) Nature (T) Stealth (T) Survival (T) Thievery ―Magic― (T) Occult - spontaneous (T) Primal - spontaneous Cantrips (1st level) Focus Spells (2 focus points) Rank 1 Spells (2 per day)
  17. Basic Information Name: Elarian Voidwind Age: 20 (Biological) Race: Astral Elf Class: Rogue Subclass: Swashbuckler (Planned) Background: Wildspacer Level: 1 Personality Traits: Charismatic Explorer: Elarian possesses a charismatic charm that draws people to him. Whether in a bustling tavern or negotiating with otherworldly beings, he exudes an air of confidence and curiosity that makes him an engaging presence. His charisma often helps him navigate social situations and build connections. Eternal Optimist: Despite the challenges he faces and the mysteries surrounding his celestial lineage, Elarian maintains an unwavering optimism. He sees every obstacle as an opportunity for growth and every setback as a chance for a new beginning. This positive outlook inspires those around him, fostering hope even in the darkest of times. Ideals: Freedom of the Stars: Elarian believes in the radical freedom that the vast cosmos provides. Raised by pirates traversing the Astral Sea, Elarian instinctively distrusts what he perceives as authoritarian. Bonds: Father's Legacy: Elarian is driven by a deep bond with his father, Captain Thalendir Voidwind. He carries the weight of his father's reputation and seeks to live up to the legacy of the Celestial Corsair, all while yearning for the day they can reunite in the Astral Sea. Mentor's Guidance: Seraphina Starsong, his mentor and surrogate parent, holds a special place in Elarian's heart. He is devoted to Seraphina, grateful for the guidance and care she provided during his formative years. Flaws: Temporal Disorientation: Elarian's many years as an infant spent in the timeless Astral Sea has left him occasionally disoriented in the material plane. He may struggle with the concept of time, occasionally losing track of days or underestimating the urgency of certain situations. Fear of Stagnation: Having lived a dynamic pirate's life in the ever-shifting Astral Sea, Elarian fears the monotony of a settled existence. He may become restless and uneasy when faced with prolonged periods of inactivity, always yearning for the excitement of new horizons. Languages Common Elvish Draconic Lost Item Backstory Elarian Voidwind was born amidst the swirling currents of the Astral Sea. His father, Thalendir Voidwind, stood as a legendary figure among the pirate lords of the Astral Sea. As the Celestial Corsair, Thalendir commanded the spelljammer ship "Voidwind," traversing the ethereal expanse in pursuit of wealth, glory, and cosmic wonders. Elarian's early years were a tapestry of astral winds, grand pirate raids, and the camaraderie of the diverse crew aboard the Voidwind. His father, as well as his crew, doted on him, viewing the baby as something of a mascot. As a result of the timelessness of the Astral Sea, Elarian spent many years aboard the Voidwind as an infant, the pride of the ship. Elarian's father, recognizing that Elarian would be unable to grow in the Astral Sea, made a difficult decision. In an effort to provide his son with the opportunity to develop and grow, Thalendir deposited Elarian on the Sword Coast. There, a trusted crew member named Seraphina Starsong became Elarian's guardian and mentor, entrusted with raising the boy to maturity. As he grew, Elarian's inquisitive nature led him to explore the Sword Coast. His rogue skills, taught to him by his guardian Seraphina, allowed him to navigate both urban alleys and untamed wilderness with finesse. The echoes of the Astral Sea lingered within him, manifesting as occasional visions from his many years as a star-traversing infant that fueled his insatiable curiosity. Despite a yearning to reunite with the Voidwind, Elarian resolved not to return until he had earned his place among the crew through deeds, not merely blood. Stat Block [b][url=http://www.myth-weavers.com/sheet.html#id=2878749]Elarian Voidwind[/url][/b] [i]Astral Elf Rogue (Swashbuckler) 1 Chaotic Good[/i] [b]AC[/b] 13 [b]HP[/b] 11 [b]Speed[/b] 30ft [b]Str[/b] 10 (0) [b]Dex[/b] 15 (2) [b]Con[/b] 13 (1) [b]Wis[/b] 8 (-1) [b]Int[/b] 10 (0) [b]Cha[/b] 14 (2) [b]Attacks[/b] [b]Rapier[/b] 1d8 Piercing [b]Shortbow[/b] 1d6 Piercing [b]Dagger[/b] 1d4 Piercing [b]Dagger[/b] 1d4 Piercing [b][/b] Tough: Your hit point maximum increases by an amount equal to twice your level when you gain this feat. Whenever you gain a level thereafter, your hit point maximum increases by an additional 2 hit points. Wildspace Adaptation: You learned how to adapt to zero gravity. Being weightless doesn't give you disadvan­tage on any of your melee attack rolls. Astral Fire: You know sacred flame. Charisma is your spellcasting ability for it. Darkvision: You can see in dim light within 60 feet of yourself as if it were bright light, and in dark­ ness 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 condi­ tion on yourself. Keen Senses: You have proficiency in the Percep­tion skill. Starlight Step: As a bonus action, you can magi­cally teleport up to 30 feet to an unoccupied space you can see. 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. Astral Trance: You don't need to sleep, and magic can't put you to sleep. You can finish a long rest in 4 hours if you spend those hours in a trancelike medi­tation, during which you remain conscious. Whenever you finish this trance, you gain pro­ficiency in one skill of your choice and with one weapon or tool of your choice, selected from the Player's Handbook. You mystically acquire these proficiencies by drawing them from shared elven memory and the experiences of entities on the As­tral Plane, and you retain them until you finish your next long rest. 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. 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. 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.
  18. Basic Information Name: Race: Human (Ulfen) Gender: Female Age: 32 Class: Brawler (Ulfen Beast Wrestler) 6 / Inquisitor (Ravener Hunter) 1 Alignment: Neutral Good Role: Melee striker and combat maneuvers, ID monsters, martial flexibility focus Appearance Sunna's Ulfen heritage is apparent in her fair skin and blonde, nearly silver hair. While not typical for women, she keeps her hair short to deny her enemies the chance to grab onto it when fighting in close quarters. Her fierce expression is accentuated by the large scar across her face. Her clothing is simple and practical, the highest quality armor that she could obtain that would permit her flexibility and mobility. She travels fairly light, her odd, Vudran shield and weapons the only noticeable features besides her unusually athletic build. Personality Sunna burns with intensity and focus. Her personal crusade has crowded out whatever softness or joy she may have once had. The trauma of the massacre of her family and the constant danger and battle ever since is buried deep, but has caused her to push away anyone who might get close to her. She can't bear the thought of once again losing someone she loves. She has a hard, gruff demeanor and shuts out any distractions from her eternal quest. Background When Sunna was a girl, her village was attacked by demons. They came out of nowhere and set upon the peaceful villagers like rabid dogs. Her parents, her sisters, her cousins, all massacred in front of her eyes. She was small and managed to hide during the carnage. Then, before the her hiding spot burned down with her in it, she spotted a stranger in flowing robes. He stood alone against the rampaging beasts, moving with a swiftness and precision that matched the ferocity of the demons. Once he finished fighting off the creatures, Sunna emerged and ran to him. He introduced himself as Ravit Bhagal, a Vudran monk who had come north to join the crusade against the demons pouring out of the world wound. In the aftermath of the 5th crusade, Ravit followed various bands of demons that escaped the region to wreck havok on the countryside. He had been tracking the band that destroyed Sunna's village, but arrived too late to save her family. Feeling guilty that he was unable to stop the massacre, Ravit took Sunna with him on his travels. Raising her to fight back against the evil scourge that had destroyed her family. Over the next 17 years she and Ravit traveled the world. He taught her the strengths and weaknesses of demons, and devils too. She absorbed all the information she could. While other kids her age were learning facts about animals, she learned to distinguish a nabasu from an abrikandilu and how to kill them both. Ravit trained her in a flexible style of martial art that could respond to whatever different situation and enemy she found herself up against. He also taught her about Matravash, a Vudran demigoddess of the Matra river and friend of the oppressed everywhere. Her tutelage with Ravit continued until they faced the deranged followers of Angazhan deep in the jungles of the Mwangi Expanse. There the Vudran monk met his match and was slain. Sunna grabbed Ravit's iconic waveblade and escaped from the battle. She was restored to health by the catfolk of Murraseth who taught her their ways. She has continued the battle against evil outsiders ever since.
  19. Tevis Longfellow, 28-year old Librarian-turned-Mercenary Human Sage Warlock (Archfey) 2 Str 11, Dex 15, Con 13, Int 14, Wis 9, Cha 16 Arcana +4, Deception +5, History +4, Investigation +4, Persuasion +5, Religion +4 Pact Magic (2 slots): Cantrips - eldritch blast, prestigiditation; 1st-level - comprehend languages, hex, sleep Broad Concept: Librarian for a noble who sought a fantastic treasure in the Razorspine Mountains who was not entirely willingly brought along on a possibly doomed expedition. After being mortally wounded and left dying on a battlefield on said expedition, a Being offered to save his life and grant him some power in exchange for being his agent in accomplishing the Being's goals on the eastern side of the mountains. Now he's joined the "Silver Hawk Company", because the first instructions he was given were to journey to the eastern side of the Razorspine Mountains and "seek the silver hawk". Physical Description: A rather lanky fellow with a bit of a stoop, Tevis looks perpetually disheveled. His messy brown hair is cut in a tonsure, and his plain, functional clothes always look wrinkled, as though he'd slept in them. He did show up wearing hardened leathers and carrying a crossbow, giving him the look of a soldier, but it doesn't take long to figure out that he's not particularly well-seasoned. Although he often seems to have a far-off look in his brown eyes, this is quickly dispelled once he focuses in on something - or someone - his eyes piercing and searching. His voice is slightly nasally, and those who would have known him before his encounter with the Being would have called his speech annoying and dry. Now, however, he seems to have this charm about him that puts others at ease and makes them feel that he's fairly friendly and approachable - something Tevis isn't altogether comfortable with. Personality: Tevis has never been one to put himself forward - he's always gone more out of his way to avoid notice. Scholarly by nature, he is at his most comfortable surrounded by books, with a nice warm fire. The fewer people, the better, was his thought. This new amiability about him that makes people feel relaxed and want to talk to him makes him quite uncomfortable. Tevis would rather have gone straight back to Lord Preston's castle and the library there before joining the Silver Hawk Company, but the Being had been quite clear about where its objectives lay. So he joined the Silver Hawk Company. He'd said it was so he could map the eastern side of the mountains and recover any lost tomes of knowledge that could be found, but it was really because he was afraid of what the Being would do to him if he didn't do what it said. So now, here he is, a mercenary, hoping he doesn't get killed, but being unable to flee somewhere safer for fear of getting killed. He'd often spoke, theoretically, of people being stuck between a rock and a hard place. He just never thought he'd be the one in that position. Also, he'd just as soon not run into any snakes, thank you very much. Background Knives: Snake Pit: When he was 9, Tevis fell into a pit of (non-poisonous, non-constricter) snakes. While he was never in any real danger, the experience so scarred him that even to this day he's terrified of snakes. His Mentor: Abeldar Monkhood is a priest of Oghma who ran a school in the village where Tevis grew up. He was the one who noticed the boy's keen and inquisitive mind and encouraged his study, thinking that perhaps one day he would become a priest of Oghma. Priesthood was never something Tevis was cut out for, but Abeldar still provided him with a good education and a recommendation to Lord Preston Havram as the new keep librarian. The Treasure Map: Five years after he started working for Lord Preston as a librarian, Lord Preston gave him a map with some writings on it. The map appeared to show a section of the Razorspine Mountains, and he was asked to translate and copy the map and provide further details. Upon doing so, he informed Lord Preston that the map claimed to show the location of a great treasure of gold and gems. Lord Preston Havram: Lord Preston, Tevis's employer, gave a copy of the map to his eldest son and sent him and a dozen of his best knights to find the treasure. When they didn't return after three months, he sent his second-eldest son and fifty knights with a copy of the map. Six months later, when they still hadn't returned, Lord Preston sent out a conscription order, and a full year after his eldest son left, personally lead an expedition of ten knights and 340 conscripts in search of the treasure, as well as Tevis (after applying a great deal of pressure). He left his third son, 16-year old Lionel, in charge. The Expedition: The expedition reached the base of the Razorspine Mountains after a week and entered into the pass indicated on the map. The going was slow - the army did not move quickly - and they hadn't made it very far before they camped. That night, they were attacked by clawed creatures that roared loudly and shook the ground beneath their feet when they ran, who were unimpeded in the night. Tevis never saw them, as he managed to successfully cower in fear. 49 conscripts died in the attack. The next night, they dug a trench around the camp to disrupt such creatures, and lit more torches to better see an attack coming. This time, the attack came from the air - massive winged creatures that snatched men and horses from the ground and carried them off or dropped them to their dooms. Tevis fired a couple of crossbow bolts at them and hid under a wagon. They lost 4 horses and 30 more conscripts. The next night, over halfway to where the treasure was supposed to be, they dug a trench, lit the torches, and watched the sky. Yet nothing came. Tevis was concerned, and suggested they turn back. After all, they had found no sign of the knights or either of Lord Preston's sons. Shouldn't they have found something by now? Yet Lord Preston, his mind gripped by thoughts of the treasure, insisted they press on. The worst came that night. They found both of his sons and the lost knights. Half-decayed, riding skeletal horses, riding through the camp and slaughtering indiscriminately. They burst from the ground within the trench. The conscripts - and Tevis - seeing the murderous corpses, panicked. Lord Preston and the knights tried to rally them, but the fear was too much. Tevis had just finished blindly shoving scrolls and books into his pack and started running when a knight rounded the corner, lowered his lance, and skewered him right through the stomach. The Being: As Tevis lay dying, screams and the occasional clash of steel on steel around him, he suddenly saw something standing over him. It had the antlers of a stag atop the head of an owl. Although it's torso was human-shaped, it was covered in feathers all down its legs, which were reversed like a horse's and ended in a pair of hooves. Four wings were folded along its back. It knelt over him, and spoke in a voice which seemed to reverberate from everywhere. It offered to save Tevis's life, and even grant him power, in exchange for serving it as its agent. If Tevis agreed and refused to do as commanded, it would kill him and claim his soul, but it offered survival now. Tevis didn't have a problem with obedience, and he didn't want to die, so he agreed. Blackness overtook him, and when he awoke, he lay in a battlefield, no longer wounded, with many dead around him. The Message Hide: Next to him was a properly preserved piece of animal hide. When he picked it up, a message appeared on it. It commanded him to venture to the eastern side of the Razorspine Mountains and seek the silver hawk. The parchment then changed to a map, showing him the way. It was clear the Being was giving him his orders. Not even bothering to see if Lord Preston remained alive, Tevis set forth towards where he needed to go. He felt the call of home in his mind, but after thinking it over, decided that ignoring this was a good way to end up like the rest of the dead here. What do you expect from this game? I expect a good, fun adventure exploring somewhere new. What do you expect from me (The GM?) I expect the GM to provide an interesting story and populate the world with interesting NPCs to interact with. What do you expect from other players? I expect the players to treat everyone (including the GM) with courtesy and respect, and to not attempt to sabotage or actively combat each other.
  20. Name: Sherrin Age: 24 Former Profession: Thief Race: Human (Variant) Class: Rogue Background: Criminal Stats: Str. 12 | Dex. 16 | Con. 14 | Int. 8 | Wis. 14 | Cha. 10 Skill Proficiencies: Acrobatics, Athletics, Deception, Investigation, Perception, Sleight of Hand, Stealth Image: Physical Description: Sherrin is a young woman of average height and lean build. She has red hair, brown eyes, and pale skin. She prefers to wear dark, loose-fitting clothing so as not to stand out and to conceal her knives and leather armor. She speaks softly and tends not to overshare. When she enters a room, her eyes go first to possible escape routes and second to whatever valuables are around. Backstory: Sherrin life of thievery began in Suzail, a bustling port city and capital of Cormyr, where from a young age she displayed a knack for getting into places she wasn't supposed to be and slipping away without a trace. It wasn’t long before she caught the attention of Oaks, a seasoned rogue who recognized her potential and took her under his wing. Together, they became an effective team of burglars. Their partnership eventually led them to target a warehouse belonging to Bozman, a powerful crime lord who holds sway over the city's underworld. When the job went south, Oaks ended up in prison and the crime lord went after Sherrin with a vengeance. After Bozman’s men burned down the boarding house Sherrin was staying in. She escaped the fire, but lost everything she owned. Fearing for her life, Sherrin made the difficult decision to flee the city and seek refuge in the Borderlands. It was there that she found the Silver Hawk Company. Personality: Light-fingered and fleet-footed, Sherrin is a natural thief. She does not care for the law, nor does she care about the consequences of her past crimes (mostly limited to burglary and larceny). Her most noble quality is her loyalty to her friends, from whom she would never steal. Although she is pecuniarily-minded, she will happily share her pickings with others in exchange for friendship or a favor, for that those are worth much more than gold. She prefers making friends over enemies, especially after making an enemy of Bozman back in Suzail. Knives Sherrin can’t go back to Suzail, at least for now. If she does, she’ll be caught between the city guards and Bozman’s gang. She’s not thrilled with being exiled to the Borderlands. Sherrin feels the absence of her mentor Oaks, who is currently in prison. Although she can communicate with him by letter, she feels lost without his guidance. Bozman, one of the most powerful bosses in Suzail, is actively seeking vengeance against Sherrin for her role in a failed heist against him. Sherrin’s put a lot of distance between her and him, but she feels she’s not out of the woods yet. Sherrin also wants revenge against Bozman for burning down her house; she lost everything in the fire (even the stuff she didn’t steal) and had to leave town out of fear. Acorn is another disciple of Oaks, who also participated in the Bozman job, and fled Suzail along with Sherrin fled. She, however, continued to be a thief when Sherrin joined the Silver Hawks. Sherrin is grateful to find “honest” employment with the Silver Hawk Company. She is excited for the security the mercenary group provides. She’s even considering giving up thievery if this job works out. Completely lacking any talent for magic, Sherrin is distrusting of it and is dismissive of those who rely on it. She takes pride in using mundane tools and her own natural talents to get the job done. She wouldn’t refrain from using a magic item if she found one, though. What do you expect from this game? I am excited to discover a new setting and meet new characters. What do you expect from me (The GM?) Communication and organization are important, as is working with the players to create a compelling roleplaying experience. What do you expect from other players? Respect for other players, consistent and active participation in the game.
  21. Name: Mihaly Széntes Race: Seer Elf Class: (Undead Bloodline) Sorcerer Alignment: Chaotic Neutral Occupation: Librarian (and often translator, though that is not his official job title) Sheet: ------ Appearance: Mihaly Széntes is slightly taller than a meter and a half (an American measuring his height would probably say he was "five foot two") and keeps his black hair shaved almost to the scalp. He's a bit wiry, and has very little muscle mass. He has no visible scars apart from a few on his fingers from when he worked as a cook, before he landed a job as a librarian. Mihaly's main identifying feature is a tattoo on his left shoulder blade of a white Eastern style dragon with black eyes, and a black Western style dragon with white eyes, curling around each other in midair. (He mostly got it because he thought it looked cool, but he'd already started hunting vampires at the time, and he wasn't blind to the fact that that would make his body easier to identify if one surprised him.) ------ Personality: Mihaly is typically withdrawn, and would rather spend time watching a movie (or listening to music) on his parents computer or chatting online with his Speaker relatives than drinking and laughing with coworkers. (Though he rarely refuses when they ask him to come.) Mihaly also chats with the occasional recreational hacker, since he doesn't actually know how to find movies and music online. When he has to speak with another, he is usually polite, and even capable of being warm. ------ History: Mihaly Széntes isn't really what anyone thinks of when they hear "Speaker Magician." His parents are descended from the Speakers, and they both have magic... but he lives like any ordinary man, for the most part. He has a job, he occasionally drinks with co-workers, and all of that. But at night, he gets on the internet and discusses magic and monsters with his extended family. Mihaly and his cousins suspect that he is descended from the famous Széntes: Dorottya, the chambermaid of Erzsebet Bathory. He isn't sure when she had a child, but he assumes his father got her last name from somewhere. In addition, he can feel the taint of vampiric power in his magic, and he possesses dark abilities that he is sure don't come from his Speaker ancestors. (Mihaly assumes he gets Dorottya's blood from his father, since that's where he got her last name, but he isn't sure how one goes about asking one's father if there's a vampire in their side of the woodpile.) Mihaly's disquiet at the thought of having evil in his blood is part of what motivated him to start secretly hunting vampires down... which in turn is part of what brought him to the attention of the people organizing armies to take Dracula down for the last time. Mihaly's powers aren't strong enough to make him a match for a vampire in a fight. He can't devote the necessary time to practice, since he has to devote more time to work than his Speaker ancestors did, and because his coworkers often talk him into catching drinks with them after work. But he's killed enough vampires to get the Vatican's attention simply by sneaking up on them as they feed and disrupting their unholy "biology" with the healing spell his mother taught him the first time he skinned his knee as a child. (Mihaly is lucky the Vatican noticed him, too: the priest who made first contact found Mihaly "sneaking up on" a vampire whose girlfriend Mihaly had killed by that method. Mihaly is absolutely convinced that if the priest hadn't shot the vampire right as the vampire dropped his victim and spun around, the vampire would have shot Mihaly.) His skill with languages is the other detail that got the Church's attention: his first language is Hungarian, but he also picked up a number of others, including English, Romanian, Abyssal, and Druidic. (He learned English from his parents, who thought it would make him more employable. They also taught him Arabic, just because. He learned Japanese from some of the pirates he chats with, and the others from his Speaker relatives.)
  22. 11.19.13.16.16.18 CG female lightfoot halfling, wild mage sorcerer 1 Background: Witchlight Hand hp: 7 (6+1) ac: 14 pp: 13 slots: 2 Spells Known: (DC: 14 || Atk: +6) Cantrip (4): mage hand, minor illusion, ray of frost, prestidigitation 1st (2): Chaos Bolt, Silent Image Proficiencies: con, cha, Arcana, Deception, Stealth, Sleight of Hand, thieves' tools Languages: Common, Halfling, Sylvan Five Knives Backstory: ★ Karley's wild magic bloodline is essentially a connection to parallel universes. These are not other worlds or realms, but rather duplicates of this universe with slight changes. When a surge occurs, one of the parallel universes overlaps with this one...taking over and creating odd effects. For example, Karley might see another Karley cast a strange spell...or a warped version of the party doing something unusual. ★ There is a 'nemesis' seeking out all these Karley's that share the bloodline, who appears during particularly unlucky surges. Conversely there is a dimension hopping friend that helps Karley out during particularly good surges. ★ Karley has a pet dog named Snook, who was once accidentally turned into a cloud for a few years. They are much better now, but sometimes Snook gets a far off look, nostalgic for that life floating above... ★ Karley once found a ring while fishing, called the Ring of the Grammarian. Now lost, it allowed her to add, remove or replace one letter in any spell she cast while simultaneously looking very hip and stylish. She misses this ring, and hopes to one day find it. Supplementary Cast: Gutrender, the Splatseeker of Ended Dreams - one of Karley's throwing knives, a prop for Kotokimi's Impalement Arts. Raiders of the Settling Speakeasy - alternate universe version of the Defenders of the Dawning Bastion, where they are all pirates. Kube - gelatinous cube version of Karley that has an alarm clock stuck in it. Karley's primary ally working behind the scenes to aid in her fight against the nemesis. (appears during 'good' surges) Gnarley Stumblebutton/Harley Humbledozen - alternate universe versions of Karley she first encountered during the Napoleonic wars, both expert special ops soldiers. Kevin Kostnorf/Dorgan Freednorf - people from other universes witnessed by Karley she at first mistook for daydream memories. Brain of Baron Rudolph von Aubreckekr - master necromancer encountered in Lamordia, one of the domains of Ravenloft, who taught Karley about Marrowstone and sewing. Captain Pomj - giff spelljamming expert who showed Karley the basics near the Rock of Bral. S.C.R.A.pi - modron activist who inadvertently gifted Karley with Cookin' with Coolio cookbook. Kotokimi (AKA Jack Dagger) - harengon master of the Impalement Arts who was Karley's tutor in her earliest carnival years. Nemesis - embodiment of Law antagonist (appears during 'bad' surges), systematically destroying all Karleys of all the other universes with their great spelljamming ship. Lost Item Inventory 3 daggers, arcane focus (crystal), dungeoneer's kit, disguise kit, cards, carnival costume (pink bunny), 8 gp, feywild trinket (Paintbrush made entirely of ceramic, including the bristles)
  23. Sam is a thief who also have certain magic abilities that help him in his adventures. I'll start working on the details and update this post soon. I just wanted to get my toe in the door. :)
  24. Born underground, Brickers lived in his cramped home for a number of years before venturing to the surface to find his fortune, and to get a bit of space. Never one to let someone else's ownership of a trinket he liked get in the way, he made the mistake of stealing a strange clockwork box from a strange old man. The old man turned out to be quite wealthy and quite unreasonable about the whole affair. He hired thugs to find Brickers and take the item back. Brickers could get over that, it was the order to make sure Brickers was not breathing that upset him. He evaded capture, selling the trinket for some coin and stowed away on a train of caravans leaving the city. He made himself known at the next town and continued to travel with them as a cavarn guard for a while. On the road he heard tale of charters for the Stolen Lands and groups heading out to found new settlements, that seemed like a good place to make his fortune, avoid any lingering bounty hunters and have himself an adventure. And every settlement needed Ysoki, he could be the first and set up a new warren right there! Brickers is small, wiry and covered in a soft, brown fur. His long, furless tail has iron bands with small spikes to protect it when he gets into a fight. He tends to wear dark clothing that hangs loose over his leather armour. When he knows there will be trouble, he wears a matching mask or a hollowed skull to make himself intimidating and frightening to his foes. He prefers to get the drop on enemies. He doesn't believe in a fair fight! Indeed he would prefer not to fight at all! Ancestry: Ratfolk. Background: Hounded Thief. Classes: Rogue (Thief). Alignment: Edict - Protect the weaker, give to the poor, look after the family. See the world, travel and learn. Anathema - Prey on the weak, steal from the poor, abandon your family in need. Free Archetype: Monk Character sheet for your character WIP A background for your character. Above A written description of your character (picture welcome, but optional). Above Your answer, as a player, to the following questions: Do you want to use the Kingdom Building Rules (and, by extension, Warfare rules), or would you prefer to have the Kingdom in the background? Yes Do you want to incorporate the Companion characters from the Companion Guide (characters based on the Owlcat CRPG) in any capacity? I have not played the CPRG so have no interest, but I don't mind the characters being included. Do you want to incorporate the alternate rules from the Companion Guide? If it adds to the game, then it could be fun.
  25. Name Belbajak Sweetwater Age 52 Profession Wizard Race Gnome (Forest) Class Wizard 2 (Abjurer) Background Noble (Retainers) Description This middle-aged gnome smiles within a trimmed white beard and sparkling octarine-colored eyes, which appear insatiably curious. His gnomish clothes of wool are clean and oddly stylish. He carries a decorated staff and full rucksack. He actively and patiently listens to others with a smile, so he doesn’t react when they start to babble incoherently. He just nods and smiles doing his best to reply without making them feel as stupid or as ignorant as they probably are. If just ignorant, he attempts to educate what they want to learn. Personality Belbajak is a domesticated, intellectual gnome who was pushed from his comfortable home by his strong wife and family to repay a perceived debt to the Silver Hawk Company. He did not foresee his life going this way. He wants to show his wife and his children that he is strong and confident, which is far from how he feels. However, he would be much happier practising magic and playing dragonchess from his stuffed leather chair by the fireplace. His wife Esmerelda is a strong, beautiful gnome who has no intention of living a bad life. After 26 years of surviving the Sweetwater matrons of the family warren, she has grasped this opportunity with both hands and is determined to overcome any obstacle preventing them from having a happy life. She knows the reluctance of her husband but also believes that he is much stronger than he himself believes of himself. Their daughter Belora is a shadow of her father, curious, intelligent and deeply insecure. Her mother tells her that this trip will reveal the strength in their family. Obviously, she has tremendous doubt. Their son Namfoodle goes with the flow and complains about everything. While he helps his parents, he antagonises them while doing it. He has no idea what he’s doing but at least they are out of the warren exploring the world. Backstory Belbajak was born and raised in a gnome warren occupied by the Sweetwater clan in a hilly forest neighbouring the Borderlands He apprenticed wizardry under his uncle Namfoodle and is an accomplished abjurer 26 years ago, he married Esmerelda, a beauty from the nearby Timbers clan, who was charmed by his wit They have two children: Belorla 24 year old daughter and Namfoodle 22 year old son Six months ago, goblins raided and laid siege to their warren. The Silver Hawk Company rescued them and drove the goblins away. In order to repay the Company in some manner, Belbajak was convinced (more like cajoled) into joining the Company. Bebajak is bringing his wife and children with him (Retainers from the Background feature) Esmerelda convinced Belbajak to go, because the Sweetwater ladies were driving her crazy. She has a strong character who knows what she wants Belorla has the knack for magic but not the self confidence Namfoodle is a generous soul but lazy complaining about everything Belbajak just wants a good life for his family and would like to write a book about one day Arumdina, the name of the mastiff Whisperleaf, the name of the familiar Donkey doesn't have a name Str 8 Dex 14 = 13 +1 racial Con 15 Int 16 = 14 +2 racial Wis 12 Cha 10 Skills Arcana, Investigation, History, Persuasion Tools Dragonchess set Languages Common, Gnomish, Sylvan Cantrips Minor Illusion, racial Firebolt Shocking Grasp Light Spellbook Alarm Comprehend Languages Detect Magic Find Familiar Magic Missile Shield Sleep Tasha’s Hideous Laughter Equipment Worn & Carried Traveler's outfit - 2 gp - 4 lbs Winged boots - magic Signet ring of Clan Sweetwater - Noble Purse - Noble - 1 lb Component pouch - 2 lbs - Wizard Arcane focus (staff) - 4 lbs - 5 gp Dagger - 1 lb - Wizard Scholar's pack - 10 lbs - Wizard Spellbook - 3 lbs - Wizard Scroll case - 1 lb - 1 gp Scroll of wizard pedigree - Noble Owned Familiar (owl) - 10 gp Mastiff - 25 gp Bit & Bridle - 2 gp Riding saddle - 10 gp Donkey - 8 gp Bit & Bridle - 2 gp Pack saddle - 5 gp Wagon - 35 gp Explorer's pack - 10 gp Healer's kit - 5 gp Pot, iron - 2 gp Cook's utensils - 1 gp Lamp, hooded - 5 gp Oil (flask) (x10) - 1 gp Fishing tackle - 1 gp Shovel - 2 gp Tent, two Medium person - 2 gp Dragonchess set - 1 gp Starting cash = 100 +25 gp = 125 gp Sold: Fine clothes - Noble - 15 gp Bought: 8 +127 = 135 gp Current cash = 5 gp What do you expect from this game? Fun. Story-telling escapism. An interesting, slow moving, interactive, character-developing, conflict-facing story. What do you expect from me (The GM?) Clearly descriptive and rich setting with a variety of encounters from impossible to pleasurably easy, and everything in between. Regular frequency of posts which are the virtual heartbeat of the game which doesn't delay due to a minority of players What do you expect from other players? Clearly descriptive actions and thoughts of their evolving character. Collaborative teamwork which demonstrates that they believe that everyone should have fun, too. Not have their characters react to things that their character does not know, for example the thoughts of other characters. Communicate and manage any posting delays due to RL
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