bwatford Posted February 12 Author Clone Share Posted February 12 PARTY LOOT LOG Undivided Coin Platinum Plate (pp): 0 Golden Orb (gp): 0 Electrum Lucky (ep): 0 Silver Noble (sp): 0 Copper Common (cp): 0 All of the coins are round, except for the platinum plate, which is square. The current coinage system replaced the previous system, which included coinage worth less than the copper common known as bronze zees, brass bits, and iron drabs. Link to comment Share on other sites More sharing options...
Niven81 Posted February 22 Clone Share Posted February 22 So I did this completely by accident and am now trying to replicate it. Any suggestions on how? Link to comment Share on other sites More sharing options...
bwatford Posted February 22 Author Clone Share Posted February 22 Where is the source post that you did this in? link? To achieve the double border fieldset and the overlayed floating image it would have had to be done in source mode as it is not possible with the WYSWYG editor. Border property in the fieldset will change the border, not sure how you got an image to break out of a fieldset though. Link to comment Share on other sites More sharing options...
bwatford Posted February 22 Author Clone Share Posted February 22 Morgan half lands, half crashes on the other side of the portal gasping for air like a marathon runner. "I got them, Drama!" She yells out toward the other Scion surprisingly using an actual name for once. She looks around, taking a head count and looking for anyone else she may have missed, aware that the Moochies secured Servo before everything went to heck. ahhhh... it looks like you restyled a quote box instead of a fieldset. Just clone your old post and change it to duplicate it. Link to comment Share on other sites More sharing options...
Niven81 Posted February 22 Clone Share Posted February 22 Thank you. I did try that but I'm unable to replicate the way the character image seems to float above the quote box. Link to comment Share on other sites More sharing options...
Alterangel Posted March 20 Clone Share Posted March 20 Does anyone have a template for a Star Wars Saga Edition game? Link to comment Share on other sites More sharing options...
bwatford Posted April 3 Author Clone Share Posted April 3 CHARACTER THREAD TEMPLATE You are welcome to use the following template. It is designed to include all pertinent details about your character for quick reference by both the Narrator and yourself as the player. By keeping this post current in your character thread, you eliminate the need for a separate Myth-Weavers character sheet. Ensure that your posting template provides a link to your character thread for convenient reference. STONESINGER CENYA ELF BARD 4 COLORSEER Age 98 Height 5 feet 4 inches Weight 123 pounds Size Medium Culture Shadow Elf Background: Entertainer VITALS HIT POINTS 25 HIT DICE 4 (1d8+1) ARMOR CLASS 14 (Padded Leather) SPEED 30 ft. MANEUVER DC 12 PERCEPTION 10 (passive) IMMUNITIES None INSIGHT 10 (Passive) RESISTANCES None VULNERABLE None SKILLS & SAVES STRENGTH 8 (-1) Athletics -1 STR Save -1 DEXTERITY 14 (+2) Acrobatics* +4, Sleight of Hand +2, Stealth +2 Dexterity Save* +4 CONSTITUTION 12 (+1) Constitution Save +1 INTELLIGENCE 14 (+2) Arcana* +4 (constructs +1d4), Engineering* +4 (tunnels +1d4), History +2, Investigation +2, Nature +2, Religion +2 Intelligence Save +2 WISDOM 10 (+0) Animal Handling +0, Culture +0, Insight +0, Medicine +0, Perception +0, Survival* +2 (dungeoneering +1d4) Wisdom Save +0 CHARISMA 18 (+4) Deception* +4, Intimidation* +6 (verbal), Performance* +6 (vocals +1d4), Persuasion* +6 (+1d4) Charisma Save* +6 * Denotes Proficiency (denotes expertise) PROFICIENCIES & LANGUAGES Armor Light armor Weapons Simple weapons, hand crossbows, longswords, rapiers, shortswords Tools Lute, mason’s tools Senses Darkvision 120 ft. Languages Common, Elvish, Undercommon ARCHTYPE: COLORSEER Colorseers express their magic through the ebb and flow of fantastical colors. www.levelup5e.com EQUIPMENT Backpack, crowbar, dagger, hammer, hand crossbow, lute, padded leather, pitons (10), quiver with 20 bolts, rapier, torches (10), tinderbox, waterskin, rations (8 Supply) Maximum Supply: 8 Maximum Bulk: 1 BACKGROUND: ENTERTAINER Connection. Stone and Steele, her old performing troupe led by Riley Steele. Memento. A shard of the harmonic crystal she found deep underground, which still resonates with her voice. Pay the Piper. In any settlement in which Cenya hasn’t made herself unpopular, her performances can earn enough money to support her and her companions: the bigger the settlement, the higher Cenya’s standard of living, up to a moderate lifestyle in a city DESTINY: KNOWLEDGE Cenya seeks universal truths too vast and terrible for mortal minds to comprehend, or untold secrets hidden away from inquiring minds. She fulfills her destiny of Knowledge and gains her fulfillment feature when she has a true epiphany. SOURCE OF INSPIRATION Learning. Cenya gains inspiration whenever she makes an arcane, divine, scholastic, or scientific discovery. FULLFILLMENT FEATURE Converging Theories. Cenya’s understanding has bridged the gaps and she joins what once was disparate into a unified scientific and spiritual theory. Her Intelligence, Wisdom, and Charisma scores each increase by 2 and their maximums each become 22. INSPIRATION FEATURE Critical Evaluation. As a bonus action, Cenya may spend her inspiration to quickly evaluate a creature or item she can see, accurately determining one objective attribute of her choice. When evaluating a creature, she may determine its resistances, immunities, vulnerabilities, what languages it speaks, or its armor class. When evaluating an object, she may determine if it is magical, poisonous, cursed, trapped, or its approximate value. WEALTH COIN POUCH Copper: 0 | Silver: 0 | Electrum: 0 | Gold: 6 | Platinum: 0 BANKED COIN Copper: 0 | Silver: 0 | Electrum: 0 | Gold: 0 | Platinum: 0 ITEMS OF VALUE (Gems, Art, Jewelry, etc.) 1. 2. 3. MAGIC ITEMS ATTUNED ITEMS (Maximum of 3) 1. 2. 3. NON-ATTUNED ITEMS 1. 2. 3. CONSUMABLES 1. 2. 3. COMBAT Action Bonus Action Reaction ATTACKS Rapier +4 to hit; reach 5 ft; one target; 6 (1d8+2) piercing damage. Parrying. This weapon is designed to be used with a light shield. When Cenya makes an attack with this weapon and is using a light shield she can use a bonus action to either make an attack with her shield or increase her Armor Class by 1 until the start of her next turn. Finesse. Cenya may choose to use your Dexterity modifier for attack and damage rolls made with this weapon (included). Hand Crossbow (offhand) +4 to hit; range 30/120 ft; one target; 5 (1d6+2) piercing damage. Dual-wielding. This weapon is designed to be wielded in concert with another weapon. When wielding another weapon in your main hand that does not have the heavy property, Cenya can use her bonus action to make an attack with this weapon (see Two-Weapon Fighting). Loading. This weapon must be loaded before it can be used. Cenya may only make one attack with a loading weapon when she uses an action, bonus action, or reaction to fire it, regardless of the number of attacks she could normally make. SPELLCASTING Caster Level 4 | Spell Casting Ability Charisma | Spell Save DC 14 | Spell Attack +6 Art Specialty: Voice. Cenya has advantage on saving throws made to maintain concentration on bard spells. CANTRIPS (Click the spell for more information) Dancing Lights (V, S, M). Cenya creates up to four hovering lights which appear as torches, lanterns, or glowing orbs that can be combined into a glowing Medium-sized humanoid form. Each sheds dim light in a 10-foot radius. She can use a bonus action to move the lights up to 60 feet so long as each remains within 20 feet of another light created by this spell. A dancing light winks out when it exceeds the spell’s range of 120 feet. Minor Illusion (S, M). This spell creates a sound or image of an object. The illusion disappears if dismissed or Cenya casts the spell again. Cenya may create any sound she chooses, ranging in volume from a whisper to a scream. She may choose one sound for the duration or change them at varying points before the spell ends. Sounds are audible outside the spell’s area. Visual illusions may replicate any image and remain within the spell’s area, but cannot create sound, light, smell, or other sensory effects. The image is revealed as an illusion with any physical interaction as physical objects and creatures pass through it. An Investigation check against Cenya’s spell save DC also reveals the image is an illusion. When a creature realizes the image is an illusion, the effects become fainter for that creature. Prestidigitation (V, S). Cenya wields arcane energies to produce minor effects within 30 feet. Choose one of the following: Create a single burst of magic that manifests to one of the senses (for example a burst of sound, sparks, or an odd odor). Clean or soil an object of 1 cubic foot or less. Light or snuff a flame. Chill, warm, or flavor nonliving material of 1 cubic foot or less for 1 hour. Color or mark an object or surface for 1 hour. Create an ordinary trinket or illusionary image that fits in your hand and lasts for 1 round. Vicious Mockery (V). As long as the target hears Cenya (understanding her words is not required) it makes a DC 14 Wisdom saving throw or it takes 1d6 psychic damage and has disadvantage on the first attack roll it makes before the end of its next turn. 1ST-LEVEL (4 Slots) (Click the spell for more information) Comprehend Languages (V, S, M). For one hour Cenya gains +10 bonus on Insight checks made to understand the meaning of any spoken language that she hears, or any written language that she can touch. This spell doesn’t uncover secret messages or decode cyphers, and it does not assist in uncovering lies. Cure Wounds (V, S). One creature (which is not a construct or undead) Cenya can touch regains 1d8+4 hit points. Harmonic Resonance (V, S, M, Concentration). Until the spell ends after 1 minute, Cenya may take the Help action as a bonus action. Additionally, when a creature within 30 feet uses a Bardic Inspiration die, she may choose to reroll the die after it is rolled but before the outcome is determined. Cenya cannot cast another spell through her spellcasting focus while concentrating on this spell. Heroism (V, S). Until the spell ends, one willing creature Cenya touches cannot be frightened and gains 3 temporary hit points at the start of each of its turns (any remaining are lost when the spell ends). Thunderwave (S). Thunder rolls from Cenya in a 15-foot cube. Each creature in the area makes a DC 14 Constitution saving throw. On a failure, a creature takes 2d8 thunder damage and is pushed 10 feet from Cenya. On a success, a creature takes half damage and is not pushed. 2ND-LEVEL (3 Slots) (Click the spell for more information) Detect Thoughts (V, S, M, Concentration). On the round she casts it, and as an action on subsequent turns until the spell ends, Cenya can probe a creature’s mind to read its thoughts by focusing on one creature you can see within 30 feet. The creature makes a Wisdom saving throw. Creatures with an Intelligence score of 3 or less or that don’t speak any languages are unaffected. On a failed save, Cenya learns the creature’s surface thoughts—what is most on its mind in that moment. On a successful save, she fails to read the creature’s thoughts and can’t attempt to probe its mind for the duration. Conversation naturally shapes the course of a creature’s thoughts and what it is thinking about may change based on questions verbally directed at it. Once she has read a creature’s surface thoughts, Cenya can use an action to probe deeper into its mind. The creature makes a second Wisdom saving throw. On a successful save, she fails to read the creature’s deeper thoughts and the spell ends. On a failure, she gains insight into the creature’s motivations, emotional state, and something that looms large in its mind. The creature then becomes aware that she is probing its mind and can use an action to make an Intelligence check contested by her Intelligence check, ending the spell if it succeeds. Additionally, Cenya can use an action to scan for thinking creatures within range that she can’t see. Once she detects the presence of a thinking creature, so long as it remains within range she can attempt to read its thoughts as described above. The spell penetrates most barriers but is blocked by 2 feet of stone, 2 inches of common metal, or a thin sheet of lead. Magic Map (S, M). Cenya creates a map with herself at the center, choosing a scale up to 100 by 100 miles. The map only includes locations that she has seen and traveled through. The map doesn’t show areas at a significantly different elevation from her current location. If she casts the spell while lost, the spell fails. BARDIC INSPIRATION (4 Per Long Rest) Cenya chooses one creature other than herself that can hear or see her within 60 feet. That creature gains a d6 Bardic Inspiration die. Once within the next 10 minutes, it can roll this die and add the number rolled to one ability check, attack roll, or saving throw result. Alternatively, Cenya can use her Bardic Inspiration to power her Battle Hymns. Battle Hymns. Cenya can expend a use of her Bardic Inspiration to activate this feature at the start of her turn. It continues until she chooses to end it or loses concentration (as if it were a spell), or if activated during a combat whenever the combat ends. Cenya’s battle hymns can affect 4 additional creatures. Harmony of Pain: The creature gains a number of temporary hit points equal to Cenya’s Bardic Inspiration die. Song of Clarity: At the start of each of her turns, Cenya can choose one creature. At the start of its turn, the chosen creature can expend and roll one of its Hit Dice to regain hit points. Battle Hymn Focus. At the end of another creature’s turn, Cenya can use her reaction to activate a battle hymn. This battle hymn replaces any currently activated battle hymns. Replacing an activated battle hymn does not require expending a use of Bardic Inspiration if it has no target yet. FEATS & FEATURES Fey Ancestry. Cenya gains an expertise die on saving throws against being charmed, and magic can’t put her to sleep. EXPLORATION Critical Evaluation. Cenya may spend her inspiration to quickly evaluate a creature or item she can see, accurately determining one objective attribute of her choice. When evaluating a creature, she may determine its resistances, immunities, vulnerabilities, what languages it speaks, or its armor class. When evaluating an object, she may determine if it is magical, poisonous, cursed, trapped, or its approximate value. Trance. Cenya doesn’t need to sleep. Instead, she meditates deeply, remaining conscious. When she takes a long rest, she spends 4 hours in her trance state (instead of sleeping for 6 hours). During the trance Cenya suffers no penalty to passive Perception. A long rest remains 8 hours for her as normal, and the remainder of the time must be filled only with light activity. Eternium Palette. (1/Day) Cenya’s artistry focuses on the play of colors, tugging and pulling at them to reveal new hues. She gains advantage on saving throws against illusions. In addition, when she knows she is being targeted by an illusion spell, she can choose to halve or double its duration. Once she has used this feature a number of times equal to half her proficiency bonus, she can’t do so again until she finishes a long rest. Jack-Of-All-Trades. Whenever Cenya makes an ability check with a skill or tool she is not proficient with, she adds half her proficiency bonus (rounded down). SOCIAL Bardic Legend. When Cenya enters a settlement and spends a day playing or recounting her Bardic Legend, the reputation of her and her allies starts to grow. In addition to receiving local quests suited to the exploits detailed in her bardic legend, when Cenya rests in a settlement that knows her bardic legend she and her allies regain all spent Hit Dice over the course of a long rest. In addition, she gains an expertise die on Prestige checks made in the settlement. Sly Confidant. When Cenya succeeds on an opposed Intelligence, Wisdom, or Charisma check, she gains advantage on her next opposed Intelligence, Wisdom, or Charisma check against the same creature. Varied Expertise. Cenya gains an expertise die on checks made using Persuasion. APPEARANCE Stonesinger Cenya is an exuberant shadow elf with a golden voice and a fascination with minerals and gemstones. She makes her living traveling town-to-town and performing, frequently reuniting with her duet partner—a human woman named Riley Steele—to perform together. Cenya is curious and obsessive, sometimes to the point of naïveté; she will gladly chase an intriguing mystery to the exclusion of all other considerations. Having lived in quiet desperation throughout her adolescence underground, she now seeks to enjoy the highest pleasures of life, sampling the finest foods, aged drink, and music that there is to find. Her indulgence can make her seem frivolous, but beneath that appearance lies a keen eye and an inquisitive soul that can’t be quenched. BACKSTORY Once a miner in a shadow elf commune deep underground, Cenya grew up leading a lifestyle chiefly concerned with the pragmatic realities of day-to-day survival. Art and culture were rarely of interest to her community, and she carried this same mentality for the better part of a century. Her life only changed when she discovered a large, humming crystal in a rounded cave, clearly not naturally-formed. When she spoke the crystal echoed back in harmonies, and she couldn’t help but raise her voice in song to accompany it. In the swelling joy that accompanied her discovery of music, she eagerly returned to her community with what she had learned. Unfortunately, her people had little interest in what she had to say. In short order she was exiled to the surface for her frivolity, and the only act of rebellion she could manage was keeping the location of the crystal a secret so that it wouldn’t be harvested by her people. On the surface, forced to survive on her own, she continued to refine her craft until she found she could make a living through it. ALLIES & ORGANIZATIONS Stone and Steele, her old performing troupe led by Riley Steele. FOLLOWERS & STRONGHOLDS Neigh Type Riding Horse Abilities Speed 60ft, AC 10, HP 19. Link to comment Share on other sites More sharing options...
Powderhorn Posted April 4 Clone Share Posted April 4 In an effort to share as well, while mine isn't fancy per se, it is also mobile friendly, and works well for OSR type games: Sigurros (Siggy) Sifdottr Race: Human Class: Warrior / Healer Alignment: Deity: Attributes STR: 13 (0) DEX: 14 (+1) CON: 18 (+2) INT: 7 (-1) WIS: 13 (0) CHA: 12 (0) Vitals Attack Bonus: +1 Armor Class: 17 (Impervious Defense 1) Hit Points: 5 Wounds: 0 System Strain: 0 Effort: 1 HD: 1 XP: Skills Stab (1) Shoot (0) Heal (1) Lead (0) Connect (0) Equipment Silver: 6 Encumbrance Readied Items: 6 Stowed Items: 13 Readied Items Axe, Hand (1) Axe, Hand (1) Axe, Hand (1) Axe, Hand (1) Bow, Large (2) Stowed Items Backpack Boots Clothes (Common) Healer's Pouch (1) Arrows, 60 (3) Rations, 1 week (4) Waterskin, 1 gal. (1) Tinderbox Cooking Utensils (1) Flask, Metal, 1 pint (1) Dual Wield Axe Attack: +2 Axe Damage: 1d6+3 2/AC15 Single Wield Axe Attack: +3 Axe Damage: 1d6+1 2/AC15 Axe Range: 10' / 30' Ranged Bow Attack: +2 Bow Damage: 1d8+1 Bow Range: 100' / 600' Saving Throws Physical 13 Evasion 14 Mental 15 Luck 15 Foci Impervious Defense (1) - Whether through uncanny reflexes, remarkable luck, supernatural heritage, or magical talent, you have natural defenses equivalent to high-quality armor. The benefits of this Focus don't stack with armor, though Dexterity or shield modifiers apply. Level 1: You have an innate Armor Class of 15 plus half your character level, rounded up. Gifted Chirugeon (1) - You have an unusual gift for saving Mortally Wounded allies and quickening the natural recovery of the wounded in your care. Level 1: Gain Heal as a bonus skill. You may attempt to stabilize one Mortally Wounded adjacent person per round as an On Turn action. When rolling Heal skill checks, roll 3d6 and drop the lowest die. You heal twice as many hit points as usual when applying first aid after a battle, as described on page 48. Spell List Healing Touch: Commit Effort for the scene as an Instant action; for the rest of the scene, you may heal 2d6 damage plus your Heal skill to a touched ally as a Main Action. This healing adds 1 System Strain to the target each time it is applied. Vital Furnace: Your tremendous life energy can be used to instantly regenerate any non-mortal wound you have received. Commit Effort for the day as an Instant action to negate the damage from an injury you just received that did not reduce you to zero hit points. Aside from this ability, you automatically stabilize if reduced to zero hit points and awaken ten minutes later with 1 hit point. This ability cannot undo damage you intentionally inflict on yourself via some power or magical exchange. Sigurros, Siggy to her friends, of which she's fast to make, hails from the far north on a spirit journey to find her way closer to the source of her natural healing abilities. In combat, which she is more than happy to jump into, she wields two hand axes like a dervish, and has two more strapped to her hips so that she can throw her axes in a pinch. Those who watch her fight will find her surprisingly able to avoid blows that come towards her, though she fights merely in her travelling clothes. Link to comment Share on other sites More sharing options...
bwatford Posted April 6 Author Clone Share Posted April 6 Dungeons & Dragons 5e with DM BWatford This is an extremely mobile friendly posting format for Game Masters to use. Feel free to use it in your games. The Whispering Cairn The Cairn HillsThe Cairn Hills refers to the rolling hills and valleys surrounding Diamond Lake, and they are rife with hundreds of burial sites and ruins, the remnants of a civilization long forgotten. Local youth like to dare each other to explore various cairns as a rite of passage, though they have to evade the roving patrols of soldiers from the Garrison and The Bronzewood Lodge to do it. Every decade or so, someone comes across an undisturbed cairn and lives to tell the tale. (Two hours E of Diamond Lake) 7:45 pm MoondayMonday the 9th of ReapingJuly, 595 CY Map Lighting is currently disabled, please use directions (N,S,E,W,NE,SE, etc) when moving. (i.e. I move 2 squares N and 4 E). Active Maps WHISPERING CAIRN Bookkeeping PASSIVE PERCEPTION Alatia 18 | Riffraff 15 | Armando 13 | Sunny 12 | Thodin 12 | Allera 11 INITIATIVE Not in Use!! MECHANICS Not in Use!! CONDITIONS Alatia Light Spell (25 minutes remaining) Armando Torch (10 minutes remaining) DESCRIPTIONS Not in Use!! ALATIA CARNWHEAT Hit Points: 10/10 Hit Dice: 1/1 Warding Flare: 3/3 *L Spell Slots: (+5, DC 13) *L 1st Level: 1/2 DM Inspiration: 1/1 ALLERA LORABELIS Hit Points: 8/8 Hit Dice: 1/1 Arcane Recovery: 1/1 *L Spell Slots: (+6, DC 14) *L 1st Level: 2/2 DM Inspiration: 1/1 ARMANDO RAILWALKER Hit Points: 9/9 (gnome cunning) Hit Dice: 1/1 Pact Magic: (+4, DC 12) *L 1st Level: 1/1 DM Inspiration: 1/1 RIFFRAFF Hit Points: 9/9 Hit Dice: 1/1 DM Inspiration: 1/1 SUNNY Hit Points: 15/15 Hit Dice: 1/1 Rage: 1/2 *L DM Inspiration: 1/1 THODIN EVERSHARP Hit Points: 13/13 (RESIST: poison SAVADV: poisoned) Hit Dice: 1/1 Divine Sense: 3/3 *L Lay on Hands: 5/5 *L DM Inspiration: 1/1 Link to comment Share on other sites More sharing options...
bwatford Posted April 8 Author Clone Share Posted April 8 POSTING TEMPLATE You are welcome to use the following template. It is designed to include all pertinent details about your character for quick reference by both the Narrator and yourself as the player. Please ensure that your posting template provides a link to your character thread for convenient reference. STONESINGER CENYA ELF BARD 4 COLORSEER AC: 14 | HP: 25/25 | Maneuver DC: 12 | Passive Perception/Insight: 10/10 Spell Slots: 1st 4/4, 2nd 3/3 | Spell Attack: +6 | Spell DC: 14 Bardic Inspiration: 4/4 | Eternium Palette: 1/1 | DM Inspiration: 1/1 Token should be max size of 150px, you can pick your own style and you can make them at the link below. Token Stamp 2 - RollAdvantage Posts should use the default size and color for optimal viewing across different themes and devices. If you decide to use colors, it's best to adhere to the basic palette since these colors vary with the themes. "Speech should always be in quotes and in bold." Thoughts should be in italics Mechanics Main Hand: Empty Off Hand: Empty Action: Your action goes here. Bonus Action: Your bonus action goes here. Move: Your movement goes here. Manipulate: Your one free object interaction goes here. Link to comment Share on other sites More sharing options...
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