[5E] Kill Bargle (Inactive)

Game Master Branding Opportunity

Map of Level 1
Map of Level 2
Map of Level 3


Scarab Sages

Pathfinder Lost Omens Subscriber

I'm looking to recruit 4-6 players for a quick run-through of Jason Bulmahn's adventure "Kill Bargle" from Dungeon Magazine #150 using the 5th Edition D&D ruleset. I'm interested in getting to know the new D&D rules for professional reasons, and nothing teaches you a new game like actually playing it. Additionally, I'm also hoping to improve my 3.X to 5 conversion skills.

Here's my background for the adventure (this is different from the original):

Adventure Background:
You were once members of the Company of the TBD, an adventuring party that had a successful, if somewhat abbreviated career. Your adventures eventually led you to the Jistkan ruins of Rachikan, where you defeated the plans of a daemon-worshiping cleric of Jacarkas. You recovered a number of powerful, but quite evil, magic items from the arcanist. Unwilling to make use of such despicable artifacts or sell them to someone else who might, you discussed long into the night what to do with them. One of your companions, a wizard named Bargle, finally offered that he knew people in his native Rahadoum who could properly destroy these items. Even though this was a risky plan, you all decided that it was the best bad option available. Bargle booked passage across the Inner Sea, letting you know that he would rejoin you in the city of Macini a few weeks later, once he had rid himself of the evil items.

Two weeks of waiting turned to three and then four, and you all began to worry. You eventually decided to follow Bargle to Rahadoum in order to track him down. This journey was especially dangerous for those of you espousing religious beliefs, as these are strictly illegal in that Garundi nation. After over a month of chasing down numerous disappointing leads, you finally gave up and presumed that Bargle had been killed. You dispondently returned to the company's base in Kintargo and tried to get back into the adventuring life, but it was pointless. Even though the wizard's death affected each of you differently, you had lost any interest in keeping the Company of the TBD together and drifted apart to your separate lives.

That was four years ago.

A month ago you all received a message from Aleena, the Company's priestess of Iomedae, breathlessly informing you that she had heard a rumor that Bargle was not only alive, but back in Cheliax again. She mentioned that a contact of hers in Pezzack had reported seeing Bargle hiring a ship to take him to Warlock Island, a small spit of rock off the southwestern coast of Cheliax. Aleena promised to wait for all of you in Pezzack, so that together you could track down the elusive wizard and find out what had really happened to him.

Upon arriving in Pezzack, you were greeted by the worst possible news: Aleena had been murdered not two days before by a man matching Bargle's discription. The murderer had allegedly been assisted by black-scaled kobolds, who helped cut down the priestess in the streets before fleeing to a waiting ship.

You are all now on a hired boat bound for Warlock Island to avenge Aleena's death, and find out if the murderer is indeed your long-lost friend, or something else, even stranger, is going on.

Character Submission Guidelines:
Even though I'm looking to improve my 5th Ed skills, I still feel that PbP games are best served by story- and RP-heavy games with meaningful character development. To that end I would like anyone interested in submitting a PC to observe the following guidelines:

  • 3rd level Characters (no evil alignments), created using the rules presented in the PHB or the free BASIC RULES of the game. Standard rules for assigning stats (4d6 and drop the lowest, assign as you wish).
  • As I'm an admin for Pathfinder Wiki, the adventure will be set in Golarion, specifically in western Cheliax (near the coast), since I know this setting better than any others. Golarion-specific details in your character background will help you get picked.
  • Allowable races: dwarf (all subraces), elf (high and wood, okay, but drow are verboten), halfling (lightfoot only), human (Golarion ethnicities only), gnome (all subraces), half-elf, half-orc, tiefling)
  • Allowable classes: Any, but no clerics of Iomedae, please. That was Aleena's role (see above).
  • Starting Equipment: Anything reasonable from the PHB or Basic Rules. You'll get a chance to roll for a few magic items later. Also, everyone gets a random trinket (PHB, p. 159).
  • Please submit a written character concept detailing your PC's personality and background, heavily incorporating the party background I have provided above. There is no need to stat out a character now, simply race/class/gender/alignment will suffice; the rest can be worked out after I have picked the party. Submitting a fully statted PC will not hurt you, but it will not help you either; I am more interested in understanding your PC as a person and how he fits into the Order of the TBD.

I can commit to posting at least twice a day, and generally more often than that, and would really like to get through this short, dungeon-crawly adventure in under two months. If you are not one of those people who checks the boards multiple times a day (with the exception of weekends), please don't submit a character. You'll be expected to post AT LEAST once a day, twice a day if we are in combat. Also, if you don't like heavy RP and generally only make short one, or two sentence posts, please pick a different adventure. Additionally, if you know that work/school/family/life is about to hit you hard and demand a lot of your time, please submit something for the next PbP I run.

Please let me know if you have further questions.

SUBMISSION DEADLINE: Sunday, January 4th, noon, PST

Liberty's Edge

Well, let's see what turns up.

stat 1: 4d6 ⇒ (5, 3, 6, 5) = 19
stat 2: 4d6 ⇒ (6, 3, 3, 1) = 13
stat 3: 4d6 ⇒ (1, 2, 3, 4) = 10
stat 4: 4d6 ⇒ (4, 4, 6, 4) = 18
stat 5: 4d6 ⇒ (5, 6, 6, 1) = 18
stat 6: 4d6 ⇒ (5, 2, 2, 3) = 12

So, 16, 12, 9, 14, 17, 10. I ought to be able to make something out of that.

Scarab Sages

Pathfinder Lost Omens Subscriber
Cutlass wrote:

Well, let's see what turns up.

So, 16, 12, 9, 14, 17, 10. I ought to be able to make something out of that.

Cool! Let me know if you have any questions.


I am not sure yet, but I will roll stats just in case.

4d6 ⇒ (5, 4, 2, 5) = 16 14
4d6 ⇒ (2, 1, 5, 2) = 10 9
4d6 ⇒ (5, 6, 3, 1) = 15 14
4d6 ⇒ (4, 1, 3, 3) = 11 10
4d6 ⇒ (6, 3, 3, 6) = 18 15
4d6 ⇒ (4, 6, 1, 4) = 15 14

I am not sure if those are good stats for 5e or not. I am currently thinking of some sort of arcane caster, unless no one else wants to play a cleric. Also, I get the feeling that this is intended to be a one shot. Is that correct?

Scarab Sages

Pathfinder Lost Omens Subscriber
Nohwear wrote:


I am not sure if those are good stats for 5e or not. I am currently thinking of some sort of arcane caster, unless no one else wants to play a cleric. Also, I get the feeling that this is intended to be a one shot. Is that correct?

I conceived of it as a one-shot, but if things go very well and the group enjoys playing together I might change my plans. I can't promise anything right now, however.

Dark Archive

4d6 ⇒ (1, 6, 1, 4) = 12 11
4d6 ⇒ (4, 4, 3, 1) = 12 11
4d6 ⇒ (5, 4, 3, 5) = 17 14
4d6 ⇒ (6, 6, 6, 5) = 23 18
4d6 ⇒ (3, 2, 2, 2) = 9 7
4d6 ⇒ (1, 6, 1, 5) = 13 12

Interesting. I'm thinking of putting together a lightfoot halfling rogue. Since we'll be in Cheliax, maybe a member of the Bellflower Network?


Dotting for interest. I have the PHB but haven't really delved into it yet, so I'm not sure what I'll submit. Are feats allowed?

4d6 ⇒ (4, 3, 2, 2) = 11 9
4d6 ⇒ (1, 3, 5, 4) = 13 12
4d6 ⇒ (6, 6, 3, 5) = 20 17
4d6 ⇒ (6, 3, 5, 4) = 18 15
4d6 ⇒ (2, 2, 2, 5) = 11 9
4d6 ⇒ (5, 1, 3, 6) = 15 14

Scarab Sages

Pathfinder Lost Omens Subscriber

You'll be third level, and feats don't come in until fourth, I believe.


What about the alternate human?

Liberty's Edge

I'll second Nohwear's question. I'm looking at running a human and was planning on taking a feat. That can be changed if needed and I can just go with the +1 to all attributes without doing too much violence to the character concept. Brief character description follows, will do total workup if desired.

Mandraiv sat near the bow of the boat as it headed towards Warlock Island. He was apparently unconcerned about recent events, but those who knew him well could tell differently. One indicator was that Mandraiv was a warlock who routinely went around without a serious melee weapon. That was just for show though when he wanted to avoid attracting unwanted attention. He could manifest a pact weapon of any kind he wanted any time he wanted to. But that did take a little bit of time to do. Right now his pact weapon was in the form of a longsword that he was wearing in a scabbard strapped to his back, ready for instant access. Mandraiv was wearing traveler's clothes that were black in color, including a cloak with a hood. He wore no armor, but somebody observing him closely could tell he didn't need to. The occasional spray of water that got turned aside before it came in contact with him was proof that he had a mage armor spell active. The only real color on his person was the green crystal arcane focus hanging from his neck by a thong and currently visible outside his shirt. He normally wore it inside his shirt except for when he wanted to be able to cast a spell at a moment's notice.

Other weapons that Mandraiv had were a dagger worn more or less horizontally through the front of his belt set up for a right hand draw. He had a handaxe on the right side of his belt and a mace on the left side of his belt. He had a quiver like device holding 6 throwing darts that he wore over his left shoulder, with the handle of his longsword sticking up over his right shoulder. Completing the martial array but usually unnoticed would be the obligatory dagger hidden in each boot.

As the boat approached the island Mandraiv was actually fuming. He was blaming himself for Aleena's death. He was the one with the criminal contacts, he was the one who was good at finding people who didn't want to be found, he also had been able to learn the Eldritch invocation of Devil's Sight which enabled him to see normally in mundane or magical darkness to a range of 120 feet. Thus it was almost impossible for somebody to sneak up on him in the dark. Taken all together he should have been the one to find out that Bargle, or somebody posing as Bargle was running around. And no mere Kobolds would have been able to get the jump on him. And Aleena would still be alive.

There was no romance involved between Aleena and Mandraiv. They were much too different for that. But Mandraiv considered Aleena to be one of his friends, and outside the adventuring company Mandraiv didn't have many friends. Mandraiv was a human of Varisian stock who had been an enforcer for a Sczarni Brotherhood family. He stood 5 feet 11 inches tall and weighed in at 224 pounds with an obviously muscular and athletic body build. He had deep olive skin, dark hair and brown eyes. When he took his shirt off the tattoos on his chest and back were obvious. To somebody who could "read" them they indicated that he had a power tap on a Great Old One that was the source of his magical power.

That should hopefully be enough info for now. I should note that Mandraiv's alignment would be neutral tending towards lawful neutral.

Scarab Sages

Pathfinder Lost Omens Subscriber
Nohwear wrote:
What about the alternate human?

The variant human trait is fine, but as I said, we can work out the stat details later. They don't need to be submitted at the moment.


I know 5E reasonably well, but haven't played in a PBP for several years (since before all the new whizz bang tools were introduced). I've been looking for a 5E one shot to get back into it. Would being effectively a new PBPer be an issue?

Scarab Sages

Pathfinder Lost Omens Subscriber
Steve Geddes wrote:
I know 5E reasonably well, but haven't played in a PBP for several years (since before all the new whizz bang tools were introduced). I've been looking for a 5E one shot to get back into it. Would being effectively a new PBPer be an issue?

Nope. Just submit an idea for a PC using the background I posted above.


Oh my, this Bargle fellow seems rather infamous. I'd love to take part in this, see what all the hub-bub is about. Lemme see...

4d6 ⇒ (4, 1, 2, 2) = 9 : 8
4d6 ⇒ (2, 6, 3, 2) = 13 : 11
4d6 ⇒ (3, 3, 2, 4) = 12 : 10
4d6 ⇒ (2, 2, 4, 5) = 13 : 11
4d6 ⇒ (5, 4, 1, 3) = 13 : 11
4d6 ⇒ (1, 2, 6, 1) = 10 : 9

Good grief.... Well I do like a challenge. Suppose I can try to manage something out of this.

Scarab Sages

Pathfinder Lost Omens Subscriber

TD, those are truly awful rolls. I'll let you reroll, unless you really, really like a challenge (or like playing against the heroic type).


My character is likely to be a chelish, CG, human fighter with a criminal background. Fought his way up out of the gutter with nothing but his knife and wits. I'll write up a proper background tomorrow (just about to start a new year barbecue.

Stat rolls: 4d6 ⇒ (1, 2, 1, 5) = 94d6 ⇒ (2, 5, 2, 1) = 104d6 ⇒ (2, 3, 5, 1) = 114d6 ⇒ (2, 4, 4, 5) = 154d6 ⇒ (1, 4, 4, 2) = 114d6 ⇒ (5, 4, 6, 6) = 21

Edit: by the way, what does TBD stand for?


Hmm. Looks like my formatting is a bit....idiosyncratic. :p

Nonetheless, that gives me: 8 9 10 13 10 17

Scarab Sages

Pathfinder Lost Omens Subscriber
Cutlass wrote:
I'll second Nohwear's question. I'm looking at running a human and was planning on taking a feat. That can be changed if needed and I can just go with the +1 to all attributes without doing too much violence to the character concept. Brief character description follows, will do total workup if desired.

Thanks for the great submission, Cutlass. As I mentioned above, the variant human abilities are fine.


If I were to make a ranger, what would you suggest for favored enemy and terrain?

Scarab Sages

Pathfinder Lost Omens Subscriber
Nohwear wrote:
If I were to make a ranger, what would you suggest for favored enemy and terrain?

Whichever makes the most sense for your backstory.


4d6 - 1 ⇒ (1, 4, 3, 1) - 1 = 8
4d6 - 1 ⇒ (3, 1, 3, 4) - 1 = 10
4d6 - 3 ⇒ (6, 3, 6, 6) - 3 = 18
4d6 - 2 ⇒ (2, 4, 2, 5) - 2 = 11
4d6 - 3 ⇒ (3, 3, 4, 5) - 3 = 12
4d6 - 1 ⇒ (6, 6, 1, 4) - 1 = 16

I'm a big fan of taking down bargle. See if I can come up with a suitable hero. Sorcerer possibly?

cheers

Scarab Sages

Pathfinder Lost Omens Subscriber
Lady Janas wrote:

I'm a big fan of taking down bargle. See if I can come up with a suitable hero. Sorcerer possibly?

cheers

Anything is possible. People will be chosen based not on their class selection but on their background and personality submission (see Cutlass' post above for a good idea of what this might look like).


Consider the gauntlet taken up, Sir! Though with less delicacy and more brash courage.

Oso comes from the distant city of Eleder, the spawn of a mulatto prostitute and one of her many paying seafarers. Raised in back of the Saucy Seamaids, he learnt quickly to fend for himself as a messenger and guide. Oso quickly learnt how to convince willing sailors into the arms of his mother and her floosies, but always making sure to grab a bit of commission from the mark first. The boy ran wild about the docks most mornings, avoiding the Baron's Watch and catching tales of places far away.
Eventually one sailor tried to take advantage of Oso, and the boy beat him senseless. From somewhere deep inside came a red rage that threatened to overwhelm him. He never felt so drained before not even with that dwarven floosy, Anvil Annie.
Next day, word reached his mother that the ships crew were searching for Oso and the sailor, Hawkin Gibe, wanted payback.

So partly to avoid trouble but mostly because she loved the little rascal, his mother got him a berth on the Troupadour heading north back to Absolom.

More to follow but Oso will be a human barbarian.


[LG Female High Elf Fighter]

Aredhel Morgethai stands before the mast, hands linked behind her back, swaying subtly with the ship as it crests the waves.

Her black hair is bound in an intricate braid that hangs down almost to her hips, overlaying the great sword slung over her shoulder. Her long ears sweep up and back to the height of the crown of her head. A coat of fine elven chain hugs her tall figure, its hem embossed with leaf markings, but otherwise free of adornment.

She is an island of calm amidst the ordered activity on the deck, her austere beauty reflecting none of her emotions or thoughts as she gazes toward the horizon. Aleena was dead. A bright thread snipped and plucked from the tapestry, and for all the long years that Aredhel yet had to live, she would never again hear the cleric's high laughter. Never enjoy the warmth of her smile, or the compassion that betrayed a wisdom so uncommon in one so young.

Aredhel had first met the young human a mere six years ago. The sun had turned the canopy overhead an emerald green, and the scent of pollen and loam had been rich in the air. Yet there had been none of the customary birdsong in Riverspire, for a discordant tune had silenced the wildlife. Aleena, brazenly trying to learn the flute - in an elven forest of all places.

Bemused after a lengthy conversation, Aredhel had offered to accompany the cleric to the edge of the forest - and then surprised herself by accompanying her farther to Highhelm, curious to see how that city had changed in the fifty years since her last visit.

One destination led to the next, until two years later Aredhel found herself dismayed at the disbanding of the Company. It was high time she return to Riverspire, however; she had put off her training as a Swordmaster of the Tower* for too long. This she dedicated herself to, seeking to master the great two handed blade wielded by all Swordmasters, content after a few years of wildness to settle down and serve her community.

When Aleena sent word that she had found Bargle, Aredhel had reluctantly refused to quit her training, and penned an apologetic response wishing her friend luck. When word reached her that Aleena herself had been killed, she had stared long and hard out into the middle distance, and then gone straight to her master to request a leave of absence. Using the elven portals, she traveled quickly to Cheliax - and there met her former companions at the docks.

As Warlock Island hoves into view, Aredhel draws forth Aleena's old flute, and begins to play a hauntingly mournful dirge.

*I just made these guys up. Swordmasters of the Tower are a group of elite soldiers that protect the original tower around which Riverspire grew. Feel free to scrap!


Here's my background for Artius. I'll come up with alias and stats and so forth if I'm successful.

History:
Artius grew up on the streets of Egorian. He has no recollection of his family, life in a street gang being his earliest memories. Artius’s nimble athleticism made him valuable to the gang leaders, although his slight frame saw him on the losing end of many brawls as other gang members saw him as easy prey. It was during one of these fights with Percelli, one of the more well known bullies in the gang, that Artius finally lost his cool, breaking gang rules by drawing a knife and skewering the larger brute before fleeing into the street. Suddenly cast adrift from the only life he’d known, it was chance that drove Artius to meet Bargle who was travelling through Egorian at the time. Bargle’s tales of the Company of the TBD and life on the road answering to no one inspired Artius, who immediately sought to join, accompanying Bargle and the rest of the adventuring company out of Egorian that night.

Recent events:
Artius has always placed Bargle on a pedestal, seeing him almost as a personal saviour. As such, he has been deeply shaken by the recent events and is determined to learn the truth. As the group heads to Warlock Island, he clings to the hope that this is a simple case of mistaken identity. The thought that his hero might turn to murderer is not something Artius is willing to accept.

Personality:
Artius is a male, CG human fighter. He’s likely to be dex-based, wielding two short swords (probably with the mobility feat). He’ll have criminal background and be proficient in thieves’ tools. His skills are likely to be skewed towards stealth/perception and other such things. I imagine he’s illiterate and has a certain awe for ‘bookish’ types. He hates bullying and oppression but also victims who wait for charity rather than taking their destiny in their own hands. He has no interest in possessions or getting rich, but also has very little respect for others’ property - Artius holds the view that, if you can’t protect what you own, you didn’t really own it.

Stat rolls (from earlier post):
17 13 10 10 9 8

Scarab Sages

Pathfinder Lost Omens Subscriber
Steve Geddes wrote:
Edit: by the way, what does TBD stand for?

To be determined. It means that the players will get to pick it.

Scarab Sages

Pathfinder Lost Omens Subscriber

Okay, so far we have some great submissions and a number of people who have expressed interest and rolled up stats, but have yet to post a full character sketch.

In reverse order of when they were submitted we have:

Steve Geddes playing Artius, a CG human roguish fighter who idolized Bargle
electricjokecascade playing Aredhel Morgethai, a flute-playing, LG high elf fighter who was close to Aleena
French Wolf playing Oso Legumbe, a Garundi human barbarian
Mundarion playing Mandrave, a human warlock with few friends who is grieving the death of Aleena


Branding Opportunity wrote:
Steve Geddes wrote:
Edit: by the way, what does TBD stand for?
To be determined. It means that the players will get to pick it.

Ah, thanks. AANMF.

Spoiler:
Acronyms Are Not My Forte

Dark Archive

I've been accepted into another game and am running one of my own. Rather than spread myself too thin I'm going to regretfully withdraw. Best of luck with the game!

Scarab Sages

Pathfinder Lost Omens Subscriber
tribeof1 wrote:
I've been accepted into another game and am running one of my own. Rather than spread myself too thin I'm going to regretfully withdraw. Best of luck with the game!

No worries, thanks for letting me know.


DM, how do you feel about multiclassing? I let it through for a one shot game recently and the player is trying a level 4 sor/bard combination. I am on the fence personally so may want to give it a try here for this quick adventure.

cheers


I'll dot for interest. Let's roll some dice

4d6 ⇒ (5, 3, 6, 6) = 20 17
4d6 ⇒ (3, 5, 3, 1) = 12 11
4d6 ⇒ (1, 2, 2, 3) = 8 7
4d6 ⇒ (4, 2, 3, 6) = 15 13
4d6 ⇒ (2, 4, 4, 6) = 16 14
4d6 ⇒ (2, 5, 6, 2) = 15 13

Yeah I can work with that. Not sure what I'm going to put the 7 into tho.

Scarab Sages

Pathfinder Lost Omens Subscriber
Oso Legumbe wrote:
DM, how do you feel about multiclassing?

I'm okay with it.


Good stuff.


Background
Oso comes from the distant city of Eleder in Sargava, the spawn of a mulatto prostitute madam and one of her many paying seafarers. Raised in back of the Saucy Seamaids, he learnt quickly to fend for himself as a messenger and guide. Keeping the customers happy was beaten into him during a difficult childhood. However Oso had a strong soul, he thrived with a ready smile and willingness to help anyone - convincing willing sailors into the arms of his mother and her floosies, but always making sure to grab a bit of commission from the mark first. The boy ran wild about the docks most mornings, avoiding the Port Watch and catching tales of places far away.
He grew big and strong, an athletic teenager who unfortunately drew the attention of a brooding sailor by the name of Hawkin Gibe. The loathsome man tried to take advantage of Oso until the youth beat him senseless. From somewhere deep inside came a red rage that threatened to overwhelm him. Afterwards that inner turmoil left Oso drained as never before not even from that dwarven floosy, Anvil Annie.
Next day, word reached his mother that the ship’s crew of Gibe’s Redwash were searching for Oso and the captain wanted payback.
So partly to avoid trouble but mostly because she loved the little rascal, his mother got him a berth on the Hell’s Troupadour heading north back to Absalom. It was here that Oso met Bargle, in fact he saved the mage from a beating by a gang of street toughs. This started an unlikely friendship and the young Garundi enjoyed the attention of such a wise and knowledgeable man. The pair spent the next six months in the Coins, working the crowds of sailors and merchants until Aleena of Iomedae brought a significant proposal. She had already gathered together several other suitable members of the company. One, an Ulfen woman, Meganri Snorre started a relationship with Oso, driving a wedge between the young man and the wizard. But she died during a running underground battle despite Bargle’s supposed attempts to save her. It took several days for Oso to recover his wits and by then Bargle had also gone with the evil magicks to Rahadoum.
Now with everything that has transpired, Oso remembers every day how lost he felt when Meganri and then Bargle died. The last four years have been an escape to sea again and a series of brief encounters with women and warriors. Since he received the message from Aleena, Oso has headed towards Cheliax. He doesn’t particularly care what happened to Aleena, but he burns inside with a cold fury to beat the truth out of untrustworthy Bargle – what did happen to his Ulfen lover?
Personality
Oso is outwardly a carefree adventurer, a brave warrior with a happy smile for life. However this athletic fighter is furious with Bargle and that revenge is fuelling his inner rage. Fear is for the other man.

Party Role
Oso is a big hitter with a few street smarts and survival skills. He could take an initial level of rogue if the party requires one.

Liberty's Edge

A further note on Mandraiv. His role in the company was as everybody's backup. Bargle was the primary walking arcane artillery piece. Mandraiv could also do that, but not as well as Bargle. Aleena had been the main party face even though Mandraiv had a higher charisma simply because people in general tended to react better to a cleric of Iomedea. Though Mandraiv took center stage when outright Intimidation was called for. Mandraiv could also do melee combat and scouting, though characters with other class backgrounds would probably take top billing in those roles. In short, there isn't a lot that Mandraiv can't do, and he can reasonably fill just about any slot except healer as either a backup or a primary.


Rolling stats on the off chance.

4d6 ⇒ (4, 3, 4, 4) = 15 = 12
4d6 ⇒ (4, 5, 1, 5) = 15 = 14
4d6 ⇒ (5, 6, 3, 6) = 20 = 17
4d6 ⇒ (5, 3, 6, 3) = 17 = 14
4d6 ⇒ (2, 6, 3, 5) = 16 = 14
4d6 ⇒ (6, 6, 5, 4) = 21 = 17


I thought I recognised the name, DM. We played together in Chainmail's defunct Dwellers of the Forbidden City game last year!

For crunch, Oso will probably take the Berserker primal path, street urchin background and tend towards lawful and neutral traits.

Cheers

Edit: human variant feat tbd


Went to create the alias and found that the first name had already been taken. So here he is with a last name as well.

Scarab Sages

Pathfinder Lost Omens Subscriber

Here are the folks who are definitely in:

Mandraiv Gaborza (Cutlass) - Warlock
Oso Legumbe (French Wolf) - Barbarian
Artius (Steve Geddes) - Fighter
Aredhel Morgethai (electricjokecascade) - Fighter

Since we only have four players (and three of them are marital types), I'm going to leave recruitment up for another few days (until the end of the day on Tuesday, Jan 6th).

Those mentioned above can head over to the Discussion Thread.

Liberty's Edge

What would you think about a 1/2 Orc cleric of war? or perhaps a half-elven monk? Would be willing to make up pretty much anything you are looking for, but those two would be my first choices!

4d6 ⇒ (2, 5, 1, 6) = 14 13
4d6 ⇒ (3, 3, 1, 6) = 13 12
4d6 ⇒ (4, 3, 4, 5) = 16 13
4d6 ⇒ (6, 4, 1, 6) = 17 16
4d6 ⇒ (6, 1, 2, 4) = 13 12
4d6 ⇒ (3, 4, 2, 6) = 15 13

Scarab Sages

Pathfinder Lost Omens Subscriber

Daniel, I'm more interested in you playing a character that you like. I find that the entire "party balance" concept is grounded in maximalist game theory that is focused primarily on "winning". I prefer to avoid or minimize such proclivities. "Play what makes you happy" is my motto.

Liberty's Edge

Well then, I think I would like to play the orc cleric of war...I will get it written up and post it asap

Liberty's Edge

Sorry it took so long...hope that this is OK..will make an alias if accepted...not too sure of fluff

Imsh:

Male Half-Orc Soldier Cleric 3
Neutral Good

Strength 15 (+2)
Dexterity 12 (+1)
Constitution 14 (+2)
Intelligence 12 (+1)
Wisdom 16 (+3)
Charisma 13 (+1)
Size: Medium
Height: 6' 3"
Weight: 310 lb
Skin: Greyish-Green
Eyes: Yellow
Hair: Black
Maximum Hit Points: 28

Speed: 30 feet

Inspiration:

Armor Class: 18 = 10 + 6 [chain mail] + 2 [steel shield]

Proficiency bonus: +2
Initiative modifier: + 1 = + 1 [dexterity]
Attack (handheld / thrown):+ 4 = + 2 [proficiency] + 2 [strength]
Attack (missile / finesse):+ 3 = + 2 [proficiency] + 1 [dexterity]
Strength save: + 2 = + 2 [strength]
Dexterity save: + 1 = + 1 [dexterity]
Constitution save:+ 2 = + 2 [constitution]
Intelligence save: + 1 = + 1 [intelligence]
Wisdom save: + 5 = + 2 [proficiency] + 3 [wisdom]
Charisma save: + 3 = + 2 [proficiency] + 1 [charisma]
Insight (passive):13 (18 with advantage)
Perception (passive): 13 (18 with advantage)

Languages: Common Orc

Unarmed strike [+4 to hit; 1+2 bludgeoning]
Crossbow, light [+3 to hit; 1d8+1 piercing, 6 lb, ammunition (range 80/320), loading, two-handed]
Flail [+4 to hit; 1d8+2 bludgeoning, 6 lb]

Chain mail [heavy; + 6 AC; max dex + 0; stealth disadvantage; 55 lb.]
Steel Shield [+2 AC; 6 lb.]

Skills
Acrobatics: +1
Animal Handling: +3
Arcana: +1
Athletics: +4
Deception: +1
History Int: +1
Insight: +3
Intimidation: +3
Investigation: +1
Medicine: +5
Nature: +1
Perception: +3
Performance: +1
Persuasion: +3
Religion: +3
Sleight of Hand: +1
Stealth: +1
Survival: +3

Cleric spells:

Cantrips: 3
Mending, Sacred Flame, Thaumaturgy

First-level castings: 4/day
Bane
Bless
Command
Create or Destroy Water
Cure Wounds
Detect Evil and Good
Detect Magic
Detect Poison and Disease
Divine Favor [domain spell]
Guiding Bolt
Healing Word
Inflict Wounds
Protection from Evil and Good
Purify Food and Drink
Sanctuary
Shield of Faith [domain spell]

Second-level castings: 2/day
Aid
Augury
Blindness / Deafness
Calm Emotions
Continual Flame
Enhance Ability
Find Traps
Gentle Repose
Hold Person
Lesser Restoration
Locate Object
Magic Weapon [domain spell]
Prayer of Healing
Protection from Poison
Silence
Spiritual Weapon [domain spell]
Warding Bond
Zone of Truth

Half-Orc
+ 2 strength, +1 constitution (already included)
Darkvision (see 60 feet black-and-white in pitch-dark)
Bonus proficiency in Intimidation.
Relentless endurance: If reduced to 0 hp, but not killed outright, can drop to 1 hp instead. This recharges after a long rest.
Savage attacks: On scoring a critical hit with a melee weapon, add one additional damage die for extra damage.

Soldier
Other military folks will defer to your rank.
You know how to ride a horse.
You are proficient with at least one kind of gaming set, mounts and land vehicles.

Cleric
Proficient in using a healer kit (for resuscitations).
Ritual caster.
Three cantrips
The DC to resist your spells is 8 + proficiency bonus + your wisdom modifier (DC-13).
Level 2: Channel Divinity (1 use between short rests)
Channel Divinity -- Turn Undead

War Cleric (domain)

Domain spells.
Can use martial weapons, heavy armor and shields.
One extra attack per turn.
Level 2: Channel Divinity -- Guided Strike. Add +10 to an attack roll, after you see the roll but before you are told whether it hit.

Scarab Sages

Pathfinder Lost Omens Subscriber
Daniel Stewart wrote:
** spoiler omitted **...

Come join us over in the Discussion Thread.

Liberty's Edge

ok...will do...just need to make an alias first!

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