DM Ashman |
I will host a D&D Adventurers League Legal game here. I will run the game according to the Adventurers League rules etc. So all PC must meet the Adventurers League rules etc. The game will start with first three episodes of the adventure. Should the group decide we should do D&D Expeditions I can run that also. If not we will continue on in the adventure.
What you can expect from me. I will post between 5 to 6 times a week. This is a causal game not a post a day game. So if something pops up just let me know.
You can find all the requirements for play Here at this link
Reruitment will be open till the 5th of Jan 15.
DM Ashman |
Customizing backgrounds is found on page 126 of the PHP. You can get your DCI numberHere at this link
@Nowhr As far favored enemy I would say kobolds and moutains.
Daniel Stewart |
Ok, here is the basic crunch for my character submission.
Male Tiefling Criminal Warlock 1
Neutral Good
Strength 12 (+1)
Dexterity 13 (+1)
Constitution 10 (+0)
Intelligence 11 (+0)
Wisdom 13 (+1)
Charisma 17 (+3)
Size: Medium
Height: 5' 7"
Weight: 175 lb
Skin: redish
Eyes:Black
Hair:black
Maximum Hit Points: 8
Speed: 30 feet
Inspiration:
Armor Class: 12 = 10 + 1 [leather] + 1 [dexterity]
Proficiency bonus: +2
Initiative modifier: + 1 = + 1 [dexterity]
Attack (handheld / thrown): + 3 = + 2 [proficiency] + 1 [strength]
Attack (missile / finesse): + 3 = + 2 [proficiency] + 1 [dexterity]
Strength save: + 1 = + 1 [strength]
Dexterity save: + 1 = + 1 [dexterity]
Constitution save: + 0
Intelligence save: + 0
Wisdom save: + 3 = + 2 [proficiency] + 1 [wisdom]
Charisma save: + 5 = + 2 [proficiency] + 3 [charisma]
Insight (passive): 11 (16 with advantage)
Perception (passive): 11 (16 with advantage)
Languages: Common Infernal
Unarmed strike [+3 to hit; 1+1 bludgeoning]
Mace [+3 to hit; 1d6+1 bludgeoning, 4 lb]
Crossbow, light [+3 to hit; 1d8+1 piercing, 6 lb, ammunition (range 80/320), loading, two-handed]
Leather armor [light; + 1 AC; 10 lb.]
Skills:
Acrobatics +1
Animal Handling +1
Arcana + 2
Athletics +1
Deception +5
History Int +0
Insight Wis +1
Intimidation +3
Investigation +2
Medicine +1
Nature Int +0
Perception +1
Performance +3
Persuasion +3
Religion +0
Sleight of Hand Dex +1
Stealth Dex +3
Survival +1
Cantrips: Eldritch Blast, Blade Ward
Spells: Witch Bolt, Burning Hands
Tiefling
+ 1 intelligence, + 2 charisma (already included)
Darkvision (see 60 feet black-and-white in pitch-dark)
Resistance to fire damage.
Thaumaturgy cantrip
Criminal
You have underworld contacts.
You are probably an accomplished forger.
Consider bringing thieves tools and at least one kind of gaming set.
Warlock
The DC to resist your spells is 8 + proficiency bonus + your charisma modifier (13).
Level 1: One spell slot / short rest, slot level 1.
Fiendish patron (warlock)
Expanded list of available spells.
Level 1: Dark Ones Blessing -- on reducing enemy to 0 hp, gain temporary hp equal to your charisma modifier plus warlock level
Doomguide |
Here we go, sorry it is so late.
Urran Padfoot
Urran Padfoot
Halfling(Lightfoot)CG Paladin 1 of Hoar
Background: Criminal(Spy) Harpers
HP 11(1d10) Speed 25 AC 15
STR 10 DEX 16 CON 12 INT 10 WIS 11 CHA 16
Attack:
Rapier +5 d8+3 or Whip\Dagger +5 d4+3 Hand Xbow +5 1d6+3
Proficiencies:
Armor: All armor, shields
Weapons: Simple weapons, martial weapons
Tools: Thieves’ tools, Three Dragon Ante
Saving Throws: Wisdom, Charisma
Skills: Deception, Intimidation, Persuasion, Stealth
Equipment:
Chain Shirt, Rapier, Hand Crossbow, Whip, Daggerx2, Thieves Tools, Three Dragon Ante set, an alabaster mask. 2 GP
Burglar’s Pack (16 gp). Includes a backpack, a bag of 1,000 ball bearings, 10 feet of string, a bell, 5 candles, a crowbar, a hammer, 10 pitons, a hooded lantern, 2 flasks of oil, 5 days rations, a tinderbox, and a waterskin. The pack also has 50 feet of hempen rope strapped to the side of it.
Abilities:
Lucky: When you roll a 1 on an attack roll, ability check, or saving throw, you can reroll the die and must use the new roll.
Brave: You have advantage on saving throws against being frightened.
Halfling Nimbleness: You can move through the space o f any creature that is of a size larger than yours.
Naturally Stealthy: You can attempt to hide even when you are obscured only by a creature that is at least one size larger than you.
Divine Sense: The presence o f strong evil registers on your senses like a noxious odor, and powerful good rings like heavenly music in your ears. As an action, you can open your awareness to detect such forces. Until the end of your next turn, you know the location of any celestial, fiend, or undead within 60 feet o f you that is not behind total cover. You know the type (celestial, fiend, or undead) of any being w hose presence you sense, but not its identity (the vampire Count Strahd von Zarovich, for instance). Within the same radius, you also detect the presence of any place or object that has been consecrated or desecrated, as with the hallow spell. You can use this feature a number of times equal to 1 + your Charisma modifier. When you finish a long rest, you regain all expended uses.
Lay on Hands: Your blessed touch can heal wounds. You have a pool of healing power that replenishes when you take a long rest. With that pool, you can restore a total number of hit points equal to your paladin level x 5. As an action, you can touch a creature and draw power from the pool to restore a number o f hit points to that creature, up to the maximum amount remaining in your pool. Alternatively, you can expend 5 hit points from your pool of healing to cure the target o f one disease or neutralize one poison affecting it. You can cure multiple diseases and neutralize multiple poisons with a single use o f Lay on Hands, expending hit points separately for each one. This feature has no effect on undead and constructs.
Personality Traits:
Always smiling especially when angry or frustrated.
Ideal:
No means are too much when confronting evil.
Bond:
I must always keep moving to keep ahead of those that do not understand my methods.
Flaw:
Takes a unhealthy satisfaction in using the methods of evil against itself.